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[Fix, Test] (DirectGLES, DirectVulkan, GLImpl, GLState): ask the last link, not the live attach list, what stages a program has
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@@ -155,6 +155,46 @@ namespace MobileGL::MG_State::GLState {
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// The last link's full input set; empty when this program has never linked (or its
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// last link had no shaders attached). GL-thread-owned, rebuilt in Link()'s prologue.
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const Vector<LinkedShaderRef>& GetLinkedShaderSnapshot() const { return m_linkedShaderSnapshot; }
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// "Does this program's EXECUTABLE have this stage" - the only form of the question a
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// draw may ask. GetShaderIndexByStage answers it of the live attach list, which by the
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// rule above is a different set: glAttachShader adds to that list immediately while
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// leaving the executable (and LINK_STATUS) alone, and glDetachShader defers the removal
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// to the next Link(), so between an attach and the relink the two disagree in both
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// directions. A draw-time stage test that reads the live list therefore starts rejecting
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// draws GL requires to execute, against an executable that does not carry the stage at
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// all - and stays wrong until the application happens to relink.
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Bool HasLinkedShaderStage(ShaderStage stage) const {
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return std::any_of(m_linkedShaderSnapshot.begin(), m_linkedShaderSnapshot.end(),
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[stage](const LinkedShaderRef& ref) {
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return ref.shader && ref.shader->GetShaderStage() == stage;
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});
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}
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// The stage of each module of GetGeneratedSpirv(), at the SAME index and with the same
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// size: phase B emits exactly one module per entry of the snapshot above, in that order
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// (Link() fills ProgramLinkTask::in.shaders from the snapshot loop, phase A copies the
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// stages straight across into SpirvHandoff::shaderTypes, and GetSpirvBinaryFromProgram
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// walks that list). This - never GetAttachedShaders() - is what a consumer of the
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// generated SPIR-V must size its loop by and index alongside.
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//
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// The two lists are NOT interchangeable and cannot be made so: the attach list is live
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// and the SPIR-V is a link artifact, so a glAttachShader after a link grows one and not
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// the other, with no link in between at which they could be reconciled. A loop that runs
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// over the attach list and indexes the SPIR-V therefore reads off the end of it - which
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// is a plain out-of-bounds Vector read, not a wrong answer.
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//
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// Deliberately a Vector<ShaderStage> and not the shader objects: every consumer wants
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// only the stage, and a distinct type is what makes handing it the attach list by
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// mistake a compile error rather than a segfault. Built on demand because these callers
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// are program-BUILD paths (a backend rebuild, a pipeline cache miss), each of which then
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// spends milliseconds compiling the very modules this indexes.
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Vector<ShaderStage> GetLinkedShaderStages() const {
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Vector<ShaderStage> stages;
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stages.reserve(m_linkedShaderSnapshot.size());
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for (const LinkedShaderRef& ref : m_linkedShaderSnapshot) {
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stages.push_back(ref.shader ? ref.shader->GetShaderStage() : ShaderStage::Unknown);
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}
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return stages;
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}
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// Pipeline-composite attach: AttachShader plus a pin that makes THIS program's
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// Link() consume ref's (source, node) instead of the shader's current ones, so a
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// post-link recompile of the stage program's shader cannot leak into the composite.
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