mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-07 19:58:32 +09:00
[Fix] (DirectVulkan): suppress blended depth writes on Qualcomm and mark gl_Position invariant to fix MC 26.3 OIT cloud flicker
This commit is contained in:
@@ -8,6 +8,7 @@
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#include "PipelineFactory.h"
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namespace MobileGL::MG_Backend::DirectVulkan {
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static const char* PrimitiveTopologyToString(VkPrimitiveTopology topology) {
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switch (topology) {
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@@ -108,6 +109,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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"vkCreatePipelineCache");
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}
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void PipelineFactory::SetSuppressBlendedDepthWrite(Bool enabled) {
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s_suppressBlendedDepthWrite = enabled;
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}
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PipelineFactory::~PipelineFactory() {
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DestroyAll();
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if (m_pipelineCache != VK_NULL_HANDLE) {
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@@ -258,6 +263,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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for (Uint32 i = 0; i < payload.colorAttachmentCount; ++i) {
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colorAttachments[i] = payload.colorBlendAttachments[i];
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}
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// Suppress depth writes on blended pipelines when the active driver cannot keep
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// vertex positions invariant across the pipelines of a multi-pass depth-equality
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// chain (see SetSuppressBlendedDepthWrite). Blended draws that write depth are rare
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// and the equality-dependent prepass pattern is exactly the case that breaks.
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if (s_suppressBlendedDepthWrite && depthStencil.depthWriteEnable == VK_TRUE) {
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for (Uint32 i = 0; i < payload.colorAttachmentCount; ++i) {
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if (colorAttachments[i].blendEnable == VK_TRUE) {
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depthStencil.depthWriteEnable = VK_FALSE;
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break;
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}
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}
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}
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VkPipelineColorBlendStateCreateInfo blend{VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO};
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blend.logicOpEnable = payload.logicOpEnable ? VK_TRUE : VK_FALSE;
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blend.logicOp = payload.logicOp;
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@@ -62,6 +62,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VkPipeline GetOrCreatePipeline(const PipelineCreatePayload& payload);
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void DestroyAll();
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// Driver quirk: suppress depth writes on blended pipelines. Multi-pass depth-equality
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// rendering (a blended prepass writes depth that later passes re-test with an
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// equality-inclusive compare on the re-rasterized geometry) requires cross-pipeline
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// position invariance that some mobile compilers do not provide, even with the
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// SPIR-V Invariant decoration; whole primitives then drop out of the later passes.
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// Set at renderer initialization based on the active driver.
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static void SetSuppressBlendedDepthWrite(Bool enabled);
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private:
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VkPipeline CreatePipeline(const PipelineCreatePayload& payload) const;
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@@ -70,5 +78,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VkPipelineCache m_pipelineCache = VK_NULL_HANDLE;
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UnorderedMap<HashType, VkPipeline> m_cache;
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static inline XXH64_state_t* m_hashState = XXH64_createState();
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static inline Bool s_suppressBlendedDepthWrite = false;
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};
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} // namespace MobileGL::MG_Backend::DirectVulkan
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@@ -1697,6 +1697,22 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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moduleSpirvs[i] = spv;
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}
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// GL apps depend on cross-program position invariance for multi-pass equality
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// depth tests (MC 26.3's OIT re-draws the cloud geometry with GEQUAL against the
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// depth its own first pass wrote); decorate Position outputs Invariant so
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// per-pipeline compilers cannot vary the position math between passes.
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{
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Vector<Uint> invariantSpirv;
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if (MG_Util::ShaderTranspiler::ShaderCompiler::DecoratePositionInvariantForVulkan(
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moduleSpirvs[i], invariantSpirv)) {
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moduleSpirvs[i] = std::move(invariantSpirv);
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} else {
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MGLOG_W("ProgramFactory: position-invariant decoration failed for program %u; "
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"keeping the original module",
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program.GetExternalIndex());
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}
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}
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// glslang's relaxed-Vulkan mode aliases GL's zero-based gl_InstanceID to Vulkan's
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// gl_InstanceIndex, which wrongly includes the draw's baseInstance. Rebase vertex-stage
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// loads to (InstanceIndex - BaseInstance) so shaders observe GL semantics. Reflection
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@@ -25,6 +25,9 @@
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#include <cstdlib>
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#include <cstring>
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#include <vulkan/vulkan_core.h>
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#ifdef __ANDROID__
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#include <sys/system_properties.h>
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#endif
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#if defined(__APPLE__)
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#include <CoreGraphics/CoreGraphics.h>
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@@ -947,6 +950,7 @@ void main() {
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}
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)";
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static Uint32 ComputeFullMipLevelCount(const IntVec3& baseTexelSize) {
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Int maxDimension = std::max<Int>(
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baseTexelSize.x(),
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@@ -1884,6 +1888,28 @@ void main() {
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m_pipelineFactory = MakeUnique<PipelineFactory>(m_device, m_config);
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MOBILEGL_ASSERT(m_pipelineFactory != nullptr, "PipelineFactory creation failed.");
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{
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// Qualcomm's pipeline compiler does not keep vertex positions invariant across
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// the pipelines of a multi-pass depth-equality chain (even with the SPIR-V
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// Invariant decoration), so a blended depth-writing prepass makes later
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// equality-compare passes drop whole primitives (MC 26.3 improved-transparency
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// clouds flicker black). Suppress blended depth writes there; the env variable
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// forces the quirk on ("0") or off ("1") on any driver.
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static constexpr Uint32 kVendorIdQualcomm = 0x5143;
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Bool suppressBlendedDepthWrite = m_physicalDevice.properties.vendorID == kVendorIdQualcomm;
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if (const char* env = getenv("MOBILEGL_MAGMA_BLENDED_DEPTH_WRITE")) {
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if (env[0] == '0') {
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suppressBlendedDepthWrite = true;
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} else if (env[0] == '1') {
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suppressBlendedDepthWrite = false;
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}
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}
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if (suppressBlendedDepthWrite) {
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MGLOG_I("DirectVulkan: suppressing depth writes on blended pipelines "
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"(driver lacks cross-pipeline position invariance)");
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}
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PipelineFactory::SetSuppressBlendedDepthWrite(suppressBlendedDepthWrite);
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}
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m_programFactory = MakeUnique<ProgramFactory>(m_device, m_config, maxProgramBindings,
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m_shaderDrawParametersFeatureEnabled);
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MOBILEGL_ASSERT(m_programFactory != nullptr, "ProgramFactory creation failed.");
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@@ -21,6 +21,7 @@
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#include "ShaderSourceProcessor.h"
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#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
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#include <MG_Util/Converters/GLToGlslang/ProgramEnumConverter.h>
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#include <cstdlib>
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namespace MobileGL {
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namespace MG_Util {
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@@ -322,6 +323,75 @@ namespace MobileGL {
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return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options);
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}
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bool ShaderCompiler::DecoratePositionInvariantForVulkan(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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static constexpr Uint32 kHeaderWords = 5;
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static constexpr Uint32 kOpDecorate = 71;
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static constexpr Uint32 kOpMemberDecorate = 72;
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static constexpr Uint32 kDecorationInvariant = 18;
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static constexpr Uint32 kDecorationBuiltIn = 11;
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static constexpr Uint32 kBuiltInPosition = 0;
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if (inputBinary.size() < kHeaderWords) {
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return false;
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}
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// First pass: find targets that already carry Invariant so we never duplicate.
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struct MemberKey {
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Uint32 id;
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Uint32 member;
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bool operator==(const MemberKey& o) const { return id == o.id && member == o.member; }
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};
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Vector<Uint32> invariantIds;
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Vector<MemberKey> invariantMembers;
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for (SizeT i = kHeaderWords; i < inputBinary.size();) {
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const Uint32 word0 = inputBinary[i];
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const Uint32 opcode = word0 & 0xFFFFu;
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const Uint32 length = word0 >> 16;
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if (length == 0 || i + length > inputBinary.size()) {
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return false;
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}
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if (opcode == kOpDecorate && length >= 3 && inputBinary[i + 2] == kDecorationInvariant) {
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invariantIds.push_back(inputBinary[i + 1]);
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} else if (opcode == kOpMemberDecorate && length >= 4 &&
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inputBinary[i + 3] == kDecorationInvariant) {
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invariantMembers.push_back({inputBinary[i + 1], inputBinary[i + 2]});
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}
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i += length;
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}
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outputBinary.clear();
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outputBinary.reserve(inputBinary.size() + 8);
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outputBinary.insert(outputBinary.end(), inputBinary.begin(), inputBinary.begin() + kHeaderWords);
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for (SizeT i = kHeaderWords; i < inputBinary.size();) {
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const Uint32 word0 = inputBinary[i];
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const Uint32 opcode = word0 & 0xFFFFu;
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const Uint32 length = word0 >> 16;
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outputBinary.insert(outputBinary.end(), inputBinary.begin() + i,
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inputBinary.begin() + i + length);
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if (opcode == kOpDecorate && length == 4 &&
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inputBinary[i + 2] == kDecorationBuiltIn && inputBinary[i + 3] == kBuiltInPosition) {
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const Uint32 target = inputBinary[i + 1];
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if (std::find(invariantIds.begin(), invariantIds.end(), target) == invariantIds.end()) {
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outputBinary.push_back((3u << 16) | kOpDecorate);
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outputBinary.push_back(target);
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outputBinary.push_back(kDecorationInvariant);
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}
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} else if (opcode == kOpMemberDecorate && length == 5 &&
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inputBinary[i + 3] == kDecorationBuiltIn && inputBinary[i + 4] == kBuiltInPosition) {
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const MemberKey key{inputBinary[i + 1], inputBinary[i + 2]};
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if (std::find(invariantMembers.begin(), invariantMembers.end(), key) ==
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invariantMembers.end()) {
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outputBinary.push_back((4u << 16) | kOpMemberDecorate);
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outputBinary.push_back(key.id);
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outputBinary.push_back(key.member);
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outputBinary.push_back(kDecorationInvariant);
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}
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}
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i += length;
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}
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return true;
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}
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Result<String> ShaderCompiler::DecompileShader(SpvcSession& session) {
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spvc_compiler_options options;
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session.CreateOptions(&options);
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@@ -39,6 +39,13 @@ namespace MobileGL {
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// which wrongly includes baseInstance).
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static bool RebaseInstanceIndexForVulkan(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary);
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// Adds the Invariant decoration to every Position builtin output. GL apps
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// routinely rely on cross-program position invariance for multi-pass
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// equality depth tests (e.g. GEQUAL re-draws of the same geometry), and
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// mobile drivers that optimize per-pipeline break that without the
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// decoration. DirectVulkan only.
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static bool DecoratePositionInvariantForVulkan(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary);
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static Result<String> DecompileShader(SpvcSession& session);
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};
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} // namespace ShaderTranspiler
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