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MobileGL/MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.cpp
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// MobileGL - MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.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
#define SPV_ENABLE_UTILITY_CODE
#include "glslang/SPIRV/spirv.hpp11"
#undef SPV_ENABLE_UTILITY_CODE
#include "ShaderCompiler.h"
#include "SpirvPasses/EliminateFloatEqualsZeroPass.h"
#include "SpirvPasses/FlattenInterfaceStructPass.h"
#include "SpirvPasses/RenameSamplerFunctionParameterPass.h"
#include "SpirvPasses/RenameBuiltinShadowingFunctionsPass.h"
#include "SpirvPasses/DecomposeWorkgroupVec3Pass.h"
#include "SpirvPasses/DecoratePositionInvariantPass.h"
#include "SpirvPasses/DemoteFloat64Pass.h"
#include "SpirvPasses/LowerDrawParametersPass.h"
#include "SpirvPasses/PackDoubleVertexInputsPass.h"
#include "SpirvPasses/FlattenXfbInterfaceBlocksPass.h"
#include "SpirvPasses/SplitArrayVertexInputsPass.h"
#include "SpirvPasses/RebaseInstanceIndexPass.h"
#include "SpirvPasses/ZeroBaseVertexPass.h"
#include "SpirvPasses/NormalizeRectCoordinatesPass.h"
#include "SpirvPasses/Lower1DArrayImagesPass.h"
#include "SpirvPasses/BakeImageFormatsPass.h"
#include "SpirvPasses/PrivateToEntryLocalPass.h"
#include "SpirvPasses/StripUniformLocationsPass.h"
#include "SpirvPasses/StripUboMemberRelaxedPrecisionPass.h"
#include "SpirvPasses/StripNoPerspectivePass.h"
#include "SpirvPasses/EmulateNoPerspectivePass.h"
#include "SpirvPasses/LegalizeFragmentOutputIndexPass.h"
#include "spirv-tools/libspirv.h"
#include "spirv-tools/optimizer.hpp"
#include "source/opt/build_module.h"
#include "source/opt/ir_context.h"
#include "ShaderSourceProcessor.h"
#include <MG_Backend/BackendObjects.h>
#include <MG_Util/Async/ShaderCompilePool.h>
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
#include <MG_Util/Converters/GLToGlslang/ProgramEnumConverter.h>
#include <atomic>
#include <cctype>
#include <cstdlib>
#include <mutex>
namespace MobileGL {
namespace MG_Util {
namespace ShaderTranspiler {
// `env` is the compile-time backend snapshot; null means "resolve from the live
// backend", which is what the standalone/test entry points do. The pipeline always
// passes one, so a worker never reaches pActiveBackendObject through here.
TBuiltInResource BuildTBuiltInResource(const CompileEnv* env) {
TBuiltInResource Resources{};
Resources.maxLights = 32;
Resources.maxClipPlanes = 6;
Resources.maxTextureUnits = 32;
Resources.maxTextureCoords = 32;
Resources.maxVertexAttribs = 64;
Resources.maxVertexUniformComponents = 4096;
Resources.maxVaryingFloats = 64;
Resources.maxVertexTextureImageUnits = 32;
Resources.maxCombinedTextureImageUnits = 80;
Resources.maxTextureImageUnits = 32;
Resources.maxFragmentUniformComponents = 4096;
Resources.maxDrawBuffers = 32;
Resources.maxVertexUniformVectors = 128;
Resources.maxVaryingVectors = 8;
Resources.maxFragmentUniformVectors = 256;
Resources.maxVertexOutputVectors = 16;
Resources.maxFragmentInputVectors = 15;
Resources.minProgramTexelOffset = -8;
Resources.maxProgramTexelOffset = 7;
Resources.maxClipDistances = 8;
Resources.maxComputeWorkGroupCountX = 65535;
Resources.maxComputeWorkGroupCountY = 65535;
Resources.maxComputeWorkGroupCountZ = 65535;
Resources.maxComputeWorkGroupSizeX = 1024;
Resources.maxComputeWorkGroupSizeY = 1024;
// TODO: Drive glslang compute resource limits from the active backend instead of this permissive cap.
Resources.maxComputeWorkGroupSizeZ = 1024;
Resources.maxComputeUniformComponents = 1024;
Resources.maxComputeTextureImageUnits = 16;
Resources.maxComputeImageUniforms = 8;
Resources.maxComputeAtomicCounters = 8;
Resources.maxComputeAtomicCounterBuffers = 1;
Resources.maxVaryingComponents = 60;
Resources.maxVertexOutputComponents = 64;
Resources.maxGeometryInputComponents = 64;
Resources.maxGeometryOutputComponents = 128;
Resources.maxFragmentInputComponents = 128;
Resources.maxImageUnits = 8;
Resources.maxCombinedImageUnitsAndFragmentOutputs = 8;
Resources.maxCombinedShaderOutputResources = 8;
Resources.maxImageSamples = 0;
Resources.maxVertexImageUniforms = 0;
Resources.maxTessControlImageUniforms = 0;
Resources.maxTessEvaluationImageUniforms = 0;
Resources.maxGeometryImageUniforms = 0;
Resources.maxFragmentImageUniforms = 8;
Resources.maxCombinedImageUniforms = 8;
Resources.maxGeometryTextureImageUnits = 16;
Resources.maxGeometryOutputVertices = 256;
Resources.maxGeometryTotalOutputComponents = 1024;
Resources.maxGeometryUniformComponents = 1024;
Resources.maxGeometryVaryingComponents = 64;
Resources.maxTessControlInputComponents = 128;
Resources.maxTessControlOutputComponents = 128;
Resources.maxTessControlTextureImageUnits = 16;
Resources.maxTessControlUniformComponents = 1024;
Resources.maxTessControlTotalOutputComponents = 4096;
Resources.maxTessEvaluationInputComponents = 128;
Resources.maxTessEvaluationOutputComponents = 128;
Resources.maxTessEvaluationTextureImageUnits = 16;
Resources.maxTessEvaluationUniformComponents = 1024;
Resources.maxTessPatchComponents = 120;
Resources.maxPatchVertices = 32;
Resources.maxTessGenLevel = 64;
Resources.maxViewports = 16;
Resources.maxVertexAtomicCounters = 0;
Resources.maxTessControlAtomicCounters = 0;
Resources.maxTessEvaluationAtomicCounters = 0;
Resources.maxGeometryAtomicCounters = 0;
Resources.maxFragmentAtomicCounters = 8;
Resources.maxCombinedAtomicCounters = 8;
Resources.maxAtomicCounterBindings = 1;
Resources.maxVertexAtomicCounterBuffers = 0;
Resources.maxTessControlAtomicCounterBuffers = 0;
Resources.maxTessEvaluationAtomicCounterBuffers = 0;
Resources.maxGeometryAtomicCounterBuffers = 0;
Resources.maxFragmentAtomicCounterBuffers = 1;
Resources.maxCombinedAtomicCounterBuffers = 1;
Resources.maxAtomicCounterBufferSize = 16384;
Resources.maxTransformFeedbackBuffers = 4;
Resources.maxTransformFeedbackInterleavedComponents = 64;
Resources.maxCullDistances = 8;
Resources.maxCombinedClipAndCullDistances = 8;
Resources.maxSamples = 4;
Resources.maxMeshOutputVerticesNV = 256;
Resources.maxMeshOutputPrimitivesNV = 512;
Resources.maxMeshWorkGroupSizeX_NV = 32;
Resources.maxMeshWorkGroupSizeY_NV = 1;
Resources.maxMeshWorkGroupSizeZ_NV = 1;
Resources.maxTaskWorkGroupSizeX_NV = 32;
Resources.maxTaskWorkGroupSizeY_NV = 1;
Resources.maxTaskWorkGroupSizeZ_NV = 1;
Resources.maxMeshViewCountNV = 4;
// Resource checking must describe the same backend contract exposed through
// glGetIntegerv. Keeping this copy local also avoids racing on a process-global
// TBuiltInResource when Iris compiles shaders concurrently.
const MG_Backend::DynamicBackendParameters fallbackParameters{};
const auto& activeBackend = MG_Backend::pActiveBackendObject;
const auto& dynamicParameters =
env ? env->params
: (activeBackend ? activeBackend->GetDynamicParameters() : fallbackParameters);
Resources.maxImageUnits = dynamicParameters.MaxImageUnits;
Resources.maxCombinedImageUnitsAndFragmentOutputs =
dynamicParameters.MaxImageUnits + dynamicParameters.MaxDrawBuffers;
Resources.maxVertexImageUniforms = dynamicParameters.MaxVertexImageUniforms;
Resources.maxGeometryImageUniforms = dynamicParameters.MaxGeometryImageUniforms;
Resources.maxFragmentImageUniforms = dynamicParameters.MaxFragmentImageUniforms;
Resources.maxComputeImageUniforms = dynamicParameters.MaxComputeImageUniforms;
Resources.maxCombinedImageUniforms = dynamicParameters.MaxCombinedImageUniforms;
Resources.limits.nonInductiveForLoops = true;
Resources.limits.whileLoops = true;
Resources.limits.doWhileLoops = true;
Resources.limits.generalUniformIndexing = true;
Resources.limits.generalAttributeMatrixVectorIndexing = true;
Resources.limits.generalVaryingIndexing = true;
Resources.limits.generalSamplerIndexing = true;
Resources.limits.generalVariableIndexing = true;
Resources.limits.generalConstantMatrixVectorIndexing = true;
return Resources;
}
// One parse attempt. A glslang::TShader cannot be re-parsed, so a retry has to build a
// fresh one with byte-identical setup - hence a single factored body rather than two
// copies that could drift apart.
static Result<SharedPtr<glslang::TShader>> ParseShaderSource(EShLanguage lang, GLenum shaderType,
const String& source,
Flags<ShaderCompileBits> flags,
const CompileEnv* env) {
SharedPtr<glslang::TShader> res;
auto& tshader = res;
tshader = MakeShared<glslang::TShader>(lang);
// setStrings gets no length array, so it relies on NUL termination: source must be an
// owning buffer that outlives parse(), never a StringView's substring.
const char* src[] = {source.c_str()};
tshader->setStrings(src, 1);
tshader->setNanMinMaxClamp(true);
tshader->setInvertY(true);
tshader->setPreamble("#undef VULKAN\n");
if (flags & ShaderCompileBits::CompileForOpenGL) {
tshader->setEnvInput(glslang::EShSourceGlsl, lang, glslang::EShClientVulkan, 450);
tshader->setEnvClient(glslang::EShClientOpenGL, glslang::EShTargetOpenGL_450);
tshader->setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_3);
} else {
tshader->setEnvInput(glslang::EShSourceGlsl, lang, glslang::EShClientVulkan, 450);
// MobileGL runtime currently creates Vulkan 1.1 instance/device on Android path,
// so generated SPIR-V must not exceed SPIR-V 1.3.
tshader->setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_1);
tshader->setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_3);
tshader->setEnvInputVulkanRulesRelaxed(); // using EXT_vulkan_glsl_relaxed for gl_VertexID and
// gl_InstanceID?
}
tshader->setAutoMapLocations(true);
tshader->setAutoMapBindings(true);
tshader->setGlobalUniformBlockName(GLOBAL_UBO_NAME);
auto resources = BuildTBuiltInResource(env);
if (!tshader->parse(&resources, 460, ECoreProfile,
/*forceDefaultVersionAndProfile: */ false,
/*forwardCompatible: */ true, EShMsgDefault)) {
ResultInfo r;
r.log += "Error: [glslang] Cannot compile " + ConvertGLEnumToString(shaderType) + ":\n" +
std::string(tshader->getInfoLog());
r.errc = -2;
return std::unexpected(r);
}
return res;
}
Result<SharedPtr<glslang::TShader>> ShaderCompiler::CompileShader(const ShaderAttrib& attrib) {
auto shaderType = attrib.shaderType;
auto lang = MG_Util::ConvertGLEnumToEShLanguage(shaderType);
if (lang == EShLanguage::EShLangCount) {
ResultInfo r;
r.log += "Error: [Preprocess] Unsupported shader type: " + ConvertGLEnumToString(shaderType);
r.errc = -1;
return std::unexpected(r);
}
const String source(attrib.sourceStr);
auto result = ParseShaderSource(lang, shaderType, source, attrib.flags, attrib.env);
if (result) return result;
// Legacy desktop sources are normalized to "#version 330 core" (with a marker on the
// directive), which parses under stricter rules than the 460 they used to be forced
// to: a shader declaring 110-150 while using e.g. layout(binding=...) without the
// matching #extension line compiles on real drivers but is rejected here. Retry once
// at 460 before reporting failure; a genuinely broken shader fails both attempts and
// keeps its original diagnostics. Application-declared 330+ sources carry no marker
// and keep their declared version's strict rules (the GL CTS negative-compile cases
// depend on that).
String retrySource = source;
if (!MG_Util::ShaderTranspiler::RetargetLegacyVersionDirectiveTo460(retrySource)) {
return result;
}
auto retryResult = ParseShaderSource(lang, shaderType, retrySource, attrib.flags, attrib.env);
if (!retryResult) return result;
MGLOG_D("CompileShader: %s only parsed after retargeting its legacy #version to 460",
ConvertGLEnumToString(shaderType).c_str());
return retryResult;
}
// Namespace-level rather than a function-local static, because it has to be
// CLEARABLE: what PrewarmBuiltins latches is not a property of this process, it is
// a property of the built-in symbol tables glslang currently holds, and
// glslang::FinalizeProcess() deletes those. A function-local latch survived the
// teardown that invalidated it, so an Initialize -> Destroy -> Initialize cycle
// came back up with the tables gone and the prewarm skipped - which is exactly the
// serialized-first-parse stall this function exists to prevent, only now
// unfixable for the rest of the process. Reset it from DestroyImpl.
namespace {
Bool g_builtinsPrewarmed = false;
} // namespace
void ShaderCompiler::ResetPrewarmLatch() { g_builtinsPrewarmed = false; }
void ShaderCompiler::PrewarmBuiltins() {
if (g_builtinsPrewarmed) return;
g_builtinsPrewarmed = true;
// One vertex and one fragment shader is enough: the built-in table is cached
// per (version, spvVersion, profile, source), not per stage language, and
// both configurations CompileShader can reach - the declared-460 path and
// the retargeted-legacy path - resolve to the same combination here because
// ParseShaderSource always passes 460/ECoreProfile as the default. Parsing
// both anyway costs microseconds and keeps this honest if that ever changes.
static constexpr const char* kPrewarmVertexSource =
"#version 460\nvoid main() { gl_Position = vec4(0.0); }\n";
static constexpr const char* kPrewarmFragmentSource =
"#version 460\nlayout(location = 0) out vec4 c;\nvoid main() { c = vec4(0.0); }\n";
static constexpr const char* kPrewarmLegacyVertexSource =
"#version 330 core\nvoid main() { gl_Position = vec4(0.0); }\n";
const CompileEnv& env = *GetDefaultCompileEnv();
for (const auto& [type, source] :
{std::pair{GL_VERTEX_SHADER, kPrewarmVertexSource},
std::pair{GL_FRAGMENT_SHADER, kPrewarmFragmentSource},
std::pair{GL_VERTEX_SHADER, kPrewarmLegacyVertexSource}}) {
ShaderAttrib attrib{.shaderType = static_cast<GLenum>(type),
.sourceStr = source,
.flags = 0,
.env = &env};
// The result is deliberately discarded: the value is the symbol table
// glslang cached as a side effect. A failure here is not fatal - it just
// means the first real compile pays for the table, exactly as before.
(void)CompileShader(attrib);
}
// The parses above left this thread's glslang allocator pointing at the last
// TShader's pool, and that TShader is about to be destroyed with it.
glslang::SetThreadPoolAllocator(nullptr);
}
Result<SharedPtr<glslang::TProgram>> ShaderCompiler::LinkProgram(const ProgramAttrib& attrib) {
SharedPtr<glslang::TProgram> program = MakeShared<glslang::TProgram>();
for (auto& s : attrib.shaders) {
program->addShader(s.get());
}
if (!program->link(EShMsgDefault)) {
ResultInfo r;
r.log = "Error: [glslang] Cannot link the program:\n" + std::string(program->getInfoLog());
r.errc = -3;
return std::unexpected(r);
}
for (const auto& [name, loc] : attrib.explicitVertexInLocations) {
MGLOG_D("%s: got explicitly set - layout(location = %d) %s;", __func__, loc, name.c_str());
}
// UniquePtr<glslang::TIoMapResolver> resolver;
UniquePtr<TMglGlslIoResolver> resolver;
for (unsigned stage = 0; stage < EShLangCount; stage++) {
if (program->getIntermediate((EShLanguage)stage) == nullptr) continue;
resolver =
MakeUnique<TMglGlslIoResolver>(*program, (EShLanguage)stage, attrib.explicitVertexInLocations,
attrib.explicitFragmentOutLocations,
attrib.explicitFragmentOutIndices,
attrib.explicitOpaqueUniformBindings);
break;
}
auto ioMapper = UniquePtr<glslang::TIoMapper>(glslang::GetGlslIoMapper());
if (!program->mapIO(resolver.get(), ioMapper.get())) {
ResultInfo r;
r.log = "Error: [glslang] Cannot mapIO:\n" + std::string(program->getInfoLog());
r.errc = -4;
return std::unexpected(r);
}
return program;
}
Result<Vector<Vector<unsigned>>> ShaderCompiler::GetSpirvBinaryFromProgram(
const ProgramBinaryAttrib& attrib) {
glslang::SpvOptions spvOptions;
spvOptions.disableOptimizer = false;
Vector<Vector<unsigned>> allSpirv;
for (auto type : attrib.shaderTypes) {
Vector<unsigned> spirv;
GlslangToSpv(*attrib.program.getIntermediate(ConvertGLEnumToEShLanguage(type)), spirv, &spvOptions);
allSpirv.push_back(spirv);
}
return allSpirv;
}
// -1 unresolved, 0 off, 1 on. Resolved once from MOBILEGL_VALIDATE_SPIRV on first
// use. A live getenv rather than an MG_Config::Features field, for the same reason
// Config.h already exempts MOBILEGL_LOG_FILE_PATH: suites like SpirvPassTest never
// run MobileGL::Initialize(), and every Initialize() re-runs MG_ConfigLoader::Init,
// which would clobber a programmatic override stored in the feature table.
static std::atomic<int> g_validateSpirv{-1};
// Total validation failures observed this process. This latch - not the wrappers'
// return values - is the test-lane signal: validation must never change what a
// wrapper returns, or the validating lanes would render differently from the
// shipping configuration (fail-open call sites would silently substitute an
// earlier-stage module).
static std::atomic<Uint64> g_spirvValidationFailures{0};
namespace {
// Test lanes (desktop/CI/WSL) validate by default; device builds do not -
// validation costs real time per module, and on device the driver is the
// final validator anyway. MOBILEGL_VALIDATE_SPIRV overrides in either
// direction, using the ConfigLoader truthy rule.
constexpr bool kValidateSpirvDefault =
#if defined(__ANDROID__)
false;
#else
true;
#endif
bool IsTruthySpirvEnvValue(const char* value) {
if (value == nullptr || value[0] == '\0') {
return false;
}
String lowered(value);
for (auto& c : lowered) {
c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
}
return lowered != "0" && lowered != "false";
}
// spirv-tools' validator lazily constructs function-local static tables on
// its first run, which on this codebase happens on a ShaderCompilePool
// worker. Function-local statics are destroyed in reverse construction
// order, so those tables would die BEFORE the pool's own atexit sentinel
// (registered at first pool use) gets to drain the workers - and a worker
// mid-Validate would then read freed memory during process exit. Pin the
// order instead: force the tables into existence now, then register a
// second drain handler; being registered after the tables' destructors, it
// runs before them.
void PinValidatorTablesForProcessExit() {
static std::once_flag pinnedOnce;
std::call_once(pinnedOnce, [] {
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
Vector<Uint32> warmup;
// The module is shaped to reach BOTH lazily-constructed tables in
// the vendored validate_id.cpp: a type-generating operand pins
// InstructionCanHaveTypeOperand's allow-set, and the OpExtInst use
// of the TYPELESS %glsl import is the one path into
// InstructionRequiresTypeOperand's deny-set (its call site is
// guarded on a referenced def with no result type). A straight-line
// module without it leaves the deny-set to be built later on a pool
// worker, re-creating the exit-order hazard for that one table.
if (tools.Assemble("OpCapability Shader\n"
"%glsl = OpExtInstImport \"GLSL.std.450\"\n"
"OpMemoryModel Logical GLSL450\n"
"OpEntryPoint GLCompute %main \"main\"\n"
"OpExecutionMode %main LocalSize 1 1 1\n"
"%void = OpTypeVoid\n"
"%fn = OpTypeFunction %void\n"
"%float = OpTypeFloat 32\n"
"%c = OpConstant %float 1\n"
"%main = OpFunction %void None %fn\n"
"%entry = OpLabel\n"
"%abs = OpExtInst %float %glsl FAbs %c\n"
"OpReturn\n"
"OpFunctionEnd\n",
&warmup)) {
tools.Validate(warmup);
}
std::atexit(+[] {
// Flip validation off first: a validator table this warmup does
// not know about (a future spirv-tools bump) would still be
// destroyed before this handler, and workers must stop entering
// Validate before the drain waits for them.
g_validateSpirv.store(0, std::memory_order_release);
Async::ShaderCompilePool::StopAndDrainProcessPoolAtExit();
});
});
}
spvtools::MessageConsumer MakeSpirvMessageConsumer(const char* site) {
return [site](spv_message_level_t level, const char* /*source*/,
const spv_position_t& position, const char* message) {
const char* text = message ? message : "";
switch (level) {
case SPV_MSG_FATAL:
case SPV_MSG_INTERNAL_ERROR:
case SPV_MSG_ERROR:
// MGLOG_I, deliberately: at the INFO compile level of every
// CI/WSL/retrace build, MGLOG_E and MGLOG_W are compiled out
// (Log.h orders DEBUG < WARN < ERROR < INFO) and the VUID
// would never reach a log.
MGLOG_I("[spirv] %s: %s (word index %zu)", site, text, position.index);
break;
default:
MGLOG_D("[spirv] %s: %s", site, text);
break;
}
};
}
// Validation is decoupled from control flow on purpose: a failure logs and
// bumps the latch, and the caller proceeds exactly as the shipping (non-
// validating) configuration would. Tests assert on the latch delta.
void ValidateOrLatch(const char* site, const Vector<Uint32>& binary) {
if (!ShaderCompiler::SpirvValidationEnabled()) {
return;
}
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
tools.SetMessageConsumer(MakeSpirvMessageConsumer(site));
if (!tools.Validate(binary)) {
MGLOG_I("[spirv] %s: produced a module that fails validation (failure #%llu)",
site,
static_cast<unsigned long long>(
ShaderCompiler::NoteSpirvValidationFailure()));
}
}
// Shared tail for every Optimizer wrapper in this file. The optimizer's own
// input validator stays off even in validating lanes, for two reasons: its
// failure is indistinguishable from a transform failure (Optimizer::Run
// returns false before BuildModule), and the FIRST wrapper's input is
// glslang output that is legitimately not Vulkan-clean yet. What gets
// validated is each wrapper's OUTPUT - the only bytes a driver can ever
// receive. The message consumer is installed unconditionally: without one,
// spirv-tools drops pass diagnostics on the floor.
bool RunOptimizerChecked(const char* site, spvtools::Optimizer& optimizer,
const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
spvtools::OptimizerOptions options;
options.set_run_validator(false);
optimizer.SetMessageConsumer(MakeSpirvMessageConsumer(site));
if (!optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options)) {
return false;
}
ValidateOrLatch(site, outputBinary);
return true;
}
} // namespace
bool ShaderCompiler::SpirvValidationEnabled() {
int state = g_validateSpirv.load(std::memory_order_acquire);
if (state < 0) {
const char* env = std::getenv("MOBILEGL_VALIDATE_SPIRV");
const bool resolved = env != nullptr ? IsTruthySpirvEnvValue(env) : kValidateSpirvDefault;
int expected = -1;
g_validateSpirv.compare_exchange_strong(expected, resolved ? 1 : 0,
std::memory_order_acq_rel);
state = g_validateSpirv.load(std::memory_order_acquire);
if (state == 1) {
PinValidatorTablesForProcessExit();
}
}
return state == 1;
}
void ShaderCompiler::SetSpirvValidationEnabled(bool enabled) {
g_validateSpirv.store(enabled ? 1 : 0, std::memory_order_release);
if (enabled) {
PinValidatorTablesForProcessExit();
}
}
Uint64 ShaderCompiler::NoteSpirvValidationFailure() {
return g_spirvValidationFailures.fetch_add(1, std::memory_order_relaxed) + 1;
}
Uint64 ShaderCompiler::SpirvValidationFailureCount() {
return g_spirvValidationFailures.load(std::memory_order_relaxed);
}
Bool ShaderCompiler::ModuleDeclaresBufferTextureSampler(const Vector<Uint32>& spirv) {
if (spirv.empty()) {
// Early out rather than letting BuildModule reject it: an empty module is a
// stage that produced no SPIR-V, which is not a capability verdict, and the
// parse would push a spurious diagnostic through the message consumer first.
return false;
}
// Callers gate this on the driver LACKING buffer textures, so the module build
// here only ever happens on a degraded driver that is about to fail the compile
// anyway - it is not on the healthy path.
std::unique_ptr<spvtools::opt::IRContext> context = spvtools::BuildModule(
SPV_ENV_VULKAN_1_1, MakeSpirvMessageConsumer("ModuleDeclaresBufferTextureSampler"),
spirv.data(), spirv.size());
if (!context) {
// Unparseable here means unusable downstream too; let the ordinary transpile
// path produce the error rather than inventing a capability verdict from it.
return false;
}
for (const spvtools::opt::Instruction& type : context->types_values()) {
if (type.opcode() != spv::Op::OpTypeImage) {
continue;
}
// OpTypeImage in-operands: Sampled Type, Dim, Depth, Arrayed, MS, Sampled,
// Format. Dim is operand 1; Dim::Buffer is what samplerBuffer/isamplerBuffer/
// usamplerBuffer all lower to, whatever their sampled type - and equally what
// the imageBuffer family lowers to, which is correct here because SPIRV-Cross
// requires the same extension for those. The operand-count guard mirrors
// NormalizeRectCoordinatesPass, which reads the same operand.
if (type.NumInOperands() >= 2 &&
static_cast<spv::Dim>(type.GetSingleWordInOperand(1)) == spv::Dim::Buffer) {
return true;
}
}
return false;
}
Bool ShaderCompiler::ModuleDeclaresFloat64(const Vector<Uint32>& spirv) {
if (spirv.empty()) {
// Same reasoning as ModuleDeclaresBufferTextureSampler: a stage that produced
// no SPIR-V is not a verdict about 64-bit floats, and parsing it would push a
// spurious diagnostic through the message consumer.
return false;
}
std::unique_ptr<spvtools::opt::IRContext> context = spvtools::BuildModule(
SPV_ENV_VULKAN_1_1, MakeSpirvMessageConsumer("ModuleDeclaresFloat64"), spirv.data(),
spirv.size());
if (!context) {
return false;
}
for (const spvtools::opt::Instruction& type : context->types_values()) {
if (type.opcode() == spv::Op::OpTypeFloat && type.NumInOperands() >= 1 &&
type.GetSingleWordInOperand(0) == 64) {
return true;
}
}
return false;
}
bool ShaderCompiler::DemoteFloat64ToFloat32(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(DemoteFloat64Pass::CreateDemoteFloat64Pass());
return RunOptimizerChecked("DemoteFloat64ToFloat32", optimizer, inputBinary, outputBinary);
}
bool ShaderCompiler::SanitizeAndOptimizeBinary(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
// ADCE refuses to treat a Private global as deletable while the entry point
// still contains any OpFunctionCall (IsLocalVar -> IsEntryPointWithNoCalls), so
// a dead vertex input feeding a never-read Private shim used to survive the
// whole chain (the Chocapic13 shadow.vsh mc_midTexCoord/iris_MidTex case).
// Rewriting entry-point-owned Private variables to Function storage first
// satisfies ADCE without inlining: over 521 real Iris modules the rewrite
// captured 17 of the 21 extra dead interface variables exhaustive inlining
// would, while shrinking the corpus 8% - inlining grew it 20% with a 5.3x
// worst-case module and no additional GPU-side benefit.
optimizer.RegisterPass(PrivateToEntryLocalPass::CreatePrivateToEntryLocalPass());
// Keep the one-arg overload: remove_outputs must stay false, forever. Output
// variables on the entry-point interface are ADCE's only unconditional live
// roots; XFB capture resolves varyings by OpName after this chain, and the
// VS-out/FS-in interface contract on both backends depends on declared outputs
// surviving even when never stored.
optimizer.RegisterPass(CreateAggressiveDCEPass(false));
// Complementary to ADCE, not redundant: ADCE can never delete or delist an
// Output (see above), so never-written outputs are trimmed from the
// OpEntryPoint operand list here.
optimizer.RegisterPass(CreateRemoveUnusedInterfaceVariablesPass());
// The two module-legality repairs, so the chain's output - the bytes every
// consumer downstream sees - is valid Vulkan SPIR-V. Rect lowering used to
// live only in the backends; a validating lane would flag every rectangle
// module long before the backend got the chance to fix it, and the backend
// calls remain as no-ops on the now rect-free modules.
optimizer.RegisterPass(NormalizeRectCoordinatesPass::CreateNormalizeRectCoordinatesPass());
optimizer.RegisterPass(StripUniformLocationsPass::CreateStripUniformLocationsPass());
optimizer.RegisterPass(FlattenInterfaceStructPass::CreateFlattenInterfaceStructPass());
optimizer.RegisterPass(RenameSamplerFunctionParameterPass::CreateRenameSamplerFunctionParameterPass());
optimizer.RegisterPass(
RenameBuiltinShadowingFunctionsPass::CreateRenameBuiltinShadowingFunctionsPass());
optimizer.RegisterPass(EliminateFloatEqualsZeroPass::CreateEliminateFloatEqualsZeroPass());
optimizer.RegisterPass(DecomposeWorkgroupVec3Pass::CreateDecomposeWorkgroupVec3Pass());
// No mobile GPU has 64-bit floats: Adreno and Mali both report shaderFloat64 ==
// VK_FALSE, and ESSL has no fp64 type for SPIRV-Cross to emit. Demoting here - in
// the one chain every module goes through, on both backends, at link - is what
// makes `double` compile at all, and makes it behave the SAME everywhere, which
// matters because the GL frontend's uniform storage cannot be per-backend: the
// glUniform*d shadow narrows to float unconditionally to match this. Runs last so
// no earlier pass ever has to reason about a width it will not see in the output;
// in particular it runs before the backends' PackDoubleVertexInputsPass, whose
// OpBitcast this one would otherwise decline on. Costs one types_values() walk on
// the overwhelming majority of modules, which declare no 64-bit float at all.
optimizer.RegisterPass(DemoteFloat64Pass::CreateDemoteFloat64Pass());
return RunOptimizerChecked("SanitizeAndOptimizeBinary", optimizer, inputBinary,
outputBinary);
}
bool ShaderCompiler::LowerDrawParametersForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(LowerDrawParametersPass::CreateLowerDrawParametersPass());
return RunOptimizerChecked("LowerDrawParametersForEssl", optimizer, inputBinary,
outputBinary);
}
bool ShaderCompiler::SplitArrayVertexInputsForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(SplitArrayVertexInputsPass::CreateSplitArrayVertexInputsPass());
return RunOptimizerChecked("SplitArrayVertexInputsForEssl", optimizer, inputBinary,
outputBinary);
}
bool ShaderCompiler::BakeImageFormatsForEssl(const Vector<Uint32>& inputBinary,
const UnorderedMap<String, Uint>& glFormatByName,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
if (glFormatByName.empty()) return false;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(BakeImageFormatsPass::CreateBakeImageFormatsPass(glFormatByName));
return RunOptimizerChecked("BakeImageFormatsForEssl", optimizer, inputBinary, outputBinary);
}
bool ShaderCompiler::DeclaresFormatlessStorageImage(const Vector<Uint32>& binary) {
return BakeImageFormatsPass::DeclaresFormatlessStorageImage(binary);
}
bool ShaderCompiler::GLInternalFormatIsCoreEsslImageFormat(Uint glInternalFormat) {
return BakeImageFormatsPass::IsCoreEsslImageFormat(
BakeImageFormatsPass::SpirvImageFormatFromGLInternalFormat(glInternalFormat));
}
String ShaderCompiler::EsslImageFormatSpelling(Uint glInternalFormat) {
return BakeImageFormatsPass::EsslSpellingOfGLInternalFormat(glInternalFormat);
}
bool ShaderCompiler::SpirvCrossCanPrintEsslImageFormat(Uint glInternalFormat) {
return BakeImageFormatsPass::IsSpirvCrossEsslPrintableFormat(
BakeImageFormatsPass::SpirvImageFormatFromGLInternalFormat(glInternalFormat));
}
bool ShaderCompiler::FlattenXfbInterfaceBlocksForEssl(const Vector<Uint32>& inputBinary,
const std::set<String>& blockNames,
std::set<String>& flattenedBlockNames,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
if (blockNames.empty()) return false;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(FlattenXfbInterfaceBlocksPass::CreateFlattenXfbInterfaceBlocksPass(
blockNames, &flattenedBlockNames));
return RunOptimizerChecked("FlattenXfbInterfaceBlocksForEssl", optimizer, inputBinary,
outputBinary);
}
bool ShaderCompiler::RewriteXfbCaptureNameForFlattenedBlock(
const String& captureName, const std::set<String>& flattenedBlockNames, String& outName) {
return FlattenXfbInterfaceBlocksPass::RewriteCaptureName(captureName, flattenedBlockNames,
outName);
}
bool ShaderCompiler::PackDoubleVertexInputsForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(PackDoubleVertexInputsPass::CreatePackDoubleVertexInputsPass());
return RunOptimizerChecked("PackDoubleVertexInputsForVulkan", optimizer, inputBinary,
outputBinary);
}
bool ShaderCompiler::StripUboMemberRelaxedPrecisionForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(
StripUboMemberRelaxedPrecisionPass::CreateStripUboMemberRelaxedPrecisionPass());
return RunOptimizerChecked("StripUboMemberRelaxedPrecisionForEssl", optimizer,
inputBinary, outputBinary);
}
bool ShaderCompiler::StripNoPerspectiveForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(StripNoPerspectivePass::CreateStripNoPerspectivePass());
return RunOptimizerChecked("StripNoPerspectiveForEssl", optimizer, inputBinary,
outputBinary);
}
bool ShaderCompiler::EmulateNoPerspectiveForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(EmulateNoPerspectivePass::CreateEmulateNoPerspectivePass());
return RunOptimizerChecked("EmulateNoPerspectiveForEssl", optimizer, inputBinary,
outputBinary);
}
bool ShaderCompiler::LegalizeFragmentOutputIndexingForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
// Detection gates everything: a module with no dynamically indexed fragment
// output - every shader but a handful - pays one BuildModule and is handed
// back byte for byte, so the folding chain can never perturb a shader that
// did not need it.
if (!LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(inputBinary)) {
outputBinary = inputBinary;
return true;
}
// Stock passes do the real work. The only bespoke member is the loop-control
// hint the stock unroller demands (see the pass header); with it set, an index
// derived from a loop counter - the shape of the Minecraft 26.3 OIT
// coefficient shader and of most real ones - folds to a literal here, and the
// fallback below never runs.
Optimizer folder(SPV_ENV_VULKAN_1_1);
// First, because both the unroller and the marking pass below read the
// induction variable as an OpPhi, and glslang emits it as loads and stores of
// a Function variable.
folder.RegisterPass(CreateLocalMultiStoreElimPass());
folder.RegisterPass(LegalizeFragmentOutputIndexPass::CreateMarkLoopsForUnrollPass());
folder.RegisterPass(CreateLoopUnrollPass(true));
// Fold the unrolled induction values into the access chains, then clear out
// what constant conditions leave behind.
folder.RegisterPass(CreateCCPPass());
folder.RegisterPass(CreateSimplificationPass());
folder.RegisterPass(CreateDeadBranchElimPass());
folder.RegisterPass(CreateBlockMergePass());
Vector<uint32_t> folded;
if (!RunOptimizerChecked("LegalizeFragmentOutputIndexingForEssl.fold", folder, inputBinary,
folded) ||
folded.empty()) {
// Fail open onto the fallback rather than onto the illegal module.
folded = inputBinary;
}
if (!LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(folded)) {
outputBinary = folded;
return true;
}
// Genuinely dynamic (uniform-derived, non-constant trip count, ...): lower it.
Optimizer lowerer(SPV_ENV_VULKAN_1_1);
lowerer.RegisterPass(LegalizeFragmentOutputIndexPass::CreateLowerToConstantSwitchPass());
// The chains the lowering replaced are dead now; remove_outputs must stay
// false here for the same reason it does in SanitizeAndOptimizeBinary.
lowerer.RegisterPass(CreateAggressiveDCEPass(false));
if (!RunOptimizerChecked("LegalizeFragmentOutputIndexingForEssl.lower", lowerer, folded,
outputBinary) ||
outputBinary.empty()) {
outputBinary = folded;
return true;
}
if (LegalizeFragmentOutputIndexPass::BinaryHasDynamicOutputIndexing(outputBinary)) {
// MGLOG_I, deliberately: MGLOG_E/W are compiled out at the INFO level every
// CI and retrace build uses, and this is precisely the diagnostic that has
// to survive to explain a shader the driver is about to reject.
MGLOG_I("[spirv] LegalizeFragmentOutputIndexingForEssl: a fragment output is still "
"indexed dynamically; a strict ES driver will reject this shader");
}
return true;
}
bool ShaderCompiler::LowerRectImages(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(NormalizeRectCoordinatesPass::CreateNormalizeRectCoordinatesPass());
return RunOptimizerChecked("LowerRectImages", optimizer, inputBinary, outputBinary);
}
bool ShaderCompiler::Lower1DArrayImagesForEssl(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
// Declined rather than half-translated: after the rewrite the image is a 2D
// array, so a size query on it yields three components where the shader consumes
// two. Handing back a differently-shaped size silently is worse than leaving the
// module alone and letting the driver say what it does not like - and unlike the
// access path there is no correct answer to substitute, because the ES texture
// genuinely has a height the GL one does not.
//
// MGLOG_I, deliberately: MGLOG_E/W are compiled out at the INFO level every CI,
// retrace and release build uses, and this is exactly the diagnostic that has to
// survive to explain the shader the driver is about to reject.
const auto traits = Lower1DArrayImagesPass::InspectBinary(inputBinary);
// The overwhelmingly common answer, and the reason the inspection exists: no
// 1D-array storage image, so the module is handed back byte for byte without an
// Optimizer ever being built. Every ESSL shader in the process passes through
// here, so the cost of the case with nothing to do is the cost of this pass.
if (!traits.declaresImage) {
outputBinary = inputBinary;
return true;
}
if (traits.queriesImageSize) {
MGLOG_I("[spirv] Lower1DArrayImagesForEssl: the module queries the size of a 1D-array "
"storage image, which cannot be answered in the 2D-array shape ES stores it in; "
"leaving the module alone, and a strict ES driver will reject it");
outputBinary = inputBinary;
return true;
}
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(Lower1DArrayImagesPass::CreateLower1DArrayImagesPass());
// Mandatory, not tidying. Rewriting a 1D-array image type to the 2D-array one
// makes it structurally IDENTICAL to any real 2D-array image of the same sampled
// type and format that the module already declared - and SPIR-V forbids duplicate
// non-aggregate type declarations, so the result fails validation. That collision
// is not exotic: it is the shape of this whole change's headline case, where one
// compute shader declares uimage1DArray and uimage2DArray side by side, both
// r32ui. The same applies one level up, to the OpTypePointer instructions that
// named the two types, and to the Image1D capability the rewrite turns into a
// second Shader. Deduplicating afterwards collapses all three at once.
optimizer.RegisterPass(CreateRemoveDuplicatesPass());
return RunOptimizerChecked("Lower1DArrayImagesForEssl", optimizer, inputBinary, outputBinary);
}
bool ShaderCompiler::RebaseInstanceIndexForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(RebaseInstanceIndexPass::CreateRebaseInstanceIndexPass());
return RunOptimizerChecked("RebaseInstanceIndexForVulkan", optimizer, inputBinary,
outputBinary);
}
bool ShaderCompiler::ZeroBaseVertexForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(ZeroBaseVertexPass::CreateZeroBaseVertexPass());
return RunOptimizerChecked("ZeroBaseVertexForVulkan", optimizer, inputBinary, outputBinary);
}
bool ShaderCompiler::DecoratePositionInvariantForVulkan(const Vector<Uint32>& inputBinary,
Vector<uint32_t>& outputBinary) {
using namespace spvtools;
Optimizer optimizer(SPV_ENV_VULKAN_1_1);
optimizer.RegisterPass(DecoratePositionInvariantPass::CreateDecoratePositionInvariantPass());
return RunOptimizerChecked("DecoratePositionInvariantForVulkan", optimizer, inputBinary,
outputBinary);
}
bool ShaderCompiler::UseUnformattedFloatStorageImagesForVulkan(
const Vector<Uint32>& inputBinary, Vector<uint32_t>& outputBinary) {
constexpr SizeT kSpirvHeaderWordCount = 5;
outputBinary.clear();
if (inputBinary.size() < kSpirvHeaderWordCount || inputBinary[0] != spv::MagicNumber) {
return false;
}
Vector<Uint32> floatTypeIds;
Vector<Uint32> resultTypeById(inputBinary[3], 0);
Vector<Uint32> pointerPointeeTypeById(inputBinary[3], 0);
Bool hasReadWithoutFormatCapability = false;
Bool hasWriteWithoutFormatCapability = false;
SizeT capabilityInsertOffset = kSpirvHeaderWordCount;
for (SizeT offset = kSpirvHeaderWordCount; offset < inputBinary.size();) {
const Uint32 instructionWord = inputBinary[offset];
const Uint32 wordCount = instructionWord >> 16u;
const auto opcode = static_cast<spv::Op>(instructionWord & 0xffffu);
if (wordCount == 0 || offset + wordCount > inputBinary.size()) {
return false;
}
if (opcode == spv::Op::OpCapability && wordCount >= 2) {
capabilityInsertOffset = offset + wordCount;
const auto capability = static_cast<spv::Capability>(inputBinary[offset + 1]);
hasReadWithoutFormatCapability |=
capability == spv::Capability::StorageImageReadWithoutFormat;
hasWriteWithoutFormatCapability |=
capability == spv::Capability::StorageImageWriteWithoutFormat;
} else if (opcode == spv::Op::OpTypeFloat && wordCount >= 3) {
floatTypeIds.push_back(inputBinary[offset + 1]);
} else if (opcode == spv::Op::OpTypePointer && wordCount >= 4) {
const Uint32 pointerTypeId = inputBinary[offset + 1];
if (pointerTypeId >= pointerPointeeTypeById.size()) {
return false;
}
pointerPointeeTypeById[pointerTypeId] = inputBinary[offset + 3];
}
bool hasResult = false;
bool hasResultType = false;
spv::HasResultAndType(opcode, &hasResult, &hasResultType);
if (hasResult && hasResultType && wordCount >= 3) {
const Uint32 resultTypeId = inputBinary[offset + 1];
const Uint32 resultId = inputBinary[offset + 2];
if (resultId >= resultTypeById.size()) {
return false;
}
resultTypeById[resultId] = resultTypeId;
}
offset += wordCount;
}
// OpImageTexelPointer is the bridge to image atomic instructions. Vulkan requires
// those image types to retain an atomic-compatible declared format, so exclude only
// the exact image types used by an atomic path rather than disabling formatless
// access for unrelated float images in the same module.
Vector<Uint32> atomicImageTypeIds;
for (SizeT offset = kSpirvHeaderWordCount; offset < inputBinary.size();) {
const Uint32 instructionWord = inputBinary[offset];
const Uint32 wordCount = instructionWord >> 16u;
const auto opcode = static_cast<spv::Op>(instructionWord & 0xffffu);
if (opcode == spv::Op::OpImageTexelPointer && wordCount >= 6) {
const Uint32 imageId = inputBinary[offset + 3];
if (imageId >= resultTypeById.size()) {
return false;
}
Uint32 imageTypeId = resultTypeById[imageId];
if (imageTypeId < pointerPointeeTypeById.size() &&
pointerPointeeTypeById[imageTypeId] != 0) {
imageTypeId = pointerPointeeTypeById[imageTypeId];
}
if (imageTypeId != 0 &&
std::find(atomicImageTypeIds.begin(), atomicImageTypeIds.end(), imageTypeId) ==
atomicImageTypeIds.end()) {
atomicImageTypeIds.push_back(imageTypeId);
}
}
offset += wordCount;
}
outputBinary = inputBinary;
Bool hasFloatStorageImage = false;
for (SizeT offset = kSpirvHeaderWordCount; offset < outputBinary.size();) {
const Uint32 instructionWord = outputBinary[offset];
const Uint32 wordCount = instructionWord >> 16u;
const auto opcode = static_cast<spv::Op>(instructionWord & 0xffffu);
// OpTypeImage operands are: result id, sampled type, dim, depth, arrayed,
// multisampled, sampled, image format, and an optional access qualifier.
if (opcode == spv::Op::OpTypeImage && wordCount >= 9) {
const Uint32 imageTypeId = outputBinary[offset + 1];
const Uint32 sampledTypeId = outputBinary[offset + 2];
const Uint32 sampled = outputBinary[offset + 7];
const Bool hasFloatSampledType =
std::find(floatTypeIds.begin(), floatTypeIds.end(), sampledTypeId) != floatTypeIds.end();
const Bool usedByAtomic =
std::find(atomicImageTypeIds.begin(), atomicImageTypeIds.end(), imageTypeId) !=
atomicImageTypeIds.end();
if (sampled == 2 && hasFloatSampledType && !usedByAtomic) {
outputBinary[offset + 8] = static_cast<Uint32>(spv::ImageFormat::Unknown);
hasFloatStorageImage = true;
}
}
offset += wordCount;
}
if (!hasFloatStorageImage) {
return true;
}
Vector<Uint32> addedCapabilities;
const Uint32 capabilityInstruction =
(2u << 16u) | static_cast<Uint32>(spv::Op::OpCapability);
if (!hasReadWithoutFormatCapability) {
addedCapabilities.push_back(capabilityInstruction);
addedCapabilities.push_back(
static_cast<Uint32>(spv::Capability::StorageImageReadWithoutFormat));
}
if (!hasWriteWithoutFormatCapability) {
addedCapabilities.push_back(capabilityInstruction);
addedCapabilities.push_back(
static_cast<Uint32>(spv::Capability::StorageImageWriteWithoutFormat));
}
outputBinary.insert(outputBinary.begin() + static_cast<std::ptrdiff_t>(capabilityInsertOffset),
addedCapabilities.begin(), addedCapabilities.end());
// Hand-rolled word walk, so no Optimizer wrapper ever sees this rewrite;
// check the modified module explicitly in validating lanes.
ValidateOrLatch("UseUnformattedFloatStorageImagesForVulkan", outputBinary);
return true;
}
Result<String> ShaderCompiler::DecompileShader(SpvcSession& session) {
spvc_compiler_options options;
session.CreateOptions(&options);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 320);
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);
if (!result) {
ResultInfo r;
r.log += "Failed to compile the shader to GLSL: \n";
r.log += session.GetLastErrorString();
r.errc = -5;
return std::unexpected(r);
}
std::string glsl = result;
return glsl;
}
} // namespace ShaderTranspiler
} // namespace MG_Util
} // namespace MobileGL