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RenameBuiltinShadowingFunction probed the whole source ten times per compile (5 names x mask + scan, each a full-text pass) and still had two blind spots: a 5-name list and single-line-definition-only detection. On Complementary-scale packs (4.5MB of sources) that was ~68% of the compile phase. The rename is now split by FAILURE LAYER, both halves sharing one name table header so they cannot drift: - A SPIR-V OpName pass in SanitizeAndOptimizeBinary covers the full ESSL 3.20 builtin set (~146 names). Renaming a function id is safe by construction: builtin calls are GLSL.std.450 instructions and can never resolve to a user OpFunction, overloads are distinct ids (a helper overload delegating to the real builtin keeps working), dead preprocessor branches never reach SPIR-V, and macro-expanded definitions are covered. ESSL 3.x is the only consumer that forbids the redefinitions, and this pass runs before its transpile. - A lexical pass covers only the 5 names whose exact-signature redefinitions glslang's relaxed parse rejects outright (never producing SPIR-V for the backstop): the historical fma/max3/min3/round/tanh. One TokenizeCode pass; definition detection requires brace depth 0, a type-identifier previous token that is neither a statement keyword nor a directive tail, and skips files whose token-level braces do not balance (preprocessor-asymmetric arms) - over-detection is unrecoverable, so every ambiguity falls through to the backstop. Measured on the compile phase (prefix-diff, 3-run medians, Espryt/NVIDIA): complementary-reimagined 20.0s -> 5.5s, BSL 2.14s -> 1.85s. bliss (the pack that ships from-scratch fma/tanh helpers) stays at SSIM 0.999962. Tests: end-to-end ESSL assertions for the multiline-definition and new-overload shapes, the three adversarial-review reproductions (statement- keyword call under asymmetric braces, dead-#if compat shim, overload delegating to the shadowed builtin), and a source-level assertion pinning the lexical half specifically.
63 lines
2.6 KiB
C++
63 lines
2.6 KiB
C++
// MobileGL - MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/RenameBuiltinShadowingFunctionsPass.cpp
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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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#include "RenameBuiltinShadowingFunctionsPass.h"
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#include <string>
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#include <string_view>
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#include "../EsslBuiltinFunctionNames.h"
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#include "spirv.hpp"
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#include "source/opt/def_use_manager.h"
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#include "source/opt/instruction.h"
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#include "source/opt/ir_context.h"
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#include "source/opt/module.h"
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#include "source/util/make_unique.h"
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namespace MobileGL {
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namespace MG_Util {
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namespace ShaderTranspiler {
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spvtools::opt::Pass::Status RenameBuiltinShadowingFunctionsPass::Process() {
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Bool modified = false;
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auto* irContext = context();
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auto* defUseMgr = irContext->get_def_use_mgr();
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for (auto& debugInst : irContext->debugs2()) {
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if (debugInst.opcode() != spv::Op::OpName || debugInst.NumInOperands() < 2) {
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continue;
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}
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const auto* target = defUseMgr->GetDef(debugInst.GetSingleWordInOperand(0));
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if (target == nullptr || target->opcode() != spv::Op::OpFunction) {
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continue;
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}
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// glslang mangles function OpNames as "name(<paramcodes>"; the base name is
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// everything before the '(' (entry points like "main" carry no mangling).
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const std::string mangled = debugInst.GetInOperand(1).AsString();
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const std::string_view baseName =
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std::string_view(mangled).substr(0, mangled.find('('));
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if (!IsEsslBuiltinFunctionName(baseName)) {
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continue;
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}
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debugInst.SetInOperand(1, spvtools::utils::MakeVector<spvtools::opt::Operand::OperandData>(
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"mg_" + mangled));
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modified = true;
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}
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return modified ? Status::SuccessWithChange : Status::SuccessWithoutChange;
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}
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spvtools::Optimizer::PassToken
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RenameBuiltinShadowingFunctionsPass::CreateRenameBuiltinShadowingFunctionsPass() {
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return spvtools::Optimizer::PassToken(MakeUnique<RenameBuiltinShadowingFunctionsPass>());
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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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