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- Advertise ARB_gpu_shader5 / ARB_multi_bind / ARB_shading_language_420pack / ARB_vertex_attrib_binding / ARB_shader_image_size so LWJGL reports SUPPORTS_INDIRECT. - New LowerDrawParametersPass demotes DrawIndex/BaseInstance/BaseVertex builtins to Private globals (mg_DrawID/mg_BaseInstance/mg_BaseVertex) for the ESSL transpile; SPIRV-Cross otherwise throws for ES profiles. The program manager promotes the emitted globals to uniforms and feeds them per (sub-)draw. - Indirect draws now execute natively on the GPU (glDrawElementsIndirect / glDrawArraysIndirect per command) when an indirect buffer is bound, so compute-written command fields (Flywheel culling updates instanceCount) are honored; detects GL_EXT_base_instance and falls back to the CPU loop when the command's baseInstance cannot be consumed natively. - Sync SSBO binding points for graphics draws, not just compute (Flywheel vertex shaders read instance data from SSBOs). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
35 lines
1.6 KiB
C++
35 lines
1.6 KiB
C++
// MobileGL - MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/LowerDrawParametersPass.h
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#pragma once
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#include "source/opt/pass.h"
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#include "spirv-tools/optimizer.hpp"
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#include <Includes.h>
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namespace MobileGL {
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namespace MG_Util {
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namespace ShaderTranspiler {
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// ESSL has no gl_DrawID / gl_BaseInstance / gl_BaseVertex builtins and SPIRV-Cross
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// refuses to emit them for ES targets. This pass demotes the DrawIndex /
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// BaseInstance / BaseVertex builtin inputs to plain Private globals with
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// well-known names (mg_DrawID / mg_BaseInstance / mg_BaseVertex) so the decompiled
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// ESSL declares ordinary globals; the DirectGLES program manager then upgrades the
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// declarations to uniforms and feeds them per (sub-)draw. Only meant for the
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// DirectGLES transpile path - the Vulkan backend keeps the native builtins.
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class LowerDrawParametersPass : public spvtools::opt::Pass {
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public:
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const char* name() const override { return "lower-draw-parameters"; }
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Status Process() override;
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static spvtools::Optimizer::PassToken CreateLowerDrawParametersPass();
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};
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} // namespace ShaderTranspiler
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} // namespace MG_Util
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} // namespace MobileGL
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