mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-11-07 18:13:23 +09:00
[Fix, Test] (DirectGLES, DirectVulkan, GLImpl, GLState): ask the last link, not the live attach list, what stages a program has
This commit is contained in:
@@ -83,7 +83,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool isMember = false;
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};
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ShaderStage PickClipFixupStage(const Vector<SharedPtr<ShaderObject>>& shaders);
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ShaderStage PickClipFixupStage(const Vector<ShaderStage>& stages);
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Bool IsVec4Float32(spvtools::opt::IRContext* context, Uint32 typeId, Uint32* outFloatTypeId) {
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auto* vecInst = context->get_def_use_mgr()->GetDef(typeId);
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@@ -614,15 +614,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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void ReflectStageInterface(ShaderStage targetStage,
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Bool reflectInputs,
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const Vector<SharedPtr<ShaderObject>>& shaders,
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const Vector<ShaderStage>& stages,
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const Vector<Vector<Uint>>& spirv,
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StageInterfaceSummary& outSummary,
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Uint programExternalIndex,
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const char* stageLabel) {
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outSummary.slotSignatures.fill(0);
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for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) {
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if (!shaders[moduleIndex] || shaders[moduleIndex]->GetShaderStage() != targetStage) {
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for (SizeT moduleIndex = 0; moduleIndex < stages.size() && moduleIndex < spirv.size(); ++moduleIndex) {
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if (stages[moduleIndex] != targetStage) {
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continue;
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}
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@@ -690,11 +690,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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}
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void ValidateRasterizationStageInterface(const Vector<SharedPtr<ShaderObject>>& shaders,
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void ValidateRasterizationStageInterface(const Vector<ShaderStage>& stages,
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const Vector<Vector<Uint>>& spirv,
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ProgramFactory::VkProgramObject& entry,
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Uint programExternalIndex) {
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const ShaderStage producerStage = PickClipFixupStage(shaders);
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const ShaderStage producerStage = PickClipFixupStage(stages);
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entry.rasterizationProducerStage = producerStage;
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entry.producerOutputComponentCount = 0;
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entry.fragmentInputComponentCount = 0;
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@@ -703,8 +703,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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Bool hasFragmentStage = false;
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for (const auto& shader : shaders) {
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if (shader && shader->GetShaderStage() == ShaderStage::Fragment) {
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for (const ShaderStage stage : stages) {
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if (stage == ShaderStage::Fragment) {
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hasFragmentStage = true;
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break;
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}
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@@ -715,9 +715,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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StageInterfaceSummary producerOutputs{};
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StageInterfaceSummary fragmentInputs{};
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ReflectStageInterface(producerStage, false, shaders, spirv, producerOutputs, programExternalIndex,
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ReflectStageInterface(producerStage, false, stages, spirv, producerOutputs, programExternalIndex,
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"producer");
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ReflectStageInterface(ShaderStage::Fragment, true, shaders, spirv, fragmentInputs, programExternalIndex,
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ReflectStageInterface(ShaderStage::Fragment, true, stages, spirv, fragmentInputs, programExternalIndex,
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"fragment");
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entry.producerOutputComponentCount = CountOccupiedStageInterfaceSlots(producerOutputs);
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entry.fragmentInputComponentCount = CountOccupiedStageInterfaceSlots(fragmentInputs);
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@@ -1719,14 +1719,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return success;
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}
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ShaderStage PickClipFixupStage(const Vector<SharedPtr<ShaderObject>>& shaders) {
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ShaderStage PickClipFixupStage(const Vector<ShaderStage>& stages) {
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Bool hasGeometry = false;
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Bool hasTessEval = false;
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Bool hasVertex = false;
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for (const auto& shader : shaders) {
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if (!shader) continue;
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const auto stage = shader->GetShaderStage();
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for (const ShaderStage stage : stages) {
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hasGeometry |= (stage == ShaderStage::Geometry);
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hasTessEval |= (stage == ShaderStage::TessEval);
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hasVertex |= (stage == ShaderStage::Vertex);
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@@ -2316,15 +2314,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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}
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void ProgramFactory::ReflectVertexInputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
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void ProgramFactory::ReflectVertexInputs(const Vector<ShaderStage>& stages,
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const Vector<Vector<Uint>>& spirv,
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VkProgramObject& entry) const {
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entry.activeVertexInputLocationMask = 0;
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entry.vertexInputTypes.fill(0);
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entry.readsBaseVertexBuiltin = false;
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for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) {
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if (!shaders[moduleIndex] || shaders[moduleIndex]->GetShaderStage() != ShaderStage::Vertex) {
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for (SizeT moduleIndex = 0; moduleIndex < stages.size() && moduleIndex < spirv.size(); ++moduleIndex) {
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if (stages[moduleIndex] != ShaderStage::Vertex) {
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continue;
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}
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@@ -2401,14 +2399,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// evaluation stages. Rather than guess which one is last, every non-fragment, non-compute
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// module is asked - one writer anywhere means this program's draws need a multi-viewport
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// pipeline, and a false positive costs only a wider viewportCount.
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void ProgramFactory::ReflectViewportIndexUsage(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
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void ProgramFactory::ReflectViewportIndexUsage(const Vector<ShaderStage>& stages,
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const Vector<Vector<Uint>>& spirv,
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VkProgramObject& entry) const {
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entry.writesViewportIndexBuiltin = false;
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for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) {
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if (!shaders[moduleIndex]) continue;
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const ShaderStage stage = shaders[moduleIndex]->GetShaderStage();
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for (SizeT moduleIndex = 0; moduleIndex < stages.size() && moduleIndex < spirv.size(); ++moduleIndex) {
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const ShaderStage stage = stages[moduleIndex];
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if (stage == ShaderStage::Fragment || stage == ShaderStage::Compute) continue;
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const auto& module = spirv[moduleIndex];
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@@ -2436,15 +2433,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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}
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void ProgramFactory::ReflectFragmentOutputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
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void ProgramFactory::ReflectFragmentOutputs(const Vector<ShaderStage>& stages,
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const Vector<Vector<Uint>>& spirv,
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VkProgramObject& entry) const {
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entry.activeFragmentOutputLocationMask = 0;
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entry.fragmentOutputTypes.fill(0);
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entry.fragmentReplacesDepth = false;
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for (SizeT moduleIndex = 0; moduleIndex < shaders.size() && moduleIndex < spirv.size(); ++moduleIndex) {
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if (!shaders[moduleIndex] || shaders[moduleIndex]->GetShaderStage() != ShaderStage::Fragment) {
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for (SizeT moduleIndex = 0; moduleIndex < stages.size() && moduleIndex < spirv.size(); ++moduleIndex) {
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if (stages[moduleIndex] != ShaderStage::Fragment) {
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continue;
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}
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@@ -3150,7 +3147,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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auto& entry = m_cache[hash];
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entry.hash = hash;
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entry.lastUsedFrame = m_frameCounter;
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auto& shaders = program.GetAttachedShaders();
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// The EXECUTABLE's stage list, not GetAttachedShaders(): `spirv` is a link artifact with
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// one module per linked stage, while the attach list is live and grows on
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// glAttachShader, which GL 4.6 core 7.3 says does not reach the executable until the
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// next link. Sizing this loop by the attach list therefore ran it past the end of both
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// `spirv` and `moduleSpirvs` for any program attached to after it linked.
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const Vector<ShaderStage> stages = program.GetLinkedShaderStages();
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auto& spirv = program.GetGeneratedSpirv();
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Vector<Vector<Uint>> moduleSpirvs(spirv.size());
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const Bool enableSpirvValidation = program.GetSpirvValidationEnabled();
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@@ -3158,14 +3160,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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MG_Util::ShaderTranspiler::ShaderCompiler::PrepareSpirvValidation();
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}
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const ShaderStage fixupStage = PickClipFixupStage(shaders);
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const ShaderStage fixupStage = PickClipFixupStage(stages);
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for (SizeT i = 0; i < shaders.size(); ++i) {
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// Both lists come from the same Link(), so they agree by construction; the min() is what
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// makes that an assumption this loop does not have to bet the process on.
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const SizeT moduleCount = std::min(stages.size(), spirv.size());
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for (SizeT i = 0; i < moduleCount; ++i) {
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auto& spv = spirv[i];
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if (spv.empty()) continue;
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// Apply position fixup if needed
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if (fixupStage != ShaderStage::Unknown && shaders[i] && shaders[i]->GetShaderStage() == fixupStage) {
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if (fixupStage != ShaderStage::Unknown && stages[i] == fixupStage) {
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const Vector<Uint>* fixupInput = &spv;
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Vector<Uint> xfbSpirv;
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if ((flags & ProgramFactory::CompileOptionBit::XfbCapture) &&
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@@ -3181,16 +3186,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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moduleSpirvs[i] = spv;
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}
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if ((flags & ProgramFactory::CompileOptionBit::ExplicitLod0Sampling) && shaders[i] &&
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shaders[i]->GetShaderStage() == ShaderStage::Fragment) {
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if ((flags & ProgramFactory::CompileOptionBit::ExplicitLod0Sampling) && stages[i] == ShaderStage::Fragment) {
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Vector<Uint> explicitLodSpirv;
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if (TransformSpirvForExplicitLod0Sampling(moduleSpirvs[i], explicitLodSpirv)) {
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moduleSpirvs[i] = Move(explicitLodSpirv);
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}
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}
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if ((flags & ProgramFactory::CompileOptionBit::FragCoordYFlip) && shaders[i] &&
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shaders[i]->GetShaderStage() == ShaderStage::Fragment) {
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if ((flags & ProgramFactory::CompileOptionBit::FragCoordYFlip) && stages[i] == ShaderStage::Fragment) {
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Vector<Uint> fragCoordSpirv;
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if (TransformSpirvForFragCoordYFlip(moduleSpirvs[i], fragCoordSpirv, m_defaultFramebufferHeight)) {
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moduleSpirvs[i] = Move(fragCoordSpirv);
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@@ -3201,7 +3204,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// operations execute natively; module repairs keep the GL contract intact
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// around them. The opt-in emulation path replaces them only on devices with no
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// subgroup support at all (MOBILEGL_MAGMA_EMULATE_SUBGROUP).
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if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Compute) {
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if (stages[i] == ShaderStage::Compute) {
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// Program 203 broadcasts the first reduction through
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// prefixSumCache[0], then lets the second reduction overwrite that
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// scratch without first rendezvousing all readers. Patch that exact
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@@ -3304,8 +3307,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// The unsupported-device counterpart of this rebase (warning when a shader reads
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// the builtin but shaderDrawParameters is missing) rides along with
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// ReflectVertexInputs, which already reflects this stage.
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if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex &&
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m_shaderDrawParametersEnabled) {
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if (stages[i] == ShaderStage::Vertex && m_shaderDrawParametersEnabled) {
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Vector<Uint> rebasedSpirv;
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if (MG_Util::ShaderTranspiler::ShaderCompiler::RebaseInstanceIndexForVulkan(moduleSpirvs[i],
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rebasedSpirv, enableSpirvValidation)) {
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@@ -3322,8 +3324,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// through CompileOptionBit::ZeroBaseVertex, so the indexed variant of the same
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// program keeps the native builtin and stays correct for glDrawElementsBaseVertex
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// and for the baseVertex word of an indexed indirect command.
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if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex &&
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(flags & CompileOptionBit::ZeroBaseVertex)) {
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if (stages[i] == ShaderStage::Vertex && (flags & CompileOptionBit::ZeroBaseVertex)) {
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Vector<Uint> zeroedSpirv;
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if (MG_Util::ShaderTranspiler::ShaderCompiler::ZeroBaseVertexForVulkan(moduleSpirvs[i],
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zeroedSpirv, enableSpirvValidation)) {
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@@ -3346,7 +3347,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// committed to R32G32{,B32A32}_UINT for the attribute, so a module still declaring
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// `in double` would reconcile to Unknown and build a pipeline with a UINT format under a
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// double input - garbage with no diagnostic anywhere.
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if (shaders[i] && shaders[i]->GetShaderStage() == ShaderStage::Vertex) {
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if (stages[i] == ShaderStage::Vertex) {
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Vector<Uint> packedSpirv;
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const Bool packOk = MG_Util::ShaderTranspiler::ShaderCompiler::PackDoubleVertexInputsForVulkan(
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moduleSpirvs[i], packedSpirv, enableSpirvValidation);
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@@ -3385,17 +3386,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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const Bool remapOk = RemapDescriptorBindingsForVulkan(moduleSpirvs, m_maxBindings, moduleSpirvs);
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MOBILEGL_ASSERT(remapOk, "ProgramFactory::GetOrCreateProgram: descriptor binding remap failed");
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for (SizeT i = 0; i < shaders.size(); ++i) {
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for (SizeT i = 0; i < moduleCount; ++i) {
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auto& moduleSpv = moduleSpirvs[i];
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if (moduleSpv.empty()) continue;
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#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
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ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex());
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ValidateTransformedSpirv(moduleSpv, stages[i], program.GetExternalIndex());
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#else
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// Final module the driver receives; also checked in the INFO-level CI/test
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// lanes, where the DEBUG gate above is compiled out.
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if (enableSpirvValidation) {
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ValidateTransformedSpirv(moduleSpv, shaders[i]->GetShaderStage(), program.GetExternalIndex());
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ValidateTransformedSpirv(moduleSpv, stages[i], program.GetExternalIndex());
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}
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#endif
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@@ -3407,7 +3408,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VK_VERIFY(vkCreateShaderModule(m_device, &smci, nullptr, &module), "vkCreateShaderModule");
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VkPipelineShaderStageCreateInfo stage{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO};
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ShaderStage shaderStage = shaders[i]->GetShaderStage();
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ShaderStage shaderStage = stages[i];
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stage.stage = ToVkStage(shaderStage);
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stage.module = module;
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stage.pName = "main";
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@@ -3442,12 +3443,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// Reflect and create layout as part of the program object
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#if MOBILEGL_LOG_ACTIVE_LEVEL <= MOBILEGL_LOG_LEVEL_DEBUG
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ValidateRasterizationStageInterface(shaders, moduleSpirvs, entry, program.GetExternalIndex());
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ValidateRasterizationStageInterface(stages, moduleSpirvs, entry, program.GetExternalIndex());
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#endif
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ReflectVertexInputs(shaders, moduleSpirvs, entry);
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ReflectViewportIndexUsage(shaders, moduleSpirvs, entry);
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ReflectFragmentOutputs(shaders, moduleSpirvs, entry);
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ReflectPassthroughTessControlNeed(shaders, moduleSpirvs, entry);
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ReflectVertexInputs(stages, moduleSpirvs, entry);
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ReflectViewportIndexUsage(stages, moduleSpirvs, entry);
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ReflectFragmentOutputs(stages, moduleSpirvs, entry);
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ReflectPassthroughTessControlNeed(stages, moduleSpirvs, entry);
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ReflectLayout(program, moduleSpirvs, entry);
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// A failed remap means the modules kept glslang's per-stage auto-mapped binding numbers -
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// no cross-stage unification, no set->0 normalisation - so the bindings this layout
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@@ -3659,7 +3660,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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void ProgramFactory::ReflectPassthroughTessControlNeed(
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const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
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const Vector<ShaderStage>& stages,
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const Vector<Vector<Uint>>& spirv,
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VkProgramObject& entry) const {
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entry.needsPassthroughTessControl = false;
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@@ -3668,9 +3669,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool hasTessEval = false;
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Bool hasTessControl = false;
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SizeT tessEvalModuleIndex = 0;
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for (SizeT i = 0; i < shaders.size(); ++i) {
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if (!shaders[i]) continue;
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const auto stage = shaders[i]->GetShaderStage();
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for (SizeT i = 0; i < stages.size(); ++i) {
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const ShaderStage stage = stages[i];
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if (stage == ShaderStage::TessControl) hasTessControl = true;
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if (stage == ShaderStage::TessEval) {
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hasTessEval = true;
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Block a user