[Feat, Test] (MG_Backend/DirectVulkan, MG_Test, MG_IntegrationTest): rasterize the viewport gl_ViewportIndex selects, instead of collapsing all sixteen onto viewport 0

This commit is contained in:
2026-08-13 04:44:23 -04:00
parent 5fbb17f6b9
commit f41403e227
10 changed files with 947 additions and 13 deletions
@@ -1997,6 +1997,29 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return ReflectedDeclaresInputBuiltin(reflectModule, SpvBuiltInBaseVertex);
}
// gl_ViewportIndex on the last pre-rasterization stage. glslang emits it natively for Vulkan
// (BuiltIn ViewportIndex plus OpCapability MultiViewport), and nothing in the SpirvPasses
// chain touches it, so a plain reflection of the declared output builtins is the whole test.
Bool ProgramFactory::ReflectedWritesViewportIndexBuiltin(const SpvReflectShaderModule& reflectModule) {
return ReflectedDeclaresOutputBuiltin(reflectModule, SpvBuiltInViewportIndex);
}
Bool ProgramFactory::ReflectedDeclaresOutputBuiltin(const SpvReflectShaderModule& reflectModule,
SpvBuiltIn builtin) {
for (Uint32 entryIndex = 0; entryIndex < reflectModule.entry_point_count; ++entryIndex) {
const SpvReflectEntryPoint& entryPoint = reflectModule.entry_points[entryIndex];
for (Uint32 variableIndex = 0; variableIndex < entryPoint.output_variable_count; ++variableIndex) {
const SpvReflectInterfaceVariable* variable = entryPoint.output_variables[variableIndex];
if (variable != nullptr &&
(variable->decoration_flags & SPV_REFLECT_DECORATION_BUILT_IN) != 0 &&
variable->built_in == builtin) {
return true;
}
}
}
return false;
}
Bool ProgramFactory::ReflectedDeclaresInputBuiltin(const SpvReflectShaderModule& reflectModule,
SpvBuiltIn builtin) {
for (Uint32 entryIndex = 0; entryIndex < reflectModule.entry_point_count; ++entryIndex) {
@@ -2339,6 +2362,46 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
// Which pre-rasterization stage assigns gl_ViewportIndex is not fixed: GL 4.1 allows only the
// geometry stage, ARB_shader_viewport_layer_array/GL 4.6 also the vertex and tessellation
// evaluation stages. Rather than guess which one is last, every non-fragment, non-compute
// module is asked - one writer anywhere means this program's draws need a multi-viewport
// pipeline, and a false positive costs only a wider viewportCount.
void ProgramFactory::ReflectViewportIndexUsage(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const {
entry.writesViewportIndexBuiltin = false;
for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) {
if (!shaders[moduleIndex]) continue;
const ShaderStage stage = shaders[moduleIndex]->GetShaderStage();
if (stage == ShaderStage::Fragment || stage == ShaderStage::Compute) continue;
const auto& module = spirv[moduleIndex];
if (module.empty()) continue;
SpvReflectShaderModule reflectModule{};
const SpvReflectResult createResult =
spvReflectCreateShaderModule(module.size() * sizeof(Uint), module.data(), &reflectModule);
if (createResult != SPV_REFLECT_RESULT_SUCCESS) {
// Fail toward the wide pipeline. Missing a real gl_ViewportIndex writer would
// silently collapse every viewport onto 0 (the exact bug this reflection exists
// to fix); over-declaring costs one extra viewport slot on a program that never
// uses it.
MGLOG_E_ONCE("ProgramFactory::ReflectViewportIndexUsage: reflection failed (result=%d); assuming the "
"program writes gl_ViewportIndex",
static_cast<Int>(createResult));
entry.writesViewportIndexBuiltin = true;
continue;
}
if (ReflectedWritesViewportIndexBuiltin(reflectModule)) {
entry.writesViewportIndexBuiltin = true;
}
spvReflectDestroyShaderModule(&reflectModule);
}
}
void ProgramFactory::ReflectFragmentOutputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
const Vector<Vector<Uint>>& spirv,
VkProgramObject& entry) const {
@@ -3189,6 +3252,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
ValidateRasterizationStageInterface(shaders, moduleSpirvs, entry, program.GetExternalIndex());
#endif
ReflectVertexInputs(shaders, moduleSpirvs, entry);
ReflectViewportIndexUsage(shaders, moduleSpirvs, entry);
ReflectFragmentOutputs(shaders, moduleSpirvs, entry);
ReflectPassthroughTessControlNeed(shaders, moduleSpirvs, entry);
ReflectLayout(program, moduleSpirvs, entry);