#ifndef Magnum_Vk_Implementation_spirvPatching_h #define Magnum_Vk_Implementation_spirvPatching_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023, 2024, 2025 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include #include "Magnum/Math/Functions.h" /* All code in this file should be self-contained, with no link-time dependency on ShaderTools */ #include "Magnum/ShaderTools/Implementation/spirv.h" namespace Magnum { namespace Vk { namespace Implementation { namespace { /* This kinda throws const-correctness through the window -- the the SPIR-V utils work on const data, but this function actually does mutate them */ bool spirvPatchSwiftShaderConflictingMultiEntrypointLocations(Containers::ArrayView data) { /* Find vertex/fragment entrypoints and count how many is there in total */ UnsignedInt entrypointCount = 0; Containers::Optional vertexEntryPoint, fragmentEntryPoint; while(Containers::Optional entrypoint = ShaderTools::Implementation::spirvNextEntrypoint(data)) { ++entrypointCount; if(entrypoint->executionModel == SpvExecutionModelVertex) vertexEntryPoint = *entrypoint; else if(entrypoint->executionModel == SpvExecutionModelFragment) fragmentEntryPoint = *entrypoint; } /* If there aren't both entrypoints, this bug doesn't affect the shader. If there are more, we won't attempt anything -- right now SwiftShader doesn't support geom/tess shaders, so the only possibility is that the module is a library of multiple different vertex / fragment implementations and that's too frightening as any patching would most likely break things *really bad*. */ if(entrypointCount > 2 || !vertexEntryPoint || !fragmentEntryPoint) return false; /* Get locations and storage classes for all entrypoint interfaces */ Containers::ArrayView vertexInterface, fragmentInterface; Containers::ArrayTuple interfaceData{ {ValueInit, vertexEntryPoint->interfaces.size(), vertexInterface}, {ValueInit, fragmentEntryPoint->interfaces.size(), fragmentInterface} }; spirvEntrypointInterface(data, *vertexEntryPoint, vertexInterface); spirvEntrypointInterface(data, *fragmentEntryPoint, fragmentInterface); /* Calculate the max location so we know what to change to */ UnsignedInt maxLocation = 0; for(const ShaderTools::Implementation::SpirvEntrypointInterface& i: vertexInterface) if(i.location) maxLocation = Math::max(maxLocation, *i.location); for(const ShaderTools::Implementation::SpirvEntrypointInterface& i: fragmentInterface) if(i.location) maxLocation = Math::max(maxLocation, *i.location); /* For all vertex outputs check if there are fragment outputs with the same locations */ for(const ShaderTools::Implementation::SpirvEntrypointInterface& vertexOutput: vertexInterface) { /* Ignore what's not an output or what doesn't have a location (for example a builtin) */ if(!vertexOutput.storageClass || *vertexOutput.storageClass != SpvStorageClassOutput || !vertexOutput.location) continue; for(const ShaderTools::Implementation::SpirvEntrypointInterface& fragmentOutput: fragmentInterface) { /* Ignore what's not an output or what doesn't have a location (for example a builtin) */ if(!fragmentOutput.storageClass || *fragmentOutput.storageClass != SpvStorageClassOutput || !fragmentOutput.location) continue; /* The same location used, we need to remap. Use the next highest unused location and change also the corresponding fragment input, if there's any. */ if(*vertexOutput.location == *fragmentOutput.location) { const UnsignedInt newLocation = ++maxLocation; for(const ShaderTools::Implementation::SpirvEntrypointInterface& fragmentInput: fragmentInterface) { if(*fragmentInput.storageClass != SpvStorageClassInput) continue; if(*fragmentInput.location == *vertexOutput.location) { /** @todo ugly! */ *const_cast(fragmentInput.location) = newLocation; break; } } /** @todo ugly! */ *const_cast(vertexOutput.location) = newLocation; break; } } } return true; } }}}} #endif