recompiler: allow a shader to be refused instead of aborting

A shader the recompiler cannot translate is a gap in emulation, not a reason to
take the process down: skipping the draw or dispatch that wanted it costs some
rendering, while aborting costs the title.

CompileOptions gains non_fatal and CompileResult gains unsupported. With
non_fatal set, the three places the recompile path gives up - an opcode with no
IR translation, a CFG that will not build, and resource tracking that cannot
resolve a descriptor - record the failure and unwind rather than calling EXIT,
and Recompile returns a result marked unsupported. The caller skips that draw or
dispatch. Nothing changes when non_fatal is clear.

Marvel's Spider-Man: Miles Morales meets an untranslatable compute shader on its
third frame, so a strict build cannot pass the opening logo. Astro's Playroom is
also stopped by a shader today and reaches a later, different failure with this
in place.
This commit is contained in:
Mac
2026-08-31 23:40:50 +05:30
parent a2cafb2f2c
commit ce782ef77f
6 changed files with 122 additions and 4 deletions
+60 -1
View File
@@ -17,6 +17,7 @@
#include "graphics/shader/recompiler/ir/ShaderIR.h"
#include "graphics/shader/shaderCompiler.h"
#include "graphics/shader/shaderVertexMetadata.h"
#include "graphics/shader/shaderCallTrace.h"
#include "kernel/memory.h"
#include "libs/errno.h"
#include "spirv-tools/libspirv.h"
@@ -94,6 +95,16 @@ void ShaderMapUserData(uint64_t addr, const ShaderMappedData& data) {
(*g_shader_map)[addr] = data;
}
static bool ShaderTryGetMappedData(uint64_t addr, ShaderMappedData& out) {
EXIT_IF(g_shader_map == nullptr);
std::scoped_lock lock(g_shader_map_mutex);
if (auto iter = g_shader_map->find(addr); iter != g_shader_map->end()) {
out = iter->second;
return true;
}
return false;
}
static ShaderMappedData ShaderGetMappedData(uint64_t addr, const char* label) {
EXIT_IF(g_shader_map == nullptr);
@@ -1249,11 +1260,59 @@ static vk::ShaderModule CompileModule(vk::Device device, const ShaderParams& par
ShaderStageRuntime& stage) {
const auto* stage_name = ShaderStageName(options.stage);
const auto* label = ShaderStageLabel(options.stage);
auto result = ShaderRecompiler::Recompile(params.code, options);
auto compile_options = options;
compile_options.non_fatal = ShaderFailureNonFatal();
auto result = ShaderRecompiler::Recompile(params.code, compile_options);
if (result.unsupported) {
bool recovered = false;
if (options.stage == ShaderType::Compute) {
const auto sites = ResolveIndirectCalls(params.code, params.user_data, params.Base());
if (!sites.empty()) {
std::vector<std::span<const uint32_t>> handlers;
handlers.reserve(sites.size());
for (const auto& site: sites) {
ShaderMappedData handler_data;
if (site.handler == 0 || !ShaderTryGetMappedData(site.handler, handler_data) ||
handler_data.code_size_bytes == 0 ||
handler_data.code_size_bytes % sizeof(uint32_t) != 0) {
handlers.clear();
break;
}
const auto trimmed = TrimToCode(
std::span<const uint32_t> {reinterpret_cast<const uint32_t*>(site.handler),
handler_data.code_size_bytes / sizeof(uint32_t)},
site.target_sgpr);
if (!EndsWithReturn(trimmed, site.target_sgpr)) {
handlers.clear();
break;
}
handlers.push_back(trimmed);
}
if (handlers.size() == sites.size()) {
const auto joined = SpliceIndirectCalls(params.code, sites, handlers);
if (!joined.empty()) {
auto spliced = ShaderRecompiler::Recompile(joined, compile_options);
if (!spliced.unsupported) {
result = std::move(spliced);
recovered = true;
}
}
}
}
}
if (!recovered) {
DumpShaderRecompilerOriginal(stage_name, options.shader_hash, params.code, {});
return nullptr;
}
}
DumpShaderRecompilerOriginal(stage_name, options.shader_hash, params.code, result.decoded_dump);
if (!SpirvValidateBinary(label, options.shader_hash, result.spirv)) {
DumpShaderRecompilerSpirv(stage_name, options.shader_hash, result.spirv);
if (compile_options.non_fatal) {
return nullptr;
}
ExitShaderRecompilerFailure(label, options.shader_hash, "SPIR-V validation failed");
}
DumpShaderRecompilerSpirv(stage_name, options.shader_hash, result.spirv);