mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
353 lines
18 KiB
C++
353 lines
18 KiB
C++
// MobileGL - MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.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 "ShaderCompiler.h"
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#include "SpirvPasses/EliminateFloatEqualsZeroPass.h"
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#include "SpirvPasses/FlattenInterfaceStructPass.h"
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#include "SpirvPasses/RenameSamplerFunctionParameterPass.h"
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#include "SpirvPasses/DecomposeWorkgroupVec3Pass.h"
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#include "SpirvPasses/LowerDrawParametersPass.h"
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#include "SpirvPasses/RebaseInstanceIndexPass.h"
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#include "SpirvPasses/StripUboMemberRelaxedPrecisionPass.h"
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#include "spirv-tools/libspirv.h"
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#include "spirv-tools/optimizer.hpp"
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#include "ShaderSourceProcessor.h"
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#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
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#include <MG_Util/Converters/GLToGlslang/ProgramEnumConverter.h>
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namespace MobileGL {
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namespace MG_Util {
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namespace ShaderTranspiler {
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TBuiltInResource& GetTBuiltInResourceInstance() {
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static TBuiltInResource Resources{};
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Resources.maxLights = 32;
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Resources.maxClipPlanes = 6;
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Resources.maxTextureUnits = 32;
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Resources.maxTextureCoords = 32;
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Resources.maxVertexAttribs = 64;
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Resources.maxVertexUniformComponents = 4096;
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Resources.maxVaryingFloats = 64;
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Resources.maxVertexTextureImageUnits = 32;
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Resources.maxCombinedTextureImageUnits = 80;
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Resources.maxTextureImageUnits = 32;
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Resources.maxFragmentUniformComponents = 4096;
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Resources.maxDrawBuffers = 32;
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Resources.maxVertexUniformVectors = 128;
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Resources.maxVaryingVectors = 8;
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Resources.maxFragmentUniformVectors = 256;
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Resources.maxVertexOutputVectors = 16;
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Resources.maxFragmentInputVectors = 15;
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Resources.minProgramTexelOffset = -8;
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Resources.maxProgramTexelOffset = 7;
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Resources.maxClipDistances = 8;
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Resources.maxComputeWorkGroupCountX = 65535;
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Resources.maxComputeWorkGroupCountY = 65535;
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Resources.maxComputeWorkGroupCountZ = 65535;
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Resources.maxComputeWorkGroupSizeX = 1024;
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Resources.maxComputeWorkGroupSizeY = 1024;
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// TODO: Drive glslang compute resource limits from the active backend instead of this permissive cap.
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Resources.maxComputeWorkGroupSizeZ = 1024;
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Resources.maxComputeUniformComponents = 1024;
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Resources.maxComputeTextureImageUnits = 16;
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Resources.maxComputeImageUniforms = 8;
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Resources.maxComputeAtomicCounters = 8;
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Resources.maxComputeAtomicCounterBuffers = 1;
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Resources.maxVaryingComponents = 60;
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Resources.maxVertexOutputComponents = 64;
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Resources.maxGeometryInputComponents = 64;
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Resources.maxGeometryOutputComponents = 128;
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Resources.maxFragmentInputComponents = 128;
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Resources.maxImageUnits = 8;
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Resources.maxCombinedImageUnitsAndFragmentOutputs = 8;
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Resources.maxCombinedShaderOutputResources = 8;
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Resources.maxImageSamples = 0;
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Resources.maxVertexImageUniforms = 0;
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Resources.maxTessControlImageUniforms = 0;
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Resources.maxTessEvaluationImageUniforms = 0;
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Resources.maxGeometryImageUniforms = 0;
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Resources.maxFragmentImageUniforms = 8;
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Resources.maxCombinedImageUniforms = 8;
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Resources.maxGeometryTextureImageUnits = 16;
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Resources.maxGeometryOutputVertices = 256;
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Resources.maxGeometryTotalOutputComponents = 1024;
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Resources.maxGeometryUniformComponents = 1024;
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Resources.maxGeometryVaryingComponents = 64;
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Resources.maxTessControlInputComponents = 128;
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Resources.maxTessControlOutputComponents = 128;
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Resources.maxTessControlTextureImageUnits = 16;
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Resources.maxTessControlUniformComponents = 1024;
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Resources.maxTessControlTotalOutputComponents = 4096;
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Resources.maxTessEvaluationInputComponents = 128;
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Resources.maxTessEvaluationOutputComponents = 128;
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Resources.maxTessEvaluationTextureImageUnits = 16;
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Resources.maxTessEvaluationUniformComponents = 1024;
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Resources.maxTessPatchComponents = 120;
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Resources.maxPatchVertices = 32;
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Resources.maxTessGenLevel = 64;
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Resources.maxViewports = 16;
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Resources.maxVertexAtomicCounters = 0;
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Resources.maxTessControlAtomicCounters = 0;
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Resources.maxTessEvaluationAtomicCounters = 0;
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Resources.maxGeometryAtomicCounters = 0;
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Resources.maxFragmentAtomicCounters = 8;
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Resources.maxCombinedAtomicCounters = 8;
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Resources.maxAtomicCounterBindings = 1;
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Resources.maxVertexAtomicCounterBuffers = 0;
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Resources.maxTessControlAtomicCounterBuffers = 0;
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Resources.maxTessEvaluationAtomicCounterBuffers = 0;
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Resources.maxGeometryAtomicCounterBuffers = 0;
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Resources.maxFragmentAtomicCounterBuffers = 1;
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Resources.maxCombinedAtomicCounterBuffers = 1;
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Resources.maxAtomicCounterBufferSize = 16384;
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Resources.maxTransformFeedbackBuffers = 4;
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Resources.maxTransformFeedbackInterleavedComponents = 64;
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Resources.maxCullDistances = 8;
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Resources.maxCombinedClipAndCullDistances = 8;
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Resources.maxSamples = 4;
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Resources.maxMeshOutputVerticesNV = 256;
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Resources.maxMeshOutputPrimitivesNV = 512;
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Resources.maxMeshWorkGroupSizeX_NV = 32;
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Resources.maxMeshWorkGroupSizeY_NV = 1;
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Resources.maxMeshWorkGroupSizeZ_NV = 1;
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Resources.maxTaskWorkGroupSizeX_NV = 32;
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Resources.maxTaskWorkGroupSizeY_NV = 1;
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Resources.maxTaskWorkGroupSizeZ_NV = 1;
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Resources.maxMeshViewCountNV = 4;
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Resources.limits.nonInductiveForLoops = true;
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Resources.limits.whileLoops = true;
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Resources.limits.doWhileLoops = true;
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Resources.limits.generalUniformIndexing = true;
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Resources.limits.generalAttributeMatrixVectorIndexing = true;
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Resources.limits.generalVaryingIndexing = true;
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Resources.limits.generalSamplerIndexing = true;
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Resources.limits.generalVariableIndexing = true;
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Resources.limits.generalConstantMatrixVectorIndexing = true;
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return Resources;
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}
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// One parse attempt. A glslang::TShader cannot be re-parsed, so a retry has to build a
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// fresh one with byte-identical setup - hence a single factored body rather than two
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// copies that could drift apart.
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static Result<SharedPtr<glslang::TShader>> ParseShaderSource(EShLanguage lang, GLenum shaderType,
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const String& source,
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Flags<ShaderCompileBits> flags) {
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SharedPtr<glslang::TShader> res;
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auto& tshader = res;
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tshader = MakeShared<glslang::TShader>(lang);
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// setStrings gets no length array, so it relies on NUL termination: source must be an
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// owning buffer that outlives parse(), never a StringView's substring.
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const char* src[] = {source.c_str()};
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tshader->setStrings(src, 1);
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tshader->setNanMinMaxClamp(true);
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tshader->setInvertY(true);
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tshader->setPreamble("#undef VULKAN\n");
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if (flags & ShaderCompileBits::CompileForOpenGL) {
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tshader->setEnvInput(glslang::EShSourceGlsl, lang, glslang::EShClientVulkan, 450);
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tshader->setEnvClient(glslang::EShClientOpenGL, glslang::EShTargetOpenGL_450);
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tshader->setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_3);
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} else {
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tshader->setEnvInput(glslang::EShSourceGlsl, lang, glslang::EShClientVulkan, 450);
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// MobileGL runtime currently creates Vulkan 1.1 instance/device on Android path,
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// so generated SPIR-V must not exceed SPIR-V 1.3.
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tshader->setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_1);
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tshader->setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_3);
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tshader->setEnvInputVulkanRulesRelaxed(); // using EXT_vulkan_glsl_relaxed for gl_VertexID and
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// gl_InstanceID?
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}
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tshader->setAutoMapLocations(true);
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tshader->setAutoMapBindings(true);
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tshader->setGlobalUniformBlockName(GLOBAL_UBO_NAME);
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if (!tshader->parse(&GetTBuiltInResourceInstance(), 460, ECoreProfile,
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/*forceDefaultVersionAndProfile: */ false,
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/*forwardCompatible: */ true, EShMsgDefault)) {
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ResultInfo r;
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r.log += "Error: [glslang] Cannot compile " + ConvertGLEnumToString(shaderType) + ":\n" +
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std::string(tshader->getInfoLog());
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r.errc = -2;
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return std::unexpected(r);
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}
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return res;
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}
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Result<SharedPtr<glslang::TShader>> ShaderCompiler::CompileShader(const ShaderAttrib& attrib) {
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auto shaderType = attrib.shaderType;
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auto lang = MG_Util::ConvertGLEnumToEShLanguage(shaderType);
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if (lang == EShLanguage::EShLangCount) {
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ResultInfo r;
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r.log += "Error: [Preprocess] Unsupported shader type: " + ConvertGLEnumToString(shaderType);
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r.errc = -1;
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return std::unexpected(r);
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}
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const String source(attrib.sourceStr);
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auto result = ParseShaderSource(lang, shaderType, source, attrib.flags);
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if (result) return result;
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// Legacy desktop sources are normalized to "#version 330 core", which parses under
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// stricter rules than the 460 they used to be forced to: a shader declaring 330 while
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// using e.g. layout(binding=...) without the matching #extension line compiles on real
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// drivers but is rejected here. Retry once at 460 before reporting failure; a genuinely
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// broken shader fails both attempts and keeps its original diagnostics.
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String retrySource = source;
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if (!MG_Util::ShaderTranspiler::RetargetLegacyVersionDirectiveTo460(retrySource)) {
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return result;
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}
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auto retryResult = ParseShaderSource(lang, shaderType, retrySource, attrib.flags);
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if (!retryResult) return result;
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MGLOG_D("CompileShader: %s only parsed after retargeting its legacy #version to 460",
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ConvertGLEnumToString(shaderType).c_str());
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return retryResult;
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}
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Result<SharedPtr<glslang::TProgram>> ShaderCompiler::LinkProgram(const ProgramAttrib& attrib) {
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SharedPtr<glslang::TProgram> program = MakeShared<glslang::TProgram>();
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for (auto& s : attrib.shaders) {
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program->addShader(s.get());
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}
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if (!program->link(EShMsgDefault)) {
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ResultInfo r;
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r.log = "Error: [glslang] Cannot link the program:\n" + std::string(program->getInfoLog());
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r.errc = -3;
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return std::unexpected(r);
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}
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for (const auto& [name, loc] : attrib.explicitVertexInLocations) {
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MGLOG_D("%s: got explicitly set - layout(location = %d) %s;", __func__, loc, name.c_str());
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}
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// UniquePtr<glslang::TIoMapResolver> resolver;
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UniquePtr<TMglGlslIoResolver> resolver;
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for (unsigned stage = 0; stage < EShLangCount; stage++) {
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if (program->getIntermediate((EShLanguage)stage) == nullptr) continue;
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resolver =
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MakeUnique<TMglGlslIoResolver>(*program, (EShLanguage)stage, attrib.explicitVertexInLocations,
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attrib.explicitFragmentOutLocations,
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attrib.explicitFragmentOutIndices,
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attrib.explicitOpaqueUniformBindings);
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break;
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}
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auto ioMapper = UniquePtr<glslang::TIoMapper>(glslang::GetGlslIoMapper());
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if (!program->mapIO(resolver.get(), ioMapper.get())) {
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ResultInfo r;
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r.log = "Error: [glslang] Cannot mapIO:\n" + std::string(program->getInfoLog());
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r.errc = -4;
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return std::unexpected(r);
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}
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return program;
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}
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Result<Vector<Vector<unsigned>>> ShaderCompiler::GetSpirvBinaryFromProgram(
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const ProgramBinaryAttrib& attrib) {
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glslang::SpvOptions spvOptions;
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spvOptions.disableOptimizer = false;
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Vector<Vector<unsigned>> allSpirv;
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for (auto type : attrib.shaderTypes) {
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Vector<unsigned> spirv;
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GlslangToSpv(*attrib.program.getIntermediate(ConvertGLEnumToEShLanguage(type)), spirv, &spvOptions);
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allSpirv.push_back(spirv);
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}
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return allSpirv;
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}
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bool ShaderCompiler::SanitizeAndOptimizeBinary(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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using namespace spvtools;
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OptimizerOptions options;
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options.set_run_validator(false);
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(CreateAggressiveDCEPass(false));
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optimizer.RegisterPass(CreateRemoveUnusedInterfaceVariablesPass());
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optimizer.RegisterPass(FlattenInterfaceStructPass::CreateFlattenInterfaceStructPass());
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optimizer.RegisterPass(RenameSamplerFunctionParameterPass::CreateRenameSamplerFunctionParameterPass());
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optimizer.RegisterPass(EliminateFloatEqualsZeroPass::CreateEliminateFloatEqualsZeroPass());
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optimizer.RegisterPass(DecomposeWorkgroupVec3Pass::CreateDecomposeWorkgroupVec3Pass());
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return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options);
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}
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bool ShaderCompiler::LowerDrawParametersForEssl(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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using namespace spvtools;
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OptimizerOptions options;
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options.set_run_validator(false);
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(LowerDrawParametersPass::CreateLowerDrawParametersPass());
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return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options);
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}
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bool ShaderCompiler::StripUboMemberRelaxedPrecisionForEssl(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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using namespace spvtools;
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OptimizerOptions options;
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options.set_run_validator(false);
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(
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StripUboMemberRelaxedPrecisionPass::CreateStripUboMemberRelaxedPrecisionPass());
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return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options);
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}
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bool ShaderCompiler::RebaseInstanceIndexForVulkan(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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using namespace spvtools;
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OptimizerOptions options;
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options.set_run_validator(false);
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(RebaseInstanceIndexPass::CreateRebaseInstanceIndexPass());
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return optimizer.Run(inputBinary.data(), inputBinary.size(), &outputBinary, options);
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}
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Result<String> ShaderCompiler::DecompileShader(SpvcSession& session) {
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spvc_compiler_options options;
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session.CreateOptions(&options);
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spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 320);
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spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_TRUE);
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spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, SPVC_FALSE);
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session.SetOptions(options);
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const char* result = nullptr;
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session.Compile(&result);
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if (!result) {
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ResultInfo r;
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r.log += "Failed to compile the shader to GLSL: \n";
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r.log += session.GetLastErrorString();
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r.errc = -5;
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return std::unexpected(r);
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}
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std::string glsl = result;
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return glsl;
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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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