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MobileGL/MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/UniquifyIoBlockNamesPass.h
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// MobileGL - MobileGL/MG_Util/ShaderTranspiler/SpirvPasses/UniquifyIoBlockNamesPass.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>
#include <map>
#include <set>
namespace MobileGL {
namespace MG_Util {
namespace ShaderTranspiler {
// Renames the STRUCT of an inter-stage interface block, so a block name a stage
// declares in both directions at once gets one spelling per producing stage.
//
// WHY. Desktop GLSL keeps SEPARATE name namespaces for input and output interface
// blocks, so a single stage may legally write
//
// in TCSOutputBlock { ... } input_block[];
// out TCSOutputBlock { ... } output_block;
//
// which is exactly what the tessellation evaluation stage of
// KHR-GL42/43.shading_language_420pack.length_of_vector_and_matrix_* and
// .qualifier_order_block_* does. glslang accepts it deliberately (ParseHelper
// errors only when the two share a storage qualifier) and SPIRV-Cross re-emits
// BOTH under the name TCSOutputBlock, because it too splits the namespace
// (block_input_names vs block_output_names). The generated ESSL 3.20 then declares
// two different blocks called TCSOutputBlock in one shader. Adreno's ES compiler
// keeps them apart; Mali's does not - the stage compiles, the program links, and
// the output block's payload never reaches the next stage, which is all 22 of
// that group's Mali failures and none of Adreno's or DirectVulkan's.
//
// WHAT. The rename is planned program-wide by the CALLER and keyed on the
// PRODUCING stage, so a producer and its consumer keep naming the same block:
// the tessellation control stage's `out TCSOutputBlock` and the evaluation
// stage's `in TCSOutputBlock` both become <name>_mgio<TCS>, while the evaluation
// stage's own `out TCSOutputBlock` and the geometry stage's `in TCSOutputBlock`
// both become <name>_mgio<TES>. Only the block TYPE name changes; instance names,
// member names, locations and every decoration are left exactly as they were, and
// ES matches inter-stage blocks by block name plus member sequence.
//
// DirectGLES only: DirectVulkan hands the module to the driver as SPIR-V, where
// the two blocks are distinct type ids and the debug names carry no meaning.
class UniquifyIoBlockNamesPass : public spvtools::opt::Pass {
public:
// `inputBlockRenames` applies to blocks this stage CONSUMES and
// `outputBlockRenames` to blocks it PRODUCES, both keyed by the block's
// current name. `renamedBlockNames` receives the ORIGINAL names this stage
// actually rewrote, so the caller can adopt the re-serialised module only
// when there was something to rewrite.
UniquifyIoBlockNamesPass(const std::map<String, String>& inputBlockRenames,
const std::map<String, String>& outputBlockRenames,
std::set<String>* renamedBlockNames)
: m_inputBlockRenames(inputBlockRenames), m_outputBlockRenames(outputBlockRenames),
m_renamedBlockNames(renamedBlockNames) {}
const char* name() const override { return "mobilegl-uniquify-io-block-names"; }
Status Process() override;
// Reads a module WITHOUT rewriting it, for the caller's gate. Adds to
// `outCollidingBlockNames` every block name this module declares in BOTH Input
// and Output storage under two DIFFERENT struct types - the only shape the
// rename above can repair - and to `outDeclaredNames` every name the module
// spells, so the caller can pick a replacement that collides with none of them.
// Builtin blocks (gl_PerVertex and friends) are never reported.
static void ProbeIoBlockNames(spvtools::opt::IRContext* irContext,
std::set<String>& outCollidingBlockNames,
std::set<String>& outDeclaredNames);
static spvtools::Optimizer::PassToken CreateUniquifyIoBlockNamesPass(
const std::map<String, String>& inputBlockRenames,
const std::map<String, String>& outputBlockRenames,
std::set<String>* renamedBlockNames);
private:
std::map<String, String> m_inputBlockRenames;
std::map<String, String> m_outputBlockRenames;
std::set<String>* m_renamedBlockNames = nullptr;
};
} // namespace ShaderTranspiler
} // namespace MG_Util
} // namespace MobileGL