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MobileGL/MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/EmulateNoPerspectivePass.h
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// MobileGL - MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/EmulateNoPerspectivePass.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 {
// Emulates 'noperspective' (screen-linear) interpolation on GLES devices that lack
// GL_NV_shader_noperspective_interpolation, so no NV extension is required. The hardware
// interpolates perspective-correct; screen-linear L(a) is recovered from the identity
// L(a) = P(a * w) * gl_FragCoord.w
// where P is perspective-correct interpolation and w is the vertex clip-space w. So each
// NoPerspective-decorated output is pre-multiplied by gl_Position.w in the vertex stage
// and each NoPerspective-decorated input is multiplied by gl_FragCoord.w in the fragment
// stage; the decoration is then removed so the varying transports smooth. This is exact
// (modulo float precision - the emulated varyings want highp).
//
// Scope: plain interface variables of float or floatN type. Anything it cannot emulate
// (interface-block members, matrices, or a stage lacking the needed builtin) has its
// NoPerspective decoration stripped instead, degrading to smooth - the same result the
// extension-less fallback produced before, and never invalid SPIR-V. DirectGLES only.
class EmulateNoPerspectivePass : public spvtools::opt::Pass {
public:
const char* name() const override { return "emulate-noperspective"; }
Status Process() override;
static spvtools::Optimizer::PassToken CreateEmulateNoPerspectivePass();
};
} // namespace ShaderTranspiler
} // namespace MG_Util
} // namespace MobileGL