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MobileGL/MobileGL/MG_Test/Program/ProgramUtilTest.cpp
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// MobileGL - MobileGL/MG_Test/Program/ProgramUtilTest.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include <gtest/gtest.h>
#include <cstring>
#include <map>
#include <set>
#include <string>
#include <utility>
#include <vector>
#include "Includes.h"
#include "Init.h"
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <MG_Util/ShaderTranspiler/ShaderSourceProcessor.h>
#include <MG_Util/ShaderTranspiler/SpirvPasses/LegalizeFragmentOutputIndexPass.h>
#include <MG_Util/ShaderTranspiler/SpirvPasses/Lower1DArrayImagesPass.h>
#include <MG_Util/ShaderTranspiler/SpirvPasses/Lower1DSampledImagesPass.h>
#include <MG_Util/ShaderTranspiler/SpirvPasses/RenameSamplerFunctionParameterPass.h>
#include <MG_Util/ShaderTranspiler/Types.h>
#include <MG_Util/ShaderTranspiler/glslang/UniformTraverser.h>
#include <MG_State/GLState/ProgramState/ShaderPreprocessCache.h>
#include <MG_Util/ShaderTranspiler/CompileEnv.h>
#include <spirv-tools/libspirv.hpp>
#include <spirv-tools/optimizer.hpp>
using namespace MobileGL;
class ProgramUtilTest : public ::testing::Test {
protected:
void SetUp() override { MobileGL::Initialize(); }
void TearDown() override {}
};
TEST_F(ProgramUtilTest, Sanity) {
ASSERT_TRUE(true);
}
TEST_F(ProgramUtilTest, RenameSamplerFunctionParameterInSpirvPass) {
using namespace MG_Util::ShaderTranspiler;
const String spirvText = R"(
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main" %outColor
OpExecutionMode %main OriginUpperLeft
OpName %globalSampler "sampler"
OpName %globalNew "new"
OpName %paramSampler "sampler"
OpName %paramNew "new"
OpName %main "main"
OpDecorate %outColor Location 0
%void = OpTypeVoid
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%mainFn = OpTypeFunction %void
%paramFn = OpTypeFunction %void %float %float
%outV4Ptr = OpTypePointer Output %v4float
%privatePtr = OpTypePointer Private %float
%outColor = OpVariable %outV4Ptr Output
%globalSampler = OpVariable %privatePtr Private
%globalNew = OpVariable %privatePtr Private
%helper = OpFunction %void None %paramFn
%paramSampler = OpFunctionParameter %float
%paramNew = OpFunctionParameter %float
%helperBody = OpLabel
OpReturn
OpFunctionEnd
%main = OpFunction %void None %mainFn
%mainBody = OpLabel
OpReturn
OpFunctionEnd
)";
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
Vector<uint32_t> inputBinary;
ASSERT_TRUE(tools.Assemble(spirvText, &inputBinary));
spvtools::Optimizer optimizer(SPV_ENV_VULKAN_1_1);
spvtools::OptimizerOptions options;
options.set_run_validator(false);
optimizer.RegisterPass(RenameSamplerFunctionParameterPass::CreateRenameSamplerFunctionParameterPass());
Vector<uint32_t> outputBinary;
ASSERT_TRUE(optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options));
String outputText;
ASSERT_TRUE(tools.Disassemble(outputBinary, &outputText));
EXPECT_NE(outputText.find("\"MGL_COMPAT_sampler\""), String::npos);
EXPECT_NE(outputText.find("\"MGL_COMPAT_new\""), String::npos);
SizeT exactSamplerNameCount = 0;
SizeT searchOffset = 0;
while ((searchOffset = outputText.find("\"sampler\"", searchOffset)) != String::npos) {
++exactSamplerNameCount;
searchOffset += std::strlen("\"sampler\"");
}
EXPECT_EQ(exactSamplerNameCount, 1u);
SizeT exactNewNameCount = 0;
searchOffset = 0;
while ((searchOffset = outputText.find("\"new\"", searchOffset)) != String::npos) {
++exactNewNameCount;
searchOffset += std::strlen("\"new\"");
}
EXPECT_EQ(exactNewNameCount, 1u);
}
TEST_F(ProgramUtilTest, UnformattedFloatStorageImagesKeepIntegerAtomicImagesTyped) {
using namespace MG_Util::ShaderTranspiler;
const String source = R"(#version 430 core
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(rgba16, binding = 0) uniform image2D floatImage;
layout(r32ui, binding = 1) uniform uimage2D atomicImage;
void main() {
ivec2 coordinate = ivec2(gl_GlobalInvocationID.xy);
imageStore(floatImage, coordinate, imageLoad(floatImage, coordinate));
imageAtomicAdd(atomicImage, coordinate, 1u);
}
)";
ShaderAttrib shaderAttrib{.shaderType = GL_COMPUTE_SHADER, .sourceStr = source};
auto shaderResult = ShaderCompiler::CompileShader(shaderAttrib);
ASSERT_TRUE(shaderResult) << shaderResult.error().log;
ProgramAttrib programAttrib{.shaders = {shaderResult.value()}};
auto programResult = ShaderCompiler::LinkProgram(programAttrib);
ASSERT_TRUE(programResult) << programResult.error().log;
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {GL_COMPUTE_SHADER}, .program = *programResult.value()};
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
ASSERT_TRUE(binaryResult) << binaryResult.error().log;
ASSERT_EQ(binaryResult->size(), 1u);
const auto& inputBinary = binaryResult->front();
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String inputText;
ASSERT_TRUE(tools.Disassemble(inputBinary, &inputText));
EXPECT_NE(inputText.find("2D 0 0 0 2 Rgba16"), String::npos) << inputText;
EXPECT_NE(inputText.find("2D 0 0 0 2 R32ui"), String::npos) << inputText;
EXPECT_EQ(inputText.find("StorageImageReadWithoutFormat"), String::npos) << inputText;
EXPECT_EQ(inputText.find("StorageImageWriteWithoutFormat"), String::npos) << inputText;
Vector<Uint32> outputBinary;
ASSERT_TRUE(ShaderCompiler::UseUnformattedFloatStorageImagesForVulkan(inputBinary, outputBinary));
String outputText;
ASSERT_TRUE(tools.Disassemble(outputBinary, &outputText));
EXPECT_EQ(outputText.find("2D 0 0 0 2 Rgba16"), String::npos) << outputText;
EXPECT_NE(outputText.find("2D 0 0 0 2 Unknown"), String::npos) << outputText;
EXPECT_NE(outputText.find("2D 0 0 0 2 R32ui"), String::npos) << outputText;
const auto countOccurrences = [](const String& text, const String& needle) {
SizeT count = 0;
for (SizeT offset = 0; (offset = text.find(needle, offset)) != String::npos;
offset += needle.size()) {
++count;
}
return count;
};
EXPECT_EQ(countOccurrences(outputText, "OpCapability StorageImageReadWithoutFormat"), 1u)
<< outputText;
EXPECT_EQ(countOccurrences(outputText, "OpCapability StorageImageWriteWithoutFormat"), 1u)
<< outputText;
EXPECT_TRUE(tools.Validate(outputBinary));
Vector<Uint32> secondOutputBinary;
ASSERT_TRUE(ShaderCompiler::UseUnformattedFloatStorageImagesForVulkan(outputBinary, secondOutputBinary));
EXPECT_EQ(secondOutputBinary, outputBinary);
}
TEST_F(ProgramUtilTest, UnformattedFloatStorageImagesKeepFloatAtomicImageTypesTyped) {
using namespace MG_Util::ShaderTranspiler;
const String spirvText = R"(
OpCapability Shader
OpCapability StorageImageExtendedFormats
OpMemoryModel Logical GLSL450
OpEntryPoint GLCompute %main "main"
OpExecutionMode %main LocalSize 1 1 1
OpDecorate %target DescriptorSet 0
OpDecorate %target Binding 0
%void = OpTypeVoid
%float = OpTypeFloat 32
%int = OpTypeInt 32 1
%v2int = OpTypeVector %int 2
%image = OpTypeImage %float 2D 0 0 0 2 R32f
%imageUniformPtr = OpTypePointer UniformConstant %image
%imageTexelPtr = OpTypePointer Image %float
%mainType = OpTypeFunction %void
%zero = OpConstant %int 0
%coordinate = OpConstantComposite %v2int %zero %zero
%target = OpVariable %imageUniformPtr UniformConstant
%main = OpFunction %void None %mainType
%entry = OpLabel
%texelPtr = OpImageTexelPointer %imageTexelPtr %target %coordinate %zero
OpReturn
OpFunctionEnd
)";
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
Vector<Uint32> inputBinary;
ASSERT_TRUE(tools.Assemble(spirvText, &inputBinary));
Vector<Uint32> outputBinary;
ASSERT_TRUE(ShaderCompiler::UseUnformattedFloatStorageImagesForVulkan(inputBinary, outputBinary));
String outputText;
ASSERT_TRUE(tools.Disassemble(outputBinary, &outputText));
EXPECT_NE(outputText.find("2D 0 0 0 2 R32f"), String::npos) << outputText;
EXPECT_EQ(outputText.find("StorageImageReadWithoutFormat"), String::npos) << outputText;
EXPECT_EQ(outputText.find("StorageImageWriteWithoutFormat"), String::npos) << outputText;
String validationDiagnostics;
tools.SetMessageConsumer([&validationDiagnostics](spv_message_level_t, const char*,
const spv_position_t&, const char* message) {
validationDiagnostics += message;
});
EXPECT_TRUE(tools.Validate(outputBinary)) << validationDiagnostics;
}
TEST_F(ProgramUtilTest, PreprocessLegacyVertexShaderModernizesGlmarkStyleSource) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#define HIGHP_OR_DEFAULT highp
attribute vec3 position;
varying vec2 uv;
uniform HIGHP_OR_DEFAULT mat4 modelViewProjection;
void main() {
uv = position.xy;
gl_Position = modelViewProjection * vec4(position, 1.0);
})";
PreprocessShaderSource(ShaderStage::Vertex, source);
EXPECT_EQ(source.find("#version 330 core "), 0);
EXPECT_NE(source.find("in vec3 position;"), String::npos);
EXPECT_NE(source.find("out vec2 uv;"), String::npos);
EXPECT_EQ(source.find("attribute"), String::npos);
EXPECT_EQ(source.find("varying"), String::npos);
// Precision-qualifier macros are left for glslang's own preprocessor to expand.
EXPECT_NE(source.find("#define HIGHP_OR_DEFAULT highp"), String::npos);
ShaderAttrib attrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
// KHR-GL33.shaders.preprocessor.* — a block comment is one preprocessing token that the C/GLSL
// preprocessor replaces with a single space, even when it spans newlines inside a directive. glslang
// handles this natively, so MobileGL must not mangle it. These reproduce the CTS cases that failed
// because comment blanking preserved the interior newline, truncating multi-line #define bodies.
static void ExpectCompiles(MobileGL::ShaderStage stage, GLenum glStage, MobileGL::String source) {
using namespace MG_Util::ShaderTranspiler;
PreprocessShaderSource(stage, source);
ShaderAttrib attrib{.shaderType = glStage, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
TEST_F(ProgramUtilTest, PreprocessMultilineCommentInDefineBodyCompiles) {
ExpectCompiles(ShaderStage::Fragment, GL_FRAGMENT_SHADER,
R"(#version 330
precision mediump float;
out float out0;
#define VALUE /* current
value */ 4.2
void main()
{
out0 = VALUE;
})");
}
TEST_F(ProgramUtilTest, PreprocessRedefineObjectMultilineCommentCompiles) {
ExpectCompiles(ShaderStage::Fragment, GL_FRAGMENT_SHADER,
R"(#version 330
precision mediump float;
out float out0;
# define VAL1 1.0
#define VAL2 2.0
#define RES2 /* fdsjklfdsjkl
dsfjkhfdsjkh
fdsjklhfdsjkh */ (RES1 * VAL2)
#define RES1 (VAL2 / VAL1)
#define RES2 /* ewrlkjhsadf */ (RES1 * VAL2)
#define VALUE (RES2 + RES1)
void main()
{
out0 = VALUE;
})");
}
TEST_F(ProgramUtilTest, PreprocessFunctionMacroRedefinitionMultilineCommentCompiles) {
ExpectCompiles(ShaderStage::Fragment, GL_FRAGMENT_SHADER,
R"(#version 330
precision mediump float;
out float out0;
# define FUNC(a,b) (a +b)
# define FUNC(a,b)(a /* comment
*/ +b)
void main()
{
out0 = FUNC(1.0, 2.0);
})");
}
// Note: KHR-GL3x.shaders.preprocessor.conditional_inclusion.basic_2 (`#define AAA defined(BBB)` used
// in `#if !AAA`) is intentionally NOT handled here. Generating the `defined` operator via macro
// expansion is undefined per the C/GLSL preprocessor spec, and glslang deliberately rejects it
// ("'defined' : cannot use in preprocessor expression when expanded from macros"). Making it pass
// would require MobileGL to run its own macro expansion ahead of glslang, which is exactly the
// preprocessing we defer to glslang; the two cases stay failing by design.
TEST_F(ProgramUtilTest, PreprocessLegacyFragmentShaderModernizesGlmarkStyleSource) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#define MEDIUMP_OR_DEFAULT mediump
varying vec2 uv;
uniform sampler2D texture0;
void main() {
MEDIUMP_OR_DEFAULT vec4 color = texture2D(texture0, uv);
gl_FragColor = color;
})";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_EQ(source.find("#version 330 core "), 0);
EXPECT_NE(source.find("out vec4 mg_FragColor;\n"), String::npos);
EXPECT_NE(source.find("in vec2 uv;"), String::npos);
EXPECT_NE(source.find("texture(texture0, uv)"), String::npos);
EXPECT_NE(source.find("mg_FragColor = color;"), String::npos);
EXPECT_EQ(source.find("gl_FragColor"), String::npos);
EXPECT_EQ(source.find("texture2D"), String::npos);
// Precision-qualifier macros are left for glslang's own preprocessor to expand.
EXPECT_NE(source.find("#define MEDIUMP_OR_DEFAULT mediump"), String::npos);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
TEST_F(ProgramUtilTest, PreprocessMinecraft112BlurShaderKeepsLegacySampleIdentifier) {
using namespace MG_Util::ShaderTranspiler;
// assets/minecraft/shaders/program/blur.fsh from the unmodified Minecraft 1.12 client jar.
String source = R"(#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
uniform vec2 BlurDir;
uniform float Radius;
void main() {
vec4 blurred = vec4(0.0);
float totalStrength = 0.0;
float totalAlpha = 0.0;
float totalSamples = 0.0;
for(float r = -Radius; r <= Radius; r += 1.0) {
vec4 sample = texture2D(DiffuseSampler, texCoord + oneTexel * r * BlurDir);
// Accumulate average alpha
totalAlpha = totalAlpha + sample.a;
totalSamples = totalSamples + 1.0;
// Accumulate smoothed blur
float strength = 1.0 - abs(r / Radius);
totalStrength = totalStrength + strength;
blurred = blurred + sample;
}
gl_FragColor = vec4(blurred.rgb / (Radius * 2.0 + 1.0), totalAlpha);
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_EQ(source.find("#version 330 core "), 0);
EXPECT_NE(source.find("vec4 sample = texture(DiffuseSampler"), String::npos);
EXPECT_NE(source.find("totalAlpha = totalAlpha + sample.a;"), String::npos);
EXPECT_NE(source.find("float totalSamples = 0.0;"), String::npos);
EXPECT_NE(source.find("totalSamples = totalSamples + 1.0;"), String::npos);
EXPECT_NE(source.find("blurred = blurred + sample;"), String::npos);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
TEST_F(ProgramUtilTest, PreprocessLegacySampleInterfaceIdentifiersKeepNames) {
using namespace MG_Util::ShaderTranspiler;
String vertexSource = R"(#version 150
attribute vec3 sample;
void main() {
gl_Position = vec4(sample, 1.0);
}
)";
PreprocessShaderSource(ShaderStage::Vertex, vertexSource);
EXPECT_EQ(vertexSource.find("#version 330 core "), 0);
EXPECT_NE(vertexSource.find("in vec3 sample;"), String::npos);
ShaderAttrib vertexAttrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = vertexSource};
auto vertexResult = ShaderCompiler::CompileShader(vertexAttrib);
if (!vertexResult) {
FAIL() << "errc: " << vertexResult.error().errc << "\nlog: " << vertexResult.error().log
<< "\nsource:\n" << vertexSource;
}
String fragmentSource = R"(#version 150
uniform sampler2D sample;
varying vec2 texCoord;
void main() {
gl_FragColor = texture2D(sample, texCoord);
}
)";
PreprocessShaderSource(ShaderStage::Fragment, fragmentSource);
EXPECT_EQ(fragmentSource.find("#version 330 core "), 0);
EXPECT_NE(fragmentSource.find("uniform sampler2D sample;"), String::npos);
EXPECT_NE(fragmentSource.find("texture(sample, texCoord)"), String::npos);
ShaderAttrib fragmentAttrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = fragmentSource};
auto fragmentResult = ShaderCompiler::CompileShader(fragmentAttrib);
if (!fragmentResult) {
FAIL() << "errc: " << fragmentResult.error().errc << "\nlog: " << fragmentResult.error().log
<< "\nsource:\n" << fragmentSource;
}
}
TEST_F(ProgramUtilTest, PreprocessEsslVersionsRemainVulkanCompatible) {
using namespace MG_Util::ShaderTranspiler;
const auto verifyVersion = [](const char* inputVersion, const char* expectedVersion) {
SCOPED_TRACE(inputVersion);
String source = inputVersion;
source += R"(
precision mediump float;
out vec4 fragColor;
void main() {
fragColor = vec4(1.0);
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_EQ(source.find(expectedVersion), 0);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
};
// Preserve the pre-existing desktop-core route: the current resource table cannot parse ESSL built-ins.
verifyVersion("#version 300 es", "#version 460 core\n");
verifyVersion("#version 310 es", "#version 460 core\n");
}
TEST_F(ProgramUtilTest, PreprocessModernDesktopVersionsRecognizesUtf8Bom) {
using namespace MG_Util::ShaderTranspiler;
const auto verifyVersion = [](const char* inputVersion) {
SCOPED_TRACE(inputVersion);
String source = "\xef\xbb\xbf";
source += inputVersion;
source += R"(
out vec4 fragColor;
void main() {
fragColor = vec4(1.0);
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
// An explicitly declared modern core version keeps its number (see "keep declared modern
// GLSL versions strict"); only the BOM goes.
EXPECT_EQ(source.find(String(inputVersion) + "\n"), 0);
EXPECT_EQ(source.find("\xef\xbb\xbf"), String::npos);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
};
verifyVersion("#version 400 core");
verifyVersion("#version 460 core");
}
// KHR-GL33.shaders.preprocessor.directive.version_* (also re-run verbatim under GL40-GL44): the
// compiler must REJECT a malformed #version line. MobileGL used to rewrite the whole line to
// "#version 330 core" whenever it could scrape a leading integer - or treat an unknown profile token
// as core - which silently legalized every form below. CTS compiles the shader's own #version
// verbatim, so the rejection has to survive preprocessing (and the 460 retry).
TEST_F(ProgramUtilTest, PreprocessRejectsMalformedVersionDirectives) {
using namespace MG_Util::ShaderTranspiler;
const char* body = "\nout vec4 fragColor;\nvoid main() { fragColor = vec4(1.0); }\n";
const auto rejects = [](const String& fullSource) {
String src = fullSource;
PreprocessShaderSource(ShaderStage::Fragment, src);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = src};
auto res = ShaderCompiler::CompileShader(attrib);
return res ? false : true; // "rejects" == compile failed
};
// Silently legalized today - the five this fix must flip to rejection:
EXPECT_TRUE(rejects(String("#version 329") + body)) << "329 is not a real version";
EXPECT_TRUE(rejects(String("#version 331") + body)) << "331 is not a real version";
EXPECT_TRUE(rejects(String("#version 330 foo") + body)) << "unknown profile keyword";
EXPECT_TRUE(rejects(String("#version 330.0") + body)) << "float literal, not an int token";
EXPECT_TRUE(rejects(String("#version 330 foobar") + body)) << "trailing tokens after a valid decl";
// Already rejected (no leading integer, or #version is not the first token) - pinned so a future
// change to the normalizer cannot start legalizing them either:
EXPECT_TRUE(rejects(String("#version") + body)) << "missing version number";
EXPECT_TRUE(rejects(String("#version foobar") + body)) << "identifier where the int belongs";
EXPECT_TRUE(rejects(String("#version AAA") + body)) << "identifier where the int belongs";
EXPECT_TRUE(rejects(String("precision mediump float;\n#version 330") + body))
<< "#version must be the first statement";
EXPECT_TRUE(rejects(String("#define FOO BAR\n#version 330") + body))
<< "#version must precede a #define";
}
// The PASS half of the same CTS group: a valid decl, and #version preceded only by whitespace or a
// comment, must still compile. Guards the fix above from over-rejecting.
TEST_F(ProgramUtilTest, PreprocessKeepsValidVersionDirectivesCompiling) {
using namespace MG_Util::ShaderTranspiler;
const char* body = "\nout vec4 fragColor;\nvoid main() { fragColor = vec4(1.0); }\n";
const auto compiles = [](const String& fullSource) {
String src = fullSource;
PreprocessShaderSource(ShaderStage::Fragment, src);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = src};
auto res = ShaderCompiler::CompileShader(attrib);
return res ? true : false;
};
EXPECT_TRUE(compiles(String("#version 330 core") + body));
EXPECT_TRUE(compiles(String("\n#version 330 core") + body))
<< "leading whitespace is legal before #version";
EXPECT_TRUE(compiles(String("// test\n#version 330 core") + body))
<< "a leading comment is legal before #version";
}
TEST_F(ProgramUtilTest, PreprocessUsesRealSpacedVersionDirectiveForInjectedOutput) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(// #version 460 core
/* "#version 400 core" */
#line 7 "#version 460 core"
# version 120
varying vec2 uv;
void main() {
gl_FragColor = vec4(uv, 0.0, 1.0);
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
const SizeT versionPos = source.find("#version 330 core ");
const SizeT outputPos = source.find("out vec4 mg_FragColor;\n");
EXPECT_NE(versionPos, String::npos);
// The normalized directive carries a marker recording that this 330 came from a legacy
// declaration, so measure the line rather than assuming its length.
EXPECT_EQ(outputPos, source.find('\n', versionPos) + 1);
EXPECT_NE(source.find("// #version 460 core"), String::npos);
// This #line sits ahead of the version directive, where GLSL would never have honoured it, so
// it is still dropped. Directives that follow the version line are kept - see
// PreprocessKeepsPlainLineDirectivesAndSparesLookalikeIdentifiers.
EXPECT_EQ(source.find("#line"), String::npos);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
// A banner line like "//*** NOTE ***" contains "/*" at offset 1 and no "*/" anywhere after it. The
// old hand-rolled comment stripper searched for "/*" with no lexical state, found that, failed to
// find a terminator, and erased everything from there to the end of the file - deleting the entire
// shader. Banner comments in that exact shape are common in Iris and OptiFine packs.
TEST_F(ProgramUtilTest, PreprocessKeepsShaderBodyAfterAStarredLineComment) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 330 core
//*** lighting pass ***
out vec4 fragColor;
void main() {
fragColor = vec4(1.0);
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_NE(source.find("void main()"), String::npos) << "shader body was truncated:\n" << source;
EXPECT_NE(source.find("fragColor = vec4(1.0);"), String::npos);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
// A block-commented extension directive must not be treated as a real one - the int64 filter turns
// unsupported directives into #error, so reading one out of a comment manufactures a compile
// failure for a shader that never asked for the extension.
TEST_F(ProgramUtilTest, PreprocessIgnoresBlockCommentedExtensionDirectives) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 330 core
/*
#extension GL_ARB_gpu_shader_int64 : require
*/
out vec4 fragColor;
void main() {
fragColor = vec4(1.0);
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_EQ(source.find("#error"), String::npos) << "#error synthesized from a comment:\n" << source;
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
// KHR-GL33.shaders.preprocessor.builtin.line_* checks that __LINE__ follows #line. That only works
// if the directive reaches glslang, so a plain integer form must pass through untouched - while
// "#linear" and friends must not be mistaken for it.
TEST_F(ProgramUtilTest, PreprocessKeepsPlainLineDirectivesAndSparesLookalikeIdentifiers) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 330 core
out vec4 fragColor;
#line 42
float linear(float x) { return x; }
void main() {
#line 100
fragColor = vec4(linear(float(__LINE__)));
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_NE(source.find("#line 42"), String::npos) << source;
EXPECT_NE(source.find("#line 100"), String::npos) << source;
EXPECT_NE(source.find("float linear(float x)"), String::npos) << "identifier lookalike was eaten:\n" << source;
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
TEST_F(ProgramUtilTest, PreprocessModernSampleQualifierStaysAtItsDeclaredVersion) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 400 core
sample in vec4 interpolatedColor;
out vec4 fragColor;
void main() {
fragColor = interpolatedColor;
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_EQ(source.find("#version 400 core\n"), 0);
EXPECT_NE(source.find("sample in vec4 interpolatedColor;"), String::npos);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
TEST_F(ProgramUtilTest, PreprocessGpuShader5SampleQualifierUsesVersion460) {
using namespace MG_Util::ShaderTranspiler;
for (const char* extension : {"GL_ARB_gpu_shader5", "GL_NV_gpu_shader5"}) {
SCOPED_TRACE(extension);
String source = "#version 150\n#extension ";
source += extension;
source += R"( : enable
sample in vec4 interpolatedColor;
out vec4 fragColor;
void main() {
fragColor = interpolatedColor;
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_EQ(source.find("#version 460 core\n"), 0);
EXPECT_NE(source.find("sample in vec4 interpolatedColor;"), String::npos);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
}
TEST_F(ProgramUtilTest, PreprocessLegacyFragmentShaderModernizesFragData) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 130
void main() {
gl_FragData[0] = vec4(1.0);
gl_FragData[1].a = 0.5;
})";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_EQ(source.find("#version 330 core "), 0);
EXPECT_NE(source.find("layout(location = 0) out vec4 mg_FragData[8];\n"), String::npos);
EXPECT_NE(source.find("mg_FragData[0] = vec4(1.0);"), String::npos);
EXPECT_NE(source.find("mg_FragData[1].a = 0.5;"), String::npos);
EXPECT_EQ(source.find("gl_FragData"), String::npos);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
TEST_F(ProgramUtilTest, PreprocessKeepsDefaultPrecisionStatements) {
using namespace MG_Util::ShaderTranspiler;
// Mirrors the GL CTS helper shaders (e.g. glcPixelStorageModesTests): the old qualifier strip
// turned "precision highp float;" into invalid "precision float;". Precision qualifiers are
// legal (and ignored) in the normalized desktop core profile, so they now pass through untouched.
String source = R"(#version 330
precision highp float;
precision mediump int;
out vec4 fragColor;
uniform highp sampler2D tex;
void main() {
highp vec2 uv = vec2(0.5);
fragColor = texture(tex, uv);
})";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_NE(source.find("precision highp float;"), String::npos);
EXPECT_NE(source.find("precision mediump int;"), String::npos);
EXPECT_NE(source.find("uniform highp sampler2D tex;"), String::npos);
EXPECT_NE(source.find("fragColor = texture(tex, uv);"), String::npos);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
TEST_F(ProgramUtilTest, PreprocessKeepsPrecisionInLegacyShaderForGlslang) {
using namespace MG_Util::ShaderTranspiler;
// Legacy ES-style shader: precision statements and qualifier macros are left for glslang
// (its preprocessor expands the #define; the normalized 330 core parse ignores the qualifiers).
String source = R"(#define HIGHP_OR_DEFAULT highp
precision HIGHP_OR_DEFAULT float;
precision mediump int;
varying vec2 uv;
void main() {
mediump float shade = uv.x;
gl_FragColor = vec4(uv, shade, 1.0);
})";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_NE(source.find("precision HIGHP_OR_DEFAULT float;"), String::npos);
EXPECT_NE(source.find("precision mediump int;"), String::npos);
EXPECT_NE(source.find("in vec2 uv;"), String::npos);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
TEST_F(ProgramUtilTest, PreprocessFragmentShaderInjectsDepthRangeShim) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 460 core
out float depth;
void main() {
depth = gl_DepthRange.diff * 0.5 + gl_DepthRange.near;
})";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_NE(source.find("struct mg_DepthRangeParameters"), String::npos);
EXPECT_NE(source.find("#define gl_DepthRange mg_DepthRange"), String::npos);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
const char* vs = R"(#version 150
in vec4 Position;
uniform mat4 ProjMat;
uniform vec2 InSize;
uniform vec2 OutSize;
out vec2 texCoord;
out vec2 oneTexel;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
oneTexel = 1.0 / InSize;
texCoord = Position.xy / OutSize;
})";
TEST_F(ProgramUtilTest, CompileSimpleVertexShader) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = vs};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
ASSERT_NE(res.error().errc, 0);
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
}
// Legacy desktop sources are normalized to "#version 330 core", which is stricter than the 460 they
// used to be forced to. A legacy shader using 420-era syntax without the matching #extension line
// is accepted by real drivers, so CompileShader retries the normalized source at 460 rather than
// failing. Only MobileGL's own normalization is rescued this way - an application-declared
// "#version 330" keeps strict 3.30 semantics, which is what the CTS negative-compile cases need.
TEST_F(ProgramUtilTest, CompileShaderRetriesAt460WhenNormalizedLegacyVersionRejects420Syntax) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 130
layout(binding = 0) uniform sampler2D InSampler;
varying vec2 texCoord;
void main() {
gl_FragColor = texture2D(InSampler, texCoord);
})";
PreprocessShaderSource(ShaderStage::Fragment, source);
// The normal path still emits 330 - the retry must not become the default.
ASSERT_EQ(source.find("#version 330 core"), 0u);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
// Same source compiled for the OpenGL environment must take the retry too.
ShaderAttrib glAttrib{
.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source, .flags = ShaderCompileBits::CompileForOpenGL};
auto glRes = ShaderCompiler::CompileShader(glAttrib);
if (!glRes) {
FAIL() << "errc: " << glRes.error().errc << "\nlog: " << glRes.error().log;
}
}
TEST_F(ProgramUtilTest, CompileShaderStillFailsWithOriginalDiagnosticsWhenRetryCannotHelp) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 330
in vec2 texCoord;
out vec4 fragColor;
void main() {
fragColor = thisFunctionDoesNotExist(texCoord);
})";
PreprocessShaderSource(ShaderStage::Fragment, source);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
ASSERT_FALSE(res);
EXPECT_EQ(res.error().errc, -2);
EXPECT_NE(res.error().log.find("thisFunctionDoesNotExist"), String::npos) << res.error().log;
}
TEST_F(ProgramUtilTest, RetargetLegacyVersionDirectiveOnlyTouchesNormalizedDesktopCore) {
using namespace MG_Util::ShaderTranspiler;
// Only MobileGL's own normalization is retargetable, and it is recognised by the marker the
// preprocessor leaves on the directive line - so normalize a legacy source rather than
// hand-writing the directive the marker belongs to.
String normalized = "#version 130\nvoid main() {}\n";
PreprocessShaderSource(ShaderStage::Vertex, normalized);
ASSERT_EQ(normalized.find("#version 330 core "), 0u);
EXPECT_TRUE(RetargetLegacyVersionDirectiveTo460(normalized));
EXPECT_EQ(normalized.find("#version 460 core"), 0u);
// An application that declared 330 itself keeps strict 3.30 semantics: raising it would
// re-legalize the CTS negative-compile cases.
String declared330 = "#version 330 core\nvoid main() {}\n";
EXPECT_FALSE(RetargetLegacyVersionDirectiveTo460(declared330));
EXPECT_EQ(declared330.find("#version 330 core"), 0u);
// Already modern: nothing to retarget.
String modern = "#version 460 core\nvoid main() {}\n";
EXPECT_FALSE(RetargetLegacyVersionDirectiveTo460(modern));
EXPECT_EQ(modern.find("#version 460 core"), 0u);
// ES and compatibility sources keep what they declared.
String es = "#version 300 es\nvoid main() {}\n";
EXPECT_FALSE(RetargetLegacyVersionDirectiveTo460(es));
EXPECT_EQ(es.find("#version 300 es"), 0u);
String compat = "#version 330 compatibility\nvoid main() {}\n";
EXPECT_FALSE(RetargetLegacyVersionDirectiveTo460(compat));
EXPECT_EQ(compat.find("#version 330 compatibility"), 0u);
// A commented-out directive is not the real one.
String commented = "// #version 330 core\nvoid main() {}\n";
EXPECT_FALSE(RetargetLegacyVersionDirectiveTo460(commented));
EXPECT_EQ(commented.find("#version 460"), String::npos);
// A malformed directive must NOT be rescued to 460 - that is what silently legalized the CTS
// directive.version_* rejection cases. The bad version stays put so glslang keeps rejecting it.
String badNumber = "#version 331\nvoid main() {}\n";
EXPECT_FALSE(RetargetLegacyVersionDirectiveTo460(badNumber));
EXPECT_EQ(badNumber.find("#version 460"), String::npos);
String badProfile = "#version 330 foo\nvoid main() {}\n";
EXPECT_FALSE(RetargetLegacyVersionDirectiveTo460(badProfile));
EXPECT_EQ(badProfile.find("#version 460"), String::npos);
}
const char* fs = R"(#version 150
uniform sampler2D InSampler;
in vec2 texCoord;
in vec2 oneTexel;
uniform vec2 InSize;
uniform vec3 Gray;
uniform vec3 RedMatrix;
uniform vec3 GreenMatrix;
uniform vec3 BlueMatrix;
uniform vec3 Offset;
uniform vec3 ColorScale;
uniform float Saturation;
out vec4 fragColor;
void main() {
vec4 InTexel = texture(InSampler, texCoord);
// Color Matrix
float RedValue = dot(InTexel.rgb, RedMatrix);
float GreenValue = dot(InTexel.rgb, GreenMatrix);
float BlueValue = dot(InTexel.rgb, BlueMatrix);
vec3 OutColor = vec3(RedValue, GreenValue, BlueValue);
// Offset & Scale
OutColor = (OutColor * ColorScale) + Offset;
// Saturation
float Luma = dot(OutColor, Gray);
vec3 Chroma = OutColor - Luma;
OutColor = (Chroma * Saturation) + Luma;
fragColor = vec4(OutColor, 1.0);
})";
const char* daily_weather_variation_vs = R"(#version 150
struct DailyWeatherVariation {
vec2 clouds_cumulus_coverage;
vec2 clouds_altocumulus_coverage;
vec2 clouds_cirrus_coverage;
float clouds_cumulus_congestus_amount;
float clouds_stratus_amount;
float fogginess;
float aurora_amount;
float nlc_amount;
mat2x3 aurora_colors;
};
in vec4 Position;
out DailyWeatherVariation daily_weather_variation;
DailyWeatherVariation get_daily_weather_variation() {
DailyWeatherVariation daily_weather_variation;
daily_weather_variation.clouds_cumulus_coverage = vec2(1.0, 2.0);
daily_weather_variation.clouds_altocumulus_coverage = vec2(3.0, 4.0);
daily_weather_variation.clouds_cirrus_coverage = vec2(5.0, 6.0);
daily_weather_variation.clouds_cumulus_congestus_amount = 7.0;
daily_weather_variation.clouds_stratus_amount = 8.0;
daily_weather_variation.fogginess = 9.0;
daily_weather_variation.aurora_amount = 10.0;
daily_weather_variation.nlc_amount = 11.0;
daily_weather_variation.aurora_colors = mat2x3(vec3(12.0, 13.0, 14.0), vec3(15.0, 16.0, 17.0));
return daily_weather_variation;
}
void main() {
gl_Position = Position;
daily_weather_variation = get_daily_weather_variation();
})";
const char* daily_weather_variation_fs = R"(#version 150
struct DailyWeatherVariation {
vec2 clouds_cumulus_coverage;
vec2 clouds_altocumulus_coverage;
vec2 clouds_cirrus_coverage;
float clouds_cumulus_congestus_amount;
float clouds_stratus_amount;
float fogginess;
float aurora_amount;
float nlc_amount;
mat2x3 aurora_colors;
};
in DailyWeatherVariation daily_weather_variation;
out vec4 fragColor;
void main() {
vec3 aurora = daily_weather_variation.aurora_colors[1];
DailyWeatherVariation variation = daily_weather_variation;
vec2 coverage = variation.clouds_cumulus_coverage + daily_weather_variation.clouds_altocumulus_coverage;
fragColor = vec4(coverage, aurora.x + variation.aurora_amount, 1.0);
})";
TEST_F(ProgramUtilTest, CompileSimpleFragmentShader) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = fs};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
ASSERT_NE(res.error().errc, 0);
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
}
const char* position_color_fsh = R"(#version 150
in vec4 vertexColor;
uniform vec4 ColorModulator;
out vec4 fragColor;
void main() {
vec4 color = vertexColor;
if (color.a == 0.0) {
discard;
}
fragColor = color * ColorModulator;
})";
TEST_F(ProgramUtilTest, CompileFragmentShaderWithDiscard) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = position_color_fsh};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
ASSERT_NE(res.error().errc, 0);
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
ProgramAttrib programAttrib{// .shaderTypes = { GL_FRAGMENT_SHADER },
.shaders = {res.value()}};
auto program_res = ShaderCompiler::LinkProgram(programAttrib);
if (!program_res) {
ASSERT_NE(program_res.error().errc, 0);
FAIL() << "errc: " << program_res.error().errc << "\nlog: " << program_res.error().log;
}
auto program = program_res.value();
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = {GL_FRAGMENT_SHADER},
.program = *program,
};
auto bin_res = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
auto spirvs = bin_res.value();
Vector<SpvcSession> sessions(spirvs.size());
for (SizeT i = 0; i < spirvs.size(); ++i) {
sessions[i] = SpvcSession(spirvs[i], SessionUsageBit::Transpile);
}
for (SizeT i = 0; i < spirvs.size(); ++i) {
std::cout << "Decompiling " << MG_Util::ConvertGLEnumToString(binaryAttrib.shaderTypes[i]) << std::endl;
auto src = ShaderCompiler::DecompileShader(sessions[i]);
if (!src) {
ASSERT_NE(src.error().errc, 0);
FAIL() << "errc: " << src.error().errc << "\nlog: " << src.error().log;
} else {
std::cout << src.value() << std::endl;
}
if (src.value().find("demote") != std::string::npos) {
FAIL() << "Found unsupported demote!";
}
}
}
// noperspective is core desktop GLSL (1.30+) and maps to the SPIR-V NoPerspective decoration. It must
// reach glslang (not be stripped as text) so the SPIR-V carries the decoration; SPIRV-Cross then emits
// ESSL `noperspective` + the GL_NV_shader_noperspective_interpolation extension. Shader packs
// (Iris/Complementary) depend on it, and KHR-GL33.glsl_noperspective fails if the result matches
// smooth. This is the DirectGLES path with the NV extension available (SPIRV-Cross's default).
TEST_F(ProgramUtilTest, NoperspectiveInterpolationSurvivesToEssl) {
using namespace MG_Util::ShaderTranspiler;
String fs = R"(#version 330 core
noperspective in vec4 vColor;
out vec4 fragColor;
void main() { fragColor = vColor; }
)";
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = fs};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) FAIL() << "compile errc: " << res.error().errc << "\nlog: " << res.error().log;
ProgramAttrib programAttrib{.shaders = {res.value()}};
auto program_res = ShaderCompiler::LinkProgram(programAttrib);
if (!program_res) FAIL() << "link errc: " << program_res.error().errc << "\nlog: " << program_res.error().log;
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {GL_FRAGMENT_SHADER}, .program = *program_res.value()};
auto bin_res = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
if (!bin_res) FAIL() << "spirv errc: " << bin_res.error().errc << "\nlog: " << bin_res.error().log;
ASSERT_EQ(bin_res.value().size(), 1u);
SpvcSession session(bin_res.value()[0], SessionUsageBit::Transpile);
auto essl = ShaderCompiler::DecompileShader(session);
if (!essl) FAIL() << "decompile errc: " << essl.error().errc << "\nlog: " << essl.error().log;
EXPECT_NE(essl.value().find("noperspective"), String::npos)
<< "noperspective was lost before it reached SPIR-V:\n" << essl.value();
EXPECT_NE(essl.value().find("GL_NV_shader_noperspective_interpolation"), String::npos)
<< "SPIRV-Cross must require the NV extension for ES noperspective:\n" << essl.value();
}
// The old handling was a naked substring erase of "noperspective", so any identifier that merely
// contained those characters (a uniform named noperspectiveBlend, say) got mangled. Removing the
// strip fixes it - glslang, which is identifier-aware, is the only thing that should see the keyword.
TEST_F(ProgramUtilTest, PreprocessDoesNotCorruptIdentifiersContainingNoperspective) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 330 core
uniform float noperspectiveBlend;
out vec4 fragColor;
void main() { fragColor = vec4(noperspectiveBlend); }
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_NE(source.find("noperspectiveBlend"), String::npos)
<< "identifier was corrupted by substring stripping:\n" << source;
}
// The DirectGLES fallback for devices without GL_NV_shader_noperspective_interpolation: stripping the
// NoPerspective decoration makes SPIRV-Cross emit a plain smooth varying with no `#extension … :
// require`, so the shader still compiles (rendering as smooth) instead of being rejected by the driver.
TEST_F(ProgramUtilTest, StripNoPerspectiveFallbackProducesPlainEssl) {
using namespace MG_Util::ShaderTranspiler;
String fs = R"(#version 330 core
noperspective in vec4 vColor;
out vec4 fragColor;
void main() { fragColor = vColor; }
)";
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = fs};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) FAIL() << "compile errc: " << res.error().errc << "\nlog: " << res.error().log;
ProgramAttrib programAttrib{.shaders = {res.value()}};
auto program_res = ShaderCompiler::LinkProgram(programAttrib);
if (!program_res) FAIL() << "link errc: " << program_res.error().errc << "\nlog: " << program_res.error().log;
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {GL_FRAGMENT_SHADER}, .program = *program_res.value()};
auto bin_res = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
if (!bin_res) FAIL() << "spirv errc: " << bin_res.error().errc << "\nlog: " << bin_res.error().log;
ASSERT_EQ(bin_res.value().size(), 1u);
// Precondition: with the decoration present the default decompile requires the NV extension.
{
SpvcSession session(bin_res.value()[0], SessionUsageBit::Transpile);
auto essl = ShaderCompiler::DecompileShader(session);
if (!essl) FAIL() << "decompile errc: " << essl.error().errc;
ASSERT_NE(essl.value().find("noperspective"), String::npos) << essl.value();
}
// The fallback strips the decoration -> plain smooth ESSL, no extension require.
Vector<Uint32> stripped;
ASSERT_TRUE(ShaderCompiler::StripNoPerspectiveForEssl(bin_res.value()[0], stripped));
ASSERT_FALSE(stripped.empty());
SpvcSession session(stripped, SessionUsageBit::Transpile);
auto essl = ShaderCompiler::DecompileShader(session);
if (!essl) FAIL() << "decompile errc: " << essl.error().errc << "\nlog: " << essl.error().log;
EXPECT_EQ(essl.value().find("noperspective"), String::npos)
<< "the decoration should be gone:\n" << essl.value();
EXPECT_EQ(essl.value().find("GL_NV_shader_noperspective_interpolation"), String::npos)
<< "no extension require without the decoration:\n" << essl.value();
}
// Directly exercises BOTH decoration forms StripNoPerspectivePass handles: a plain-variable
// OpDecorate NoPerspective (in-operand 1) and an interface-block-member OpMemberDecorate NoPerspective
// (in-operand 2). The ESSL round-trip tests above use only a scalar input, so they never reach the
// member-decorate branch, which a block varying like `in Block { noperspective vec4 c; }` (common in
// shader packs) produces. Unrelated decorations (Flat, Location) must survive untouched.
TEST_F(ProgramUtilTest, StripNoPerspectivePassRemovesBothDecorateForms) {
using namespace MG_Util::ShaderTranspiler;
const String spirvText = R"(
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main" %plainVar %blockVar %flatVar
OpExecutionMode %main OriginUpperLeft
OpName %main "main"
OpDecorate %plainVar Location 0
OpDecorate %plainVar NoPerspective
OpMemberDecorate %Block 0 NoPerspective
OpDecorate %blockVar Location 1
OpDecorate %flatVar Location 2
OpDecorate %flatVar Flat
%void = OpTypeVoid
%mainFn = OpTypeFunction %void
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%int = OpTypeInt 32 1
%inV4Ptr = OpTypePointer Input %v4float
%plainVar = OpVariable %inV4Ptr Input
%Block = OpTypeStruct %v4float
%inBlockPtr = OpTypePointer Input %Block
%blockVar = OpVariable %inBlockPtr Input
%inIntPtr = OpTypePointer Input %int
%flatVar = OpVariable %inIntPtr Input
%main = OpFunction %void None %mainFn
%mainBody = OpLabel
OpReturn
OpFunctionEnd
)";
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
Vector<uint32_t> inputBinary;
ASSERT_TRUE(tools.Assemble(spirvText, &inputBinary));
const auto countNoPerspective = [](const String& text) {
SizeT count = 0, offset = 0;
while ((offset = text.find("NoPerspective", offset)) != String::npos) {
++count;
offset += std::strlen("NoPerspective");
}
return count;
};
String inputText;
ASSERT_TRUE(tools.Disassemble(inputBinary, &inputText));
ASSERT_EQ(countNoPerspective(inputText), 2u)
<< "fixture must carry both a plain and a member NoPerspective:\n" << inputText;
Vector<uint32_t> outputBinary;
ASSERT_TRUE(ShaderCompiler::StripNoPerspectiveForEssl(inputBinary, outputBinary));
ASSERT_FALSE(outputBinary.empty());
String outputText;
ASSERT_TRUE(tools.Disassemble(outputBinary, &outputText));
EXPECT_EQ(countNoPerspective(outputText), 0u)
<< "both NoPerspective decorations (OpDecorate and OpMemberDecorate) must be stripped:\n" << outputText;
EXPECT_NE(outputText.find("Flat"), String::npos)
<< "the unrelated Flat decoration must survive:\n" << outputText;
EXPECT_NE(outputText.find("Location"), String::npos)
<< "Location decorations must survive:\n" << outputText;
}
// Phase 2 emulation - fragment side. On a device without the NV extension the NoPerspective input is
// recovered as `load * gl_FragCoord.w` and the decoration removed; gl_FragCoord is synthesized because
// the shader did not otherwise use it. The emulated SPIR-V must validate and decompile without the
// extension require.
TEST_F(ProgramUtilTest, EmulateNoperspectiveFragmentRecoversWithFragCoordW) {
using namespace MG_Util::ShaderTranspiler;
String fs = R"(#version 330 core
noperspective in vec4 vColor;
out vec4 f;
void main() { f = vColor; }
)";
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = fs};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) FAIL() << "compile: " << res.error().log;
ProgramAttrib pa{.shaders = {res.value()}};
auto pr = ShaderCompiler::LinkProgram(pa);
if (!pr) FAIL() << "link: " << pr.error().log;
ProgramBinaryAttrib ba{.shaderTypes = {GL_FRAGMENT_SHADER}, .program = *pr.value()};
auto br = ShaderCompiler::GetSpirvBinaryFromProgram(ba);
if (!br) FAIL() << "spirv: " << br.error().log;
ASSERT_EQ(br.value().size(), 1u);
Vector<uint32_t> emulated;
ASSERT_TRUE(ShaderCompiler::EmulateNoPerspectiveForEssl(br.value()[0], emulated));
ASSERT_FALSE(emulated.empty());
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String dis;
ASSERT_TRUE(tools.Disassemble(emulated, &dis));
ASSERT_TRUE(tools.Validate(emulated)) << "emulated SPIR-V must be valid:\n" << dis;
EXPECT_EQ(dis.find("NoPerspective"), String::npos) << "decoration must be stripped:\n" << dis;
EXPECT_NE(dis.find("FragCoord"), String::npos) << "gl_FragCoord must be synthesized:\n" << dis;
EXPECT_NE(dis.find("OpVectorTimesScalar"), String::npos) << "the recovery multiply must be present:\n" << dis;
SpvcSession session(emulated, SessionUsageBit::Transpile);
auto essl = ShaderCompiler::DecompileShader(session);
if (!essl) FAIL() << "decompile: " << essl.error().log;
EXPECT_EQ(essl.value().find("noperspective"), String::npos) << essl.value();
EXPECT_EQ(essl.value().find("GL_NV_shader_noperspective_interpolation"), String::npos) << essl.value();
EXPECT_NE(essl.value().find("gl_FragCoord"), String::npos) << "recovery must reference gl_FragCoord:\n" << essl.value();
}
// Phase 2 emulation - vertex side. The NoPerspective output is pre-multiplied by gl_Position.w before
// return and the decoration removed. Emulated SPIR-V must validate and decompile without the extension.
TEST_F(ProgramUtilTest, EmulateNoperspectiveVertexPreMultipliesByPositionW) {
using namespace MG_Util::ShaderTranspiler;
String vs = R"(#version 330 core
in vec4 pos;
noperspective out vec4 vColor;
void main() { gl_Position = pos; vColor = pos; }
)";
ShaderAttrib attrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = vs};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) FAIL() << "compile: " << res.error().log;
ProgramAttrib pa{.shaders = {res.value()}};
auto pr = ShaderCompiler::LinkProgram(pa);
if (!pr) FAIL() << "link: " << pr.error().log;
ProgramBinaryAttrib ba{.shaderTypes = {GL_VERTEX_SHADER}, .program = *pr.value()};
auto br = ShaderCompiler::GetSpirvBinaryFromProgram(ba);
if (!br) FAIL() << "spirv: " << br.error().log;
ASSERT_EQ(br.value().size(), 1u);
Vector<uint32_t> emulated;
ASSERT_TRUE(ShaderCompiler::EmulateNoPerspectiveForEssl(br.value()[0], emulated));
ASSERT_FALSE(emulated.empty());
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String dis;
ASSERT_TRUE(tools.Disassemble(emulated, &dis));
ASSERT_TRUE(tools.Validate(emulated)) << "emulated SPIR-V must be valid:\n" << dis;
EXPECT_EQ(dis.find("NoPerspective"), String::npos) << "decoration must be stripped:\n" << dis;
EXPECT_NE(dis.find("OpVectorTimesScalar"), String::npos) << "the pre-multiply must be present:\n" << dis;
SpvcSession session(emulated, SessionUsageBit::Transpile);
auto essl = ShaderCompiler::DecompileShader(session);
if (!essl) FAIL() << "decompile: " << essl.error().log;
EXPECT_EQ(essl.value().find("noperspective"), String::npos) << essl.value();
EXPECT_NE(essl.value().find("gl_Position"), String::npos) << "pre-multiply must reference gl_Position:\n" << essl.value();
}
namespace {
// Compiles one shader stage through the full pipeline and returns its SPIR-V, or fails the test.
MobileGL::Vector<uint32_t> CompileStageSpirv(GLenum type, const char* src) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib{.shaderType = type, .sourceStr = src};
auto res = ShaderCompiler::CompileShader(attrib);
EXPECT_TRUE(static_cast<bool>(res)) << (res ? "" : res.error().log);
if (!res) return {};
ProgramAttrib pa{.shaders = {res.value()}};
auto pr = ShaderCompiler::LinkProgram(pa);
EXPECT_TRUE(static_cast<bool>(pr)) << (pr ? "" : pr.error().log);
if (!pr) return {};
ProgramBinaryAttrib ba{.shaderTypes = {type}, .program = *pr.value()};
auto br = ShaderCompiler::GetSpirvBinaryFromProgram(ba);
EXPECT_TRUE(static_cast<bool>(br)) << (br ? "" : br.error().log);
if (!br || br.value().empty()) return {};
return br.value()[0];
}
} // namespace
// Regression: the vertex pre-multiply must be applied exactly once (in main), not once per function.
// glslang does not inline, so a helper function survives as its own OpFunction; instrumenting its
// return too would scale the varying by gl_Position.w twice (w^2).
TEST_F(ProgramUtilTest, EmulateNoperspectiveVertexWithHelperScalesExactlyOnce) {
using namespace MG_Util::ShaderTranspiler;
// helper() returns via OpReturnValue and adds (no vector*scalar), so the ONLY OpVectorTimesScalar
// in the module is the emulation's pre-multiply. The old all-functions code injected it at both
// helper's and main's return -> count 2; restricted to the entry function it is 1.
auto spirv = CompileStageSpirv(GL_VERTEX_SHADER, R"(#version 330 core
in vec4 pos;
noperspective out vec4 vColor;
vec4 helper(vec4 x) { return x + vec4(1.0); }
void main() { gl_Position = pos; vColor = helper(pos); }
)");
ASSERT_FALSE(spirv.empty());
Vector<uint32_t> emulated;
ASSERT_TRUE(ShaderCompiler::EmulateNoPerspectiveForEssl(spirv, emulated));
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String dis;
ASSERT_TRUE(tools.Disassemble(emulated, &dis));
ASSERT_TRUE(tools.Validate(emulated)) << dis;
SizeT count = 0, off = 0;
while ((off = dis.find("OpVectorTimesScalar", off)) != String::npos) {
++count;
off += std::strlen("OpVectorTimesScalar");
}
EXPECT_EQ(count, 1u) << "the gl_Position.w pre-multiply must happen exactly once, not per function:\n" << dis;
}
// Regression: a single-component read (vColor.x), which glslang lowers via OpAccessChain, must still be
// recovered with gl_FragCoord.w - not silently left un-scaled.
TEST_F(ProgramUtilTest, EmulateNoperspectiveFragmentComponentReadIsRecovered) {
using namespace MG_Util::ShaderTranspiler;
auto spirv = CompileStageSpirv(GL_FRAGMENT_SHADER, R"(#version 330 core
noperspective in vec4 vColor;
out vec4 f;
void main() { f = vec4(vColor.x); }
)");
ASSERT_FALSE(spirv.empty());
Vector<uint32_t> emulated;
ASSERT_TRUE(ShaderCompiler::EmulateNoPerspectiveForEssl(spirv, emulated));
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String dis;
ASSERT_TRUE(tools.Disassemble(emulated, &dis));
ASSERT_TRUE(tools.Validate(emulated)) << dis;
EXPECT_EQ(dis.find("NoPerspective"), String::npos) << dis;
EXPECT_NE(dis.find("FragCoord"), String::npos)
<< "the component read must still be recovered via gl_FragCoord.w:\n" << dis;
}
// Coverage: a scalar float varying exercises the OpFMul path; a vector varying the OpVectorTimesScalar
// path; multiple noperspective varyings in one stage are all handled.
TEST_F(ProgramUtilTest, EmulateNoperspectiveHandlesScalarAndMultipleVaryings) {
using namespace MG_Util::ShaderTranspiler;
auto spirv = CompileStageSpirv(GL_FRAGMENT_SHADER, R"(#version 330 core
noperspective in float a;
noperspective in vec2 b;
out vec4 f;
void main() { f = vec4(a, b, 1.0); }
)");
ASSERT_FALSE(spirv.empty());
Vector<uint32_t> emulated;
ASSERT_TRUE(ShaderCompiler::EmulateNoPerspectiveForEssl(spirv, emulated));
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String dis;
ASSERT_TRUE(tools.Disassemble(emulated, &dis));
ASSERT_TRUE(tools.Validate(emulated)) << dis;
EXPECT_EQ(dis.find("NoPerspective"), String::npos) << dis;
EXPECT_NE(dis.find("OpFMul"), String::npos) << "the scalar varying must scale with OpFMul:\n" << dis;
EXPECT_NE(dis.find("OpVectorTimesScalar"), String::npos)
<< "the vector varying must scale with OpVectorTimesScalar:\n" << dis;
}
const char* vs_location = R"(#version 460
in vec4 Position;
layout(location = 1) uniform mat4 ProjMat;
layout(location = 20) uniform vec2 InSize;
uniform vec2 OutSize;
out vec2 texCoord;
out vec2 oneTexel;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
oneTexel = 1.0 / InSize;
texCoord = Position.xy / OutSize;
})";
TEST_F(ProgramUtilTest, CompileVertexShaderWithLocation) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib{
.shaderType = GL_VERTEX_SHADER, .sourceStr = vs_location, .flags = ShaderCompileBits::CompileForOpenGL};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
ASSERT_NE(res.error().errc, 0);
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
UnorderedMap<String, Int> uniforms;
auto pShader = res.value();
auto root = pShader->getIntermediate()->getTreeRoot();
UniformTraverser traverser;
root->traverse(&traverser);
auto& symbols = traverser.GetCollectedSymbols();
for (const auto& symbol : symbols) {
uniforms[symbol->getName().c_str()] = symbol->getQualifier().layoutLocation;
}
EXPECT_EQ(uniforms["ProjMat"], 1);
EXPECT_EQ(uniforms["InSize"], 20);
EXPECT_EQ(uniforms["OutSize"], 4095);
}
TEST_F(ProgramUtilTest, CompileAndLinkProgram) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib vs_attrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = vs};
auto vs_res = ShaderCompiler::CompileShader(vs_attrib);
if (!vs_res) {
ASSERT_NE(vs_res.error().errc, 0);
FAIL() << "errc: " << vs_res.error().errc << "\nlog: " << vs_res.error().log;
}
ShaderAttrib fs_attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = fs};
auto fs_res = ShaderCompiler::CompileShader(fs_attrib);
if (!fs_res) {
ASSERT_NE(fs_res.error().errc, 0);
FAIL() << "errc: " << fs_res.error().errc << "\nlog: " << fs_res.error().log;
}
ProgramAttrib programAttrib{// .shaderTypes = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER },
.shaders = {vs_res.value(), fs_res.value()}};
auto program_res = ShaderCompiler::LinkProgram(programAttrib);
if (!program_res) {
ASSERT_NE(program_res.error().errc, 0);
FAIL() << "errc: " << program_res.error().errc << "\nlog: " << program_res.error().log;
}
}
TEST_F(ProgramUtilTest, DecompProgram) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib vs_attrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = vs};
auto vs_res = ShaderCompiler::CompileShader(vs_attrib);
if (!vs_res) {
ASSERT_NE(vs_res.error().errc, 0);
FAIL() << "errc: " << vs_res.error().errc << "\nlog: " << vs_res.error().log;
}
ShaderAttrib fs_attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = fs};
auto fs_res = ShaderCompiler::CompileShader(fs_attrib);
if (!fs_res) {
ASSERT_NE(fs_res.error().errc, 0);
FAIL() << "errc: " << fs_res.error().errc << "\nlog: " << fs_res.error().log;
}
ProgramAttrib programAttrib{// .shaderTypes = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER },
.shaders = {vs_res.value(), fs_res.value()}};
auto program_res = ShaderCompiler::LinkProgram(programAttrib);
if (!program_res) {
ASSERT_NE(program_res.error().errc, 0);
FAIL() << "errc: " << program_res.error().errc << "\nlog: " << program_res.error().log;
}
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = {GL_VERTEX_SHADER, GL_FRAGMENT_SHADER},
.program = *program_res.value(),
};
auto bin_res = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
auto spirvs = bin_res.value();
Vector<SpvcSession> sessions(spirvs.size());
for (SizeT i = 0; i < spirvs.size(); ++i) {
sessions[i] = SpvcSession(spirvs[i], SessionUsageBit::Transpile);
}
for (SizeT i = 0; i < spirvs.size(); ++i) {
std::cout << "Decompiling " << MG_Util::ConvertGLEnumToString(binaryAttrib.shaderTypes[i]) << std::endl;
auto src = ShaderCompiler::DecompileShader(sessions[i]);
if (!src) {
ASSERT_NE(src.error().errc, 0);
FAIL() << "errc: " << src.error().errc << "\nlog: " << src.error().log;
} else {
std::cout << src.value() << std::endl;
}
}
// spirv link check
auto vs_outputs = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_STAGE_OUTPUT);
auto fs_inputs = sessions[1].GetShaderInterface(SPVC_RESOURCE_TYPE_STAGE_INPUT);
ASSERT_EQ(vs_outputs.size(), fs_inputs.size());
for (size_t i = 0; i < vs_outputs.size(); ++i) {
EXPECT_EQ(vs_outputs[i].location, fs_inputs[i].location);
}
auto vs_uniforms = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_GL_PLAIN_UNIFORM);
auto fs_uniforms = sessions[1].GetShaderInterface(SPVC_RESOURCE_TYPE_GL_PLAIN_UNIFORM);
std::unordered_map<std::string, uint32_t> uniform_locations;
for (const auto& uniform : vs_uniforms) {
uniform_locations[uniform.name] = uniform.location;
}
for (const auto& uniform : fs_uniforms) {
auto it = uniform_locations.find(uniform.name);
if (it != uniform_locations.end()) {
EXPECT_EQ(it->second, uniform.location);
}
}
auto vs_samplers = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_SAMPLED_IMAGE);
auto fs_samplers = sessions[1].GetShaderInterface(SPVC_RESOURCE_TYPE_SAMPLED_IMAGE);
std::unordered_map<std::string, uint32_t> sampler_locations;
for (const auto& uniform : vs_uniforms) {
sampler_locations[uniform.name] = uniform.location;
}
for (const auto& uniform : fs_uniforms) {
auto it = sampler_locations.find(uniform.name);
if (it != sampler_locations.end()) {
EXPECT_EQ(it->second, uniform.location);
}
}
auto& meta0 = sessions[0].GetMetadata();
auto& meta1 = sessions[1].GetMetadata();
for (auto& [name, offset] : meta0.plainUniformOffsetsInUBO) {
printf("%s: \t%u\n", name.c_str(), offset);
}
printf("\n");
for (auto& [name, offset] : meta1.plainUniformOffsetsInUBO) {
printf("%s: \t%u\n", name.c_str(), offset);
}
EXPECT_EQ(meta0.plainUniformOffsetsInUBO.size(), meta1.plainUniformOffsetsInUBO.size());
for (auto& [name, offset] : meta0.plainUniformOffsetsInUBO) {
EXPECT_EQ(offset, meta1.plainUniformOffsetsInUBO.at(name));
}
}
TEST_F(ProgramUtilTest, FlattenDailyWeatherVariationInterfaceInSpirvPass) {
using namespace MG_Util::ShaderTranspiler;
String vsSource = daily_weather_variation_vs;
String fsSource = daily_weather_variation_fs;
PreprocessShaderSource(ShaderStage::Vertex, vsSource);
PreprocessShaderSource(ShaderStage::Fragment, fsSource);
ShaderAttrib vsAttrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = vsSource};
auto vsRes = ShaderCompiler::CompileShader(vsAttrib);
if (!vsRes) {
ASSERT_NE(vsRes.error().errc, 0);
FAIL() << "errc: " << vsRes.error().errc << "\nlog: " << vsRes.error().log;
}
ShaderAttrib fsAttrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = fsSource};
auto fsRes = ShaderCompiler::CompileShader(fsAttrib);
if (!fsRes) {
ASSERT_NE(fsRes.error().errc, 0);
FAIL() << "errc: " << fsRes.error().errc << "\nlog: " << fsRes.error().log;
}
ProgramAttrib programAttrib{.shaders = {vsRes.value(), fsRes.value()}};
auto programRes = ShaderCompiler::LinkProgram(programAttrib);
if (!programRes) {
ASSERT_NE(programRes.error().errc, 0);
FAIL() << "errc: " << programRes.error().errc << "\nlog: " << programRes.error().log;
}
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = {GL_VERTEX_SHADER, GL_FRAGMENT_SHADER},
.program = *programRes.value(),
};
auto binRes = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
ASSERT_TRUE(binRes.has_value());
Vector<Vector<uint32_t>> optimizedSpirvs;
optimizedSpirvs.reserve(binRes->size());
for (const auto& spirv : binRes.value()) {
Vector<uint32_t> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(spirv, optimized));
optimizedSpirvs.push_back(std::move(optimized));
}
Vector<SpvcSession> sessions(optimizedSpirvs.size());
for (SizeT i = 0; i < optimizedSpirvs.size(); ++i) {
sessions[i] = SpvcSession(optimizedSpirvs[i], SessionUsageBit::Transpile);
}
auto vertexSource = ShaderCompiler::DecompileShader(sessions[0]);
auto fragmentSource = ShaderCompiler::DecompileShader(sessions[1]);
ASSERT_TRUE(vertexSource.has_value());
ASSERT_TRUE(fragmentSource.has_value());
EXPECT_EQ(vertexSource->find("out DailyWeatherVariation "), std::string::npos);
EXPECT_EQ(fragmentSource->find("in DailyWeatherVariation "), std::string::npos);
EXPECT_NE(vertexSource->find("daily_weather_variation_clouds_cumulus_coverage"), std::string::npos);
EXPECT_NE(vertexSource->find("daily_weather_variation_aurora_colors"), std::string::npos);
EXPECT_NE(fragmentSource->find("daily_weather_variation_clouds_altocumulus_coverage"), std::string::npos);
EXPECT_NE(fragmentSource->find("daily_weather_variation_aurora_colors"), std::string::npos);
const struct ExpectedInterface {
const char* name;
uint32_t location;
} expectedInterfaces[] = {
{"daily_weather_variation_clouds_cumulus_coverage", 0},
{"daily_weather_variation_clouds_altocumulus_coverage", 1},
{"daily_weather_variation_clouds_cirrus_coverage", 2},
{"daily_weather_variation_clouds_cumulus_congestus_amount", 3},
{"daily_weather_variation_clouds_stratus_amount", 4},
{"daily_weather_variation_fogginess", 5},
{"daily_weather_variation_aurora_amount", 6},
{"daily_weather_variation_nlc_amount", 7},
{"daily_weather_variation_aurora_colors", 8},
};
const auto vsOutputs = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_STAGE_OUTPUT);
const auto fsInputs = sessions[1].GetShaderInterface(SPVC_RESOURCE_TYPE_STAGE_INPUT);
ASSERT_EQ(vsOutputs.size(), std::size(expectedInterfaces));
ASSERT_EQ(fsInputs.size(), std::size(expectedInterfaces));
for (const auto& expected : expectedInterfaces) {
bool foundVertex = false;
for (const auto& output : vsOutputs) {
if (output.name == expected.name) {
foundVertex = true;
EXPECT_EQ(output.location, expected.location);
break;
}
}
EXPECT_TRUE(foundVertex) << "missing vertex output: " << expected.name;
bool foundFragment = false;
for (const auto& input : fsInputs) {
if (input.name == expected.name) {
foundFragment = true;
EXPECT_EQ(input.location, expected.location);
break;
}
}
EXPECT_TRUE(foundFragment) << "missing fragment input: " << expected.name;
}
}
const char* blit_vs = R"(#version 460 core
in vec3 Position;
in vec2 UV0;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec2 texCoord0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
texCoord0 = UV0;
}
)";
const char* blit_fs = R"(#version 460 core
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
in vec2 texCoord0;
out vec4 fragColor;
void main() {
vec4 color = texture(Sampler0, texCoord0);
if (color.a == 0.0) {
discard;
}
fragColor = color * ColorModulator;
})";
TEST_F(ProgramUtilTest, CompileAndLinkBlitProgram) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib vs_attrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = blit_vs};
auto vs_res = ShaderCompiler::CompileShader(vs_attrib);
if (!vs_res) {
ASSERT_NE(vs_res.error().errc, 0);
FAIL() << "errc: " << vs_res.error().errc << "\nlog: " << vs_res.error().log;
}
ShaderAttrib fs_attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = blit_fs};
auto fs_res = ShaderCompiler::CompileShader(fs_attrib);
if (!fs_res) {
ASSERT_NE(fs_res.error().errc, 0);
FAIL() << "errc: " << fs_res.error().errc << "\nlog: " << fs_res.error().log;
}
UnorderedMap<String, Uint> attribLocations;
attribLocations["Position"] = 0;
attribLocations["UV0"] = 2;
ProgramAttrib programAttrib{// .shaderTypes = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER },
.shaders = {vs_res.value(), fs_res.value()},
.explicitVertexInLocations = attribLocations};
auto program_res = ShaderCompiler::LinkProgram(programAttrib);
if (!program_res) {
ASSERT_NE(program_res.error().errc, 0);
FAIL() << "errc: " << program_res.error().errc << "\nlog: " << program_res.error().log;
}
auto program = program_res.value();
program->buildReflection();
auto inCnt = program->getNumPipeInputs();
for (int i = 0; i < inCnt; i++) {
auto& in = program->getPipeInput(i);
auto it = attribLocations.find(in.name);
if (it != attribLocations.end()) {
ASSERT_EQ(it->second, in.layoutLocation());
std::cout << in.name << ": location = " << it->second << "\n";
attribLocations.erase(it);
}
}
ASSERT_TRUE(attribLocations.empty()) << "Not all vertex input location mapped!";
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = {GL_VERTEX_SHADER, GL_FRAGMENT_SHADER},
.program = *program,
};
auto bin_res = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
auto spirvs = bin_res.value();
Vector<SpvcSession> sessions(spirvs.size());
for (SizeT i = 0; i < spirvs.size(); ++i) {
sessions[i] = SpvcSession(spirvs[i], SessionUsageBit::Transpile);
}
for (SizeT i = 0; i < spirvs.size(); ++i) {
std::cout << "Decompiling " << MG_Util::ConvertGLEnumToString(binaryAttrib.shaderTypes[i]) << std::endl;
auto src = ShaderCompiler::DecompileShader(sessions[i]);
if (!src) {
ASSERT_NE(src.error().errc, 0);
FAIL() << "errc: " << src.error().errc << "\nlog: " << src.error().log;
} else {
std::cout << "src: " << src.value() << std::endl;
}
}
}
const char* photon_shared_vec3_cs = R"(#version 460 core
layout(local_size_x = 16, local_size_y = 16) in;
shared vec3 shared_memory[256][9];
layout(location = 0) uniform int u_row;
layout(location = 1) uniform int u_col;
layout(location = 2) uniform vec3 u_value;
layout(std430, binding = 0) writeonly buffer OutputBuffer {
vec4 out_data[];
};
vec3 evaluate_row(vec3 row_values[9], uint col) {
return row_values[col] + row_values[0];
}
void main() {
uint row = gl_LocalInvocationIndex;
uint col = u_col;
shared_memory[row][col] = u_value;
shared_memory[row][col] += vec3(1.0);
vec3 loaded = shared_memory[row][col];
float x = shared_memory[row][col].x;
vec3 rowCopy[9] = shared_memory[0];
memoryBarrierShared();
barrier();
out_data[gl_GlobalInvocationID.x] = vec4(loaded + rowCopy[col] + evaluate_row(shared_memory[0], col) + vec3(x), 1.0);
}
)";
TEST_F(ProgramUtilTest, DecomposeWorkgroupVec3InSpirvPass) {
using namespace MG_Util::ShaderTranspiler;
String csSource = photon_shared_vec3_cs;
PreprocessShaderSource(ShaderStage::Compute, csSource);
ShaderAttrib csAttrib{.shaderType = GL_COMPUTE_SHADER, .sourceStr = csSource};
auto csRes = ShaderCompiler::CompileShader(csAttrib);
if (!csRes) {
ASSERT_NE(csRes.error().errc, 0);
FAIL() << "errc: " << csRes.error().errc << "\nlog: " << csRes.error().log;
}
ProgramAttrib programAttrib{.shaders = {csRes.value()}};
auto programRes = ShaderCompiler::LinkProgram(programAttrib);
if (!programRes) {
ASSERT_NE(programRes.error().errc, 0);
FAIL() << "errc: " << programRes.error().errc << "\nlog: " << programRes.error().log;
}
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = {GL_COMPUTE_SHADER},
.program = *programRes.value(),
};
auto binRes = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
ASSERT_TRUE(binRes.has_value());
ASSERT_FALSE(binRes->empty());
Vector<uint32_t> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(binRes->at(0), optimized))
<< "SanitizeAndOptimizeBinary failed - the DecomposeWorkgroupVec3Pass may have "
"encountered an unsupported pattern";
spvtools::Optimizer parseOnlyOptimizer(SPV_ENV_VULKAN_1_1);
Vector<uint32_t> parsedBinary;
ASSERT_TRUE(parseOnlyOptimizer.Run(optimized.data(), optimized.size(), &parsedBinary))
<< "DecomposeWorkgroupVec3Pass emitted SPIR-V with invalid physical layout";
SpvcSession session(optimized, SessionUsageBit::Transpile);
auto sourceRes = ShaderCompiler::DecompileShader(session);
ASSERT_TRUE(sourceRes.has_value()) << "errc: " << sourceRes.error().errc
<< "\nlog: " << sourceRes.error().log;
const String& source = sourceRes.value();
// The decomposed output must not contain a `shared vec3` declaration.
EXPECT_EQ(source.find("shared vec3"), std::string::npos)
<< "DecomposeWorkgroupVec3Pass did not eliminate `shared vec3`:\n"
<< source;
// It should now use a scalar array form (shared float ...).
EXPECT_NE(source.find("shared float"), std::string::npos)
<< "Expected `shared float` in decomposed output:\n"
<< source;
EXPECT_EQ(source.find("= shared_memory[0]"), std::string::npos)
<< "Decomposed output kept an invalid whole-row shared-memory load:\n"
<< source;
}
TEST_F(ProgramUtilTest, DecomposeWorkgroupVec3IgnoresNonWorkgroupVec3) {
using namespace MG_Util::ShaderTranspiler;
String csSource = R"(#version 460 core
layout(local_size_x = 1) in;
layout(std430, binding = 0) writeonly buffer OutputBuffer {
vec4 out_data[];
};
void main() {
vec3 local = vec3(1.0, 2.0, 3.0);
out_data[gl_GlobalInvocationID.x] = vec4(local, 1.0);
}
)";
PreprocessShaderSource(ShaderStage::Compute, csSource);
ShaderAttrib csAttrib{.shaderType = GL_COMPUTE_SHADER, .sourceStr = csSource};
auto csRes = ShaderCompiler::CompileShader(csAttrib);
if (!csRes) {
ASSERT_NE(csRes.error().errc, 0);
FAIL() << "errc: " << csRes.error().errc << "\nlog: " << csRes.error().log;
}
ProgramAttrib programAttrib{.shaders = {csRes.value()}};
auto programRes = ShaderCompiler::LinkProgram(programAttrib);
if (!programRes) {
ASSERT_NE(programRes.error().errc, 0);
FAIL() << "errc: " << programRes.error().errc << "\nlog: " << programRes.error().log;
}
ProgramBinaryAttrib binaryAttrib{
.shaderTypes = {GL_COMPUTE_SHADER},
.program = *programRes.value(),
};
auto binRes = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
ASSERT_TRUE(binRes.has_value());
ASSERT_FALSE(binRes->empty());
Vector<uint32_t> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(binRes->at(0), optimized));
}
TEST_F(ProgramUtilTest, PreprocessCoercesBlockPackingQualifiersToStd140) {
using namespace MG_Util::ShaderTranspiler;
// glslang rejects `packed`/`shared` outright when generating SPIR-V, and MobileGL's
// UBO layout is always std140 anyway; the preprocessor rewrites the qualifiers so the
// validation compile, reflection, and generated SPIR-V all agree on std140 (GL CTS
// KHR-GL33.shaders.uniform_block.*.packed/shared).
String source = R"(#version 330
layout(packed) uniform PackedBlock { vec4 pv; };
layout(shared, row_major) uniform SharedBlock { mat4 sm; };
layout ( shared ) uniform SpacedBlock { float sx; };
layout(std140) uniform KeptBlock { float kx; };
// A non-layout use of the identifier stays untouched (compute storage qualifier).
void main() {
gl_Position = pv + vec4(sm[0][0]) + vec4(sx) + vec4(kx);
})";
PreprocessShaderSource(ShaderStage::Vertex, source);
EXPECT_EQ(source.find("packed"), String::npos);
EXPECT_EQ(source.find("layout(shared"), String::npos);
EXPECT_NE(source.find("layout(std140) uniform PackedBlock"), String::npos);
EXPECT_NE(source.find("layout(std140, row_major) uniform SharedBlock"), String::npos);
EXPECT_NE(source.find("layout ( std140 ) uniform SpacedBlock"), String::npos);
EXPECT_NE(source.find("layout(std140) uniform KeptBlock"), String::npos);
ShaderAttrib attrib{.shaderType = GL_VERTEX_SHADER,
.sourceStr = source,
.flags = ShaderCompileBits::CompileForOpenGL};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
TEST_F(ProgramUtilTest, PreprocessLeavesComputeSharedStorageQualifierAlone) {
using namespace MG_Util::ShaderTranspiler;
// `shared` is only a packing qualifier inside layout(...); the compute-shader storage
// qualifier of the same spelling must survive.
String source = R"(#version 430
layout(local_size_x = 8) in;
shared float sharedScratch[8];
layout(shared) uniform Blk { float bx; };
void main() {
sharedScratch[gl_LocalInvocationIndex] = bx;
})";
PreprocessShaderSource(ShaderStage::Compute, source);
EXPECT_NE(source.find("shared float sharedScratch[8];"), String::npos);
EXPECT_NE(source.find("layout(std140) uniform Blk"), String::npos);
}
// The LEXICAL half must fire at the source level (before the parse) for the
// preempt-list names - the end-to-end ESSL tests cannot tell which half did the
// rename, and for these names the parse would fail without the source rewrite.
TEST_F(ProgramUtilTest, PreprocessRenamesLexicalPreemptShadowingInSource) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 460 core
out vec4 fragColor;
float min3(float a, float b, float c) { return min(min(a, b), c); }
void main() {
fragColor = vec4(min3(0.1, 0.2, 0.3));
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_NE(source.find("float mg_min3("), String::npos) << source;
EXPECT_NE(source.find("mg_min3(0.1, 0.2, 0.3)"), String::npos) << source;
EXPECT_EQ(source.find("float min3("), String::npos) << source;
}
// GLSL has no multi-line string or character literal, so a lone apostrophe never opens one - it is
// an English contraction, in a comment or in a diagnostic directive. MaskCommentsAndQuotedText used
// to disagree: it entered its quoted-text region on the apostrophe and, having no end-of-line rule,
// stayed there to the end of the file, blanking everything after it for every consumer of the mask
// (the tokenizer, the #version inspection, the explicit-location and opaque-binding extractors).
//
// Apostrophes inside comments were never affected - the comment region claims them first - but that
// is exactly the property the fix must not break, so pin it.
TEST_F(ProgramUtilTest, PreprocessKeepsApostrophesInsideCommentsHarmless) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 460 core
// don't do this: the sampler isn't bound before the first frame
/* and here's a block comment whose apostrophes shouldn't matter either */
uniform sampler2D tex;
in vec2 uv;
out vec4 fragColor;
void main() {
fragColor = texture(tex, uv);
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_NE(source.find("void main()"), String::npos) << "shader body was blanked:\n" << source;
EXPECT_NE(source.find("fragColor = texture(tex, uv);"), String::npos) << source;
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
// The case the old masker actually broke: an apostrophe in real (non-comment) text. Everything after
// it looked like string interior, so ExtractExplicitUniformLocations tokenized a blank source and
// handed the GL location assigner an empty map - the uniform silently lost its explicit location.
TEST_F(ProgramUtilTest, PreprocessApostropheInDirectiveKeepsLaterCodeVisibleToExtractors) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 460 core
#pragma MG_NOTE(this pack can't run without explicit locations)
layout(location = 7) uniform vec4 tint;
in vec2 uv;
out vec4 fragColor;
void main() {
fragColor = tint * uv.x;
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
const UnorderedMap<String, Int> locations = ExtractExplicitUniformLocations(source);
ASSERT_EQ(locations.count("tint"), 1u) << "extractor went blind past the apostrophe:\n" << source;
EXPECT_EQ(locations.at("tint"), 7);
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
// PreprocessShaderSource used to rediscover "where does the #version directive end?" once per
// injection - up to five whole-source masks and line scans per compile for one offset. It now takes
// the anchor once, from the pass that creates it, and tracks it.
//
// These three sources drive every consumer of that anchor: NormalizeLineDirectives (both the
// keep branch and the drop-ahead-of-#version branch), ModernizeLegacyGLSL's gl_FragColor
// injection, and InjectDepthRangeBuiltinShim's. The expected texts are the byte-exact output of
// the pre-memo implementation, captured from it - the change is pure memoization and is allowed to
// move no byte at all.
//
// Case B and case C are the two ways the anchor moves out from under the memo, and are why it is
// tracked rather than simply cached: B deletes a #line that precedes the version directive, and C
// has ModernizeLegacyGLSL's raw ReplaceIdentifier rewrite "varying"/"texture2D" inside a comment
// banner ahead of it, pulling the anchor six bytes left. An offset cached blindly would put the
// injected declaration six bytes inside the version line.
TEST_F(ProgramUtilTest, PreprocessLegacyFragmentShaderOutputIsByteStableAcrossTheVersionAnchor) {
using namespace MG_Util::ShaderTranspiler;
const char* kLegacyBody = R"(#line 30
varying vec2 uv;
uniform sampler2D tex;
void main() {
float d = gl_DepthRange.diff;
gl_FragColor = texture2D(tex, uv) * d;
}
)";
const char* kExpectedBody =
"#version 330 core /*mobilegl-normalized-legacy*/\n"
"struct mg_DepthRangeParameters { float near; float far; float diff; };\n"
"const mg_DepthRangeParameters mg_DepthRange = mg_DepthRangeParameters(0.0, 1.0, 1.0);\n"
"#define gl_DepthRange mg_DepthRange\n"
"out vec4 mg_FragColor;\n"
"#line 30\n"
"in vec2 uv;\n"
"uniform sampler2D tex;\n"
"\n"
"void main() {\n"
" float d = gl_DepthRange.diff;\n"
" mg_FragColor = texture(tex, uv) * d;\n"
"}\n";
{
SCOPED_TRACE("A: version directive at offset 0");
String source = String("#version 120\n") + kLegacyBody;
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_EQ(source, String(kExpectedBody));
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
{
SCOPED_TRACE("B: a #line ahead of the version directive is dropped, shortening the prefix");
String source = String("// pack preamble\n#line 1 \"world.fsh\"\n#version 120\n") + kLegacyBody;
PreprocessShaderSource(ShaderStage::Fragment, source);
// The dropped directive leaves its newline behind, so line numbering is untouched.
EXPECT_EQ(source, String("// pack preamble\n\n") + kExpectedBody);
}
{
SCOPED_TRACE("C: a comment banner ahead of the version directive is itself rewritten");
String source = R"(/* legacy varying / texture2D helpers */
#version 120
varying vec2 uv;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, uv);
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_EQ(source, String("/* legacy in / texture helpers */\n"
"#version 330 core /*mobilegl-normalized-legacy*/\n"
"out vec4 mg_FragColor;\n"
"in vec2 uv;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" mg_FragColor = texture(tex, uv);\n"
"}\n"));
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
}
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// P1: CompileEnv - the compile pipeline's snapshot of everything outside
// (stage, source). These pin the two properties the rest of P1 rides on: the
// compute limits really are carried in the snapshot (an off-thread
// GL_MAX_COMPUTE_WORK_GROUP_SIZE query would silently return 0 and reject a
// legal local_size), and the fingerprint really does move when they do.
// ---------------------------------------------------------------------------
TEST_F(ProgramUtilTest, CompileEnvCarriesComputeLimitsAndFrontendMinima) {
using MobileGL::MG_Util::ShaderTranspiler::CaptureCompileEnv;
const auto env = CaptureCompileEnv();
ASSERT_NE(env, nullptr);
// With no backend the snapshot is the frontend minimum, never zero - the value an
// off-thread GetIntegeri_v would have left behind.
EXPECT_GE(env->maxComputeWorkGroupSize[0], 1024u);
EXPECT_GE(env->maxComputeWorkGroupSize[1], 1024u);
EXPECT_GE(env->maxComputeWorkGroupSize[2], 64u);
EXPECT_GE(env->maxComputeWorkGroupInvocations, 1024u);
EXPECT_NE(env->fingerprint, 0u);
}
TEST_F(ProgramUtilTest, CompileEnvFingerprintTracksEveryInput) {
using MobileGL::MG_Util::ShaderTranspiler::CompileEnv;
using MobileGL::MG_Util::ShaderTranspiler::ComputeCompileEnvFingerprint;
CompileEnv base;
const Uint64 baseline = ComputeCompileEnvFingerprint(base);
EXPECT_EQ(ComputeCompileEnvFingerprint(base), baseline) << "fingerprint must be deterministic";
// A device that allows a bigger workgroup than the frontend minimum is a DIFFERENT
// compile environment: a memo taken under the smaller limit must not be reusable.
CompileEnv biggerZ = base;
biggerZ.maxComputeWorkGroupSize[2] = 256;
EXPECT_NE(ComputeCompileEnvFingerprint(biggerZ), baseline);
CompileEnv moreInvocations = base;
moreInvocations.maxComputeWorkGroupInvocations = 2048;
EXPECT_NE(ComputeCompileEnvFingerprint(moreInvocations), baseline);
CompileEnv otherBackend = base;
otherBackend.backend = MobileGL::BackendType::DirectVulkan;
EXPECT_NE(ComputeCompileEnvFingerprint(otherBackend), baseline);
CompileEnv otherLimits = base;
otherLimits.params.MaxVertexAttribs = 31;
EXPECT_NE(ComputeCompileEnvFingerprint(otherLimits), baseline);
CompileEnv otherExtensions = base;
otherExtensions.advertisedExtensions.push_back(MobileGL::E_GL_ARB_gpu_shader_int64);
EXPECT_NE(ComputeCompileEnvFingerprint(otherExtensions), baseline);
}
// The no-backend fallback must stay exactly what the pipeline used to do inline:
// everything counts as advertised, because there is nothing to gate against.
TEST_F(ProgramUtilTest, CompileEnvWithoutBackendAdvertisesEverything) {
using MobileGL::MG_Util::ShaderTranspiler::CompileEnv;
CompileEnv env;
EXPECT_FALSE(env.HasBackend());
EXPECT_TRUE(env.IsExtensionAdvertised(MobileGL::E_GL_ARB_gpu_shader_int64));
env.backend = MobileGL::BackendType::DirectGLES;
EXPECT_TRUE(env.HasBackend());
EXPECT_FALSE(env.IsExtensionAdvertised(MobileGL::E_GL_ARB_gpu_shader_int64));
env.advertisedExtensions.push_back(MobileGL::E_GL_ARB_gpu_shader_int64);
EXPECT_TRUE(env.IsExtensionAdvertised(MobileGL::E_GL_ARB_gpu_shader_int64));
}
// P0b layer 2: ShaderPreprocessCache, tested directly. The GL-level behaviour it
// enables is covered end to end in ProgramTest; these pin the container itself,
// where the interesting cases (hash collisions, both eviction budgets) are hard
// to provoke through glCompileShader.
// ---------------------------------------------------------------------------
namespace {
using MobileGL::MG_State::GLState::ShaderPreprocessCache;
using MobileGL::MG_State::GLState::ShaderPreprocessOutcome;
using MobileGL::MG_State::GLState::ShaderPreprocessResult;
using MobileGL::MG_State::GLState::ShaderPreprocessResultPtr;
// The env fingerprint every test below keys against, unless it is specifically
// exercising the fingerprint itself.
constexpr MobileGL::Uint64 kEnvA = 0x1111'2222'3333'4444ull;
constexpr MobileGL::Uint64 kEnvB = 0x5555'6666'7777'8888ull;
ShaderPreprocessResultPtr MakeResult(const String& preprocessed) {
auto result = MakeShared<ShaderPreprocessResult>();
result->outcome = ShaderPreprocessOutcome::Preprocessed;
result->preprocessedSource = preprocessed;
result->explicitUniformLocations["uMarker"] = 7;
result->explicitOpaqueBindings["sMarker"] = 3;
return result;
}
} // namespace
TEST_F(ProgramUtilTest, ShaderPreprocessCacheRoundTripsAndSeparatesStages) {
ShaderPreprocessCache cache;
const String source = "// a shader\nvoid main() {}\n";
const Uint64 hash = ShaderPreprocessCache::HashSource(source);
EXPECT_EQ(cache.Find(ShaderStage::Vertex, hash, source, kEnvA), nullptr);
cache.Insert(ShaderStage::Vertex, hash, source, kEnvA, MakeResult("vertex-preprocessed"));
const ShaderPreprocessResultPtr hit = cache.Find(ShaderStage::Vertex, hash, source, kEnvA);
ASSERT_NE(hit, nullptr);
EXPECT_TRUE(hit->Preprocessed());
EXPECT_EQ(hit->preprocessedSource, "vertex-preprocessed");
const auto uniformIt = hit->explicitUniformLocations.find("uMarker");
ASSERT_NE(uniformIt, hit->explicitUniformLocations.end());
EXPECT_EQ(uniformIt->second, 7);
const auto bindingIt = hit->explicitOpaqueBindings.find("sMarker");
ASSERT_NE(bindingIt, hit->explicitOpaqueBindings.end());
EXPECT_EQ(bindingIt->second, 3u);
// Byte-identical source, different stage: a different key, so still a miss. Two
// stages sharing one entry would hand a fragment shader a vertex preprocess.
EXPECT_EQ(cache.Find(ShaderStage::Fragment, hash, source, kEnvA), nullptr);
cache.Insert(ShaderStage::Fragment, hash, source, kEnvA, MakeResult("fragment-preprocessed"));
const ShaderPreprocessResultPtr fragmentHit = cache.Find(ShaderStage::Fragment, hash, source, kEnvA);
ASSERT_NE(fragmentHit, nullptr);
EXPECT_EQ(fragmentHit->preprocessedSource, "fragment-preprocessed");
EXPECT_EQ(cache.Find(ShaderStage::Vertex, hash, source, kEnvA)->preprocessedSource, "vertex-preprocessed");
EXPECT_EQ(cache.GetEntryCount(), 2u);
}
TEST_F(ProgramUtilTest, ShaderPreprocessCacheMemoizesRejectionVerdictsDistinctly) {
ShaderPreprocessCache cache;
const String reservedSource = "int packed;\n";
const String localSizeSource = "layout(local_size_x = 99999) in;\n";
auto reserved = MakeShared<ShaderPreprocessResult>();
reserved->outcome = ShaderPreprocessOutcome::ReservedIdentifierRejected;
reserved->infoLog = "reserved identifier";
auto localSize = MakeShared<ShaderPreprocessResult>();
localSize->outcome = ShaderPreprocessOutcome::ComputeLocalSizeRejected;
localSize->infoLog = "local_size too big";
cache.Insert(ShaderStage::Vertex, ShaderPreprocessCache::HashSource(reservedSource), reservedSource, kEnvA,
Move(reserved));
cache.Insert(ShaderStage::Compute, ShaderPreprocessCache::HashSource(localSizeSource), localSizeSource, kEnvA,
Move(localSize));
const ShaderPreprocessResultPtr reservedHit =
cache.Find(ShaderStage::Vertex, ShaderPreprocessCache::HashSource(reservedSource), reservedSource, kEnvA);
ASSERT_NE(reservedHit, nullptr);
EXPECT_FALSE(reservedHit->Preprocessed());
EXPECT_EQ(reservedHit->outcome, ShaderPreprocessOutcome::ReservedIdentifierRejected);
EXPECT_EQ(reservedHit->infoLog, "reserved identifier");
const ShaderPreprocessResultPtr localSizeHit =
cache.Find(ShaderStage::Compute, ShaderPreprocessCache::HashSource(localSizeSource), localSizeSource, kEnvA);
ASSERT_NE(localSizeHit, nullptr);
EXPECT_EQ(localSizeHit->outcome, ShaderPreprocessOutcome::ComputeLocalSizeRejected);
EXPECT_EQ(localSizeHit->infoLog, "local_size too big");
}
// Correctness must not ride on a 64-bit hash. Feed two different sources of the same
// length under a forged, identical hash: the entry stores the full original text, so
// the impostor lookup must miss instead of returning the wrong preprocess.
TEST_F(ProgramUtilTest, ShaderPreprocessCacheRejectsForgedHashCollision) {
ShaderPreprocessCache cache;
const String real = "void main() { int a = 1; }\n";
const String impostor = "void main() { int a = 2; }\n";
ASSERT_EQ(real.length(), impostor.length());
ASSERT_NE(real, impostor);
const Uint64 forgedHash = 0xdeadbeefcafef00dull;
cache.Insert(ShaderStage::Vertex, forgedHash, real, kEnvA, MakeResult("real-preprocessed"));
ASSERT_NE(cache.Find(ShaderStage::Vertex, forgedHash, real, kEnvA), nullptr);
EXPECT_EQ(cache.Find(ShaderStage::Vertex, forgedHash, impostor, kEnvA), nullptr);
// The colliding newcomer wins the slot rather than being silently dropped, so it
// is the previous occupant that degrades to a miss - never a wrong hit.
cache.Insert(ShaderStage::Vertex, forgedHash, impostor, kEnvA, MakeResult("impostor-preprocessed"));
const ShaderPreprocessResultPtr impostorHit = cache.Find(ShaderStage::Vertex, forgedHash, impostor, kEnvA);
ASSERT_NE(impostorHit, nullptr);
EXPECT_EQ(impostorHit->preprocessedSource, "impostor-preprocessed");
EXPECT_EQ(cache.Find(ShaderStage::Vertex, forgedHash, real, kEnvA), nullptr);
EXPECT_EQ(cache.GetEntryCount(), 1u);
}
// P1: the compile environment joins the key. A memo computed against one backend's
// GL_MAX_COMPUTE_WORK_GROUP_* limits must never be handed back after the environment
// changed (backend swap), which is exactly what CompileEnv::fingerprint keys on.
TEST_F(ProgramUtilTest, ShaderPreprocessCacheMissesOnChangedEnvFingerprint) {
ShaderPreprocessCache cache;
const String source = "layout(local_size_x = 512) in;\nvoid main() {}\n";
const Uint64 hash = ShaderPreprocessCache::HashSource(source);
cache.Insert(ShaderStage::Compute, hash, source, kEnvA, MakeResult("env-a-preprocessed"));
ASSERT_NE(cache.Find(ShaderStage::Compute, hash, source, kEnvA), nullptr);
EXPECT_EQ(cache.Find(ShaderStage::Compute, hash, source, kEnvB), nullptr);
// Both environments can coexist; neither can see the other's verdict.
cache.Insert(ShaderStage::Compute, hash, source, kEnvB, MakeResult("env-b-preprocessed"));
EXPECT_EQ(cache.Find(ShaderStage::Compute, hash, source, kEnvA)->preprocessedSource, "env-a-preprocessed");
EXPECT_EQ(cache.Find(ShaderStage::Compute, hash, source, kEnvB)->preprocessedSource, "env-b-preprocessed");
EXPECT_EQ(cache.GetEntryCount(), 2u);
}
// A hit hands out shared ownership, so the payload survives the eviction of its entry.
// Under the old raw-pointer API this read was a use-after-free the moment two compiles
// ran concurrently.
TEST_F(ProgramUtilTest, ShaderPreprocessCacheHitOutlivesEviction) {
ShaderPreprocessCache cache;
const String source = "void main() { int keep = 1; }\n";
const Uint64 hash = ShaderPreprocessCache::HashSource(source);
cache.Insert(ShaderStage::Vertex, hash, source, kEnvA, MakeResult("survivor"));
const ShaderPreprocessResultPtr held = cache.Find(ShaderStage::Vertex, hash, source, kEnvA);
ASSERT_NE(held, nullptr);
cache.Clear();
EXPECT_EQ(cache.Find(ShaderStage::Vertex, hash, source, kEnvA), nullptr);
EXPECT_EQ(held->preprocessedSource, "survivor");
}
TEST_F(ProgramUtilTest, ShaderPreprocessCacheEvictsFifoOnEntryCap) {
ShaderPreprocessCache cache;
Vector<String> sources;
const SizeT overflow = ShaderPreprocessCache::kMaxEntries + 8;
for (SizeT i = 0; i < overflow; ++i) {
sources.push_back("void main() { int a = " + ToString(i) + "; }\n");
cache.Insert(ShaderStage::Vertex, ShaderPreprocessCache::HashSource(sources.back()), sources.back(), kEnvA,
MakeResult("pp" + ToString(i)));
EXPECT_LE(cache.GetEntryCount(), ShaderPreprocessCache::kMaxEntries);
}
EXPECT_EQ(cache.GetEntryCount(), ShaderPreprocessCache::kMaxEntries);
// FIFO: the first `overflow - kMaxEntries` insertions are gone, the rest resident.
for (SizeT i = 0; i < overflow; ++i) {
const ShaderPreprocessResultPtr hit =
cache.Find(ShaderStage::Vertex, ShaderPreprocessCache::HashSource(sources[i]), sources[i], kEnvA);
if (i < overflow - ShaderPreprocessCache::kMaxEntries) {
EXPECT_EQ(hit, nullptr) << "entry " << i << " should have been evicted";
} else {
ASSERT_NE(hit, nullptr) << "entry " << i << " should still be resident";
EXPECT_EQ(hit->preprocessedSource, "pp" + ToString(i));
}
}
cache.Clear();
EXPECT_EQ(cache.GetEntryCount(), 0u);
EXPECT_EQ(cache.GetStoredSourceBytes(), 0u);
}
TEST_F(ProgramUtilTest, ShaderPreprocessCacheHonorsByteBudget) {
ShaderPreprocessCache cache;
// Well under the entry cap, well over the byte budget: the byte budget must be the
// one that binds, and the accounting must come back down as entries are evicted.
const SizeT chunk = ShaderPreprocessCache::kMaxStoredSourceBytes / 8;
for (SizeT i = 0; i < 24; ++i) {
String source(chunk, static_cast<char>('a' + (i % 26)));
cache.Insert(ShaderStage::Vertex, ShaderPreprocessCache::HashSource(source), source, kEnvA, MakeResult(""));
EXPECT_LE(cache.GetStoredSourceBytes(), ShaderPreprocessCache::kMaxStoredSourceBytes);
EXPECT_LT(cache.GetEntryCount(), ShaderPreprocessCache::kMaxEntries);
}
// A single source larger than the whole budget is refused outright: caching it
// would evict every other entry and then immediately itself.
const SizeT before = cache.GetEntryCount();
const String oversized(ShaderPreprocessCache::kMaxStoredSourceBytes + 1, 'z');
cache.Insert(ShaderStage::Vertex, ShaderPreprocessCache::HashSource(oversized), oversized, kEnvA, MakeResult(""));
EXPECT_EQ(cache.GetEntryCount(), before);
EXPECT_EQ(cache.Find(ShaderStage::Vertex, ShaderPreprocessCache::HashSource(oversized), oversized, kEnvA), nullptr);
}
// Every vertex input that reaches SPIR-V must carry a Location decoration - including the
// declarations glslang's io-mapper considers INACTIVE.
//
// The shape is Iris's: seven attributes, only some of them bound through
// glBindAttribLocation (ProgramAttrib::explicitVertexInLocations), and at least one neither
// bound nor referenced. GL says only active inputs get generic attribute locations, so the
// resolver deliberately does not RESERVE a slot for a dead one - but it must still RESOLVE a
// location for it, because glslang emits an OpVariable for every declared global (the entry
// point's interface comes from the linker objects) and SPIR-V requires every non-built-in
// Input to be decorated (VUID-StandaloneSpirv-Location-04916).
//
// This test drives the FRONTEND rather than the GL entry points on purpose: it checks the RAW
// GlslangToSpv output, before SanitizeAndOptimizeBinary. A GL-level test cannot see the defect
// for an unreferenced attribute, because AggressiveDCE deletes the offending variable on its
// way to the backend - and yet the real victim (Iris' mc_midTexCoord, Adreno 830,
// programHash 0x4a7e9a37fb49caa1) survived DCE and killed the pipeline with VK_ERROR_UNKNOWN.
TEST_F(ProgramUtilTest, PartiallyBoundVertexInputsAllReceiveALocation) {
using namespace MG_Util::ShaderTranspiler;
const String vertexSource = R"(#version 460 core
in vec3 a_Position;
in vec4 a_Color;
in vec2 a_TexCoord;
in vec2 mc_midTexCoord;
in vec4 mc_Entity;
in vec3 iris_Normal;
in vec4 a_Unreferenced;
out vec4 v_Color;
void main() {
v_Color = a_Color + vec4(a_TexCoord, 0.0, 0.0) + vec4(mc_midTexCoord, 0.0, 0.0) + mc_Entity
+ vec4(iris_Normal, 0.0);
gl_Position = vec4(a_Position, 1.0);
}
)";
ShaderAttrib shaderAttrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = vertexSource};
auto shaderResult = ShaderCompiler::CompileShader(shaderAttrib);
ASSERT_TRUE(shaderResult) << shaderResult.error().log;
// PARTIALLY bound, and deliberately not a dense 0..N run - exactly what Iris does.
// mc_midTexCoord and a_Unreferenced are left unbound.
UnorderedMap<String, Uint> explicitVertexIns;
explicitVertexIns["a_Position"] = 0;
explicitVertexIns["a_Color"] = 1;
explicitVertexIns["a_TexCoord"] = 2;
explicitVertexIns["iris_Normal"] = 10;
explicitVertexIns["mc_Entity"] = 11;
ProgramAttrib programAttrib{.shaders = {shaderResult.value()},
.explicitVertexInLocations = explicitVertexIns};
auto programResult = ShaderCompiler::LinkProgram(programAttrib);
ASSERT_TRUE(programResult) << programResult.error().log;
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {GL_VERTEX_SHADER}, .program = *programResult.value()};
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
ASSERT_TRUE(binaryResult) << binaryResult.error().log;
ASSERT_EQ(binaryResult->size(), 1u);
const auto& vertexBinary = binaryResult->front();
// The authoritative check - this is the same validator whose VUID the driver enforces.
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String validatorMessages;
tools.SetMessageConsumer([&validatorMessages](spv_message_level_t, const char*, const spv_position_t&,
const char* message) {
if (message != nullptr) validatorMessages += String(message) + "\n";
});
EXPECT_TRUE(tools.Validate(vertexBinary))
<< "the raw vertex module is not valid SPIR-V; Adreno rejects the whole pipeline for this "
<< "while lavapipe tolerates it:\n"
<< validatorMessages;
// ...and, independently of the validator, every non-built-in Input carries a UNIQUE location.
constexpr unsigned kOpDecorate = 71, kOpVariable = 59;
constexpr unsigned kDecorationBuiltIn = 11, kDecorationLocation = 30;
constexpr unsigned kStorageClassInput = 1;
std::map<unsigned, unsigned> locationById;
std::set<unsigned> builtInIds;
std::vector<unsigned> inputIds;
for (SizeT i = 5; i < vertexBinary.size();) { // 5-word header
const unsigned wordCount = vertexBinary[i] >> 16;
const unsigned opcode = vertexBinary[i] & 0xFFFFu;
ASSERT_GT(wordCount, 0u) << "malformed SPIR-V instruction stream";
if (i + wordCount > vertexBinary.size()) break;
if (opcode == kOpDecorate && wordCount >= 4 && vertexBinary[i + 2] == kDecorationLocation) {
locationById[vertexBinary[i + 1]] = vertexBinary[i + 3];
} else if (opcode == kOpDecorate && wordCount >= 3 && vertexBinary[i + 2] == kDecorationBuiltIn) {
builtInIds.insert(vertexBinary[i + 1]);
} else if (opcode == kOpVariable && wordCount >= 4 && vertexBinary[i + 3] == kStorageClassInput) {
inputIds.push_back(vertexBinary[i + 2]);
}
i += wordCount;
}
std::set<unsigned> usedLocations;
SizeT checked = 0;
for (const unsigned id : inputIds) {
if (builtInIds.count(id) != 0) continue;
const auto it = locationById.find(id);
ASSERT_NE(it, locationById.end())
<< "vertex input id " << id << " reached SPIR-V with no Location decoration";
EXPECT_TRUE(usedLocations.insert(it->second).second)
<< "two vertex inputs were assigned location " << it->second;
++checked;
}
EXPECT_GE(checked, 7u) << "expected all seven declared inputs to be present in the raw module";
}
namespace {
// Storage-class census of module-scope OpVariables plus an OpFunctionCall count -
// everything the dead-interface-elimination tests need to see, nothing more.
struct SpirvVariableCensus {
SizeT inputCount = 0;
SizeT outputCount = 0;
SizeT privateCount = 0;
SizeT functionCallCount = 0;
};
SpirvVariableCensus TakeVariableCensus(const Vector<Uint32>& spirv) {
constexpr unsigned kOpVariable = 59, kOpFunctionCall = 57;
constexpr unsigned kStorageClassInput = 1, kStorageClassPrivate = 6, kStorageClassOutput = 3;
SpirvVariableCensus census;
for (SizeT i = 5; i < spirv.size();) { // 5-word header
const unsigned wordCount = spirv[i] >> 16;
const unsigned opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
if (opcode == kOpVariable && wordCount >= 4) {
switch (spirv[i + 3]) {
case kStorageClassInput: ++census.inputCount; break;
case kStorageClassOutput: ++census.outputCount; break;
case kStorageClassPrivate: ++census.privateCount; break;
default: break;
}
} else if (opcode == kOpFunctionCall) {
++census.functionCallCount;
}
i += wordCount;
}
return census;
}
// The exact Iris shim shape that shipped an invalid module for a month: a declared
// vertex input whose only use is the initializer of a file-scope global nothing ever
// reads, in a shader whose main() still contains calls (which is what used to make
// ADCE keep the whole chain alive).
constexpr const char* kDeadPrivateChainVertexSource = R"(#version 460 core
in vec3 a_Position;
in vec2 mc_midTexCoord;
out vec4 v_Color;
vec4 iris_MidTex = vec4(mc_midTexCoord * (1.0 / 32768.0), 0.0, 1.0);
vec4 helperTint();
void main() {
v_Color = helperTint();
gl_Position = vec4(a_Position, 1.0);
}
vec4 helperTint() { return vec4(1.0); }
)";
Vector<Uint32> CompileVertexToRawSpirv(const String& source) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib shaderAttrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = source};
auto shaderResult = ShaderCompiler::CompileShader(shaderAttrib);
if (!shaderResult) {
ADD_FAILURE() << shaderResult.error().log;
return {};
}
ProgramAttrib programAttrib{.shaders = {shaderResult.value()}};
auto programResult = ShaderCompiler::LinkProgram(programAttrib);
if (!programResult) {
ADD_FAILURE() << programResult.error().log;
return {};
}
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {GL_VERTEX_SHADER},
.program = *programResult.value()};
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
if (!binaryResult || binaryResult->size() != 1u) {
ADD_FAILURE() << (binaryResult ? "unexpected module count"
: binaryResult.error().log);
return {};
}
return binaryResult->front();
}
} // namespace
TEST_F(ProgramUtilTest, DeadPrivateChainVertexInputIsEliminatedFromOptimizedBinary) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = CompileVertexToRawSpirv(kDeadPrivateChainVertexSource);
ASSERT_FALSE(raw.empty());
const SpirvVariableCensus before = TakeVariableCensus(raw);
// Preconditions that make this module exercise the ADCE conservatism gate: the dead
// input is present, its Private sink is present, and main() still contains a call.
// Four Inputs, not two: the frontend always emits gl_VertexIndex/gl_InstanceIndex
// built-ins alongside a_Position and mc_midTexCoord.
ASSERT_EQ(before.inputCount, 4u)
<< "expected a_Position, mc_midTexCoord, gl_VertexIndex and gl_InstanceIndex in the raw module";
ASSERT_GE(before.privateCount, 1u);
ASSERT_GE(before.functionCallCount, 1u)
<< "helperTint() was inlined by the frontend; this test no longer covers the "
<< "entry-point-with-calls shape it exists for";
Vector<Uint32> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized, true, true));
const SpirvVariableCensus after = TakeVariableCensus(optimized);
EXPECT_EQ(after.inputCount, 1u)
<< "mc_midTexCoord feeds only a never-read Private global and must not reach the driver";
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String validatorMessages;
tools.SetMessageConsumer([&validatorMessages](spv_message_level_t, const char*,
const spv_position_t&, const char* message) {
if (message != nullptr) validatorMessages += String(message) + "\n";
});
EXPECT_TRUE(tools.Validate(optimized)) << validatorMessages;
}
TEST_F(ProgramUtilTest, DeclaredButUnwrittenOutputSurvivesOptimization) {
using namespace MG_Util::ShaderTranspiler;
// Chocapic-class packs declare varyings some variants never write while the paired
// fragment shader still reads them. The OpVariable (and its Location) must survive the
// chain on both backends: Espryt's ESSL link would otherwise fail with "varying not
// declared in vertex shader", and Magma's stage-interface contract breaks the same way.
// ADCE guarantees this only while remove_outputs stays false - this test freezes that.
const Vector<Uint32> raw = CompileVertexToRawSpirv(R"(#version 460 core
in vec3 a_Position;
out vec4 v_Written;
out vec4 v_NeverWritten;
void main() {
v_Written = vec4(1.0);
gl_Position = vec4(a_Position, 1.0);
}
)");
ASSERT_FALSE(raw.empty());
// v_Written, v_NeverWritten, and the gl_PerVertex block are all Output-storage variables.
const SpirvVariableCensus before = TakeVariableCensus(raw);
ASSERT_GE(before.outputCount, 3u);
Vector<Uint32> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized, true, true));
EXPECT_EQ(TakeVariableCensus(optimized).outputCount, before.outputCount)
<< "a declared-but-unwritten output was deleted; a fragment stage reading it now "
<< "fails to link (ES) or breaks the Vulkan stage interface";
}
TEST_F(ProgramUtilTest, ValidationLatchFlagsInvalidModuleWithoutChangingResults) {
using namespace MG_Util::ShaderTranspiler;
// Only LIVE inputs, so the chain cannot heal the module by deleting them: both
// survive to the output, undecorated, and the output is invalid SPIR-V.
Vector<Uint32> raw = CompileVertexToRawSpirv(R"(#version 460 core
in vec3 a_Position;
in vec4 a_Color;
out vec4 v_Color;
void main() {
v_Color = a_Color;
gl_Position = vec4(a_Position, 1.0);
}
)");
ASSERT_FALSE(raw.empty());
// Strip every Input Location decoration - the exact defect class the
// TMglGlslIoResolver used to ship ([VUID-StandaloneSpirv-Location-04916]).
constexpr unsigned kOpDecorate = 71, kOpVariable = 59;
constexpr unsigned kDecorationLocation = 30, kStorageClassInput = 1;
std::set<unsigned> inputIds;
for (SizeT i = 5; i < raw.size();) {
const unsigned wordCount = raw[i] >> 16;
const unsigned opcode = raw[i] & 0xFFFFu;
ASSERT_GT(wordCount, 0u);
if (i + wordCount > raw.size()) break;
if (opcode == kOpVariable && wordCount >= 4 && raw[i + 3] == kStorageClassInput) {
inputIds.insert(raw[i + 2]);
}
i += wordCount;
}
SizeT strippedCount = 0;
for (SizeT i = 5; i < raw.size();) {
const unsigned wordCount = raw[i] >> 16;
const unsigned opcode = raw[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > raw.size()) break;
if (opcode == kOpDecorate && wordCount >= 4 && raw[i + 2] == kDecorationLocation &&
inputIds.count(raw[i + 1]) != 0) {
raw.erase(raw.begin() + static_cast<std::ptrdiff_t>(i),
raw.begin() + static_cast<std::ptrdiff_t>(i + wordCount));
++strippedCount;
continue; // do not advance: the next instruction moved into place
}
i += wordCount;
}
ASSERT_GE(strippedCount, 2u) << "expected to strip both live inputs' Location decorations";
Vector<Uint32> optimized;
{
// The armed lane: control flow is IDENTICAL to shipping (the wrapper still
// succeeds - fail-open call sites downstream must not see a different world),
// and the failure latch is the signal. This is the catch that took a device
// bisect to find when the validator was off everywhere.
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
EXPECT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized, true, true));
EXPECT_GT(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "an invalid optimized module must bump the validation-failure latch";
}
{
// The shipping configuration: same result, no validation, latch untouched.
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
EXPECT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized, true, false));
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore);
}
}
namespace {
// OpTypeImage: result id (+1), sampled type (+2), dim (+3). Dim::Rect == 4.
SizeT CountRectImageTypes(const Vector<Uint32>& spirv) {
constexpr unsigned kOpTypeImage = 25, kDimRect = 4;
SizeT count = 0;
for (SizeT i = 5; i < spirv.size();) {
const unsigned wordCount = spirv[i] >> 16;
const unsigned opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
if (opcode == kOpTypeImage && wordCount >= 4 && spirv[i + 3] == kDimRect) {
++count;
}
i += wordCount;
}
return count;
}
// True when any OpDecorate Location targets a UniformConstant/Uniform-storage
// variable ([VUID-StandaloneSpirv-Location-06672]).
bool AnyLocationOnUniformStorage(const Vector<Uint32>& spirv) {
constexpr unsigned kOpDecorate = 71, kOpVariable = 59, kDecorationLocation = 30;
constexpr unsigned kStorageUniformConstant = 0, kStorageUniform = 2;
std::set<unsigned> locatedIds;
for (SizeT i = 5; i < spirv.size();) {
const unsigned wordCount = spirv[i] >> 16;
const unsigned opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
if (opcode == kOpDecorate && wordCount >= 4 && spirv[i + 2] == kDecorationLocation) {
locatedIds.insert(spirv[i + 1]);
}
i += wordCount;
}
for (SizeT i = 5; i < spirv.size();) {
const unsigned wordCount = spirv[i] >> 16;
const unsigned opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
if (opcode == kOpVariable && wordCount >= 4 &&
(spirv[i + 3] == kStorageUniformConstant || spirv[i + 3] == kStorageUniform) &&
locatedIds.count(spirv[i + 2]) != 0) {
return true;
}
i += wordCount;
}
return false;
}
} // namespace
TEST_F(ProgramUtilTest, RectangleSamplerModuleLeavesTheChainVulkanLegal) {
using namespace MG_Util::ShaderTranspiler;
// Dim::Rect is invalid under every Vulkan environment; the lowering used to run
// only in the backends, i.e. AFTER the chain whose output the validating lanes
// check. It now runs inside the chain, so the driver-bound bytes are rect-free.
const Vector<Uint32> raw = CompileVertexToRawSpirv(R"(#version 460 core
in vec3 a_Position;
uniform sampler2DRect uRect;
out vec4 v_Color;
void main() {
v_Color = texture(uRect, a_Position.xy);
gl_Position = vec4(a_Position, 1.0);
}
)");
ASSERT_FALSE(raw.empty());
ASSERT_GE(CountRectImageTypes(raw), 1u) << "glslang no longer emits Dim::Rect for sampler2DRect";
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized, true, true));
EXPECT_EQ(CountRectImageTypes(optimized), 0u);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "a rectangle module must leave the chain valid, not latched as a failure";
}
TEST_F(ProgramUtilTest, ExplicitSamplerLocationIsStrippedFromTheOptimizedBinary) {
using namespace MG_Util::ShaderTranspiler;
// glslang's relaxed GL path keeps layout(location=N) on the UniformConstant
// variable, which Vulkan forbids; nothing downstream reads it (GL locations come
// from phase-A reflection, Vulkan bindings go by name).
const Vector<Uint32> raw = CompileVertexToRawSpirv(R"(#version 460 core
in vec3 a_Position;
layout(location = 5) uniform sampler2D uTex;
out vec4 v_Color;
void main() {
v_Color = texture(uTex, a_Position.xy);
gl_Position = vec4(a_Position, 1.0);
}
)");
ASSERT_FALSE(raw.empty());
ASSERT_TRUE(AnyLocationOnUniformStorage(raw))
<< "glslang no longer keeps the explicit uniform location; the strip pass may be obsolete";
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> optimized;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, optimized, true, true));
EXPECT_FALSE(AnyLocationOnUniformStorage(optimized));
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the stripped module must validate clean";
}
// --- Fragment-output array indexing (GLSL ES needs a constant integral expression) -------------
//
// SPIR-V lets a fragment shader index an output array with any integer; GLSL ES does not
// (GLSL ES 3.00 4.3.6). SPIRV-Cross carries the dynamic index straight into the ESSL, a strict
// driver rejects the shader, the program links nothing, and every draw using it silently draws
// nothing - which is what empties the translucent layer of improved-transparency-minecraft-26.3
// on the Android DirectGLES (ANGLE) lane while Mesa, being lenient, renders it correctly.
namespace {
Vector<Uint32> CompileFragmentToRawSpirv(const String& source) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib shaderAttrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto shaderResult = ShaderCompiler::CompileShader(shaderAttrib);
if (!shaderResult) {
ADD_FAILURE() << shaderResult.error().log;
return {};
}
ProgramAttrib programAttrib{.shaders = {shaderResult.value()}};
auto programResult = ShaderCompiler::LinkProgram(programAttrib);
if (!programResult) {
ADD_FAILURE() << programResult.error().log;
return {};
}
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {GL_FRAGMENT_SHADER},
.program = *programResult.value()};
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
if (!binaryResult || binaryResult->size() != 1u) {
ADD_FAILURE() << (binaryResult ? "unexpected module count" : binaryResult.error().log);
return {};
}
return binaryResult->front();
}
String DisassembleSpirv(const Vector<Uint32>& binary) {
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String text;
tools.Disassemble(binary, &text);
return text;
}
// Every `name[` in the emitted ESSL is followed by a digit. A surviving dynamic index reads
// `coeff[attachmentIndex]` or `coeff[_123]`, which is the exact construct ES compilers refuse.
bool AllArrayIndicesAreLiterals(const String& essl, const String& name) {
const String needle = name + "[";
SizeT offset = 0;
bool sawAny = false;
while ((offset = essl.find(needle, offset)) != String::npos) {
const SizeT indexStart = offset + needle.size();
if (indexStart >= essl.size()) return false;
// A declaration (`out vec4 coeff[2];`) and a constant index both read as a digit.
if (std::isdigit(static_cast<unsigned char>(essl[indexStart])) == 0) return false;
sawAny = true;
offset = indexStart;
}
return sawAny;
}
String DecompileToEssl(const Vector<Uint32>& binary) {
using namespace MG_Util::ShaderTranspiler;
SpvcSession session(binary, SessionUsageBit::Transpile);
auto essl = ShaderCompiler::DecompileShader(session);
if (!essl) {
ADD_FAILURE() << "decompile errc: " << essl.error().errc << "\nlog: " << essl.error().log;
return {};
}
return essl.value();
}
} // namespace
// The shape Minecraft 26.3's OIT coefficient shader has: the index comes from a loop counter, so
// the stock folding chain (loop-control hint, ssa-rewrite, loop-unroll, ccp, simplification,
// dead-branch-elim) turns every write into a constant-indexed one and the fallback never runs.
TEST_F(ProgramUtilTest, LoopDerivedFragmentOutputIndexFoldsToConstantIndices) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = CompileFragmentToRawSpirv(R"(#version 330 core
out vec4 coeff[2];
in vec4 vColor;
in float vDepth;
void main() {
for (int attachmentIndex = 0; attachmentIndex < 2; ++attachmentIndex) {
for (int i = 0; i < 4; ++i) {
coeff[attachmentIndex][i] = vColor[i] * float(attachmentIndex + i) * vDepth;
}
}
}
)");
ASSERT_FALSE(raw.empty());
ASSERT_TRUE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(raw))
<< "the fixture must reproduce the defect before the fix is asked to remove it:\n"
<< DisassembleSpirv(raw);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> legalized;
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized, true));
ASSERT_FALSE(legalized.empty());
const String disassembly = DisassembleSpirv(legalized);
EXPECT_FALSE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(legalized))
<< "no fragment output may be left indexed by anything but a constant:\n" << disassembly;
EXPECT_EQ(disassembly.find("OpSwitch"), String::npos)
<< "a loop-derived index must fold, not fall back to the switch lowering:\n" << disassembly;
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the legalized module must stay validator-clean";
const String essl = DecompileToEssl(legalized);
ASSERT_FALSE(essl.empty());
EXPECT_TRUE(AllArrayIndicesAreLiterals(essl, "coeff"))
<< "the generated ESSL still indexes a fragment output with a non-constant:\n" << essl;
}
// Marking a loop for unrolling means marking every loop enclosing it - SPIRV-Tools only unrolls
// innermost loops - and the copies those levels produce MULTIPLY, so bounding each loop on its
// own bounds nothing. This nest is the OIT shape wrapped in a tile walk: 64 x 64 x 2, every level
// individually inside kMaxUnrolledIterations, and its product is not. Spending the budget as the
// walk climbs stops at the innermost level; the switch lowering, whose cost is the output array's
// length rather than the trip counts, legalizes whatever the unroll no longer reaches. The same
// defect was measured first on LegalizeResourceArrayIndexPass, which the image half of that pass
// made reachable; this walk is its twin and is fixed the same way.
TEST_F(ProgramUtilTest, ALoopNestAroundAFragmentOutputIndexIsBoundedAsAWhole) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = CompileFragmentToRawSpirv(R"(#version 330 core
out vec4 coeff[2];
in vec4 vColor;
void main() {
for (int y = 0; y < 64; ++y) {
for (int x = 0; x < 64; ++x) {
for (int attachmentIndex = 0; attachmentIndex < 2; ++attachmentIndex) {
coeff[attachmentIndex] = vColor * float(x + y + attachmentIndex);
}
}
}
}
)");
ASSERT_FALSE(raw.empty());
ASSERT_TRUE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(raw))
<< "the fixture must reproduce the defect before the fix is asked to remove it:\n"
<< DisassembleSpirv(raw);
Vector<Uint32> legalized;
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized, true));
ASSERT_FALSE(legalized.empty());
// Still legalized - that is not what is being traded away.
EXPECT_FALSE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(legalized));
// ...and the module the driver has to compile is still a module, not the nest's product.
// Measured on this fixture: 318 words with the nest budget, 5112 without - so the bound is
// loose enough not to pin spirv-opt's exact output (3x the real figure) and tight enough
// that a nest-wide unroll cannot slip under it (5x below the unbounded one).
EXPECT_LT(legalized.size(), 1024u) << "legalized module is " << legalized.size() << " words";
}
// The fallback half: an index computed from a uniform cannot be folded by any amount of
// unrolling, so the write becomes a switch over the array's range and the read becomes
// constant-indexed loads combined with selects.
TEST_F(ProgramUtilTest, GenuinelyDynamicFragmentOutputIndexLowersToConstantSwitch) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = CompileFragmentToRawSpirv(R"(#version 330 core
uniform int uTarget;
out vec4 coeff[2];
in vec4 vColor;
void main() {
coeff[0] = vColor;
coeff[1] = vColor * 0.5;
coeff[uTarget] = coeff[uTarget] * 2.0;
}
)");
ASSERT_FALSE(raw.empty());
ASSERT_TRUE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(raw))
<< DisassembleSpirv(raw);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> legalized;
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized, true));
ASSERT_FALSE(legalized.empty());
const String disassembly = DisassembleSpirv(legalized);
EXPECT_FALSE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(legalized))
<< "the uniform-driven index must be lowered away:\n" << disassembly;
EXPECT_NE(disassembly.find("OpSwitch"), String::npos)
<< "the dynamic write must become a switch over the array range:\n" << disassembly;
EXPECT_NE(disassembly.find("OpSelect"), String::npos)
<< "the dynamic read must become constant-indexed loads and a select:\n" << disassembly;
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the lowered module must stay validator-clean:\n" << disassembly;
const String essl = DecompileToEssl(legalized);
ASSERT_FALSE(essl.empty());
EXPECT_TRUE(AllArrayIndicesAreLiterals(essl, "coeff"))
<< "the generated ESSL still indexes a fragment output with a non-constant:\n" << essl;
}
// The bound on the folding half. The index here IS loop-derived, so unrolling would fold it -
// but the loop runs 512 times, and fully unrolling it would multiply the shader by 512 to save
// a switch with two cases. Past the trip-count cap the loop is left alone and the fallback takes
// it, which is cheap in the array length instead of the trip count.
TEST_F(ProgramUtilTest, ALoopTooLongToUnrollFallsBackToTheSwitchLowering) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = CompileFragmentToRawSpirv(R"(#version 330 core
out vec4 coeff[2];
in vec4 vColor;
void main() {
coeff[0] = vec4(0.0);
coeff[1] = vec4(0.0);
for (int i = 0; i < 512; ++i) {
coeff[i % 2] += vColor * 0.001;
}
}
)");
ASSERT_FALSE(raw.empty());
ASSERT_TRUE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(raw));
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> legalized;
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized, true));
ASSERT_FALSE(legalized.empty());
const String disassembly = DisassembleSpirv(legalized);
EXPECT_FALSE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(legalized))
<< "the index must be legalized even when the loop is left standing:\n" << disassembly;
EXPECT_NE(disassembly.find("OpLoopMerge"), String::npos)
<< "a 512-trip loop must NOT be unrolled - that is the whole point of the cap:\n"
<< disassembly;
EXPECT_NE(disassembly.find("OpSwitch"), String::npos)
<< "with the loop standing, the write must go through the switch lowering:\n" << disassembly;
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "lowering inside a loop body must stay validator-clean:\n" << disassembly;
const String essl = DecompileToEssl(legalized);
ASSERT_FALSE(essl.empty());
EXPECT_TRUE(AllArrayIndicesAreLiterals(essl, "coeff"))
<< "the generated ESSL still indexes a fragment output with a non-constant:\n" << essl;
}
// The gate: a fragment shader that never indexes an output array dynamically must come back byte
// for byte, so no shader that did not need this pays for it or is perturbed by it.
TEST_F(ProgramUtilTest, FragmentWithoutDynamicOutputIndexingIsPassedThroughUnchanged) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = CompileFragmentToRawSpirv(R"(#version 330 core
out vec4 coeff[2];
in vec4 vColor;
void main() {
for (int i = 0; i < 4; ++i) {
coeff[0][i] = vColor[i];
}
coeff[1] = vColor;
}
)");
ASSERT_FALSE(raw.empty());
ASSERT_FALSE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(raw));
Vector<Uint32> legalized;
ASSERT_TRUE(ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(raw, legalized, true));
EXPECT_EQ(legalized, raw) << "the module must not be rewritten - not even re-serialized - when "
"nothing indexes a fragment output dynamically";
}
// Stages other than fragment may index an output array dynamically in ESSL (the array here is a
// varying, not a draw buffer), so detection must not fire on them at all.
TEST_F(ProgramUtilTest, DynamicOutputIndexingOutsideTheFragmentStageIsNotDetected) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = CompileVertexToRawSpirv(R"(#version 330 core
in vec3 a_Position;
out vec4 v_Values[2];
uniform int uTarget;
void main() {
v_Values[0] = vec4(0.0);
v_Values[1] = vec4(1.0);
v_Values[uTarget] = vec4(a_Position, 1.0);
gl_Position = vec4(a_Position, 1.0);
}
)");
ASSERT_FALSE(raw.empty());
EXPECT_FALSE(LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(raw))
<< "only fragment outputs carry the constant-index rule:\n" << DisassembleSpirv(raw);
}
// ---------------------------------------------------------------------------------------
// Buffer-texture samplers (samplerBuffer / isamplerBuffer / usamplerBuffer)
//
// Buffer textures are core in OpenGL 3.1 and MobileGL advertises a 4.x context, so an
// application may sample one without asking. On the ES side they only became core in 3.2,
// and SPIRV-Cross emits `#extension GL_EXT_texture_buffer : require` for any Dim=Buffer
// image it renders below ESSL 320. On a driver with neither EXT_ nor OES_texture_buffer that
// directive - and the isamplerBuffer keyword behind it - fail to compile, the program never
// links, and every draw using it is a silent no-op. DirectGLES asks the detector below so it
// can name that as the missing capability it is, instead of leaving a driver info log the
// shipped INFO build compiles out.
// ---------------------------------------------------------------------------------------
namespace {
// Compiles `source` for `stage` and returns the module, or fails the calling test.
Vector<Uint32> BuildSpirvForStage(const String& source, GLenum stage) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib{.shaderType = stage, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
ADD_FAILURE() << "compile errc: " << res.error().errc << "\nlog: " << res.error().log;
return {};
}
ProgramAttrib programAttrib{.shaders = {res.value()}};
auto program_res = ShaderCompiler::LinkProgram(programAttrib);
if (!program_res) {
ADD_FAILURE() << "link errc: " << program_res.error().errc << "\nlog: " << program_res.error().log;
return {};
}
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {stage}, .program = *program_res.value()};
auto bin_res = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
if (!bin_res) {
ADD_FAILURE() << "spirv errc: " << bin_res.error().errc << "\nlog: " << bin_res.error().log;
return {};
}
if (bin_res.value().size() != 1u) {
ADD_FAILURE() << "expected exactly one module, got " << bin_res.value().size();
return {};
}
return bin_res.value()[0];
}
} // namespace
// The shape of Minecraft 26.3's cloud vertex shader: no vertex attributes at all, the whole
// geometry read out of a GL_R8I buffer texture indexed by gl_VertexID.
TEST_F(ProgramUtilTest, BufferTextureSamplerIsDetectedInTheModule) {
using namespace MG_Util::ShaderTranspiler;
String vs = R"(#version 330 core
uniform isamplerBuffer CloudFaces;
out vec4 vColor;
void main() {
int face = texelFetch(CloudFaces, gl_VertexID).r;
vColor = vec4(float(face) / 255.0);
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
}
)";
const Vector<Uint32> spirv = BuildSpirvForStage(vs, GL_VERTEX_SHADER);
ASSERT_FALSE(spirv.empty());
EXPECT_TRUE(ShaderCompiler::ModuleDeclaresBufferTextureSampler(spirv))
<< "an isamplerBuffer must be recognised as a buffer texture";
}
// The float and unsigned spellings lower to the same Dim=Buffer image with a different
// sampled type, so all three have to be caught by the same check.
TEST_F(ProgramUtilTest, FloatAndUnsignedBufferSamplersAreDetectedToo) {
using namespace MG_Util::ShaderTranspiler;
String floatFs = R"(#version 330 core
uniform samplerBuffer Data;
out vec4 fragColor;
void main() { fragColor = texelFetch(Data, 3); }
)";
const Vector<Uint32> floatSpirv = BuildSpirvForStage(floatFs, GL_FRAGMENT_SHADER);
ASSERT_FALSE(floatSpirv.empty());
EXPECT_TRUE(ShaderCompiler::ModuleDeclaresBufferTextureSampler(floatSpirv));
String uintFs = R"(#version 330 core
uniform usamplerBuffer Data;
out vec4 fragColor;
void main() { fragColor = vec4(texelFetch(Data, 3)); }
)";
const Vector<Uint32> uintSpirv = BuildSpirvForStage(uintFs, GL_FRAGMENT_SHADER);
ASSERT_FALSE(uintSpirv.empty());
EXPECT_TRUE(ShaderCompiler::ModuleDeclaresBufferTextureSampler(uintSpirv));
}
// The negative control that keeps the detector from turning into "declares any sampler":
// an ordinary sampler2D must not put a program on the unsupported path on a driver that is
// perfectly able to run it.
TEST_F(ProgramUtilTest, OrdinaryTextureSamplersAreNotBufferTextures) {
using namespace MG_Util::ShaderTranspiler;
String fs = R"(#version 330 core
uniform sampler2D Albedo;
uniform isampler2D Ids;
in vec2 vUv;
out vec4 fragColor;
void main() { fragColor = texture(Albedo, vUv) + vec4(texelFetch(Ids, ivec2(0), 0)); }
)";
const Vector<Uint32> spirv = BuildSpirvForStage(fs, GL_FRAGMENT_SHADER);
ASSERT_FALSE(spirv.empty());
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresBufferTextureSampler(spirv))
<< "only Dim=Buffer images are buffer textures";
}
// Pins the SPIRV-Cross behaviour the whole defect rests on: below ESSL 320 it synthesizes an
// EXT_texture_buffer requirement from the image type itself. There is nothing in the module
// to strip - which is why the OES driver is served by retargeting the emitted directive
// (RetargetTextureBufferExtension) rather than by rewriting the SPIR-V.
TEST_F(ProgramUtilTest, BufferTextureSamplerEmitsTheExtDirectiveInEssl) {
using namespace MG_Util::ShaderTranspiler;
String fs = R"(#version 330 core
uniform isamplerBuffer Data;
out vec4 fragColor;
void main() { fragColor = vec4(texelFetch(Data, 3)); }
)";
const Vector<Uint32> spirv = BuildSpirvForStage(fs, GL_FRAGMENT_SHADER);
ASSERT_FALSE(spirv.empty());
// Emitted at ESSL 310 the way DirectGLES does on an ES 3.1 host (ShaderCompiler's own
// DecompileShader helper hardcodes 320, where the question does not arise). This is the
// version the defect lives at: the emulator SDK's ANGLE is ES 3.1 with neither extension.
auto emitAt = [&spirv](unsigned version) -> String {
SpvcSession session(spirv, SessionUsageBit::Transpile);
spvc_compiler_options options;
session.CreateOptions(&options);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, version);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_TRUE);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, SPVC_FALSE);
session.SetOptions(options);
const char* result = nullptr;
session.Compile(&result);
return result ? String(result) : String();
};
const String essl310 = emitAt(310);
ASSERT_FALSE(essl310.empty()) << "ESSL 310 emission failed outright";
EXPECT_NE(essl310.find("isamplerBuffer"), String::npos)
<< "the buffer sampler must survive to ESSL:\n" << essl310;
EXPECT_NE(essl310.find("GL_EXT_texture_buffer"), String::npos)
<< "SPIRV-Cross requires EXT_texture_buffer below ESSL 320, and hardcodes that spelling - "
"which is the whole reason an OES-only driver needs the emitted directive retargeted:\n"
<< essl310;
// At 320 buffer textures are ES core, so there is no directive to get wrong. This half is
// what makes the ES 3.2 tier a Pass with nothing to do rather than a silent dependency.
const String essl320 = emitAt(320);
ASSERT_FALSE(essl320.empty()) << "ESSL 320 emission failed outright";
EXPECT_NE(essl320.find("isamplerBuffer"), String::npos) << essl320;
EXPECT_EQ(essl320.find("GL_EXT_texture_buffer"), String::npos)
<< "ES 3.2 has buffer textures in core; requiring the extension there would be wrong:\n"
<< essl320;
}
namespace {
// OpTypeImage words: result id (+1), sampled type (+2), Dim (+3), Depth (+4), Arrayed (+5),
// MS (+6), Sampled (+7). Dim::Dim1D == 0, and Sampled == 2 is a storage image.
SizeT Count1DArrayStorageImageTypes(const Vector<Uint32>& spirv) {
constexpr unsigned kOpTypeImage = 25, kDim1D = 0;
SizeT count = 0;
for (SizeT i = 5; i < spirv.size();) {
const unsigned wordCount = spirv[i] >> 16;
const unsigned opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
if (opcode == kOpTypeImage && wordCount >= 8 && spirv[i + 3] == kDim1D && spirv[i + 5] == 1u &&
spirv[i + 7] == 2u) {
++count;
}
i += wordCount;
}
return count;
}
// Same word walk, for the NON-arrayed half of the family (Arrayed == 0).
SizeT Count1DNonArrayedStorageImageTypes(const Vector<Uint32>& spirv) {
constexpr unsigned kOpTypeImage = 25, kDim1D = 0;
SizeT count = 0;
for (SizeT i = 5; i < spirv.size();) {
const unsigned wordCount = spirv[i] >> 16;
const unsigned opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
if (opcode == kOpTypeImage && wordCount >= 8 && spirv[i + 3] == kDim1D && spirv[i + 5] == 0u &&
spirv[i + 7] == 2u) {
++count;
}
i += wordCount;
}
return count;
}
const char* k1DArrayImageCompute = R"(#version 440 core
layout (local_size_x = 1) in;
layout (location = 0, r32ui) readonly uniform uimage1DArray i0;
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
void main() { ssb.sum = imageLoad(i0, ivec2(2, 3)).r; }
)";
// KHR-GL4x.shader_image_load_store.basic-allTargets-atomic's own shape, minus the six other
// targets: a non-arrayed 1D storage image reached ONLY through an atomic. r32ui because ES
// defines image atomics on r32i/r32ui/r32f alone.
const char* k1DImageAtomicCompute = R"(#version 440 core
layout (local_size_x = 1) in;
layout (r32ui) coherent uniform uimage1D i0;
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
void main() { ssb.sum = imageAtomicAdd(i0, 2, 7u); }
)";
} // namespace
// The negative control, and the whole reason the pass exists: SPIRV-Cross's ES emulation of 1D
// images does not ask whether the type is arrayed, so it wraps an already-two-component
// coordinate in a two-component constructor. Pinning the upstream behaviour here means that if a
// future SPIRV-Cross bump fixes it, this test fails and says so, rather than the pass quietly
// becoming dead weight.
TEST_F(ProgramUtilTest, SpirvCrossEmitsAMalformedCoordinateFor1DArrayImages) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(k1DArrayImageCompute, GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_EQ(Count1DArrayStorageImageTypes(spirv), 1u)
<< "glslang no longer emits a Dim1D/Arrayed/Sampled=2 image for uimage1DArray";
const String essl = DecompileToEssl(spirv);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("ivec2(ivec2("), String::npos)
<< "SPIRV-Cross is expected to emit ivec2(ivec2(...), 0) here - three components in a "
"two-component constructor, which every ES driver rejects. If this no longer happens, "
"Lower1DArrayImagesForEssl may no longer be needed:\n"
<< essl;
}
// The fix: the type becomes a 2D array and the coordinate becomes three components, so
// SPIRV-Cross's 1D path never fires and the emitted ESSL is something a driver accepts.
TEST_F(ProgramUtilTest, Lower1DArrayImagesRewritesTheTypeAndWidensTheCoordinate) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = BuildSpirvForStage(k1DArrayImageCompute, GL_COMPUTE_SHADER);
ASSERT_FALSE(raw.empty());
// Through the shared chain first, exactly as the DirectGLES transpile path does: the pass
// runs on sanitized bytes, and the explicit uniform LOCATION this fixture carries (the
// conformance case's own spelling) is illegal on UniformConstant storage until
// StripUniformLocationsPass has removed it. Validating raw glslang output would latch that
// pre-existing property against this pass.
Vector<Uint32> spirv;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, spirv));
ASSERT_EQ(Count1DArrayStorageImageTypes(spirv), 1u)
<< "the shared chain must leave the 1D-array image for this pass to handle";
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered, true));
ASSERT_FALSE(lowered.empty());
EXPECT_EQ(Count1DArrayStorageImageTypes(lowered), 0u)
<< "no 1D-array storage image type may survive the pass:\n"
<< DisassembleSpirv(lowered);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the lowered module must stay validator-clean";
const String essl = DecompileToEssl(lowered);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("uimage2DArray"), String::npos)
<< "the image must be declared as the 2D array the texture is stored as:\n" << essl;
EXPECT_EQ(essl.find("ivec2(ivec2("), String::npos)
<< "the malformed constructor must be gone:\n" << essl;
// The ORDER is the whole point, and it is what a widening that merely appended the 0 would
// get wrong while still producing a three-component constructor that compiles. The fixture
// reads (u=2, layer=3), and the ES 2D array holds height 1 with the layers in depth
// (TextureImpl::GetBackendUploadSize), so the only correct spelling is (2, 0, 3).
EXPECT_NE(essl.find("ivec3(2, 0, 3)"), String::npos)
<< "the layer must land in the third component and Y must be 0; ivec3(2, 3, 0) would read "
"row 3 of a one-row texture and layer 0 of every access:\n"
<< essl;
}
// The shape that made the first cut of this pass emit INVALID SPIR-V, and the shape the
// conformance case actually has: a 1D-array image and a real 2D-array image of the same sampled
// type and format in one module. Rewriting the first one's Dim in place makes the two
// OpTypeImage declarations structurally identical, and SPIR-V forbids duplicate non-aggregate
// types - so the module the ESSL path hands on failed validation and quietly bumped the latch.
// A single-image fixture cannot see any of that.
TEST_F(ProgramUtilTest, Lower1DArrayImagesDeduplicatesAgainstAnExisting2DArrayImage) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = BuildSpirvForStage(R"(#version 440 core
layout (local_size_x = 1) in;
layout (location = 0, r32ui) readonly uniform uimage1DArray i0;
layout (location = 1, r32ui) readonly uniform uimage2DArray i1;
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
void main() { ssb.sum = imageLoad(i0, ivec2(2, 3)).r + imageLoad(i1, ivec3(1, 1, 1)).r; }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(raw.empty());
Vector<Uint32> spirv;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, spirv));
ASSERT_EQ(Count1DArrayStorageImageTypes(spirv), 1u);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered, true));
ASSERT_FALSE(lowered.empty());
EXPECT_EQ(Count1DArrayStorageImageTypes(lowered), 0u) << DisassembleSpirv(lowered);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the rewritten 1D-array image collided with the module's own 2D-array image and left a "
"duplicate type declaration behind:\n"
<< DisassembleSpirv(lowered);
const String essl = DecompileToEssl(lowered);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("ivec3(2, 0, 3)"), String::npos) << essl;
}
// Scope, half one: a NON-arrayed 1D storage image that is only READ or WRITTEN is emitted
// correctly by the very same SPIRV-Cross code, so the pass must not touch it - replacing working
// emission with our own buys nothing and risks everything. (The atomic shape below is the one
// exception, and it is gated on an OpImageTexelPointer actually being present, which is why this
// fixture still passes through byte for byte.)
TEST_F(ProgramUtilTest, Lower1DArrayImagesLeavesNonArrayed1DImagesToSpirvCross) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 440 core
layout (local_size_x = 1) in;
layout (location = 0, r32ui) readonly uniform uimage1D i0;
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
void main() { ssb.sum = imageLoad(i0, 2).r; }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered, true));
EXPECT_EQ(lowered, spirv) << "a non-arrayed 1D storage image must pass through byte for byte";
const String essl = DecompileToEssl(lowered);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("uimage2D "), String::npos)
<< "SPIRV-Cross's own 1D-as-2D emulation must still be what handles this:\n" << essl;
}
// The negative control for the ATOMIC half, and the reason the non-arrayed case is in scope at
// all: SPIRV-Cross widens a 1D image coordinate in OpImageRead and OpImageWrite but not in
// OpImageTexelPointer, so the atomic comes out addressing an `uimage2D` with a scalar. Every ES
// driver answers "no matching overloaded function found" and the whole stage - with every other
// image in it - is lost. Pinning the upstream behaviour here means a future SPIRV-Cross bump that
// fixes it fails this test instead of leaving the lowering as silent dead weight.
TEST_F(ProgramUtilTest, SpirvCrossEmitsAScalarCoordinateForA1DImageAtomic) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(k1DImageAtomicCompute, GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_EQ(Count1DNonArrayedStorageImageTypes(spirv), 1u)
<< "glslang no longer emits a Dim1D/non-arrayed/Sampled=2 image for uimage1D";
const String essl = DecompileToEssl(spirv);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("uimage2D"), String::npos)
<< "SPIRV-Cross declares the 1D image as 2D on ES; that half it does do:\n" << essl;
EXPECT_NE(essl.find("imageAtomicAdd(i0, 2"), String::npos)
<< "SPIRV-Cross is expected to pass the SCALAR coordinate straight through to the atomic. "
"If this no longer happens, the non-arrayed half of Lower1DArrayImagesForEssl may no "
"longer be needed:\n"
<< essl;
EXPECT_EQ(essl.find("ivec2("), String::npos)
<< "nothing else in this fixture builds an ivec2, so its absence is the defect:\n" << essl;
}
// The fix: the type becomes a plain 2D image - which is what MobileGL stores a GL_TEXTURE_1D in,
// height 1 - and the coordinate becomes (u, 0), so the atomic type-checks against the declaration
// SPIRV-Cross was already emitting.
TEST_F(ProgramUtilTest, Lower1DArrayImagesWidensThe1DAtomicCoordinate) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = BuildSpirvForStage(k1DImageAtomicCompute, GL_COMPUTE_SHADER);
ASSERT_FALSE(raw.empty());
Vector<Uint32> spirv;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, spirv));
ASSERT_EQ(Count1DNonArrayedStorageImageTypes(spirv), 1u)
<< "the shared chain must leave the 1D image for this pass to handle";
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered, true));
ASSERT_FALSE(lowered.empty());
EXPECT_EQ(Count1DNonArrayedStorageImageTypes(lowered), 0u)
<< "no non-arrayed 1D storage image type may survive when an atomic reaches one:\n"
<< DisassembleSpirv(lowered);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the lowered module must stay validator-clean";
const String essl = DecompileToEssl(lowered);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("uimage2D"), String::npos)
<< "the declaration must still be the 2D one the ES texture is:\n" << essl;
EXPECT_NE(essl.find("imageAtomicAdd(i0, ivec2(2, 0)"), String::npos)
<< "the atomic must address the image with the same (u, 0) SPIRV-Cross writes for a read "
"or a write:\n"
<< essl;
}
// The declined shape for the atomic half, for the same reason as the arrayed one: after the
// rewrite the image is 2D, so imageSize() yields two components where the shader consumes one and
// there is no correct scalar to substitute.
TEST_F(ProgramUtilTest, Lower1DArrayImagesDeclinesA1DAtomicModuleThatQueriesTheImageSize) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 440 core
layout (local_size_x = 1) in;
layout (r32ui) coherent uniform uimage1D i0;
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
void main() { ssb.sum = imageAtomicAdd(i0, 2, 7u) + uint(imageSize(i0)); }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
const auto traits = Lower1DArrayImagesPass::InspectBinary(spirv);
ASSERT_TRUE(traits.declaresImage && traits.queriesImageSize)
<< "the fixture must contain the shape the pass declines";
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered, true));
EXPECT_EQ(lowered, spirv) << "a declined module must be handed back untouched, not partly rewritten";
EXPECT_EQ(Count1DNonArrayedStorageImageTypes(lowered), 1u)
<< "declining means the 1D type is still there for the driver to reject";
}
// Scope, half two: a 1D-array SAMPLER reaches SPIRV-Cross's sampler path, which does check
// `arrayed` and does move the layer into the third component. The pass is storage-image only.
TEST_F(ProgramUtilTest, Lower1DArrayImagesLeavesSampledImagesAlone) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 440 core
uniform sampler1DArray uTex;
in vec2 vUv;
out vec4 fragColor;
void main() { fragColor = texture(uTex, vUv); }
)",
GL_FRAGMENT_SHADER);
ASSERT_FALSE(spirv.empty());
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered, true));
EXPECT_EQ(lowered, spirv) << "a sampled 1D-array image must pass through byte for byte";
}
// The declined shape. After the rewrite the image is a 2D array, so a size query on it yields
// three components where the shader consumes two, and there is no correct two-component answer to
// substitute - the ES texture genuinely has a height the GL one does not. The module is handed
// back untouched rather than half-translated.
TEST_F(ProgramUtilTest, Lower1DArrayImagesDeclinesAModuleThatQueriesTheImageSize) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 440 core
layout (local_size_x = 1) in;
layout (location = 0, r32ui) readonly uniform uimage1DArray i0;
layout (std430, binding = 0) buffer SSB { uint sum; } ssb;
void main() { ssb.sum = uint(imageSize(i0).x) + imageLoad(i0, ivec2(0, 0)).r; }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
const auto traits = Lower1DArrayImagesPass::InspectBinary(spirv);
ASSERT_TRUE(traits.declaresImage && traits.queriesImageSize)
<< "the fixture must contain the shape the pass declines";
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DArrayImagesForEssl(spirv, lowered, true));
EXPECT_EQ(lowered, spirv) << "a declined module must be handed back untouched, not partly rewritten";
EXPECT_EQ(Count1DArrayStorageImageTypes(lowered), 1u)
<< "declining means the 1D-array type is still there for the driver to reject";
}
// --- 1D SAMPLED images (Lower1DSampledImagesPass) ----------------------------------------------
//
// The other half of the 1D story. SPIRV-Cross DOES widen a 1D sampler's coordinate for ES - the
// test above pins that - but it prints the OFFSET and the two GRADIENT operands with the arity the
// desktop shader spelled, against a sampler it has just declared 2D. The result has no ESSL
// overload, the driver says "no matching overloaded function found", and the stage is lost.
namespace {
// Same word walk as the storage-image counters, for Sampled == 1.
SizeT Count1DSampledImageTypes(const Vector<Uint32>& spirv) {
constexpr unsigned kOpTypeImage = 25, kDim1D = 0;
SizeT count = 0;
for (SizeT i = 5; i < spirv.size();) {
const unsigned wordCount = spirv[i] >> 16;
const unsigned opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
if (opcode == kOpTypeImage && wordCount >= 8 && spirv[i + 3] == kDim1D &&
spirv[i + 7] == 1u) {
++count;
}
i += wordCount;
}
return count;
}
// KHR-GL43.compute_shader.resource-texture's own sampler1DArray lookup, minus the other eight
// samplers: a textureLodOffset whose offset is the scalar GL gives a 1D array.
const char* k1DArraySamplerOffsetCompute = R"(#version 440 core
layout (local_size_x = 1) in;
uniform sampler1DArray g_sampler4;
layout (std430, binding = 0) buffer SSB { vec4 data; } ssb;
void main() { ssb.data = textureLodOffset(g_sampler4, vec2(0.5, 1.0), 0.0, 0); }
)";
} // namespace
// The negative control, and the whole reason the pass exists: SPIRV-Cross emits the sampler as 2D
// and widens the coordinate, then hands the scalar offset straight through. Pinning the upstream
// behaviour here means that if a future SPIRV-Cross bump fixes it, this test fails and says so,
// rather than the pass quietly becoming dead weight.
TEST_F(ProgramUtilTest, SpirvCrossEmitsAScalarOffsetFor1DSamplers) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(k1DArraySamplerOffsetCompute, GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_EQ(Count1DSampledImageTypes(spirv), 1u)
<< "glslang no longer emits a Dim1D/Sampled=1 image for sampler1DArray";
const String essl = DecompileToEssl(spirv);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("sampler2DArray"), String::npos)
<< "SPIRV-Cross declares the 1D array sampler as 2D on ES; that half it does do:\n" << essl;
EXPECT_EQ(essl.find("ivec2"), String::npos)
<< "SPIRV-Cross is expected to pass the SCALAR offset straight through, so nothing in this "
"fixture builds an ivec2 - its absence IS the defect, because ESSL has no "
"textureLodOffset(sampler2DArray, vec3, float, int). If this no longer happens, "
"Lower1DSampledImagesForEssl may no longer be needed:\n"
<< essl;
}
// The fix: the type becomes a 2D array and the offset becomes two components, so the call
// type-checks against the declaration SPIRV-Cross was already emitting.
TEST_F(ProgramUtilTest, Lower1DSampledImagesWidensTheOffsetOfA1DArrayLookup) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = BuildSpirvForStage(k1DArraySamplerOffsetCompute, GL_COMPUTE_SHADER);
ASSERT_FALSE(raw.empty());
// Through the shared chain first, exactly as the DirectGLES transpile path does - the same
// reason the storage-image tests above do it: the pass runs on sanitized bytes, and validating
// raw glslang output would latch pre-existing properties against this pass.
Vector<Uint32> spirv;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, spirv));
ASSERT_TRUE(Lower1DSampledImagesPass::BinaryHasOffsetOrGrad1DSampledImage(spirv))
<< "the fixture must reproduce the defect before the fix is asked to remove it:\n"
<< DisassembleSpirv(spirv);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DSampledImagesForEssl(spirv, lowered, true));
ASSERT_FALSE(lowered.empty());
EXPECT_EQ(Count1DSampledImageTypes(lowered), 0u)
<< "no 1D sampled image type may survive the pass:\n"
<< DisassembleSpirv(lowered);
// The point of moving the TYPE rather than only the operand: an ivec2 offset against a type
// still declared Dim1D is an invalid module, and the validator would say so.
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the lowered module must stay validator-clean:\n"
<< DisassembleSpirv(lowered);
const String essl = DecompileToEssl(lowered);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("sampler2DArray"), String::npos)
<< "the sampler must still be declared as the 2D array the texture is stored as:\n" << essl;
EXPECT_NE(essl.find("ivec2"), String::npos)
<< "the offset must now be the two-component one ESSL's sampler2DArray overload takes:\n"
<< essl;
}
// The gradients take the identical repair, and through a different SPIRV-Cross branch - the offset
// is emitted at `if (args.offset)` and the gradients at `if (args.grad_x || args.grad_y)`, so one
// fixture cannot cover both.
TEST_F(ProgramUtilTest, Lower1DSampledImagesWidensTheGradientsOfA1DLookup) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = BuildSpirvForStage(R"(#version 440 core
layout (local_size_x = 1) in;
uniform sampler1D g_sampler0;
layout (std430, binding = 0) buffer SSB { vec4 data; } ssb;
void main() { ssb.data = textureGrad(g_sampler0, 0.5, 0.25, 0.125); }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(raw.empty());
Vector<Uint32> spirv;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, spirv));
ASSERT_TRUE(Lower1DSampledImagesPass::BinaryHasOffsetOrGrad1DSampledImage(spirv))
<< DisassembleSpirv(spirv);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DSampledImagesForEssl(spirv, lowered, true));
ASSERT_FALSE(lowered.empty());
EXPECT_EQ(Count1DSampledImageTypes(lowered), 0u) << DisassembleSpirv(lowered);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the lowered module must stay validator-clean:\n"
<< DisassembleSpirv(lowered);
const String essl = DecompileToEssl(lowered);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("textureGrad"), String::npos) << essl;
// Both derivatives have to be widened, not just the first: ESSL's overload takes two vec2s.
EXPECT_NE(essl.find("vec2(0.25, 0.0)"), String::npos)
<< "dPdx must be widened to two components:\n" << essl;
EXPECT_NE(essl.find("vec2(0.125, 0.0)"), String::npos)
<< "dPdy must be widened too:\n" << essl;
}
// Scope: a 1D sampler that is only SAMPLED or FETCHED is emitted correctly by the very same
// SPIRV-Cross code, so the pass must not touch it. Replacing working emission with our own buys
// nothing and risks everything - the same rule the storage-image sibling applies to a 1D image
// with no atomic on it. resource-texture's own sampler1D is exactly this shape (it only calls
// texelFetch), so this is not a hypothetical.
TEST_F(ProgramUtilTest, Lower1DSampledImagesLeavesPlainLookupsToSpirvCross) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 440 core
layout (local_size_x = 1) in;
uniform sampler1D g_sampler0;
uniform sampler1DArray g_sampler4;
layout (std430, binding = 0) buffer SSB { vec4 data; } ssb;
void main() {
ssb.data = texelFetch(g_sampler0, 2, 0) + texture(g_sampler4, vec2(0.5, 1.0));
}
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_EQ(Count1DSampledImageTypes(spirv), 2u);
EXPECT_FALSE(Lower1DSampledImagesPass::BinaryHasOffsetOrGrad1DSampledImage(spirv))
<< "no offset and no gradient here, so the probe must say there is nothing to do";
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DSampledImagesForEssl(spirv, lowered, true));
EXPECT_EQ(lowered, spirv) << "a 1D sampler with no offset or gradient must pass through byte "
"for byte";
}
// The gate is per arrayed-ness, matching the two distinct OpTypeImage declarations glslang emits:
// the sampler1DArray carries the offset and is rewritten, while the sampler1D in the same module
// is left to SPIRV-Cross. This is resource-texture's own shape.
TEST_F(ProgramUtilTest, Lower1DSampledImagesRewritesOnlyTheArrayednessThatCarriesTheOffset) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = BuildSpirvForStage(R"(#version 440 core
layout (local_size_x = 1) in;
uniform sampler1D g_sampler0;
uniform sampler1DArray g_sampler4;
layout (std430, binding = 0) buffer SSB { vec4 data; } ssb;
void main() {
ssb.data = texelFetch(g_sampler0, 2, 0) +
textureLodOffset(g_sampler4, vec2(0.5, 1.0), 0.0, 0);
}
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(raw.empty());
Vector<Uint32> spirv;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, spirv));
ASSERT_EQ(Count1DSampledImageTypes(spirv), 2u);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DSampledImagesForEssl(spirv, lowered, true));
ASSERT_FALSE(lowered.empty());
EXPECT_EQ(Count1DSampledImageTypes(lowered), 1u)
<< "the arrayed sampler must be rewritten and the non-arrayed one left alone:\n"
<< DisassembleSpirv(lowered);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the lowered module must stay validator-clean:\n"
<< DisassembleSpirv(lowered);
// Both spellings coincide on ES, which is why a partial rewrite is safe here and is NOT safe
// for the storage-image sibling: SPIRV-Cross prints Dim1D as "2D" already, so the stage that
// was rewritten and the stage that was not declare the same ESSL type.
const String essl = DecompileToEssl(lowered);
ASSERT_FALSE(essl.empty());
EXPECT_EQ(essl.find("sampler1D"), String::npos)
<< "nothing may reach the driver still spelled 1D:\n" << essl;
}
// The shape that would emit INVALID SPIR-V without the deduplication, and the shape the
// conformance case actually has: a 1D sampler and a real 2D sampler of the same sampled type in
// one module. Rewriting the first one's Dim in place makes the two OpTypeImage declarations
// structurally identical, and SPIR-V forbids duplicate non-aggregate types.
TEST_F(ProgramUtilTest, Lower1DSampledImagesDeduplicatesAgainstAnExisting2DSampler) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = BuildSpirvForStage(R"(#version 440 core
layout (local_size_x = 1) in;
uniform sampler1D g_sampler0;
uniform sampler2D g_sampler1;
layout (std430, binding = 0) buffer SSB { vec4 data; } ssb;
void main() {
ssb.data = textureLodOffset(g_sampler0, 0.5, 0.0, 1) +
textureLod(g_sampler1, vec2(0.5), 0.0);
}
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(raw.empty());
Vector<Uint32> spirv;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, spirv));
ASSERT_EQ(Count1DSampledImageTypes(spirv), 1u);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DSampledImagesForEssl(spirv, lowered, true));
ASSERT_FALSE(lowered.empty());
EXPECT_EQ(Count1DSampledImageTypes(lowered), 0u) << DisassembleSpirv(lowered);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the rewritten 1D sampler collided with the module's own 2D sampler and left a "
"duplicate type declaration behind:\n"
<< DisassembleSpirv(lowered);
}
// The declined shape, for the sibling's reason: textureSize(sampler1D) yields an int and
// textureSize(sampler2D) an ivec2, so rewriting the type while leaving the query would hand the
// shader a value of the wrong shape. The module is returned untouched rather than half-translated.
TEST_F(ProgramUtilTest, Lower1DSampledImagesDeclinesAModuleThatQueriesTheTextureSize) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> raw = BuildSpirvForStage(R"(#version 440 core
layout (local_size_x = 1) in;
uniform sampler1D g_sampler0;
layout (std430, binding = 0) buffer SSB { vec4 data; } ssb;
void main() {
ssb.data = textureLodOffset(g_sampler0, 0.5, 0.0, 1) + float(textureSize(g_sampler0, 0));
}
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(raw.empty());
Vector<Uint32> spirv;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(raw, spirv));
ASSERT_TRUE(Lower1DSampledImagesPass::BinaryHasOffsetOrGrad1DSampledImage(spirv))
<< "the fixture must still carry the offset that arms the pass, so that the decline is "
"what leaves the module alone rather than the gate:\n"
<< DisassembleSpirv(spirv);
Vector<Uint32> lowered;
ASSERT_TRUE(ShaderCompiler::Lower1DSampledImagesForEssl(spirv, lowered, true));
EXPECT_EQ(lowered, spirv)
<< "a declined module must be handed back untouched, not partly rewritten";
EXPECT_EQ(Count1DSampledImageTypes(lowered), 1u)
<< "declining means the 1D type is still there for the driver to reject";
}
// --- image format qualifier bake (BakeImageFormatsPass) ---------------------------------------
//
// Desktop GLSL 4.2 lets a writeonly image declaration omit its format layout qualifier; GLSL ES
// requires one of every image, and Adreno says so as "all images have to define layout format",
// losing the whole program. The only correct qualifier to substitute is the format the
// application passed to glBindImageTexture for that unit, so the transpile bakes it in.
namespace {
Uint CountSpirvOpcode(const String& disassembly, const String& opcode) {
Uint count = 0;
SizeT offset = 0;
const String needle = opcode + " ";
while ((offset = disassembly.find(needle, offset)) != String::npos) {
count += 1;
offset += needle.size();
}
return count;
}
constexpr Uint kGlR32ui = 0x8236;
constexpr Uint kGlRgba32ui = 0x8D70;
constexpr Uint kGlR8ui = 0x8232;
constexpr Uint kGlR32f = 0x822E;
constexpr Uint kGlRgb10A2ui = 0x906F;
} // namespace
// The KHR-GL4x.packed_depth_stencil.stencil_texturing compute shader, reduced: one format-less
// writeonly image, and a bind of a concrete format to the unit it addresses. (The DEPTH half of
// that case binds GL_R32F; the stencil half's GL_R8UI is one SPIRV-Cross will not print and takes
// the text route instead - see the test below.)
TEST_F(ProgramUtilTest, BakeImageFormatsGivesAFormatlessImageTheFormatBoundToItsUnit) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(gl_GlobalInvocationID.xy), uvec4(15u, 0u, 0u, 0u)); }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_TRUE(ShaderCompiler::DeclaresFormatlessStorageImage(spirv))
<< "the fixture must reproduce the defect before the fix is asked to remove it:\n"
<< DisassembleSpirv(spirv);
// Precondition: SPIRV-Cross prints no format for it, which is the ESSL the driver refuses.
EXPECT_EQ(DecompileToEssl(spirv).find("r32ui"), String::npos);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked, true));
ASSERT_FALSE(baked.empty());
EXPECT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(baked)) << DisassembleSpirv(baked);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the baked module must stay validator-clean:\n"
<< DisassembleSpirv(baked);
const String essl = DecompileToEssl(baked);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("r32ui"), String::npos)
<< "the bound format must reach the declaration as a layout qualifier:\n" << essl;
EXPECT_NE(essl.find("writeonly"), String::npos)
<< "the access qualifier the declaration already had must survive:\n" << essl;
}
// SPIRV-Cross THROWS rather than printing the formats it calls desktop-only when it targets ESSL
// (Compiler::is_desktop_only_format), and a throw loses the whole stage - so baking one of those
// into the module would trade a missing qualifier for a missing shader.
//
// That still holds for the formats NOTHING can rescue, which are left format-less here and
// completed on the emitted text instead (PrgramImpl::BakeImageFormatQualifiers). It stopped
// holding for the ones that widen EXACTLY: WidenImageFormatsForEssl runs immediately after this
// pass on the ESSL chain and re-declares them in a core carrier SPIRV-Cross does print, so for
// those the module is the right place and the text completion would put back the narrow token no
// ES driver accepts. r8ui - which the stencil half of the packed_depth_stencil case binds - is
// one of the rescued ones; rgb10_a2ui, whose 10/10/10/2 channel widths no core format has, is not.
TEST_F(ProgramUtilTest, BakeImageFormatsLeavesOnlyTheFormatsNoCoreCarrierRescues) {
using namespace MG_Util::ShaderTranspiler;
ASSERT_FALSE(ShaderCompiler::SpirvCrossCanPrintEsslImageFormat(kGlR8ui))
<< "if SPIRV-Cross ever learns to print r8ui for ES, this route can go";
ASSERT_NE(ShaderCompiler::WidenedCoreEsslImageFormat(kGlR8ui), 0u);
ASSERT_FALSE(ShaderCompiler::SpirvCrossCanPrintEsslImageFormat(kGlRgb10A2ui));
ASSERT_EQ(ShaderCompiler::WidenedCoreEsslImageFormat(kGlRgb10A2ui), 0u);
ASSERT_TRUE(ShaderCompiler::SpirvCrossCanPrintEsslImageFormat(kGlR32ui));
EXPECT_EQ(ShaderCompiler::EsslImageFormatSpelling(kGlR8ui), "r8ui");
EXPECT_EQ(ShaderCompiler::EsslImageFormatSpelling(0x8051 /*GL_RGB8*/), "");
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(0), uvec4(15u)); }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
{ // Unprintable AND uncarriable: declined, module untouched, and the stage still transpiles.
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlRgb10A2ui}}, baked));
EXPECT_EQ(baked, spirv) << "a format nothing can carry must leave the module untouched";
EXPECT_FALSE(DecompileToEssl(baked).empty());
}
{ // Unprintable but carriable: baked narrow here, then widened into the carrier, which is
// what finally gives the declaration a qualifier ES accepts.
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR8ui}}, baked, true));
ASSERT_FALSE(baked.empty());
EXPECT_NE(baked, spirv) << "a format the widening carries must reach the module";
EXPECT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(baked));
ASSERT_TRUE(ShaderCompiler::DeclaresWidenableImageFormat(baked));
Vector<Uint32> widened;
ASSERT_TRUE(ShaderCompiler::WidenImageFormatsForEssl(baked, widened, false, true));
ASSERT_FALSE(widened.empty());
const String essl = DecompileToEssl(widened);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("rgba8ui"), String::npos)
<< "the baked r8ui must come out as the core carrier:\n" << essl;
}
}
// A DECLARED format is authoritative: GL requires the qualifier, the bind format and the
// texture's internal format to be in the same class, but the qualifier is what the shader is
// specified to read the memory as, and a bake that overrode it would change what the shader does.
TEST_F(ProgramUtilTest, BakeImageFormatsNeverOverridesADeclaredFormat) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
layout (binding = 0, rgba32ui) writeonly uniform uimage2D uni_image;
void main() { imageStore(uni_image, ivec2(0), uvec4(1u)); }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(spirv));
Vector<Uint32> baked;
// Even asked to, with a format of the right component class.
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked, true));
EXPECT_EQ(baked, spirv) << "a module with nothing format-less must pass through byte for byte";
EXPECT_NE(DecompileToEssl(baked).find("rgba32ui"), String::npos);
}
// Review finding. Every use has to be one the retype can carry end to end, and the decision has
// to be made BEFORE anything is mutated - a half-retyped module is not something a later decline
// could undo. An image handed to a FUNCTION is the shape that reaches SPIRV-Cross intact (nothing
// in the ESSL chain inlines), and its OpFunctionCall is a use this pass does not follow.
TEST_F(ProgramUtilTest, BakeImageFormatsDeclinesAnImagePassedToAFunction) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform uimage2D uni_image;
void writeIt(writeonly uimage2D img) { imageStore(img, ivec2(0), uvec4(1u)); }
void main() { writeIt(uni_image); }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_TRUE(ShaderCompiler::DeclaresFormatlessStorageImage(spirv));
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked, true));
EXPECT_EQ(baked, spirv) << "a shape the retype cannot follow must leave the module untouched, "
"not partly rewritten:\n"
<< DisassembleSpirv(baked);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore);
}
// spirv-val requires the Image Format's component class to agree with the OpTypeImage's Sampled
// Type. Binding a uint format to a float image is an application error GL leaves undefined;
// baking it would turn that into an INVALID module, which is strictly worse than the compile
// error the shader already has, so the image is left format-less.
TEST_F(ProgramUtilTest, BakeImageFormatsDeclinesAFormatOfTheWrongComponentClass) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform image2D uni_image;
void main() { imageStore(uni_image, ivec2(0), vec4(1.0)); }
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32ui}}, baked, true));
EXPECT_EQ(baked, spirv) << "a declined module must be handed back untouched, not partly rewritten";
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore);
// ...and the same image with a float bind format is baked, so the decline above is about the
// class and not about the pass refusing float images.
Vector<Uint32> bakedFloat;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_image", kGlR32f}}, bakedFloat, true));
EXPECT_NE(DecompileToEssl(bakedFloat).find("r32f"), String::npos) << DisassembleSpirv(bakedFloat);
}
// Two format-less images of the same type share ONE OpTypeImage. Giving them different formats
// therefore cannot be an in-place edit of that type - each needs its own declaration, and the
// variable, the loads and (for arrays) the access chains all have to follow.
TEST_F(ProgramUtilTest, BakeImageFormatsSplitsATypeTwoImagesShareWhenTheirFormatsDiffer) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform uimage2D imgA;
writeonly uniform uimage2D imgB;
void main() {
imageStore(imgA, ivec2(0), uvec4(1u));
imageStore(imgB, ivec2(0), uvec4(2u));
}
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_EQ(CountSpirvOpcode(DisassembleSpirv(spirv), "OpTypeImage"), 1u)
<< "the fixture must have the two images sharing one type:\n" << DisassembleSpirv(spirv);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(
spirv, {{"imgA", kGlR32ui}, {"imgB", kGlRgba32ui}}, baked, true));
ASSERT_FALSE(baked.empty());
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "splitting the shared type must not leave a dangling or duplicate declaration:\n"
<< DisassembleSpirv(baked);
EXPECT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(baked));
const String essl = DecompileToEssl(baked);
ASSERT_FALSE(essl.empty());
EXPECT_NE(essl.find("r32ui"), String::npos) << essl;
EXPECT_NE(essl.find("rgba32ui"), String::npos) << essl;
}
// The mirror of the split: when the module ALREADY declares the type the bake wants, the two must
// be JOINED, not duplicated. SPIR-V forbids two identical non-aggregate type declarations, and
// that is exactly the defect an earlier image pass shipped and a reviewer caught.
TEST_F(ProgramUtilTest, BakeImageFormatsJoinsATypeTheModuleAlreadyDeclares) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform uimage2D formatless;
layout (binding = 1, r32ui) writeonly uniform uimage2D declared;
void main() {
imageStore(formatless, ivec2(0), uvec4(1u));
imageStore(declared, ivec2(0), uvec4(2u));
}
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_EQ(CountSpirvOpcode(DisassembleSpirv(spirv), "OpTypeImage"), 2u)
<< "the fixture needs one Unknown-format and one r32ui image type:\n" << DisassembleSpirv(spirv);
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"formatless", kGlR32ui}}, baked, true));
ASSERT_FALSE(baked.empty());
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the baked image collided with the module's own r32ui image and left a duplicate type:\n"
<< DisassembleSpirv(baked);
EXPECT_EQ(CountSpirvOpcode(DisassembleSpirv(baked), "OpTypeImage"), 1u)
<< "the two identical image types must be the same declaration:\n" << DisassembleSpirv(baked);
}
// An ARRAY of format-less images: the variable's type is a pointer to an array, every use goes
// through an OpAccessChain, and all three levels have to be rebuilt for the load to still type-check.
TEST_F(ProgramUtilTest, BakeImageFormatsRetypesAnArrayOfFormatlessImagesThroughItsAccessChains) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
layout (local_size_x = 1) in;
writeonly uniform uimage2D imgs[2];
void main() {
for (int i = 0; i < 2; ++i) imageStore(imgs[i], ivec2(0), uvec4(uint(i)));
}
)",
GL_COMPUTE_SHADER);
ASSERT_FALSE(spirv.empty());
ASSERT_TRUE(ShaderCompiler::DeclaresFormatlessStorageImage(spirv));
const Uint64 failuresBefore = ShaderCompiler::SpirvValidationFailureCount();
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"imgs", kGlR32ui}}, baked, true));
ASSERT_FALSE(baked.empty());
EXPECT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(baked)) << DisassembleSpirv(baked);
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), failuresBefore)
<< "the array and pointer types above the image must have been rebuilt too:\n"
<< DisassembleSpirv(baked);
EXPECT_NE(DecompileToEssl(baked).find("r32ui"), String::npos);
}
// A SAMPLED image's format operand is Unknown in every GLSL dialect and has no qualifier to bake;
// only storage images (Sampled == 2) are in scope.
TEST_F(ProgramUtilTest, BakeImageFormatsLeavesSampledImagesAlone) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> spirv = BuildSpirvForStage(R"(#version 430 core
uniform usampler2D uni_sampler;
out uvec4 fragColor;
in vec2 vUv;
void main() { fragColor = texture(uni_sampler, vUv); }
)",
GL_FRAGMENT_SHADER);
ASSERT_FALSE(spirv.empty());
EXPECT_FALSE(ShaderCompiler::DeclaresFormatlessStorageImage(spirv))
<< "a sampled image must not read as a format-less STORAGE image:\n" << DisassembleSpirv(spirv);
Vector<Uint32> baked;
ASSERT_TRUE(ShaderCompiler::BakeImageFormatsForEssl(spirv, {{"uni_sampler", kGlR32ui}}, baked, true));
EXPECT_EQ(baked, spirv) << "a sampled image must pass through byte for byte";
}
// The core/extended split the emitted ESSL depends on: GLSL ES has thirteen image formats, and a
// bind format outside them only compiles with GL_NV_image_formats - which the backend must not
// request on a driver that does not advertise it.
TEST_F(ProgramUtilTest, EsslCoreImageFormatSetIsTheThirteenTheSpecLists) {
using namespace MG_Util::ShaderTranspiler;
EXPECT_TRUE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(kGlR32ui));
EXPECT_TRUE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(kGlRgba32ui));
EXPECT_TRUE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(kGlR32f));
EXPECT_TRUE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(0x8058 /*GL_RGBA8*/));
// The stencil half of KHR-GL4x.packed_depth_stencil.stencil_texturing binds this one, and it
// is NOT core - the whole reason the directive machinery exists.
EXPECT_FALSE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(kGlR8ui));
EXPECT_FALSE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(0x822D /*GL_R16F*/));
// Not an image format at all.
EXPECT_FALSE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(0x8051 /*GL_RGB8*/));
EXPECT_FALSE(ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(0 /*GL_NONE*/));
}
// KHR-GL43.shader_storage_buffer_object.basic-syntax iteration 6. glslang assigns a block's member
// offsets at DECLARATION time, where a member array that is still unsized contributes zero bytes -
// so `vec4 position01[]; vec4 position2;` put both members at offset 0 and the shader read
// position01[0] where it asked for position2. The preprocessor sizes the non-final member from the
// largest constant index the source uses, which is what the language says it means.
TEST_F(ProgramUtilTest, ANonFinalUnsizedBufferBlockMemberIsSizedFromItsLargestConstantIndex) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 430 core
layout(packed) coherent buffer Buffer {
vec4 position01[];
vec4 position2;
} g_buffer;
void main() {
if (gl_VertexID == 0) gl_Position = g_buffer.position01[0];
else if (gl_VertexID == 1) gl_Position = g_buffer.position01[1];
else if (gl_VertexID == 2) gl_Position = g_buffer.position2;
}
)";
PreprocessShaderSource(ShaderStage::Vertex, source);
EXPECT_NE(source.find("vec4 position01[2];"), String::npos) << source;
EXPECT_EQ(source.find("position01[];"), String::npos) << source;
// The LAST member of a storage block is a run-time sized array, which is legal and already
// laid out correctly - sizing it would be a wire-format change, not a repair.
String lastMember = R"(#version 430 core
buffer Buffer {
vec4 head;
vec4 tail[];
} g_buffer;
void main() {
gl_Position = g_buffer.tail[0] + g_buffer.tail[3];
}
)";
PreprocessShaderSource(ShaderStage::Vertex, lastMember);
EXPECT_NE(lastMember.find("vec4 tail[];"), String::npos) << lastMember;
// A member the shader subscripts with anything but a literal cannot be sized from the source,
// so it is left exactly as it was.
String dynamicIndex = R"(#version 430 core
buffer Buffer {
vec4 head[];
vec4 tail;
} g_buffer;
uniform int g_index;
void main() {
gl_Position = g_buffer.head[g_index] + g_buffer.tail;
}
)";
PreprocessShaderSource(ShaderStage::Vertex, dynamicIndex);
EXPECT_NE(dynamicIndex.find("vec4 head[];"), String::npos) << dynamicIndex;
// `buffer` is also a member memory qualifier; a declaration that uses it must not be mistaken
// for a block header.
String memberQualifier = R"(#version 430 core
coherent buffer Buffer {
buffer vec4 position0;
vec4 position1[];
vec4 position2;
} g_buffer;
void main() {
gl_Position = g_buffer.position0 + g_buffer.position1[2] + g_buffer.position2;
}
)";
PreprocessShaderSource(ShaderStage::Vertex, memberQualifier);
EXPECT_NE(memberQualifier.find("vec4 position1[3];"), String::npos) << memberQualifier;
}
// KHR-GL43.shader_storage_buffer_object.negative-glsl-compileTime: a storage block declared at
// GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS must fail to compile, and so must an arrayed one whose
// LAST element passes the ceiling. The relaxed Vulkan-rules parse enforces neither.
TEST_F(ProgramUtilTest, StorageBlockBindingCeilingIsCheckedAtItsExactBoundary) {
using namespace MG_Util::ShaderTranspiler;
constexpr Int kMaxBindings = 36;
const auto violation = [](const String& body) {
return FindShaderStorageBindingViolation("#version 430 core\n" + body + "void main() {}\n", kMaxBindings);
};
// The boundary itself: max - 1 is the last legal point, max is one past it.
EXPECT_FALSE(violation("layout(binding = 35) buffer Buffer { int x; };\n").has_value());
EXPECT_TRUE(violation("layout(binding = 36) buffer Buffer { int x; };\n").has_value());
// An instance array takes CONSECUTIVE points, so what has to fit is base + count - 1.
EXPECT_FALSE(violation("layout(binding = 32) buffer Buffer { int x; } g_array[4];\n").has_value());
EXPECT_TRUE(violation("layout(binding = 34) buffer Buffer { int x; } g_array[4];\n").has_value());
// Qualifiers and a second layout list may sit between the binding and the keyword.
EXPECT_TRUE(violation("layout(std430) layout(binding = 36) coherent restrict buffer B { int x; };\n")
.has_value());
// Things the scanner must NOT judge: a uniform block (a different ceiling), a storage block
// with no explicit binding, the bare default-qualifier form, and an instance array whose size
// is not a literal.
EXPECT_FALSE(violation("layout(binding = 40) uniform Block { int x; };\n"
"layout(binding = 0) buffer Buffer { int y; };\n")
.has_value());
EXPECT_FALSE(violation("buffer Buffer { int x; };\nconst int binding = 40;\n").has_value());
EXPECT_FALSE(violation("layout(binding = 1) buffer;\nbuffer Buffer { int x; };\n").has_value());
EXPECT_FALSE(violation("const int kCount = 4;\nlayout(binding = 34) buffer B { int x; } g[kCount];\n")
.has_value());
// A backend that advertises no binding points has no ceiling to enforce.
EXPECT_FALSE(FindShaderStorageBindingViolation("layout(binding = 36) buffer B { int x; };\n", 0).has_value());
}
// KHR-GL43.shader_atomic_counters.negative-offset-1: an atomic counter whose layout(offset = N)
// puts its last byte past GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE is a COMPILE-time error, and the CTS
// never links the shader at all. MobileGL only had the rule at link, because the Vulkan-relaxed
// parse never reaches glslang's fixOffset().
TEST_F(ProgramUtilTest, AtomicCounterOffsetCeilingIsCheckedAtCompile) {
using namespace MG_Util::ShaderTranspiler;
const auto violation = [](const String& body) {
return FindAtomicCounterOffsetViolation("#version 430 core\n" + body + "void main() {}\n");
};
const String maxSize = std::to_string(MAX_ATOMIC_COUNTER_BUFFER_SIZE);
const String lastLegal = std::to_string(MAX_ATOMIC_COUNTER_BUFFER_SIZE - 4);
// The boundary itself: the last counter that still fits, and the first that does not.
EXPECT_FALSE(violation("layout(binding = 0, offset = " + lastLegal + ") uniform atomic_uint c;\n").has_value());
EXPECT_TRUE(violation("layout(binding = 0, offset = " + maxSize + ") uniform atomic_uint c;\n").has_value());
// An array occupies one word per element, so what has to fit is the LAST one.
EXPECT_FALSE(violation("layout(offset = " + std::to_string(MAX_ATOMIC_COUNTER_BUFFER_SIZE - 16) +
") uniform atomic_uint c[4];\n")
.has_value());
EXPECT_TRUE(violation("layout(offset = " + std::to_string(MAX_ATOMIC_COUNTER_BUFFER_SIZE - 8) +
") uniform atomic_uint c[4];\n")
.has_value());
// An offset that is not a multiple of 4 (GL 4.6 core 7.7), and one that is.
EXPECT_TRUE(violation("layout(offset = 2) uniform atomic_uint c;\n").has_value());
EXPECT_FALSE(violation("layout(offset = 8) uniform atomic_uint c;\n").has_value());
// Things the scanner must NOT judge: a counter with no explicit offset, an `offset` that is
// an ordinary identifier rather than a layout qualifier, an array sized by an expression,
// and an offset qualifier that belongs to a different declaration.
EXPECT_FALSE(violation("uniform atomic_uint c;\nconst int offset = 99999;\n").has_value());
EXPECT_FALSE(violation("const int kCount = 4;\nlayout(offset = " + maxSize +
") uniform atomic_uint c[kCount];\n")
.has_value());
EXPECT_FALSE(violation("layout(offset = " + maxSize + ") uniform Block { int x; };\n"
"uniform atomic_uint c;\n")
.has_value());
// A source with no counter at all never pays for the scan and never reports one.
EXPECT_FALSE(FindAtomicCounterOffsetViolation("#version 430 core\nvoid main() {}\n").has_value());
}
// KHR-GL43.explicit_uniform_location.uniform-loc-nondecimal: GLSL integer literals are C-style, so
// layout(location = 0xA) is 10 and layout(location = 010) is OCTAL 8. The extractor used to accept
// a base-10 digit run and nothing else: the hex spelling failed the test entirely and the
// declaration silently lost its explicit location, while the octal one was read as decimal 10.
// The identical defect sat on every array dimension and on layout(binding = N).
TEST_F(ProgramUtilTest, ExtractExplicitUniformLocationsReadsNonDecimalIntegerLiterals) {
using namespace MG_Util::ShaderTranspiler;
const String source = R"(#version 430 core
layout(location = 0xA) uniform vec4 hexLower;
layout(location = 0X1f) uniform vec4 hexUpper;
layout(location = 010) uniform vec4 octal;
layout(location = 3u) uniform vec4 unsignedSuffix;
layout(location = 0x2) uniform float hexArray[0x3];
layout(location = 1.0) uniform vec4 notAnInteger;
layout(location = 7f) uniform vec4 unknownSuffix;
void main() {}
)";
const UnorderedMap<String, Int> locations = ExtractExplicitUniformLocations(source);
ASSERT_EQ(locations.count("hexLower"), 1u);
EXPECT_EQ(locations.at("hexLower"), 10);
ASSERT_EQ(locations.count("hexUpper"), 1u);
EXPECT_EQ(locations.at("hexUpper"), 31);
ASSERT_EQ(locations.count("octal"), 1u);
EXPECT_EQ(locations.at("octal"), 8) << "a leading zero is octal in GLSL, not decimal";
ASSERT_EQ(locations.count("unsignedSuffix"), 1u);
EXPECT_EQ(locations.at("unsignedSuffix"), 3);
ASSERT_EQ(locations.count("hexArray"), 1u);
EXPECT_EQ(locations.at("hexArray"), 2);
// Still never guessed at: a float and an unknown suffix are skipped, not rounded.
EXPECT_EQ(locations.count("notAnInteger"), 0u);
EXPECT_EQ(locations.count("unknownSuffix"), 0u);
}
// A hexadecimal array dimension has to size the declarator's span too, or the declarator after it
// in the same statement starts at the wrong location.
TEST_F(ProgramUtilTest, ExtractExplicitUniformLocationsSpansANonDecimalArrayDimension) {
using namespace MG_Util::ShaderTranspiler;
const UnorderedMap<String, Int> locations = ExtractExplicitUniformLocations(
"#version 430 core\nlayout(location = 50) uniform float first[0x3], second;\nvoid main() {}\n");
ASSERT_EQ(locations.count("first"), 1u);
EXPECT_EQ(locations.at("first"), 50);
ASSERT_EQ(locations.count("second"), 1u);
EXPECT_EQ(locations.at("second"), 53) << "0x3 is three elements, not zero and not three hundred";
}
// KHR-GL43.explicit_uniform_location.uniform-loc-array-of-arrays: glslang reflects
// `float u[2][3]` as "u[0][0]" and "u[1][0]", and the linker resolves such a name by stripping the
// single trailing "[0]" - so the map has to answer "u[1]", not just "u". Without the pre-flattened
// keys both records missed the map entirely and were first-fitted from location 0.
TEST_F(ProgramUtilTest, ExtractExplicitUniformLocationsExpandsArrayOfArraysElements) {
using namespace MG_Util::ShaderTranspiler;
const String source = R"(#version 430 core
layout(location = 2) uniform float two_d[2][3];
layout(location = 20) uniform float three_d[2][2][4];
layout(location = 40) uniform float one_d[3];
void main() {}
)";
const UnorderedMap<String, Int> locations = ExtractExplicitUniformLocations(source);
// The root entry is unchanged - the synthesized keys are additional, never a replacement.
ASSERT_EQ(locations.count("two_d"), 1u);
EXPECT_EQ(locations.at("two_d"), 2);
// One key per outer index, each starting a run of the innermost dimension (3 here).
ASSERT_EQ(locations.count("two_d[0]"), 1u);
EXPECT_EQ(locations.at("two_d[0]"), 2);
ASSERT_EQ(locations.count("two_d[1]"), 1u);
EXPECT_EQ(locations.at("two_d[1]"), 5);
// Three dimensions: glslang expands all but the innermost, so both outer indices are spelled.
ASSERT_EQ(locations.count("three_d"), 1u);
EXPECT_EQ(locations.at("three_d"), 20);
ASSERT_EQ(locations.count("three_d[0][0]"), 1u);
EXPECT_EQ(locations.at("three_d[0][0]"), 20);
ASSERT_EQ(locations.count("three_d[0][1]"), 1u);
EXPECT_EQ(locations.at("three_d[0][1]"), 24);
ASSERT_EQ(locations.count("three_d[1][0]"), 1u);
EXPECT_EQ(locations.at("three_d[1][0]"), 28);
ASSERT_EQ(locations.count("three_d[1][1]"), 1u);
EXPECT_EQ(locations.at("three_d[1][1]"), 32);
// A 1-D array needs no expansion: stripping "[0]" already reaches the root.
ASSERT_EQ(locations.count("one_d"), 1u);
EXPECT_EQ(locations.at("one_d"), 40);
EXPECT_EQ(locations.count("one_d[0]"), 0u);
// The declarator after an array-of-arrays still advances by the WHOLE element count.
const UnorderedMap<String, Int> pair = ExtractExplicitUniformLocations(
"#version 430 core\nlayout(location = 0) uniform float a[2][3], b;\nvoid main() {}\n");
ASSERT_EQ(pair.count("b"), 1u);
EXPECT_EQ(pair.at("b"), 6);
}
// KHR-GL43.explicit_uniform_location: layout(binding = 0x2) on a sampler is the same literal defect
// as the location one, and losing it costs the sampler its initial texture unit.
TEST_F(ProgramUtilTest, ExtractExplicitOpaqueBindingsReadsNonDecimalIntegerLiterals) {
using namespace MG_Util::ShaderTranspiler;
const String source = R"(#version 430 core
layout(binding = 0x2) uniform sampler2D hexUnit;
layout(binding = 012) uniform sampler2D octalUnit;
layout(binding = 1u) uniform sampler2D suffixedUnit;
void main() {}
)";
const UnorderedMap<String, Uint> bindings = ExtractExplicitOpaqueBindings(source);
ASSERT_EQ(bindings.count("hexUnit"), 1u);
EXPECT_EQ(bindings.at("hexUnit"), 2u);
ASSERT_EQ(bindings.count("octalUnit"), 1u);
EXPECT_EQ(bindings.at("octalUnit"), 10u) << "012 is octal ten, not twelve";
ASSERT_EQ(bindings.count("suffixedUnit"), 1u);
EXPECT_EQ(bindings.at("suffixedUnit"), 1u);
}
// GL 4.3 core 7.8 puts a storage block with no layout(binding = N) on binding ZERO. Nothing
// downstream can still tell which blocks those are, because glslang's IO mapper auto-assigns a
// binding out of one flat space and writes it into the qualifier - so the reflection reports the
// invention. This scanner is the only surviving record, and it reports POSITIVELY: a block is
// named only when it was recognised in full AND recognised as unqualified.
TEST_F(ProgramUtilTest, ExtractStorageBlocksWithoutExplicitBindingNamesOnlyUnqualifiedBlocks) {
using namespace MG_Util::ShaderTranspiler;
// KHR-GL43.compute_shader.resource-ubo's own shape: an unqualified storage block alongside
// the uniform blocks whose presence is what pushes it off binding 0 today.
const String source = R"(#version 430 core
layout(local_size_x = 1) in;
layout(std140) uniform InputBuffer { vec4 data[4]; } g_in_buffer[12];
layout(std430) buffer OutputBuffer { vec4 data0[4]; } g_out_buffer;
layout(std430, binding = 3) buffer BoundBlock { vec4 data1[4]; } g_bound;
layout(binding = 5, std430) buffer BoundFirst { vec4 data2[4]; } g_bound_first;
void main() { g_out_buffer.data0[0] = g_in_buffer[0].data[0]; }
)";
const std::set<String> unqualified = ExtractStorageBlocksWithoutExplicitBinding(source);
EXPECT_EQ(unqualified.count("OutputBuffer"), 1u)
<< "the block the test binds at 0 with glBindBufferBase must be recognised";
EXPECT_EQ(unqualified.count("BoundBlock"), 0u)
<< "a declared binding must never be defaulted away";
EXPECT_EQ(unqualified.count("BoundFirst"), 0u)
<< "the binding may appear anywhere in the layout list, not only last";
// A UNIFORM block is a different binding space with its own glUniformBlockBinding path, and
// its default is already handled where uniformBlockBinding is seeded. Naming it here would
// make the seeder default a resource it does not own.
EXPECT_EQ(unqualified.count("InputBuffer"), 0u) << "uniform blocks are out of scope";
}
// The scanner must not mistake a member qualifier, a buffer-typed sampler, or the
// "layout(...) buffer;" default-qualifier form for a block declaration - and must record nothing
// at all for grammar it does not fully recognise, so that anything surprising keeps today's
// behaviour instead of being defaulted on a guess.
TEST_F(ProgramUtilTest, ExtractStorageBlocksWithoutExplicitBindingIgnoresNonBlockBufferTokens) {
using namespace MG_Util::ShaderTranspiler;
const String source = R"(#version 430 core
layout(local_size_x = 1) in;
uniform samplerBuffer texelSampler;
layout(std430) buffer;
layout(std430) buffer Real { vec4 v[4]; } realInstance;
void main() { realInstance.v[0] = texelFetch(texelSampler, 0); }
)";
const std::set<String> unqualified = ExtractStorageBlocksWithoutExplicitBinding(source);
EXPECT_EQ(unqualified.count("Real"), 1u);
// samplerBuffer is one identifier token, so it can never match the `buffer` keyword; and the
// default-qualifier form declares no block, so there is no name to record.
EXPECT_EQ(unqualified.size(), 1u)
<< "only the one real block declaration may be recorded";
}
// The dangerous direction, because a false positive here DEFAULTS AWAY a binding the shader
// really declared. Memory qualifiers may sit between the layout list and the `buffer` keyword in
// either order, and the binding has to survive them.
TEST_F(ProgramUtilTest, ExtractStorageBlocksWithoutExplicitBindingKeepsBindingsAcrossMemoryQualifiers) {
using namespace MG_Util::ShaderTranspiler;
const String source = R"(#version 430 core
layout(local_size_x = 1) in;
layout(std430, binding = 1) coherent restrict buffer AfterLayout { uint a; } afterLayout;
readonly layout(std430, binding = 2) buffer BeforeLayout { uint b; } beforeLayout;
writeonly buffer NoBindingAtAll { uint c; } noBinding;
void main() { noBinding.c = afterLayout.a + beforeLayout.b; }
)";
const std::set<String> unqualified = ExtractStorageBlocksWithoutExplicitBinding(source);
EXPECT_EQ(unqualified.count("AfterLayout"), 0u)
<< "coherent/restrict must not break the qualifier run and lose the binding";
EXPECT_EQ(unqualified.count("BeforeLayout"), 0u)
<< "a qualifier may precede the layout list too";
EXPECT_EQ(unqualified.count("NoBindingAtAll"), 1u)
<< "a memory-qualified block with no binding is still an unqualified block";
}
// This scans preprocessor-visible text, so a block can be declared twice - once with a binding
// and once without. Reporting it as unqualified would default away a binding the active
// declaration carries, so any name seen WITH a binding is dropped outright.
TEST_F(ProgramUtilTest, ExtractStorageBlocksWithoutExplicitBindingDropsNamesSeenBothWays) {
using namespace MG_Util::ShaderTranspiler;
const String source = R"(#version 430 core
layout(local_size_x = 1) in;
layout(std430, binding = 4) buffer Ambiguous { uint a; } bound;
layout(std430) buffer Ambiguous { uint a; } unbound;
layout(std430) buffer Clear { uint b; } clearInstance;
void main() { clearInstance.b = 0u; }
)";
const std::set<String> unqualified = ExtractStorageBlocksWithoutExplicitBinding(source);
EXPECT_EQ(unqualified.count("Ambiguous"), 0u)
<< "seen both ways is a doubt, and a doubt must not become a default";
EXPECT_EQ(unqualified.count("Clear"), 1u)
<< "the unambiguous block alongside it is still recognised";
}
// KHR-GL43.shader_image_size.advanced-nonMS-* is nothing but its passing twin basic-nonMS-* plus a
// GLSL subroutine, and glslang refuses the keyword outright when the target is SPIR-V ("subroutine
// : not allowed when generating SPIR-V"), so every stage of those shaders failed to compile. The
// lowering turns a subroutine uniform with exactly ONE compatible subroutine - the case where GL
// 4.3 core 7.9 makes a direct call indistinguishable from a dispatch, because every legal value of
// the uniform selects that one function - into a forwarding call.
TEST_F(ProgramUtilTest, PreprocessLowersSingleImplementationSubroutineToAForwardingCall) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 430 core
layout(binding = 0, rgba32i) writeonly uniform iimage2D g_result;
subroutine void FuncType(int coord);
subroutine uniform FuncType g_func;
void main() {
int coord = gl_VertexID;
g_func(coord);
}
subroutine(FuncType) void Func0(int coord) {
imageStore(g_result, ivec2(coord, 0), ivec4(imageSize(g_result), 0, 0));
}
)";
const SizeT mainLine = std::count(source.begin(), source.begin() + source.find("void main"), '\n');
PreprocessShaderSource(ShaderStage::Vertex, source);
EXPECT_EQ(source.find("subroutine"), String::npos) << "the keyword glslang refuses must be gone";
EXPECT_NE(source.find("void g_func(int mgl_sr_arg0);"), String::npos)
<< "the subroutine uniform becomes a prototype under its own name, so call sites stand";
EXPECT_NE(source.find("g_func(coord);"), String::npos) << "the call site is untouched";
EXPECT_NE(source.find("void Func0(int coord)"), String::npos)
<< "the compatible subroutine keeps its body and only sheds the qualifier";
EXPECT_NE(source.find("Func0(mgl_sr_arg0);"), String::npos) << "the forwarding body";
// The forwarding body has to come after every definition it names: the CTS shaders define
// their subroutine BELOW the function that calls through the uniform.
EXPECT_LT(source.find("void Func0(int coord)"), source.find("Func0(mgl_sr_arg0);"));
// Blanking preserves newlines, and the prototype is single-line, so glslang's diagnostics still
// point at the line the application wrote.
EXPECT_EQ(std::count(source.begin(), source.begin() + source.find("void main"), '\n'), mainLine)
<< "the rewrite must not move a single line";
ShaderAttrib attrib{.shaderType = GL_VERTEX_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
// The forwarding function is rebuilt from the subroutine TYPE declaration, so it has to carry the
// parameter qualifiers and array shapes across (an parameter that arrives by value writes
// nothing back) and has to return the forwarded value for a non-void subroutine.
TEST_F(ProgramUtilTest, PreprocessSubroutineForwardingKeepsParameterQualifiersAndReturnsValues) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 430 core
subroutine float Blend(const int k, out vec4 rgba, float weights[2]);
subroutine uniform Blend g_blend;
out vec4 fragColor;
void main() {
vec4 rgba;
float w[2] = float[2](0.25, 0.75);
fragColor = rgba * g_blend(1, rgba, w);
}
subroutine(Blend) float Mix(const int k, out vec4 rgba, float weights[2]) {
rgba = vec4(weights[0], weights[1], float(k), 1.0);
return weights[0];
}
)";
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_NE(source.find("float g_blend(const int mgl_sr_arg0, out vec4 mgl_sr_arg1, float mgl_sr_arg2 [ 2 ]);"),
String::npos)
<< "qualifiers and the array declarator have to survive, under generated names";
EXPECT_NE(source.find("return Mix(mgl_sr_arg0, mgl_sr_arg1, mgl_sr_arg2);"), String::npos)
<< "a non-void subroutine has to have its value forwarded back";
ShaderAttrib attrib{.shaderType = GL_FRAGMENT_SHADER, .sourceStr = source};
auto res = ShaderCompiler::CompileShader(attrib);
if (!res) {
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log << "\nsource:\n" << source;
}
}
// Two compatible subroutines is genuine dynamic selection, which MobileGL does not implement:
// glUniformSubroutinesuiv is still a stub and nothing reflects the subroutine interfaces. Pinning
// such a shader to one of the alternatives would render silently wrong, so the whole rewrite is
// abandoned and the source is left exactly as it arrived.
TEST_F(ProgramUtilTest, PreprocessLeavesMultiImplementationSubroutinesAlone) {
using namespace MG_Util::ShaderTranspiler;
String source = R"(#version 430 core
subroutine void FuncType(int coord);
subroutine uniform FuncType g_func;
out vec4 fragColor;
void main() {
g_func(1);
fragColor = vec4(1.0);
}
subroutine(FuncType) void Func0(int coord) { fragColor = vec4(float(coord)); }
subroutine(FuncType) void Func1(int coord) { fragColor = vec4(float(coord) * 2.0); }
)";
const String before = source;
PreprocessShaderSource(ShaderStage::Fragment, source);
EXPECT_EQ(source, before) << "an unimplementable dispatch must not be quietly pinned to one arm";
}
// An ARRAY of subroutine uniforms indexes the dispatch at the call site ("g_func[i](x)"), which is
// the same dynamic selection - and a subroutine declared inside a #if arm cannot be reasoned about
// at all, because the forwarding bodies this appends are unconditional.
TEST_F(ProgramUtilTest, PreprocessLeavesArrayAndConditionalSubroutinesAlone) {
using namespace MG_Util::ShaderTranspiler;
String arrayed = R"(#version 430 core
subroutine void FuncType(int coord);
subroutine uniform FuncType g_func[2];
out vec4 fragColor;
void main() { g_func[0](1); fragColor = vec4(1.0); }
subroutine(FuncType) void Func0(int coord) { fragColor = vec4(float(coord)); }
)";
const String arrayedBefore = arrayed;
PreprocessShaderSource(ShaderStage::Fragment, arrayed);
EXPECT_EQ(arrayed, arrayedBefore) << "an arrayed subroutine uniform is a dispatch, not a call";
String conditional = R"(#version 430 core
out vec4 fragColor;
#ifdef USE_SUBROUTINE
subroutine void FuncType(int coord);
subroutine uniform FuncType g_func;
#endif
void main() { fragColor = vec4(1.0); }
subroutine(FuncType) void Func0(int coord) { fragColor = vec4(float(coord)); }
)";
const String conditionalBefore = conditional;
PreprocessShaderSource(ShaderStage::Fragment, conditional);
EXPECT_EQ(conditional, conditionalBefore)
<< "an inactive #if arm must not have an unconditional forwarding body appended for it";
}
// THE TEXT THIS SCANS IS NOT MACRO-EXPANDED. MobileGL's preprocessing rewrites the source, it
// does not run the C preprocessor, so a `#define` and every use of it both survive into what
// RunSourceOnlyPipeline hands here. `binding = SOME_MACRO` is therefore the ordinary spelling in
// real shader packs - Flywheel's indirect engine writes every one of its storage blocks that way
// - and reading "no integer literal" as "no binding" defaulted all of them onto binding 0 at
// once, where they aliased and the whole engine drew nothing
// (minecraft-1.21.1-neoforge-create-indirect-in-world, both backends).
TEST_F(ProgramUtilTest, ExtractStorageBlocksWithoutExplicitBindingKeepsAMacroSpelledBinding) {
using namespace MG_Util::ShaderTranspiler;
// Flywheel's own shape, verbatim in structure: the binding is a macro, the block carries
// memory qualifiers, and the macro's definition is still sitting in the text above it.
const String source = R"(#version 460 core
#define _FLW_MODEL_BUFFER_BINDING 3
#define _FLW_DRAW_BUFFER_BINDING 4
layout(local_size_x = 32) in;
layout(std430, binding = _FLW_MODEL_BUFFER_BINDING) restrict readonly buffer ModelBuffer {
uint models[];
};
layout(std430, binding = _FLW_DRAW_BUFFER_BINDING) restrict buffer DrawBuffer {
uint draws[];
};
layout(std430) buffer ReallyUnqualified { uint u; } reallyUnqualified;
void main() { draws[0] = models[0] + reallyUnqualified.u; }
)";
const std::set<String> unqualified = ExtractStorageBlocksWithoutExplicitBinding(source);
EXPECT_EQ(unqualified.count("ModelBuffer"), 0u)
<< "a binding spelled as a macro is still a declared binding, never an absent one";
EXPECT_EQ(unqualified.count("DrawBuffer"), 0u)
<< "every block of the engine would otherwise be defaulted onto 0 together";
EXPECT_EQ(unqualified.count("ReallyUnqualified"), 1u)
<< "a block that truly declares no binding is still recognised in the same shader";
}
// The other two ways an unexpanded macro can hide a binding: as a whole layout entry, and as the
// whole qualifier run. Both have to read as doubt for the same reason the macro-valued binding
// does - what the scanner cannot expand, it must not claim is absent.
TEST_F(ProgramUtilTest, ExtractStorageBlocksWithoutExplicitBindingDoubtsAMacroQualifier) {
using namespace MG_Util::ShaderTranspiler;
const String source = R"(#version 430 core
#define FLW_BINDING binding = 2
#define SSBO_QUALIFIER layout(std430, binding = 6) restrict
layout(local_size_x = 1) in;
layout(std430, FLW_BINDING) buffer EntryMacro { uint a; } entryMacro;
SSBO_QUALIFIER buffer RunMacro { uint b; } runMacro;
layout(std430, row_major) buffer PlainLayout { uint c; } plainLayout;
void main() { plainLayout.c = entryMacro.a + runMacro.b; }
)";
const std::set<String> unqualified = ExtractStorageBlocksWithoutExplicitBinding(source);
EXPECT_EQ(unqualified.count("EntryMacro"), 0u)
<< "an unreadable layout entry may itself be the binding";
EXPECT_EQ(unqualified.count("RunMacro"), 0u)
<< "a macro standing in for the whole qualifier run may carry the binding";
// The counterweight: recognising doubt must not swallow the layout identifiers a buffer
// block legally carries, or nothing would ever be defaulted again.
EXPECT_EQ(unqualified.count("PlainLayout"), 1u)
<< "std430/row_major are GLSL, not macros, and leave no doubt behind";
}