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MobileGL/MobileGL/MG_Test/ShaderTranspiler/DemoteFloat64Test.cpp
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// MobileGL - MobileGL/MG_Test/ShaderTranspiler/DemoteFloat64Test.cpp
// 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
#include <gtest/gtest.h>
#include <string>
#include <vector>
#include "Includes.h"
#include "Init.h"
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <MG_Util/ShaderTranspiler/SpvcSession.h>
#include <MG_Util/ShaderTranspiler/Types.h>
#include <spirv-tools/libspirv.hpp>
using namespace MobileGL;
using MobileGL::MG_Util::ShaderTranspiler::ShaderCompiler;
namespace {
// The test-side reference walker, deliberately independent of the production code: a bug in
// the pass must not be able to hide behind the same helper. Counts OpTypeFloat declarations of
// a given width and collects the Offset literal of every OpMemberDecorate, in module order.
constexpr Uint32 kSpirvHeaderWordCount = 5;
constexpr Uint32 kOpTypeFloat = 22;
constexpr Uint32 kOpName = 5;
constexpr Uint32 kOpMemberDecorate = 72;
constexpr Uint32 kOpFConvert = 115;
constexpr Uint32 kOpCapability = 17;
constexpr Uint32 kDecorationOffset = 35;
constexpr Uint32 kCapabilityFloat64 = 10;
template <typename Visitor>
void ForEachInstruction(const Vector<Uint32>& spirv, Visitor&& visit) {
for (SizeT i = kSpirvHeaderWordCount; i < spirv.size();) {
const Uint32 wordCount = spirv[i] >> 16;
const Uint32 opcode = spirv[i] & 0xFFFFu;
if (wordCount == 0 || i + wordCount > spirv.size()) break;
visit(opcode, &spirv[i], wordCount);
i += wordCount;
}
}
Uint32 CountFloatTypesOfWidth(const Vector<Uint32>& spirv, Uint32 width) {
Uint32 count = 0;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32* words, Uint32 wordCount) {
if (opcode == kOpTypeFloat && wordCount >= 3 && words[2] == width) ++count;
});
return count;
}
Uint32 CountFConverts(const Vector<Uint32>& spirv) {
Uint32 count = 0;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32*, Uint32) {
if (opcode == kOpFConvert) ++count;
});
return count;
}
Bool DeclaresFloat64Capability(const Vector<Uint32>& spirv) {
Bool found = false;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32* words, Uint32 wordCount) {
if (opcode == kOpCapability && wordCount >= 2 && words[1] == kCapabilityFloat64) found = true;
});
return found;
}
// Byte offset of every member of the struct named `blockName`, in member order.
Vector<Uint32> CollectOffsetsOf(const Vector<Uint32>& spirv, const String& blockName) {
Uint32 structId = 0;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32* words, Uint32 wordCount) {
if (opcode != kOpName || wordCount < 3 || structId != 0) return;
const char* text = reinterpret_cast<const char*>(&words[2]);
const SizeT maxBytes = (wordCount - 2) * sizeof(Uint32);
if (std::strncmp(text, blockName.c_str(), maxBytes) == 0) structId = words[1];
});
if (structId == 0) return {};
std::map<Uint32, Uint32> offsetByMember;
ForEachInstruction(spirv, [&](Uint32 opcode, const Uint32* words, Uint32 wordCount) {
if (opcode == kOpMemberDecorate && wordCount >= 5 && words[1] == structId &&
words[3] == kDecorationOffset) {
offsetByMember[words[2]] = words[4];
}
});
Vector<Uint32> offsets;
for (const auto& [member, offset] : offsetByMember) offsets.push_back(offset);
return offsets;
}
// Everything the production pipeline does to a source before the pass sees it.
Vector<Uint32> CompileToSpirv(GLenum stage, const String& source) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib shaderAttrib{.shaderType = stage, .sourceStr = source};
auto shaderResult = ShaderCompiler::CompileShader(shaderAttrib);
EXPECT_TRUE(shaderResult) << (shaderResult ? String{} : shaderResult.error().log);
if (!shaderResult) return {};
ProgramAttrib programAttrib{.shaders = {shaderResult.value()}};
auto programResult = ShaderCompiler::LinkProgram(programAttrib);
EXPECT_TRUE(programResult) << (programResult ? String{} : programResult.error().log);
if (!programResult) return {};
ProgramBinaryAttrib binaryAttrib{.shaderTypes = {stage}, .program = *programResult.value()};
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
EXPECT_TRUE(binaryResult) << (binaryResult ? String{} : binaryResult.error().log);
if (!binaryResult || binaryResult->empty()) return {};
return binaryResult->front();
}
String Disassemble(const Vector<Uint32>& spirv) {
spvtools::SpirvTools tools(SPV_ENV_VULKAN_1_1);
String text;
tools.Disassemble(spirv, &text);
return text;
}
// A vertex shader that exercises every shape the pass has to handle at once: a block with
// double / dvec2 / dvec3 / dvec4 / dmat4 members between two floats (so a shifted offset would
// be visible), a default-block double uniform, a 64-bit vertex input, a double-typed array, an
// implicit float->double conversion and an explicit double->float one.
const char* kWideVertexSource = R"(#version 460 core
layout(std140, binding = 0) uniform Blk {
float a;
double d;
dvec2 v2;
dvec3 v3;
dvec4 v4;
dmat4 m4;
double arr[3];
float z;
};
layout(location = 0) uniform double uScale;
layout(location = 0) in dvec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 0) out float vOut;
void main() {
double s = d * uScale + a;
dvec3 p = inPos * v3 + v2.xyx + v4.xyz + dvec3(m4[0].xyz);
s += p.x + p.y + p.z + arr[0] + arr[1] + arr[2] + z + 0.5lf;
vOut = float(s) + inNormal.x;
gl_Position = vec4(float(s));
}
)";
} // namespace
class DemoteFloat64Test : public ::testing::Test {
protected:
void SetUp() override {
MobileGL::Initialize();
m_validationFailuresAtStart = ShaderCompiler::SpirvValidationFailureCount();
}
void TearDown() override {
// The wrapper validates its OUTPUT on every run, so this covers every demotion the test
// performed without any of them having to say so.
EXPECT_EQ(ShaderCompiler::SpirvValidationFailureCount(), m_validationFailuresAtStart)
<< "the demoted module did not survive spirv-val";
}
Uint64 m_validationFailuresAtStart = 0;
};
TEST_F(DemoteFloat64Test, DemotesEveryWidthAndDropsTheCapability) {
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, kWideVertexSource);
ASSERT_FALSE(input.empty());
ASSERT_EQ(CountFloatTypesOfWidth(input, 64), 1u) << Disassemble(input);
ASSERT_TRUE(DeclaresFloat64Capability(input));
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
EXPECT_EQ(CountFloatTypesOfWidth(output, 64), 0u) << Disassemble(output);
// And exactly one 32-bit float type survives: the merge has to happen, or spirv-val rejects
// the second declaration.
EXPECT_EQ(CountFloatTypesOfWidth(output, 32), 1u) << Disassemble(output);
EXPECT_FALSE(DeclaresFloat64Capability(output));
}
TEST_F(DemoteFloat64Test, RederivesTheStd140LayoutOfADemotedUniformBlock) {
const String source = R"(#version 460 core
layout(std140, binding = 0) uniform Blk {
float a;
double d;
dvec2 v2;
dvec3 v3;
dvec4 v4;
dmat4 m4;
double arr[3];
float z;
};
layout(location = 0) out float vOut;
void main() {
vOut = float(d + v2.x + v3.y + v4.z + m4[2].w + arr[1] + a + z);
gl_Position = vec4(vOut);
}
)";
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, source);
ASSERT_FALSE(input.empty());
// What glslang laid out for the 64-bit members, which is what an application computing
// std140 by hand would also get.
EXPECT_EQ(CollectOffsetsOf(input, "Blk"), (Vector<Uint32>{0, 8, 16, 32, 64, 96, 224, 272}))
<< Disassemble(input);
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
// std140 for the demoted members: float at 4, vec2 at 8, vec3 at 16 (aligned like a vec4),
// vec4 at 32, mat4 at 48 with a 16-byte column stride, the array at 112 with the std140
// 16-byte element stride, and the trailing float at 160. This is what SPIRV-Cross has to be
// able to re-derive for GLSL ES, which has no member layout(offset=) to fall back on.
EXPECT_EQ(CollectOffsetsOf(output, "Blk"), (Vector<Uint32>{0, 4, 8, 16, 32, 48, 112, 160}))
<< Disassemble(output);
const String text = Disassemble(output);
EXPECT_NE(text.find("MatrixStride 16"), String::npos) << text;
EXPECT_NE(text.find("ArrayStride 16"), String::npos) << text;
}
TEST_F(DemoteFloat64Test, RederivesTheStd430LayoutOfADemotedStorageBlock) {
const String source = R"(#version 460 core
layout(std430, binding = 0) buffer Ssbo {
double head;
dvec4 wide;
double tail[4];
};
layout(location = 0) out float vOut;
void main() {
vOut = float(head + wide.w + tail[3]);
gl_Position = vec4(vOut);
}
)";
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, source);
ASSERT_FALSE(input.empty());
EXPECT_EQ(CollectOffsetsOf(input, "Ssbo"), (Vector<Uint32>{0, 32, 64})) << Disassemble(input);
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
// std430, so the array packs at its element size rather than being rounded to 16: float at 0,
// vec4 at 16, float[4] at 32 with a 4-byte stride. A storage block must NOT come out std140,
// which is the whole reason the packing is chosen per storage class.
EXPECT_EQ(CollectOffsetsOf(output, "Ssbo"), (Vector<Uint32>{0, 16, 32})) << Disassemble(output);
EXPECT_NE(Disassemble(output).find("ArrayStride 4"), String::npos) << Disassemble(output);
}
TEST_F(DemoteFloat64Test, LeavesTheLayoutOfABlockWithoutDoublesAlone) {
const String source = R"(#version 460 core
layout(std140, binding = 0) uniform Blk {
float a;
vec3 v3;
mat4 m4;
};
layout(std140, binding = 1) uniform Wide {
float w;
double d;
};
layout(location = 0) out float vOut;
void main() {
vOut = float(a + v3.y + m4[1].z + float(d) + w);
gl_Position = vec4(vOut);
}
)";
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, source);
ASSERT_FALSE(input.empty());
const Vector<Uint32> before = CollectOffsetsOf(input, "Blk");
ASSERT_FALSE(before.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
// Only the block that actually narrowed is re-laid-out. Touching the other one would be
// churn at best, and a disagreement with glslang's own layout at worst.
EXPECT_EQ(CollectOffsetsOf(output, "Blk"), before) << Disassemble(output);
EXPECT_EQ(CollectOffsetsOf(output, "Wide"), (Vector<Uint32>{0, 4})) << Disassemble(output);
}
TEST_F(DemoteFloat64Test, FoldsTheConversionsThatBecameIdentities) {
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, kWideVertexSource);
ASSERT_FALSE(input.empty());
ASSERT_GT(CountFConverts(input), 0u) << "the fixture no longer converts between the two widths";
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
// SPIR-V requires the two component widths of an OpFConvert to differ, so every one of them
// has to be gone: both sides are 32 bits now.
EXPECT_EQ(CountFConverts(output), 0u) << Disassemble(output);
}
TEST_F(DemoteFloat64Test, NarrowsDoubleConstantsToTheirFloatValue) {
const String source = R"(#version 460 core
layout(location = 0) out float outValue;
void main() {
double d = 0.5lf;
outValue = float(d * 0.25lf);
gl_Position = vec4(0.0);
}
)";
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, source);
ASSERT_FALSE(input.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
// A 64-bit literal is two words wide and a 32-bit one is a single word, so a constant left
// unconverted is not merely imprecise - it is an unparseable instruction. Disassembling both
// values proves the re-encode produced the right number, not just the right width.
const String text = Disassemble(output);
EXPECT_NE(text.find("OpConstant %float 0.5"), String::npos) << text;
EXPECT_NE(text.find("OpConstant %float 0.25"), String::npos) << text;
}
TEST_F(DemoteFloat64Test, LeavesAModuleWithoutDoublesByteIdentical) {
const String source = R"(#version 460 core
layout(location = 0) in vec4 inPos;
void main() { gl_Position = inPos; }
)";
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, source);
ASSERT_FALSE(input.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
// The pass reports SuccessWithoutChange here, and SPIRV-Tools asserts (in assert-enabled
// builds) that such a run round-trips byte-identically.
EXPECT_EQ(output, input);
}
TEST_F(DemoteFloat64Test, DeclinesAModuleThatBitcastsAcrossTheWidthBoundary) {
// packDouble2x32 is defined only for a 64-bit result: there is no 32-bit answer to give, and
// narrowing one side of the surrounding OpBitcast alone produces a module spirv-val rejects.
// The contract is that such a module comes back untouched rather than broken.
const String source = R"(#version 460 core
#extension GL_ARB_gpu_shader_fp64 : require
layout(location = 0) uniform uvec2 uPacked;
layout(location = 0) out float outValue;
void main() {
double d = packDouble2x32(uPacked);
outValue = float(d);
gl_Position = vec4(0.0);
}
)";
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, source);
ASSERT_FALSE(input.empty());
ASSERT_EQ(CountFloatTypesOfWidth(input, 64), 1u) << Disassemble(input);
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(input, output, true));
EXPECT_EQ(output, input) << Disassemble(output);
EXPECT_TRUE(ShaderCompiler::ModuleDeclaresFloat64(output));
}
TEST_F(DemoteFloat64Test, ModuleDeclaresFloat64AnswersBothWays) {
const Vector<Uint32> wide = CompileToSpirv(GL_VERTEX_SHADER, kWideVertexSource);
ASSERT_FALSE(wide.empty());
EXPECT_TRUE(ShaderCompiler::ModuleDeclaresFloat64(wide));
Vector<Uint32> demoted;
ASSERT_TRUE(ShaderCompiler::DemoteFloat64ToFloat32(wide, demoted, true));
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64(demoted));
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64({}));
}
TEST_F(DemoteFloat64Test, TheSharedChainDemotesToo) {
// Production never calls the pass on its own: it reaches it through the one chain every
// module goes through at link, on both backends.
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, kWideVertexSource);
ASSERT_FALSE(input.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output, true, true));
EXPECT_FALSE(ShaderCompiler::ModuleDeclaresFloat64(output)) << Disassemble(output);
}
// The payoff on the Espryt path: SPIRV-Cross throws "FP64 not supported in ES profile" for every
// one of these before demotion, so the program simply could not be transpiled at all.
class DemoteFloat64EsslTest : public DemoteFloat64Test, public ::testing::WithParamInterface<const char*> {};
INSTANTIATE_TEST_SUITE_P(
Shapes, DemoteFloat64EsslTest,
::testing::Values(
// A double that never reaches an interface: locals and literals only.
R"(#version 460 core
layout(location = 0) out float vOut;
void main() {
double s = 0.5lf;
for (int i = 0; i < 3; ++i) s = s * 1.5lf + 0.25lf;
vOut = float(s);
gl_Position = vec4(float(s));
}
)",
// A default-block double uniform: the glUniform*d path, and the block MobileGL lays out
// itself.
R"(#version 460 core
layout(location = 0) uniform double uScale;
layout(location = 1) uniform dvec3 uOffset;
layout(location = 2) uniform dmat4 uTransform;
layout(location = 0) out float vOut;
void main() {
dvec3 p = uOffset * uScale + dvec3(uTransform[1].xyz);
vOut = float(p.x + p.y + p.z);
gl_Position = vec4(float(p.x));
}
)",
// An application-declared std140 block whose members are 64-bit.
R"(#version 460 core
layout(std140, binding = 0) uniform Blk {
float a;
double d;
dvec2 v2;
dvec3 v3;
dvec4 v4;
dmat4 m4;
double arr[3];
float z;
};
layout(location = 0) out float vOut;
void main() {
double s = d + v2.x + v3.y + v4.z + m4[2].w + arr[1] + a + z;
vOut = float(s);
gl_Position = vec4(float(s));
}
)",
// A 64-bit vertex input, which is what glVertexAttribLFormat feeds.
R"(#version 460 core
layout(location = 0) in dvec3 inPos;
layout(location = 2) in double inWeight;
layout(location = 0) out float vOut;
void main() {
vOut = float(inPos.x + inPos.y + inPos.z + inWeight);
gl_Position = vec4(vOut);
}
)",
// An std430 storage block, whose double members pack differently again.
R"(#version 460 core
layout(std430, binding = 0) buffer Ssbo {
double head;
dvec4 wide;
double tail[4];
};
layout(location = 0) out float vOut;
void main() {
double s = head + wide.w + tail[3];
vOut = float(s);
gl_Position = vec4(float(s));
}
)"));
TEST_P(DemoteFloat64EsslTest, TheDemotedModuleCanBeEmittedAsEssl) {
using namespace MG_Util::ShaderTranspiler;
const Vector<Uint32> input = CompileToSpirv(GL_VERTEX_SHADER, GetParam());
ASSERT_FALSE(input.empty());
Vector<Uint32> output;
ASSERT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output, true, true));
SpvcSession session(output, SessionUsageBit::Transpile);
spvc_compiler_options options;
ASSERT_EQ(session.CreateOptions(&options), SPVC_SUCCESS);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 320);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_TRUE);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, SPVC_FALSE);
ASSERT_EQ(session.SetOptions(options), SPVC_SUCCESS);
auto essl = ShaderCompiler::DecompileShader(session);
ASSERT_TRUE(essl) << essl.error().log;
EXPECT_NE(essl->find("#version 320 es"), String::npos) << *essl;
// ESSL has no 64-bit float spelling at all, so any of these in the output is SPIRV-Cross
// having emitted something no ES driver will compile.
EXPECT_EQ(essl->find("double"), String::npos) << *essl;
EXPECT_EQ(essl->find("dvec"), String::npos) << *essl;
EXPECT_EQ(essl->find("dmat"), String::npos) << *essl;
}
TEST_F(DemoteFloat64Test, RejectsGarbageInput) {
const Vector<Uint32> notSpirv{0xdeadbeefu, 0u, 0u, 0u, 0u};
Vector<Uint32> output;
EXPECT_FALSE(ShaderCompiler::DemoteFloat64ToFloat32(notSpirv, output, true));
}
// EliminateFloatEqualsZeroPass turns a comparison against 0.0 into an epsilon test, a
// workaround for drivers whose exact float compare misbehaves. Deciding WHICH constants are
// zero used to read every float constant as though it were 32 bits wide, and on a 64-bit
// constant that reads the LOW half of the mantissa - which is zero for 1.0lf, 2.0lf, 0.5lf and
// every other round double a shader is likely to spell. Each of those was mistaken for 0.0, so
// a comparison against 1.0lf became an epsilon test against ZERO, and came out true for a
// uniform holding exactly 1.0. That is the whole of KHR-GL43.compute_shader.fp64-case2.
//
// Asserted on the optimized module rather than through a driver, because that is where the
// rewrite happens and its fingerprint there is unambiguous: the epsilon form introduces a
// GLSL.std.450 FAbs, and nothing else in these shaders would.
namespace {
Bool RewritesToAnEpsilonTest(const String& source) {
const Vector<Uint32> input = CompileToSpirv(GL_COMPUTE_SHADER, source);
EXPECT_FALSE(input.empty());
if (input.empty()) return false;
Vector<Uint32> output;
EXPECT_TRUE(ShaderCompiler::SanitizeAndOptimizeBinary(input, output, true, true));
return Disassemble(output).find("FAbs") != String::npos;
}
String CompareAgainst(const String& type, const String& literal) {
return "#version 430 core\n"
"layout(local_size_x = 1) in;\n"
"buffer Result { int g_result; };\n"
"uniform " + type + " g_0;\n"
"void main() {\n"
" g_result = 0;\n"
" if (g_0 != " + literal + ") g_result = 1;\n"
"}\n";
}
} // namespace
TEST_F(DemoteFloat64Test, AComparisonAgainstANonZeroDoubleIsLeftAlone) {
EXPECT_FALSE(RewritesToAnEpsilonTest(CompareAgainst("double", "1.0LF")))
<< "a double compared against 1.0lf was rewritten into an epsilon test against zero";
}
TEST_F(DemoteFloat64Test, AComparisonAgainstZeroIsStillRewritten) {
EXPECT_TRUE(RewritesToAnEpsilonTest(CompareAgainst("double", "0.0LF")))
<< "the rewrite must still fire for a genuine comparison against zero";
}
TEST_F(DemoteFloat64Test, TheThirtyTwoBitBehaviourIsUnchanged) {
EXPECT_FALSE(RewritesToAnEpsilonTest(CompareAgainst("float", "1.0")))
<< "a float compared against 1.0 must not be rewritten";
EXPECT_TRUE(RewritesToAnEpsilonTest(CompareAgainst("float", "0.0")))
<< "the 32-bit behaviour this pass shipped with must be preserved exactly";
}