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MobileGL/MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecomposeWorkgroupVec3Pass.h
T
swung0x48 b40def47eb [Refactor] (MG_Util/ShaderTranspiler): replace Photon shared vec3 regex hack with SPIR-V pass
Replace the application-specific PackPhotonSharedVec3Memory GLSL regex
patch with a general DecomposeWorkgroupVec3Pass SPIR-V optimization pass.

The new pass decomposes vec3/ivec3/uvec3/bvec3 Workgroup (shared) memory
variables into scalar arrays (e.g. shared vec3 arr[N][M] -> shared float
arr[N][M][3]), rewriting whole-vector loads/stores into per-component
scalar loads/stores. Component-level accesses (e.g. arr[i].x) are
unchanged since a trailing component index into a float[3] yields the
same scalar pointer as it did for a vec3.

Unlike the regex hack, the pass is application-agnostic: it does not
match on variable names, array dimensions, or shader pack identity, and
runs at the SPIR-V level before SPIRV-Cross decompilation.

Registered in SanitizeAndOptimizeBinary after AggressiveDCE so dead
workgroup accesses are already eliminated. Asserts on unsupported
OpAtomic*/OpCopyMemory targeting vec3 workgroup pointers.

Adds ProgramUtilTest.DecomposeWorkgroupVec3InSpirvPass covering array
declaration, +=, whole load/store, component access, and row-copy loop.
2026-07-05 23:48:27 +08:00

37 lines
1.6 KiB
C++

// MobileGL - MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/DecomposeWorkgroupVec3Pass.h
// 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
#pragma once
#include "source/opt/pass.h"
#include "spirv-tools/optimizer.hpp"
#include <Includes.h>
namespace MobileGL {
namespace MG_Util {
namespace ShaderTranspiler {
// Decomposes vec3/ivec3/uvec3/bvec3 variables in the Workgroup storage class
// (GLSL `shared` memory) into scalar arrays (e.g. `shared vec3 arr[N]` ->
// `shared float arr[N][3]`). Whole-vector loads/stores are rewritten into
// per-component scalar loads/stores. This works around drivers (e.g.
// ANGLE/Metal) that reject `shared vec3` due to workgroup memory alignment.
//
// Component-level accesses (e.g. `arr[i].x`) require no rewriting because a
// trailing component index into a `float[3]` yields the same scalar pointer
// as it did for a `vec3`.
class DecomposeWorkgroupVec3Pass : public spvtools::opt::Pass {
public:
const char* name() const override { return "decompose-workgroup-vec3"; }
Status Process() override;
static spvtools::Optimizer::PassToken CreateDecomposeWorkgroupVec3Pass();
};
} // namespace ShaderTranspiler
} // namespace MG_Util
} // namespace MobileGL