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/*
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* Copyright 2015 - 2021 Arm Limited
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* SPDX - License - Identifier : Apache - 2.0 OR MIT
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*
* Licensed under the Apache License , Version 2.0 ( the " License " ) ;
* you may not use this file except in compliance with the License .
* You may obtain a copy of the License at
*
* http : //www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing , software
* distributed under the License is distributed on an " AS IS " BASIS ,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND , either express or implied .
* See the License for the specific language governing permissions and
* limitations under the License .
*/
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/*
* At your option , you may choose to accept this material under either :
* 1. The Apache License , Version 2.0 , found at < http : //www.apache.org/licenses/LICENSE-2.0>, or
* 2. The MIT License , found at < http : //opensource.org/licenses/MIT>.
*/
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# include "spirv_cpp.hpp"
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# include "spirv_cross_util.hpp"
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# include "spirv_glsl.hpp"
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# include "spirv_hlsl.hpp"
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# include "spirv_msl.hpp"
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# include "spirv_parser.hpp"
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# include "spirv_reflect.hpp"
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# include <algorithm>
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# include <cstdio>
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# include <cstring>
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# include <functional>
# include <limits>
# include <memory>
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# include <stdexcept>
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# include <unordered_map>
# include <unordered_set>
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# ifdef _WIN32
# include <io.h>
# include <fcntl.h>
# endif
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# ifdef HAVE_SPIRV_CROSS_GIT_VERSION
# include "gitversion.h"
# endif
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using namespace spv ;
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using namespace SPIRV_CROSS_NAMESPACE ;
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using namespace std ;
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# ifdef SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS
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static inline void THROW ( const char * str )
{
fprintf ( stderr , " SPIRV-Cross will abort: %s \n " , str ) ;
fflush ( stderr ) ;
abort ( ) ;
}
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# else
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# define THROW(x) throw runtime_error(x)
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# endif
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struct CLIParser ;
struct CLICallbacks
{
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void add ( const char * cli , const function < void ( CLIParser & ) > & func )
{
callbacks [ cli ] = func ;
}
unordered_map < string , function < void ( CLIParser & ) > > callbacks ;
function < void ( ) > error_handler ;
function < void ( const char * ) > default_handler ;
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} ;
struct CLIParser
{
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CLIParser ( CLICallbacks cbs_ , int argc_ , char * argv_ [ ] )
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: cbs ( std : : move ( cbs_ ) )
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, argc ( argc_ )
, argv ( argv_ )
{
}
bool parse ( )
{
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# ifndef SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS
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try
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# endif
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{
while ( argc & & ! ended_state )
{
const char * next = * argv + + ;
argc - - ;
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if ( * next ! = ' - ' & & cbs . default_handler )
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{
cbs . default_handler ( next ) ;
}
else
{
auto itr = cbs . callbacks . find ( next ) ;
if ( itr = = : : end ( cbs . callbacks ) )
{
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THROW ( " Invalid argument " ) ;
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}
itr - > second ( * this ) ;
}
}
return true ;
}
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# ifndef SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS
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catch ( . . . )
{
if ( cbs . error_handler )
{
cbs . error_handler ( ) ;
}
return false ;
}
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# endif
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}
void end ( )
{
ended_state = true ;
}
uint32_t next_uint ( )
{
if ( ! argc )
{
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THROW ( " Tried to parse uint, but nothing left in arguments " ) ;
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}
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uint64_t val = stoul ( * argv ) ;
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if ( val > numeric_limits < uint32_t > : : max ( ) )
{
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THROW ( " next_uint() out of range " ) ;
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}
argc - - ;
argv + + ;
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return uint32_t ( val ) ;
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}
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uint32_t next_hex_uint ( )
{
if ( ! argc )
{
THROW ( " Tried to parse uint, but nothing left in arguments " ) ;
}
uint64_t val = stoul ( * argv , nullptr , 16 ) ;
if ( val > numeric_limits < uint32_t > : : max ( ) )
{
THROW ( " next_uint() out of range " ) ;
}
argc - - ;
argv + + ;
return uint32_t ( val ) ;
}
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double next_double ( )
{
if ( ! argc )
{
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THROW ( " Tried to parse double, but nothing left in arguments " ) ;
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}
double val = stod ( * argv ) ;
argc - - ;
argv + + ;
return val ;
}
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// Return a string only if it's not prefixed with `--`, otherwise return the default value
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const char * next_value_string ( const char * default_value )
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{
if ( ! argc )
{
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return default_value ;
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}
if ( 0 = = strncmp ( " -- " , * argv , 2 ) )
{
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return default_value ;
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}
return next_string ( ) ;
}
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const char * next_string ( )
{
if ( ! argc )
{
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THROW ( " Tried to parse string, but nothing left in arguments " ) ;
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}
const char * ret = * argv ;
argc - - ;
argv + + ;
return ret ;
}
CLICallbacks cbs ;
int argc ;
char * * argv ;
bool ended_state = false ;
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} ;
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# if defined(__clang__) || defined(__GNUC__)
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wdeprecated-declarations"
# elif defined(_MSC_VER)
# pragma warning(push)
# pragma warning(disable : 4996)
# endif
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static vector < uint32_t > read_spirv_file_stdin ( )
{
# ifdef _WIN32
setmode ( fileno ( stdin ) , O_BINARY ) ;
# endif
vector < uint32_t > buffer ;
uint32_t tmp [ 256 ] ;
size_t ret ;
while ( ( ret = fread ( tmp , sizeof ( uint32_t ) , 256 , stdin ) ) )
buffer . insert ( buffer . end ( ) , tmp , tmp + ret ) ;
return buffer ;
}
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static vector < uint32_t > read_spirv_file ( const char * path )
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{
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if ( path [ 0 ] = = ' - ' & & path [ 1 ] = = ' \0 ' )
return read_spirv_file_stdin ( ) ;
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FILE * file = fopen ( path , " rb " ) ;
if ( ! file )
{
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fprintf ( stderr , " Failed to open SPIR-V file: %s \n " , path ) ;
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return { } ;
}
fseek ( file , 0 , SEEK_END ) ;
long len = ftell ( file ) / sizeof ( uint32_t ) ;
rewind ( file ) ;
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vector < uint32_t > spirv ( len ) ;
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if ( fread ( spirv . data ( ) , sizeof ( uint32_t ) , len , file ) ! = size_t ( len ) )
spirv . clear ( ) ;
fclose ( file ) ;
return spirv ;
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}
static bool write_string_to_file ( const char * path , const char * string )
{
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FILE * file = fopen ( path , " w " ) ;
if ( ! file )
{
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fprintf ( stderr , " Failed to write file: %s \n " , path ) ;
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return false ;
}
fprintf ( file , " %s " , string ) ;
fclose ( file ) ;
return true ;
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}
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# if defined(__clang__) || defined(__GNUC__)
# pragma GCC diagnostic pop
# elif defined(_MSC_VER)
# pragma warning(pop)
# endif
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static void print_resources ( const Compiler & compiler , spv : : StorageClass storage ,
const SmallVector < BuiltInResource > & resources )
{
fprintf ( stderr , " %s \n " , storage = = StorageClassInput ? " builtin inputs " : " builtin outputs " ) ;
fprintf ( stderr , " ============= \n \n " ) ;
for ( auto & res : resources )
{
bool active = compiler . has_active_builtin ( res . builtin , storage ) ;
const char * basetype = " ? " ;
auto & type = compiler . get_type ( res . value_type_id ) ;
switch ( type . basetype )
{
case SPIRType : : Float : basetype = " float " ; break ;
case SPIRType : : Int : basetype = " int " ; break ;
case SPIRType : : UInt : basetype = " uint " ; break ;
default : break ;
}
uint32_t array_size = 0 ;
bool array_size_literal = false ;
if ( ! type . array . empty ( ) )
{
array_size = type . array . front ( ) ;
array_size_literal = type . array_size_literal . front ( ) ;
}
string type_str = basetype ;
if ( type . vecsize > 1 )
type_str + = std : : to_string ( type . vecsize ) ;
if ( array_size )
{
if ( array_size_literal )
type_str + = join ( " [ " , array_size , " ] " ) ;
else
type_str + = join ( " [ " , array_size , " (spec constant ID)] " ) ;
}
string builtin_str ;
switch ( res . builtin )
{
case spv : : BuiltInPosition : builtin_str = " Position " ; break ;
case spv : : BuiltInPointSize : builtin_str = " PointSize " ; break ;
case spv : : BuiltInCullDistance : builtin_str = " CullDistance " ; break ;
case spv : : BuiltInClipDistance : builtin_str = " ClipDistance " ; break ;
case spv : : BuiltInTessLevelInner : builtin_str = " TessLevelInner " ; break ;
case spv : : BuiltInTessLevelOuter : builtin_str = " TessLevelOuter " ; break ;
default : builtin_str = string ( " builtin # " ) + to_string ( res . builtin ) ;
}
fprintf ( stderr , " Builtin %s (%s) (active: %s). \n " , builtin_str . c_str ( ) , type_str . c_str ( ) , active ? " yes " : " no " ) ;
}
fprintf ( stderr , " ============= \n \n " ) ;
}
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static void print_resources ( const Compiler & compiler , const char * tag , const SmallVector < Resource > & resources )
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{
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fprintf ( stderr , " %s \n " , tag ) ;
fprintf ( stderr , " ============= \n \n " ) ;
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bool print_ssbo = ! strcmp ( tag , " ssbos " ) ;
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for ( auto & res : resources )
{
auto & type = compiler . get_type ( res . type_id ) ;
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if ( print_ssbo & & compiler . buffer_is_hlsl_counter_buffer ( res . id ) )
continue ;
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// If we don't have a name, use the fallback for the type instead of the variable
// for SSBOs and UBOs since those are the only meaningful names to use externally.
// Push constant blocks are still accessed by name and not block name, even though they are technically Blocks.
bool is_push_constant = compiler . get_storage_class ( res . id ) = = StorageClassPushConstant ;
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bool is_block = compiler . get_decoration_bitset ( type . self ) . get ( DecorationBlock ) | |
compiler . get_decoration_bitset ( type . self ) . get ( DecorationBufferBlock ) ;
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bool is_sized_block = is_block & & ( compiler . get_storage_class ( res . id ) = = StorageClassUniform | |
compiler . get_storage_class ( res . id ) = = StorageClassUniformConstant ) ;
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ID fallback_id = ! is_push_constant & & is_block ? ID ( res . base_type_id ) : ID ( res . id ) ;
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uint32_t block_size = 0 ;
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uint32_t runtime_array_stride = 0 ;
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if ( is_sized_block )
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{
auto & base_type = compiler . get_type ( res . base_type_id ) ;
block_size = uint32_t ( compiler . get_declared_struct_size ( base_type ) ) ;
runtime_array_stride = uint32_t ( compiler . get_declared_struct_size_runtime_array ( base_type , 1 ) -
compiler . get_declared_struct_size_runtime_array ( base_type , 0 ) ) ;
}
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Bitset mask ;
if ( print_ssbo )
mask = compiler . get_buffer_block_flags ( res . id ) ;
else
mask = compiler . get_decoration_bitset ( res . id ) ;
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string array ;
for ( auto arr : type . array )
array = join ( " [ " , arr ? convert_to_string ( arr ) : " " , " ] " ) + array ;
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fprintf ( stderr , " ID %03u : %s%s " , uint32_t ( res . id ) ,
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! res . name . empty ( ) ? res . name . c_str ( ) : compiler . get_fallback_name ( fallback_id ) . c_str ( ) , array . c_str ( ) ) ;
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if ( mask . get ( DecorationLocation ) )
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fprintf ( stderr , " (Location : %u) " , compiler . get_decoration ( res . id , DecorationLocation ) ) ;
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if ( mask . get ( DecorationDescriptorSet ) )
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fprintf ( stderr , " (Set : %u) " , compiler . get_decoration ( res . id , DecorationDescriptorSet ) ) ;
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if ( mask . get ( DecorationBinding ) )
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fprintf ( stderr , " (Binding : %u) " , compiler . get_decoration ( res . id , DecorationBinding ) ) ;
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if ( static_cast < const CompilerGLSL & > ( compiler ) . variable_is_depth_or_compare ( res . id ) )
fprintf ( stderr , " (comparison) " ) ;
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if ( mask . get ( DecorationInputAttachmentIndex ) )
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fprintf ( stderr , " (Attachment : %u) " , compiler . get_decoration ( res . id , DecorationInputAttachmentIndex ) ) ;
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if ( mask . get ( DecorationNonReadable ) )
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fprintf ( stderr , " writeonly " ) ;
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if ( mask . get ( DecorationNonWritable ) )
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fprintf ( stderr , " readonly " ) ;
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if ( mask . get ( DecorationRestrict ) )
fprintf ( stderr , " restrict " ) ;
if ( mask . get ( DecorationCoherent ) )
fprintf ( stderr , " coherent " ) ;
if ( mask . get ( DecorationVolatile ) )
fprintf ( stderr , " volatile " ) ;
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if ( is_sized_block )
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{
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fprintf ( stderr , " (BlockSize : %u bytes) " , block_size ) ;
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if ( runtime_array_stride )
fprintf ( stderr , " (Unsized array stride: %u bytes) " , runtime_array_stride ) ;
}
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uint32_t counter_id = 0 ;
if ( print_ssbo & & compiler . buffer_get_hlsl_counter_buffer ( res . id , counter_id ) )
fprintf ( stderr , " (HLSL counter buffer ID: %u) " , counter_id ) ;
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fprintf ( stderr , " \n " ) ;
}
fprintf ( stderr , " ============= \n \n " ) ;
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}
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static const char * execution_model_to_str ( spv : : ExecutionModel model )
{
switch ( model )
{
case spv : : ExecutionModelVertex :
return " vertex " ;
case spv : : ExecutionModelTessellationControl :
return " tessellation control " ;
case ExecutionModelTessellationEvaluation :
return " tessellation evaluation " ;
case ExecutionModelGeometry :
return " geometry " ;
case ExecutionModelFragment :
return " fragment " ;
case ExecutionModelGLCompute :
return " compute " ;
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case ExecutionModelRayGenerationNV :
return " raygenNV " ;
case ExecutionModelIntersectionNV :
return " intersectionNV " ;
case ExecutionModelCallableNV :
return " callableNV " ;
case ExecutionModelAnyHitNV :
return " anyhitNV " ;
case ExecutionModelClosestHitNV :
return " closesthitNV " ;
case ExecutionModelMissNV :
return " missNV " ;
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default :
return " ??? " ;
}
}
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static void print_resources ( const Compiler & compiler , const ShaderResources & res )
{
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auto & modes = compiler . get_execution_mode_bitset ( ) ;
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fprintf ( stderr , " Entry points: \n " ) ;
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auto entry_points = compiler . get_entry_points_and_stages ( ) ;
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for ( auto & e : entry_points )
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fprintf ( stderr , " %s (%s) \n " , e . name . c_str ( ) , execution_model_to_str ( e . execution_model ) ) ;
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fprintf ( stderr , " \n " ) ;
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fprintf ( stderr , " Execution modes: \n " ) ;
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modes . for_each_bit ( [ & ] ( uint32_t i ) {
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auto mode = static_cast < ExecutionMode > ( i ) ;
uint32_t arg0 = compiler . get_execution_mode_argument ( mode , 0 ) ;
uint32_t arg1 = compiler . get_execution_mode_argument ( mode , 1 ) ;
uint32_t arg2 = compiler . get_execution_mode_argument ( mode , 2 ) ;
switch ( static_cast < ExecutionMode > ( i ) )
{
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case ExecutionModeInvocations :
fprintf ( stderr , " Invocations: %u \n " , arg0 ) ;
break ;
case ExecutionModeLocalSize :
fprintf ( stderr , " LocalSize: (%u, %u, %u) \n " , arg0 , arg1 , arg2 ) ;
break ;
case ExecutionModeOutputVertices :
fprintf ( stderr , " OutputVertices: %u \n " , arg0 ) ;
break ;
# define CHECK_MODE(m) \
case ExecutionMode # # m : \
fprintf ( stderr , " %s \n " , # m ) ; \
break
CHECK_MODE ( SpacingEqual ) ;
CHECK_MODE ( SpacingFractionalEven ) ;
CHECK_MODE ( SpacingFractionalOdd ) ;
CHECK_MODE ( VertexOrderCw ) ;
CHECK_MODE ( VertexOrderCcw ) ;
CHECK_MODE ( PixelCenterInteger ) ;
CHECK_MODE ( OriginUpperLeft ) ;
CHECK_MODE ( OriginLowerLeft ) ;
CHECK_MODE ( EarlyFragmentTests ) ;
CHECK_MODE ( PointMode ) ;
CHECK_MODE ( Xfb ) ;
CHECK_MODE ( DepthReplacing ) ;
CHECK_MODE ( DepthGreater ) ;
CHECK_MODE ( DepthLess ) ;
CHECK_MODE ( DepthUnchanged ) ;
CHECK_MODE ( LocalSizeHint ) ;
CHECK_MODE ( InputPoints ) ;
CHECK_MODE ( InputLines ) ;
CHECK_MODE ( InputLinesAdjacency ) ;
CHECK_MODE ( Triangles ) ;
CHECK_MODE ( InputTrianglesAdjacency ) ;
CHECK_MODE ( Quads ) ;
CHECK_MODE ( Isolines ) ;
CHECK_MODE ( OutputPoints ) ;
CHECK_MODE ( OutputLineStrip ) ;
CHECK_MODE ( OutputTriangleStrip ) ;
CHECK_MODE ( VecTypeHint ) ;
CHECK_MODE ( ContractionOff ) ;
default :
break ;
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}
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} ) ;
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fprintf ( stderr , " \n " ) ;
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print_resources ( compiler , " subpass inputs " , res . subpass_inputs ) ;
print_resources ( compiler , " inputs " , res . stage_inputs ) ;
print_resources ( compiler , " outputs " , res . stage_outputs ) ;
print_resources ( compiler , " textures " , res . sampled_images ) ;
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print_resources ( compiler , " separate images " , res . separate_images ) ;
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print_resources ( compiler , " separate samplers " , res . separate_samplers ) ;
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print_resources ( compiler , " images " , res . storage_images ) ;
print_resources ( compiler , " ssbos " , res . storage_buffers ) ;
print_resources ( compiler , " ubos " , res . uniform_buffers ) ;
print_resources ( compiler , " push " , res . push_constant_buffers ) ;
print_resources ( compiler , " counters " , res . atomic_counters ) ;
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print_resources ( compiler , " acceleration structures " , res . acceleration_structures ) ;
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print_resources ( compiler , " record buffers " , res . shader_record_buffers ) ;
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print_resources ( compiler , spv : : StorageClassInput , res . builtin_inputs ) ;
print_resources ( compiler , spv : : StorageClassOutput , res . builtin_outputs ) ;
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}
2019-04-02 09:19:03 +00:00
static void print_push_constant_resources ( const Compiler & compiler , const SmallVector < Resource > & res )
2016-03-02 17:09:16 +00:00
{
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for ( auto & block : res )
{
auto ranges = compiler . get_active_buffer_ranges ( block . id ) ;
fprintf ( stderr , " Active members in buffer: %s \n " ,
! block . name . empty ( ) ? block . name . c_str ( ) : compiler . get_fallback_name ( block . id ) . c_str ( ) ) ;
fprintf ( stderr , " ================== \n \n " ) ;
for ( auto & range : ranges )
{
2016-07-12 19:20:18 +00:00
const auto & name = compiler . get_member_name ( block . base_type_id , range . index ) ;
2016-07-06 09:04:06 +00:00
fprintf ( stderr , " Member #%3u (%s): Offset: %4u, Range: %4u \n " , range . index ,
! name . empty ( ) ? name . c_str ( ) : compiler . get_fallback_member_name ( range . index ) . c_str ( ) ,
unsigned ( range . offset ) , unsigned ( range . range ) ) ;
}
fprintf ( stderr , " ================== \n \n " ) ;
}
2016-03-02 17:09:16 +00:00
}
2016-09-17 13:16:07 +00:00
static void print_spec_constants ( const Compiler & compiler )
{
auto spec_constants = compiler . get_specialization_constants ( ) ;
fprintf ( stderr , " Specialization constants \n " ) ;
fprintf ( stderr , " ================== \n \n " ) ;
for ( auto & c : spec_constants )
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fprintf ( stderr , " ID: %u, Spec ID: %u \n " , uint32_t ( c . id ) , c . constant_id ) ;
2016-09-17 13:16:07 +00:00
fprintf ( stderr , " ================== \n \n " ) ;
}
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static void print_capabilities_and_extensions ( const Compiler & compiler )
{
fprintf ( stderr , " Capabilities \n " ) ;
fprintf ( stderr , " ============ \n " ) ;
for ( auto & capability : compiler . get_declared_capabilities ( ) )
fprintf ( stderr , " Capability: %u \n " , static_cast < unsigned > ( capability ) ) ;
fprintf ( stderr , " ============ \n \n " ) ;
fprintf ( stderr , " Extensions \n " ) ;
fprintf ( stderr , " ============ \n " ) ;
for ( auto & ext : compiler . get_declared_extensions ( ) )
fprintf ( stderr , " Extension: %s \n " , ext . c_str ( ) ) ;
fprintf ( stderr , " ============ \n \n " ) ;
}
2016-03-02 17:09:16 +00:00
struct PLSArg
{
2016-07-06 09:04:06 +00:00
PlsFormat format ;
string name ;
} ;
struct Remap
{
string src_name ;
string dst_name ;
unsigned components ;
2016-03-02 17:09:16 +00:00
} ;
2016-09-20 08:17:41 +00:00
struct VariableTypeRemap
{
string variable_name ;
string new_variable_type ;
} ;
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struct InterfaceVariableRename
{
StorageClass storageClass ;
uint32_t location ;
string variable_name ;
2017-06-25 13:16:09 +00:00
} ;
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struct HLSLVertexAttributeRemapNamed
{
std : : string name ;
std : : string semantic ;
} ;
2016-03-02 17:09:16 +00:00
struct CLIArguments
{
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const char * input = nullptr ;
const char * output = nullptr ;
const char * cpp_interface_name = nullptr ;
uint32_t version = 0 ;
2017-02-16 10:17:12 +00:00
uint32_t shader_model = 0 ;
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uint32_t msl_version = 0 ;
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bool es = false ;
bool set_version = false ;
2017-02-16 10:17:12 +00:00
bool set_shader_model = false ;
2017-11-07 20:38:13 +00:00
bool set_msl_version = false ;
2016-07-06 09:04:06 +00:00
bool set_es = false ;
bool dump_resources = false ;
bool force_temporary = false ;
bool flatten_ubo = false ;
bool fixup = false ;
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bool yflip = false ;
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bool sso = false ;
2018-06-22 08:01:38 +00:00
bool support_nonzero_baseinstance = true ;
2019-01-08 22:33:32 +00:00
bool msl_capture_output_to_buffer = false ;
2018-09-20 01:36:33 +00:00
bool msl_swizzle_texture_samples = false ;
2018-09-27 01:06:05 +00:00
bool msl_ios = false ;
2019-01-14 13:53:47 +00:00
bool msl_pad_fragment_output = false ;
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bool msl_domain_lower_left = false ;
2019-03-14 09:29:34 +00:00
bool msl_argument_buffers = false ;
2022-12-28 15:24:58 +00:00
uint32_t msl_argument_buffers_tier = 0 ; // Tier 1
2019-04-23 10:17:21 +00:00
bool msl_texture_buffer_native = false ;
2019-09-27 19:49:54 +00:00
bool msl_framebuffer_fetch = false ;
2019-10-09 15:22:25 +00:00
bool msl_invariant_float_math = false ;
2019-09-27 19:49:54 +00:00
bool msl_emulate_cube_array = false ;
2019-05-31 17:06:20 +00:00
bool msl_multiview = false ;
2020-08-23 21:44:41 +00:00
bool msl_multiview_layered_rendering = true ;
2019-07-13 02:50:50 +00:00
bool msl_view_index_from_device_index = false ;
2019-07-22 18:08:04 +00:00
bool msl_dispatch_base = false ;
2019-11-27 09:02:46 +00:00
bool msl_decoration_binding = false ;
2020-01-16 10:07:30 +00:00
bool msl_force_active_argument_buffer_resources = false ;
2020-02-24 11:47:14 +00:00
bool msl_force_native_arrays = false ;
2020-04-10 06:13:33 +00:00
bool msl_enable_frag_depth_builtin = true ;
bool msl_enable_frag_stencil_ref_builtin = true ;
uint32_t msl_enable_frag_output_mask = 0xffffffff ;
2020-04-20 07:48:20 +00:00
bool msl_enable_clip_distance_user_varying = true ;
2022-10-03 06:33:50 +00:00
bool msl_raw_buffer_tese_input = false ;
MSL: Add support for processing more than one patch per workgroup.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.
This also simplifies initialization by reading the buffer directly
instead of using Metal's vertex-attribute-in-compute support. It turns
out the only way in which shader stages are allowed to differ in their
interfaces is in the number of components per vector; the base type must
be the same. Since we are using the raw buffer instead of attributes, we
can now also emit arrays and matrices directly into the buffer, instead
of flattening them and then unpacking them. Structs are still flattened,
however; this is due to the need to handle vectors with fewer components
than were output, and I think handling this while also directly emitting
structs could get ugly.
Another advantage of this scheme is that the extra invocations needed to
read the attributes when there were more input than output points are
now no more. The number of threads per workgroup is now lcm(SIMD-size,
output control points). This should ensure we always process a whole
number of patches per workgroup.
To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader. This also fixes a long-standing
issue where if an index were greater than the number of vertices to
draw, the vertex shader would wind up writing outside the buffer, and
the vertex would be lost.
This is a breaking change, and I know SPIRV-Cross has other clients, so
I've hidden this behind an option for now. In the future, I want to
remove this option and make it the default.
2020-02-21 03:38:28 +00:00
bool msl_multi_patch_workgroup = false ;
bool msl_vertex_for_tessellation = false ;
2020-07-22 16:37:17 +00:00
uint32_t msl_additional_fixed_sample_mask = 0xffffffff ;
2020-08-28 00:24:20 +00:00
bool msl_arrayed_subpass_input = false ;
2020-10-13 18:20:49 +00:00
uint32_t msl_r32ui_linear_texture_alignment = 4 ;
uint32_t msl_r32ui_alignment_constant_id = 65535 ;
2020-10-15 01:48:52 +00:00
bool msl_texture_1d_as_2d = false ;
2020-11-19 05:16:46 +00:00
bool msl_ios_use_simdgroup_functions = false ;
bool msl_emulate_subgroups = false ;
uint32_t msl_fixed_subgroup_size = 0 ;
MSL: Adjust FragCoord for sample-rate shading.
In Metal, the `[[position]]` input to a fragment shader remains at
fragment center, even at sample rate, like OpenGL and Direct3D. In
Vulkan, however, when the fragment shader runs at sample rate, the
`FragCoord` builtin moves to the sample position in the framebuffer,
instead of the fragment center. To account for this difference, adjust
the `FragCoord`, if present, by the sample position. The -0.5 offset is
because the fragment center is at (0.5, 0.5).
Also, add an option to force sample-rate shading in a fragment shader.
Since Metal has no explicit control for this, this is done by adding a
dummy `[[sample_id]]` which is otherwise unused, if none is already
present. This is intended to be used from e.g. MoltenVK when a
pipeline's `minSampleShading` value is nonzero.
Instead of checking if any `Input` variables have `Sample`
interpolation, I've elected to check that the `SampleRateShading`
capability is present. Since `SampleId`, `SamplePosition`, and the
`Sample` interpolation decoration require this cap, this should be
equivalent for any valid SPIR-V module. If this isn't acceptable, let me
know.
2020-11-20 21:41:46 +00:00
bool msl_force_sample_rate_shading = false ;
2022-11-17 19:53:38 +00:00
bool msl_manual_helper_invocation_updates = true ;
2022-11-08 01:35:29 +00:00
bool msl_check_discarded_frag_stores = false ;
2024-05-10 16:10:22 +00:00
bool msl_force_fragment_with_side_effects_execution = false ;
2023-01-18 10:39:01 +00:00
bool msl_sample_dref_lod_array_as_grad = false ;
2023-07-16 19:41:52 +00:00
bool msl_runtime_array_rich_descriptor = false ;
2023-10-14 01:57:01 +00:00
bool msl_replace_recursive_inputs = false ;
2023-11-27 23:03:58 +00:00
bool msl_readwrite_texture_fences = true ;
2023-11-26 07:17:49 +00:00
bool msl_agx_manual_cube_grad_fixup = false ;
2024-05-20 14:14:36 +00:00
bool msl_input_attachment_is_ds_attachment = false ;
2021-05-21 14:47:41 +00:00
const char * msl_combined_sampler_suffix = nullptr ;
2019-03-19 09:58:37 +00:00
bool glsl_emit_push_constant_as_ubo = false ;
2019-05-11 14:30:33 +00:00
bool glsl_emit_ubo_as_plain_uniforms = false ;
2020-07-28 13:15:24 +00:00
bool glsl_force_flattened_io_blocks = false ;
2021-06-28 10:55:37 +00:00
uint32_t glsl_ovr_multiview_view_count = 0 ;
2020-03-19 13:20:37 +00:00
SmallVector < pair < uint32_t , uint32_t > > glsl_ext_framebuffer_fetch ;
2021-05-21 12:21:13 +00:00
bool glsl_ext_framebuffer_fetch_noncoherent = false ;
2019-07-25 09:07:14 +00:00
bool vulkan_glsl_disable_ext_samplerless_texture_functions = false ;
2019-05-28 11:41:46 +00:00
bool emit_line_directives = false ;
2020-03-04 15:41:00 +00:00
bool enable_storage_image_qualifier_deduction = true ;
2020-03-26 10:21:23 +00:00
bool force_zero_initialized_variables = false ;
2022-03-03 10:04:45 +00:00
bool relax_nan_checks = false ;
2022-02-16 11:12:27 +00:00
uint32_t force_recompile_max_debug_iterations = 3 ;
2019-04-02 09:19:03 +00:00
SmallVector < uint32_t > msl_discrete_descriptor_sets ;
2019-10-14 10:51:48 +00:00
SmallVector < uint32_t > msl_device_argument_buffers ;
MSL: Support dynamic offsets for buffers in argument buffers.
Vulkan has two types of buffer descriptors,
`VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC` and
`VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC`, which allow the client to
offset the buffers by an amount given when the descriptor set is bound
to a pipeline. Metal provides no direct support for this when the buffer
in question is in an argument buffer, so once again we're on our own.
These offsets cannot be stored or associated in any way with the
argument buffer itself, because they are set at bind time. Different
pipelines may have different offsets set. Therefore, we must use a
separate buffer, not in any argument buffer, to hold these offsets. Then
the shader must manually offset the buffer pointer.
This change fully supports arrays, including arrays of arrays, even
though Vulkan forbids them. It does not, however, support runtime
arrays. Perhaps later.
2019-09-06 04:14:12 +00:00
SmallVector < pair < uint32_t , uint32_t > > msl_dynamic_buffers ;
2019-12-17 04:58:16 +00:00
SmallVector < pair < uint32_t , uint32_t > > msl_inline_uniform_blocks ;
2022-08-13 23:55:34 +00:00
SmallVector < MSLShaderInterfaceVariable > msl_shader_inputs ;
SmallVector < MSLShaderInterfaceVariable > msl_shader_outputs ;
2019-04-02 09:19:03 +00:00
SmallVector < PLSArg > pls_in ;
SmallVector < PLSArg > pls_out ;
SmallVector < Remap > remaps ;
SmallVector < string > extensions ;
SmallVector < VariableTypeRemap > variable_type_remaps ;
SmallVector < InterfaceVariableRename > interface_variable_renames ;
SmallVector < HLSLVertexAttributeRemap > hlsl_attr_remap ;
2022-10-26 10:41:23 +00:00
SmallVector < HLSLVertexAttributeRemapNamed > hlsl_attr_remap_named ;
2021-03-26 14:58:41 +00:00
SmallVector < std : : pair < uint32_t , uint32_t > > masked_stage_outputs ;
SmallVector < BuiltIn > masked_stage_builtins ;
2016-07-28 09:16:02 +00:00
string entry ;
2018-03-01 13:00:04 +00:00
string entry_stage ;
2016-07-06 09:04:06 +00:00
2018-03-01 13:00:04 +00:00
struct Rename
{
string old_name ;
string new_name ;
ExecutionModel execution_model ;
} ;
2019-04-02 09:19:03 +00:00
SmallVector < Rename > entry_point_rename ;
2017-11-13 12:49:11 +00:00
2016-07-06 09:04:06 +00:00
uint32_t iterations = 1 ;
bool cpp = false ;
2018-06-03 18:16:37 +00:00
string reflect ;
2017-03-20 01:06:21 +00:00
bool msl = false ;
2017-01-25 16:30:52 +00:00
bool hlsl = false ;
2017-05-04 08:10:30 +00:00
bool hlsl_compat = false ;
2022-10-03 11:24:53 +00:00
2019-01-11 09:32:14 +00:00
bool hlsl_support_nonzero_base = false ;
2022-10-03 11:24:53 +00:00
bool hlsl_base_vertex_index_explicit_binding = false ;
uint32_t hlsl_base_vertex_index_register_index = 0 ;
uint32_t hlsl_base_vertex_index_register_space = 0 ;
2020-03-04 15:32:52 +00:00
bool hlsl_force_storage_buffer_as_uav = false ;
2020-04-03 09:21:41 +00:00
bool hlsl_nonwritable_uav_texture_as_srv = false ;
2020-06-04 09:35:21 +00:00
bool hlsl_enable_16bit_types = false ;
2020-11-03 10:18:32 +00:00
bool hlsl_flatten_matrix_vertex_input_semantics = false ;
2023-05-19 09:30:37 +00:00
bool hlsl_preserve_structured_buffers = false ;
2019-11-12 09:49:01 +00:00
HLSLBindingFlags hlsl_binding_flags = 0 ;
2016-07-06 09:04:06 +00:00
bool vulkan_semantics = false ;
2017-05-22 15:40:00 +00:00
bool flatten_multidimensional_arrays = false ;
2017-09-08 07:56:06 +00:00
bool use_420pack_extension = true ;
2016-08-26 10:58:50 +00:00
bool remove_unused = false ;
2018-05-23 19:34:26 +00:00
bool combined_samplers_inherit_bindings = false ;
2016-03-02 17:09:16 +00:00
} ;
2019-05-24 13:23:29 +00:00
static void print_version ( )
{
# ifdef HAVE_SPIRV_CROSS_GIT_VERSION
fprintf ( stderr , " %s \n " , SPIRV_CROSS_GIT_REVISION ) ;
# else
fprintf ( stderr , " Git revision unknown. Build with CMake to create timestamp and revision info. \n " ) ;
# endif
}
2020-05-28 11:23:33 +00:00
static void print_help_backend ( )
{
2020-07-01 09:42:58 +00:00
// clang-format off
2020-05-28 11:23:33 +00:00
fprintf ( stderr , " \n Select backend: \n "
" \t By default, OpenGL-style GLSL is the target, with #version and GLSL/ESSL information inherited from the SPIR-V module if present. \n "
" \t [--vulkan-semantics] or [-V]: \n \t \t Emit Vulkan GLSL instead of plain GLSL. Makes use of Vulkan-only features to match SPIR-V. \n "
" \t [--msl]: \n \t \t Emit Metal Shading Language (MSL). \n "
" \t [--hlsl]: \n \t \t Emit HLSL. \n "
" \t [--reflect]: \n \t \t Emit JSON reflection. \n "
" \t [--cpp]: \n \t \t DEPRECATED. Emits C++ code. \n "
) ;
2020-07-01 09:42:58 +00:00
// clang-format on
2020-05-28 11:23:33 +00:00
}
static void print_help_glsl ( )
{
2020-07-01 09:42:58 +00:00
// clang-format off
2020-05-28 11:23:33 +00:00
fprintf ( stderr , " \n GLSL options: \n "
" \t [--es]: \n \t \t Force ESSL. \n "
" \t [--no-es]: \n \t \t Force desktop GLSL. \n "
" \t [--version <GLSL version>]: \n \t \t E.g. --version 450 will emit '#version 450' in shader. \n "
" \t \t Code generation will depend on the version used. \n "
" \t [--flatten-ubo]: \n \t \t Emit UBOs as plain uniform arrays which are suitable for use with glUniform4*v(). \n "
" \t \t This can be an optimization on GL implementations where this is faster or works around buggy driver implementations. \n "
" \t \t E.g.: uniform MyUBO { vec4 a; float b, c, d, e; }; will be emitted as uniform vec4 MyUBO[2]; \n "
" \t \t Caveat: You cannot mix and match floating-point and integer in the same UBO with this option. \n "
" \t \t Legacy GLSL/ESSL (where this flattening makes sense) does not support bit-casting, which would have been the obvious workaround. \n "
" \t [--extension ext]: \n \t \t Add #extension string of your choosing to GLSL output. \n "
" \t \t Useful if you use variable name remapping to something that requires an extension unknown to SPIRV-Cross. \n "
" \t [--remove-unused-variables]: \n \t \t Do not emit interface variables which are not statically accessed by the shader. \n "
" \t [--separate-shader-objects]: \n \t \t Redeclare gl_PerVertex blocks to be suitable for desktop GL separate shader objects. \n "
" \t [--glsl-emit-push-constant-as-ubo]: \n \t \t Instead of a plain uniform of struct for push constants, emit a UBO block instead. \n "
" \t [--glsl-emit-ubo-as-plain-uniforms]: \n \t \t Instead of emitting UBOs, emit them as plain uniform structs. \n "
" \t [--glsl-remap-ext-framebuffer-fetch input-attachment color-location]: \n \t \t Remaps an input attachment to use GL_EXT_shader_framebuffer_fetch. \n "
" \t \t gl_LastFragData[location] is read from. The attachment to read from must be declared as an output in the shader. \n "
2021-05-21 12:21:13 +00:00
" \t [--glsl-ext-framebuffer-fetch-noncoherent]: \n \t \t Uses noncoherent qualifier for framebuffer fetch. \n "
2020-05-28 11:23:33 +00:00
" \t [--vulkan-glsl-disable-ext-samplerless-texture-functions]: \n \t \t Do not allow use of GL_EXT_samperless_texture_functions, even in Vulkan GLSL. \n "
" \t \t Use of texelFetch and similar might have to create dummy samplers to work around it. \n "
" \t [--combined-samplers-inherit-bindings]: \n \t \t Inherit binding information from the textures when building combined image samplers from separate textures and samplers. \n "
" \t [--no-support-nonzero-baseinstance]: \n \t \t When using gl_InstanceIndex with desktop GL, \n "
" \t \t assume that base instance is always 0, and do not attempt to fix up gl_InstanceID to match Vulkan semantics. \n "
" \t [--pls-in format input-name]: \n \t \t Remaps a subpass input with name into a GL_EXT_pixel_local_storage input. \n "
" \t \t Entry in PLS block is ordered where first --pls-in marks the first entry. Can be called multiple times. \n "
" \t \t Formats allowed: r11f_g11f_b10f, r32f, rg16f, rg16, rgb10_a2, rgba8, rgba8i, rgba8ui, rg16i, rgb10_a2ui, rg16ui, r32ui. \n "
" \t \t Requires ESSL. \n "
" \t [--pls-out format output-name]: \n \t \t Remaps a color output with name into a GL_EXT_pixel_local_storage output. \n "
" \t \t Entry in PLS block is ordered where first --pls-output marks the first entry. Can be called multiple times. \n "
" \t \t Formats allowed: r11f_g11f_b10f, r32f, rg16f, rg16, rgb10_a2, rgba8, rgba8i, rgba8ui, rg16i, rgb10_a2ui, rg16ui, r32ui. \n "
" \t \t Requires ESSL. \n "
" \t [--remap source_name target_name components]: \n \t \t Remaps a variable to a different name with N components. \n "
" \t \t Main use case is to remap a subpass input to gl_LastFragDepthARM. \n "
" \t \t E.g.: \n "
" \t \t uniform subpassInput uDepth; \n "
" \t \t --remap uDepth gl_LastFragDepthARM 1 --extension GL_ARM_shader_framebuffer_fetch_depth_stencil \n "
" \t [--no-420pack-extension]: \n \t \t Do not make use of GL_ARB_shading_language_420pack in older GL targets to support layout(binding). \n "
" \t [--remap-variable-type <variable_name> <new_variable_type>]: \n \t \t Remaps a variable type based on name. \n "
" \t \t Primary use case is supporting external samplers in ESSL for video rendering on Android where you could remap a texture to a YUV one. \n "
2020-07-28 13:15:24 +00:00
" \t [--glsl-force-flattened-io-blocks]: \n \t \t Always flatten I/O blocks and structs. \n "
2021-06-28 10:55:37 +00:00
" \t [--glsl-ovr-multiview-view-count count]: \n \t \t In GL_OVR_multiview2, specify layout(num_views). \n "
2020-05-28 11:23:33 +00:00
) ;
2020-07-01 09:42:58 +00:00
// clang-format on
2020-05-28 11:23:33 +00:00
}
static void print_help_hlsl ( )
{
2020-07-01 09:42:58 +00:00
// clang-format off
2020-05-28 11:23:33 +00:00
fprintf ( stderr , " \n HLSL options: \n "
" \t [--shader-model]: \n \t \t Enables a specific shader model, e.g. --shader-model 50 for SM 5.0. \n "
2022-02-16 12:53:24 +00:00
" \t [--flatten-ubo]: \n \t \t Emit UBOs as plain uniform arrays. \n "
" \t \t E.g.: uniform MyUBO { vec4 a; float b, c, d, e; }; will be emitted as uniform float4 MyUBO[2]; \n "
" \t \t Caveat: You cannot mix and match floating-point and integer in the same UBO with this option. \n "
2020-05-28 11:23:33 +00:00
" \t [--hlsl-enable-compat]: \n \t \t Allow point size and point coord to be used, even if they won't work as expected. \n "
" \t \t PointSize is ignored, and PointCoord returns (0.5, 0.5). \n "
" \t [--hlsl-support-nonzero-basevertex-baseinstance]: \n \t \t Support base vertex and base instance by emitting a special cbuffer declared as: \n "
" \t \t cbuffer SPIRV_Cross_VertexInfo { int SPIRV_Cross_BaseVertex; int SPIRV_Cross_BaseInstance; }; \n "
2022-10-03 11:24:53 +00:00
" \t [--hlsl-basevertex-baseinstance-binding <register index> <register space>]: \n \t \t Assign a fixed binding to SPIRV_Cross_VertexInfo. \n "
2020-05-28 11:23:33 +00:00
" \t [--hlsl-auto-binding (push, cbv, srv, uav, sampler, all)] \n "
" \t \t Do not emit any : register(#) bindings for specific resource types, and rely on HLSL compiler to assign something. \n "
" \t [--hlsl-force-storage-buffer-as-uav]: \n \t \t Always emit SSBOs as UAVs, even when marked as read-only. \n "
" \t \t Normally, SSBOs marked with NonWritable will be emitted as SRVs. \n "
" \t [--hlsl-nonwritable-uav-texture-as-srv]: \n \t \t Emit NonWritable storage images as SRV textures instead of UAV. \n "
" \t \t Using this option messes with the type system. SPIRV-Cross cannot guarantee that this will work. \n "
" \t \t One major problem area with this feature is function arguments, where we won't know if we're seeing a UAV or SRV. \n "
" \t \t Shader must ensure that read/write state is consistent at all call sites. \n "
" \t [--set-hlsl-vertex-input-semantic <location> <semantic>]: \n \t \t Emits a specific vertex input semantic for a given location. \n "
" \t \t Otherwise, TEXCOORD# is used as semantics, where # is location. \n "
2022-10-26 10:41:23 +00:00
" \t [--set-hlsl-named-vertex-input-semantic <name> <semantic>]: \n \t \t Emits a specific vertex input semantic for a given name. \n "
" \t \t OpName reflection information must be intact. \n "
2020-06-04 09:35:21 +00:00
" \t [--hlsl-enable-16bit-types]: \n \t \t Enables native use of half/int16_t/uint16_t and ByteAddressBuffer interaction with these types. Requires SM 6.2. \n "
2020-11-03 10:18:32 +00:00
" \t [--hlsl-flatten-matrix-vertex-input-semantics]: \n \t \t Emits matrix vertex inputs with input semantics as if they were independent vectors, e.g. TEXCOORD{2,3,4} rather than matrix form TEXCOORD2_{0,1,2}. \n "
2023-05-19 09:30:37 +00:00
" \t [--hlsl-preserve-structured-buffers]: \n \t \t Emit SturucturedBuffer<T> rather than ByteAddressBuffer. Requires UserTypeGOOGLE to be emitted. Intended for DXC roundtrips. \n "
2020-05-28 11:23:33 +00:00
) ;
2020-07-01 09:42:58 +00:00
// clang-format on
2020-05-28 11:23:33 +00:00
}
static void print_help_msl ( )
{
2020-07-01 09:42:58 +00:00
// clang-format off
2020-05-28 11:23:33 +00:00
fprintf ( stderr , " \n MSL options: \n "
" \t [--msl-version <MMmmpp>]: \n \t \t Uses a specific MSL version, e.g. --msl-version 20100 for MSL 2.1. \n "
" \t [--msl-capture-output]: \n \t \t Writes geometry varyings to a buffer instead of as stage-outputs. \n "
" \t [--msl-swizzle-texture-samples]: \n \t \t Works around lack of support for VkImageView component swizzles. \n "
" \t \t This has a massive impact on performance and bloat. Do not use this unless you are absolutely forced to. \n "
" \t \t To use this feature, the API side must pass down swizzle buffers. \n "
" \t \t Should only be used by translation layers as a last resort. \n "
" \t \t Recent Metal versions do not require this workaround. \n "
" \t [--msl-ios]: \n \t \t Target iOS Metal instead of macOS Metal. \n "
" \t [--msl-pad-fragment-output]: \n \t \t Always emit color outputs as 4-component variables. \n "
" \t \t In Metal, the fragment shader must emit at least as many components as the render target format. \n "
" \t [--msl-domain-lower-left]: \n \t \t Use a lower-left tessellation domain. \n "
2022-12-28 15:24:58 +00:00
" \t [--msl-argument-buffers]: \n \t \t Emit Metal argument buffers instead of discrete resource bindings. \n "
2020-05-28 11:23:33 +00:00
" \t \t Requires MSL 2.0 to be enabled. \n "
2023-03-23 23:05:12 +00:00
" \t [--msl-argument-buffer-tier]: \n \t \t When using Metal argument buffers, indicate the Metal argument buffer tier level supported by the Metal platform. \n "
2022-12-28 15:24:58 +00:00
" \t \t Uses same values as Metal MTLArgumentBuffersTier enumeration (0 = Tier1, 1 = Tier2). \n "
2023-08-17 10:01:26 +00:00
" \t \t NOTE: Setting this value no longer enables msl-argument-buffers implicitly. \n "
" \t [--msl-runtime-array-rich-descriptor]: \n \t \t When declaring a runtime array of SSBOs, declare an array of {ptr, len} pairs to support OpArrayLength. \n "
2023-10-16 09:55:41 +00:00
" \t [--msl-replace-recursive-inputs]: \n \t \t Works around a Metal 3.1 regression bug, which causes an infinite recursion crash during Metal's analysis of an entry point input structure that itself contains internal recursion. \n "
2020-05-28 11:23:33 +00:00
" \t [--msl-texture-buffer-native]: \n \t \t Enable native support for texel buffers. Otherwise, it is emulated as a normal texture. \n "
2024-05-20 14:14:36 +00:00
" \t [--msl-input-attachment-is-ds-attachment]: \n \t \t Adds a simple depth passthrough in fragment shaders when they do not modify the depth value. \n "
" \t \t Required to force Metal to write to the depth/stencil attachment post fragment execution. \n "
" \t \t Otherwise, Metal may optimize the write to pre fragment execution which goes against the Vulkan spec. \n "
" \t \t Only required if an input attachment and depth/stencil attachment reference the same resource. \n "
2020-05-28 11:23:33 +00:00
" \t [--msl-framebuffer-fetch]: \n \t \t Implement subpass inputs with frame buffer fetch. \n "
" \t \t Emits [[color(N)]] inputs in fragment stage. \n "
2020-10-28 02:42:33 +00:00
" \t \t Requires an Apple GPU. \n "
2020-05-28 11:23:33 +00:00
" \t [--msl-emulate-cube-array]: \n \t \t Emulate cube arrays with 2D array and manual math. \n "
" \t [--msl-discrete-descriptor-set <index>]: \n \t \t When using argument buffers, forces a specific descriptor set to be implemented without argument buffers. \n "
" \t \t Useful for implementing push descriptors in emulation layers. \n "
" \t \t Can be used multiple times for each descriptor set in question. \n "
" \t [--msl-device-argument-buffer <descriptor set index>]: \n \t \t Use device address space to hold indirect argument buffers instead of constant. \n "
" \t \t Comes up when trying to support argument buffers which are larger than 64 KiB. \n "
" \t [--msl-multiview]: \n \t \t Enable SPV_KHR_multiview emulation. \n "
2020-08-23 21:44:41 +00:00
" \t [--msl-multiview-no-layered-rendering]: \n \t \t Don't set [[render_target_array_index]] in multiview shaders. \n "
" \t \t Useful for devices which don't support layered rendering. Only effective when --msl-multiview is enabled. \n "
2020-05-28 11:23:33 +00:00
" \t [--msl-view-index-from-device-index]: \n \t \t Treat the view index as the device index instead. \n "
" \t \t For multi-GPU rendering. \n "
" \t [--msl-dispatch-base]: \n \t \t Add support for vkCmdDispatchBase() or similar APIs. \n "
" \t \t Offsets the workgroup ID based on a buffer. \n "
" \t [--msl-dynamic-buffer <set index> <binding>]: \n \t \t Marks a buffer as having dynamic offset. \n "
" \t \t The offset is applied in the shader with pointer arithmetic. \n "
" \t \t Useful for argument buffers where it is non-trivial to apply dynamic offset otherwise. \n "
" \t [--msl-inline-uniform-block <set index> <binding>]: \n \t \t In argument buffers, mark an UBO as being an inline uniform block which is embedded into the argument buffer itself. \n "
" \t [--msl-decoration-binding]: \n \t \t Use SPIR-V bindings directly as MSL bindings. \n "
" \t \t This does not work in the general case as there is no descriptor set support, and combined image samplers are split up. \n "
" \t \t However, if the shader author knows of binding limitations, this option will avoid the need for reflection on Metal side. \n "
" \t [--msl-force-active-argument-buffer-resources]: \n \t \t Always emit resources which are part of argument buffers. \n "
" \t \t This makes sure that similar shaders with same resource declarations can share the argument buffer as declaring an argument buffer implies an ABI. \n "
" \t [--msl-force-native-arrays]: \n \t \t Rather than implementing array types as a templated value type ala std::array<T>, use plain, native arrays. \n "
" \t \t This will lead to worse code-gen, but can work around driver bugs on certain driver revisions of certain Intel-based Macbooks where template arrays break. \n "
" \t [--msl-disable-frag-depth-builtin]: \n \t \t Disables FragDepth output. Useful if pipeline does not enable depth, as pipeline creation might otherwise fail. \n "
" \t [--msl-disable-frag-stencil-ref-builtin]: \n \t \t Disable FragStencilRef output. Useful if pipeline does not enable stencil output, as pipeline creation might otherwise fail. \n "
" \t [--msl-enable-frag-output-mask <mask>]: \n \t \t Only selectively enable fragment outputs. Useful if pipeline does not enable fragment output for certain locations, as pipeline creation might otherwise fail. \n "
" \t [--msl-no-clip-distance-user-varying]: \n \t \t Do not emit user varyings to emulate gl_ClipDistance in fragment shaders. \n "
2022-10-10 23:20:08 +00:00
" \t [--msl-add-shader-input <index> <format> <size> <rate>]: \n \t \t Specify the format of the shader input at <index>. \n "
MSL: Add support for processing more than one patch per workgroup.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.
This also simplifies initialization by reading the buffer directly
instead of using Metal's vertex-attribute-in-compute support. It turns
out the only way in which shader stages are allowed to differ in their
interfaces is in the number of components per vector; the base type must
be the same. Since we are using the raw buffer instead of attributes, we
can now also emit arrays and matrices directly into the buffer, instead
of flattening them and then unpacking them. Structs are still flattened,
however; this is due to the need to handle vectors with fewer components
than were output, and I think handling this while also directly emitting
structs could get ugly.
Another advantage of this scheme is that the extra invocations needed to
read the attributes when there were more input than output points are
now no more. The number of threads per workgroup is now lcm(SIMD-size,
output control points). This should ensure we always process a whole
number of patches per workgroup.
To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader. This also fixes a long-standing
issue where if an index were greater than the number of vertices to
draw, the vertex shader would wind up writing outside the buffer, and
the vertex would be lost.
This is a breaking change, and I know SPIRV-Cross has other clients, so
I've hidden this behind an option for now. In the future, I want to
remove this option and make it the default.
2020-02-21 03:38:28 +00:00
" \t \t <format> can be 'any32', 'any16', 'u16', 'u8', or 'other', to indicate a 32-bit opaque value, 16-bit opaque value, 16-bit unsigned integer, 8-bit unsigned integer, "
2022-10-10 23:20:08 +00:00
" or other-typed variable. <size> is the vector length of the variable, which must be greater than or equal to that declared in the shader. <rate> can be 'vertex', "
" 'primitive', or 'patch' to indicate a per-vertex, per-primitive, or per-patch variable. \n "
MSL: Add support for processing more than one patch per workgroup.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.
This also simplifies initialization by reading the buffer directly
instead of using Metal's vertex-attribute-in-compute support. It turns
out the only way in which shader stages are allowed to differ in their
interfaces is in the number of components per vector; the base type must
be the same. Since we are using the raw buffer instead of attributes, we
can now also emit arrays and matrices directly into the buffer, instead
of flattening them and then unpacking them. Structs are still flattened,
however; this is due to the need to handle vectors with fewer components
than were output, and I think handling this while also directly emitting
structs could get ugly.
Another advantage of this scheme is that the extra invocations needed to
read the attributes when there were more input than output points are
now no more. The number of threads per workgroup is now lcm(SIMD-size,
output control points). This should ensure we always process a whole
number of patches per workgroup.
To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader. This also fixes a long-standing
issue where if an index were greater than the number of vertices to
draw, the vertex shader would wind up writing outside the buffer, and
the vertex would be lost.
This is a breaking change, and I know SPIRV-Cross has other clients, so
I've hidden this behind an option for now. In the future, I want to
remove this option and make it the default.
2020-02-21 03:38:28 +00:00
" \t \t Useful if shader stage interfaces don't match up, as pipeline creation might otherwise fail. \n "
2022-10-10 23:20:08 +00:00
" \t [--msl-add-shader-output <index> <format> <size> <rate>]: \n \t \t Specify the format of the shader output at <index>. \n "
2022-08-13 23:55:34 +00:00
" \t \t <format> can be 'any32', 'any16', 'u16', 'u8', or 'other', to indicate a 32-bit opaque value, 16-bit opaque value, 16-bit unsigned integer, 8-bit unsigned integer, "
2022-10-10 23:20:08 +00:00
" or other-typed variable. <size> is the vector length of the variable, which must be greater than or equal to that declared in the shader. <rate> can be 'vertex', "
" 'primitive', or 'patch' to indicate a per-vertex, per-primitive, or per-patch variable. \n "
2022-08-13 23:55:34 +00:00
" \t \t Useful if shader stage interfaces don't match up, as pipeline creation might otherwise fail. \n "
2022-10-10 23:20:08 +00:00
" \t [--msl-shader-input <index> <format> <size>]: \n \t \t Specify the format of the shader input at <index>. \n "
" \t \t <format> can be 'any32', 'any16', 'u16', 'u8', or 'other', to indicate a 32-bit opaque value, 16-bit opaque value, 16-bit unsigned integer, 8-bit unsigned integer, "
" or other-typed variable. <size> is the vector length of the variable, which must be greater than or equal to that declared in the shader. "
" \t \t Equivalent to --msl-add-shader-input with a rate of 'vertex'. \n "
" \t [--msl-shader-output <index> <format> <size>]: \n \t \t Specify the format of the shader output at <index>. \n "
" \t \t <format> can be 'any32', 'any16', 'u16', 'u8', or 'other', to indicate a 32-bit opaque value, 16-bit opaque value, 16-bit unsigned integer, 8-bit unsigned integer, "
" or other-typed variable. <size> is the vector length of the variable, which must be greater than or equal to that declared in the shader. "
" \t \t Equivalent to --msl-add-shader-output with a rate of 'vertex'. \n "
2022-10-03 06:33:50 +00:00
" \t [--msl-raw-buffer-tese-input]: \n \t \t Use raw buffers for tessellation evaluation input. \n "
" \t \t This allows the use of nested structures and arrays. \n "
" \t \t In a future version of SPIRV-Cross, this will become the default. \n "
MSL: Add support for processing more than one patch per workgroup.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.
This also simplifies initialization by reading the buffer directly
instead of using Metal's vertex-attribute-in-compute support. It turns
out the only way in which shader stages are allowed to differ in their
interfaces is in the number of components per vector; the base type must
be the same. Since we are using the raw buffer instead of attributes, we
can now also emit arrays and matrices directly into the buffer, instead
of flattening them and then unpacking them. Structs are still flattened,
however; this is due to the need to handle vectors with fewer components
than were output, and I think handling this while also directly emitting
structs could get ugly.
Another advantage of this scheme is that the extra invocations needed to
read the attributes when there were more input than output points are
now no more. The number of threads per workgroup is now lcm(SIMD-size,
output control points). This should ensure we always process a whole
number of patches per workgroup.
To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader. This also fixes a long-standing
issue where if an index were greater than the number of vertices to
draw, the vertex shader would wind up writing outside the buffer, and
the vertex would be lost.
This is a breaking change, and I know SPIRV-Cross has other clients, so
I've hidden this behind an option for now. In the future, I want to
remove this option and make it the default.
2020-02-21 03:38:28 +00:00
" \t [--msl-multi-patch-workgroup]: \n \t \t Use the new style of tessellation control processing, where multiple patches are processed per workgroup. \n "
2022-10-03 06:33:50 +00:00
" \t \t This should increase throughput by ensuring all the GPU's SIMD lanes are occupied, but it is not compatible with the old style. \n "
" \t \t In addition, this style also passes input variables in buffers directly instead of using vertex attribute processing. \n "
" \t \t In a future version of SPIRV-Cross, this will become the default. \n "
MSL: Add support for processing more than one patch per workgroup.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.
This also simplifies initialization by reading the buffer directly
instead of using Metal's vertex-attribute-in-compute support. It turns
out the only way in which shader stages are allowed to differ in their
interfaces is in the number of components per vector; the base type must
be the same. Since we are using the raw buffer instead of attributes, we
can now also emit arrays and matrices directly into the buffer, instead
of flattening them and then unpacking them. Structs are still flattened,
however; this is due to the need to handle vectors with fewer components
than were output, and I think handling this while also directly emitting
structs could get ugly.
Another advantage of this scheme is that the extra invocations needed to
read the attributes when there were more input than output points are
now no more. The number of threads per workgroup is now lcm(SIMD-size,
output control points). This should ensure we always process a whole
number of patches per workgroup.
To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader. This also fixes a long-standing
issue where if an index were greater than the number of vertices to
draw, the vertex shader would wind up writing outside the buffer, and
the vertex would be lost.
This is a breaking change, and I know SPIRV-Cross has other clients, so
I've hidden this behind an option for now. In the future, I want to
remove this option and make it the default.
2020-02-21 03:38:28 +00:00
" \t [--msl-vertex-for-tessellation]: \n \t \t When handling a vertex shader, marks it as one that will be used with a new-style tessellation control shader. \n "
2022-10-03 06:33:50 +00:00
" \t \t The vertex shader is output to MSL as a compute kernel which outputs vertices to the buffer in the order they are received, rather than in index order as with --msl-capture-output normally. \n "
2020-07-22 16:37:17 +00:00
" \t [--msl-additional-fixed-sample-mask <mask>]: \n "
2020-08-28 00:24:20 +00:00
" \t \t Set an additional fixed sample mask. If the shader outputs a sample mask, then the final sample mask will be a bitwise AND of the two. \n "
" \t [--msl-arrayed-subpass-input]: \n \t \t Assume that images of dimension SubpassData have multiple layers. Layered input attachments are accessed relative to BuiltInLayer. \n "
2020-10-13 18:20:49 +00:00
" \t \t This option has no effect if multiview is also enabled. \n "
" \t [--msl-r32ui-linear-texture-align <alignment>]: \n \t \t The required alignment of linear textures of format MTLPixelFormatR32Uint. \n "
" \t \t This is used to align the row stride for atomic accesses to such images. \n "
" \t [--msl-r32ui-linear-texture-align-constant-id <id>]: \n \t \t The function constant ID to use for the linear texture alignment. \n "
2020-10-15 01:48:52 +00:00
" \t \t On MSL 1.2 or later, you can override the alignment by setting this function constant. \n "
" \t [--msl-texture-1d-as-2d]: \n \t \t Emit Image variables of dimension Dim1D as texture2d. \n "
2020-11-19 05:16:46 +00:00
" \t \t In Metal, 1D textures do not support all features that 2D textures do. Use this option if your code relies on these features. \n "
" \t [--msl-ios-use-simdgroup-functions]: \n \t \t Use simd_*() functions for subgroup ops instead of quad_*(). \n "
" \t \t Recent Apple GPUs support SIMD-groups larger than a quad. Use this option to take advantage of this support. \n "
" \t [--msl-emulate-subgroups]: \n \t \t Assume subgroups of size 1. \n "
" \t \t Intended for Vulkan Portability implementations where Metal support for SIMD-groups is insufficient for true subgroups. \n "
" \t [--msl-fixed-subgroup-size <size>]: \n \t \t Assign a constant <size> to the SubgroupSize builtin. \n "
" \t \t Intended for Vulkan Portability implementations where VK_EXT_subgroup_size_control is not supported or disabled. \n "
MSL: Adjust FragCoord for sample-rate shading.
In Metal, the `[[position]]` input to a fragment shader remains at
fragment center, even at sample rate, like OpenGL and Direct3D. In
Vulkan, however, when the fragment shader runs at sample rate, the
`FragCoord` builtin moves to the sample position in the framebuffer,
instead of the fragment center. To account for this difference, adjust
the `FragCoord`, if present, by the sample position. The -0.5 offset is
because the fragment center is at (0.5, 0.5).
Also, add an option to force sample-rate shading in a fragment shader.
Since Metal has no explicit control for this, this is done by adding a
dummy `[[sample_id]]` which is otherwise unused, if none is already
present. This is intended to be used from e.g. MoltenVK when a
pipeline's `minSampleShading` value is nonzero.
Instead of checking if any `Input` variables have `Sample`
interpolation, I've elected to check that the `SampleRateShading`
capability is present. Since `SampleId`, `SamplePosition`, and the
`Sample` interpolation decoration require this cap, this should be
equivalent for any valid SPIR-V module. If this isn't acceptable, let me
know.
2020-11-20 21:41:46 +00:00
" \t \t If 0, assume variable subgroup size as actually exposed by Metal. \n "
" \t [--msl-force-sample-rate-shading]: \n \t \t Force fragment shaders to run per sample. \n "
2021-05-21 14:47:41 +00:00
" \t \t This adds a [[sample_id]] parameter if none is already present. \n "
2022-11-17 19:53:38 +00:00
" \t [--msl-no-manual-helper-invocation-updates]: \n \t \t Do not manually update the HelperInvocation builtin when a fragment is discarded. \n "
" \t \t Some Metal devices have a bug where simd_is_helper_thread() does not return true \n "
" \t \t after the fragment is discarded. This behavior is required by Vulkan and SPIR-V, however. \n "
2022-11-08 01:35:29 +00:00
" \t [--msl-check-discarded-frag-stores]: \n \t \t Add additional checks to resource stores in a fragment shader. \n "
" \t \t Some Metal devices have a bug where stores to resources from a fragment shader \n "
" \t \t continue to execute, even when the fragment is discarded. These checks \n "
" \t \t prevent these stores from executing. \n "
2024-05-10 16:10:22 +00:00
" \t [--msl-force-frag-execution]: \n \t \t Enforces fragment execution to avoid early discard by Metal \n "
" \t \t Metal will prematurely discard fragments before execution when side effects are present. \n "
" \t \t This condition is triggered under the following conditions (side effect operations happen before discard): \n "
" \t \t \t 1. Pre fragment depth test fails. \n "
" \t \t \t 2. Modify depth value in fragment shader to constant value known at compile time. \n "
" \t \t \t 3. Constant value will not pass post fragment depth test. \n "
" \t \t \t 4. Fragment is always discarded in fragment execution. \n "
" \t \t However, Vulkan expects fragment shader to be executed since it cannot be discarded until the discard \n "
" \t \t present in the fragment execution, which would also execute the operations with side effects. \n "
2023-01-18 10:39:01 +00:00
" \t [--msl-sample-dref-lod-array-as-grad]: \n \t \t Use a gradient instead of a level argument. \n "
" \t \t Some Metal devices have a bug where the level() argument to \n "
" \t \t depth2d_array<T>::sample_compare() in a fragment shader is biased by some \n "
" \t \t unknown amount. This prevents the bias from being added. \n "
2023-11-27 23:03:58 +00:00
" \t [--msl-no-readwrite-texture-fences]: \n \t \t Do not insert fences before each read of a \n "
" \t \t read_write texture. MSL does not guarantee coherence between writes and later reads \n "
" \t \t of read_write textures. If you don't rely on this, you can disable this for a \n "
" \t \t possible performance improvement. \n "
2023-11-26 07:17:49 +00:00
" \t [--msl-agx-manual-cube-grad-fixup]: \n \t \t Manually transform cube texture gradients. \n "
" \t \t All released Apple Silicon GPUs to date ignore one of the three partial derivatives \n "
" \t \t based on the selected major axis, and expect the remaining derivatives to be \n "
" \t \t partially transformed. This fixup gives correct results on Apple Silicon. \n "
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" \t [--msl-combined-sampler-suffix <suffix>]: \n \t \t Uses a custom suffix for combined samplers. \n " ) ;
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// clang-format on
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}
static void print_help_common ( )
{
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// clang-format off
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fprintf ( stderr , " \n Common options: \n "
" \t [--entry name]: \n \t \t Use a specific entry point. By default, the first entry point in the module is used. \n "
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" \t [--stage <stage (vert, frag, geom, tesc, tese, comp)>]: \n \t \t Forces use of a certain shader stage. \n "
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" \t \t Can disambiguate the entry point if more than one entry point exists with same name, but different stage. \n "
" \t [--emit-line-directives]: \n \t \t If SPIR-V has OpLine directives, aim to emit those accurately in output code as well. \n "
" \t [--rename-entry-point <old> <new> <stage>]: \n \t \t Renames an entry point from what is declared in SPIR-V to code output. \n "
" \t \t Mostly relevant for HLSL or MSL. \n "
" \t [--rename-interface-variable <in|out> <location> <new_variable_name>]: \n \t \t Rename an interface variable based on location decoration. \n "
" \t [--force-zero-initialized-variables]: \n \t \t Forces temporary variables to be initialized to zero. \n "
" \t \t Can be useful in environments where compilers do not allow potentially uninitialized variables. \n "
" \t \t This usually comes up with Phi temporaries. \n "
" \t [--fixup-clipspace]: \n \t \t Fixup Z clip-space at the end of a vertex shader. The behavior is backend-dependent. \n "
" \t \t GLSL: Rewrites [0, w] Z range (D3D/Metal/Vulkan) to GL-style [-w, w]. \n "
" \t \t HLSL/MSL: Rewrites [-w, w] Z range (GL) to D3D/Metal/Vulkan-style [0, w]. \n "
" \t [--flip-vert-y]: \n \t \t Inverts gl_Position.y (or equivalent) at the end of a vertex shader. This is equivalent to using negative viewport height. \n "
2021-03-26 14:58:41 +00:00
" \t [--mask-stage-output-location <location> <component>]: \n "
" \t \t If a stage output variable with matching location and component is active, optimize away the variable if applicable. \n "
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" \t [--mask-stage-output-builtin <Position|PointSize|ClipDistance|CullDistance>]: \n "
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" \t \t If a stage output variable with matching builtin is active, "
" optimize away the variable if it can affect cross-stage linking correctness. \n "
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" \t [--relax-nan-checks]: \n \t \t Relax NaN checks for N{Clamp,Min,Max} and ordered vs. unordered compare instructions. \n "
2020-05-28 11:23:33 +00:00
) ;
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// clang-format on
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}
static void print_help_obscure ( )
{
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// clang-format off
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fprintf ( stderr , " \n Obscure options: \n "
" \t These options are not meant to be used on a regular basis. They have some occasional uses in the test suite. \n "
" \t [--force-temporary]: \n \t \t Aggressively emit temporary expressions instead of forwarding expressions. Very rarely used and under-tested. \n "
" \t [--revision]: \n \t \t Prints build timestamp and Git commit information (updated when cmake is configured). \n "
" \t [--iterations iter]: \n \t \t Recompiles the same shader over and over, benchmarking related. \n "
" \t [--disable-storage-image-qualifier-deduction]: \n \t \t If storage images are received without any nonwritable or nonreadable information, \n " " "
" \t \t do not attempt to analyze usage, and always emit read/write state. \n "
" \t [--flatten-multidimensional-arrays]: \n \t \t Do not support multi-dimensional arrays and flatten them to one dimension. \n "
" \t [--cpp-interface-name <name>]: \n \t \t Emit a specific class name in C++ codegen. \n "
2022-02-16 11:12:27 +00:00
" \t [--force-recompile-max-debug-iterations <count>]: \n \t \t Allow compilation loop to run for N loops. \n "
" \t \t Can be used to triage workarounds, but should not be used as a crutch, since it masks an implementation bug. \n "
2020-05-28 11:23:33 +00:00
) ;
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// clang-format on
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}
2016-03-02 17:09:16 +00:00
static void print_help ( )
{
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print_version ( ) ;
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// clang-format off
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fprintf ( stderr , " Usage: spirv-cross <...> \n "
" \n Basic: \n "
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" \t [SPIR-V file] (- is stdin) \n "
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" \t [--output <output path>]: If not provided, prints output to stdout. \n "
" \t [--dump-resources]: \n \t \t Prints a basic reflection of the SPIR-V module along with other output. \n "
" \t [--help]: \n \t \t Prints this help message. \n "
) ;
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// clang-format on
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print_help_backend ( ) ;
print_help_common ( ) ;
print_help_glsl ( ) ;
print_help_msl ( ) ;
print_help_hlsl ( ) ;
print_help_obscure ( ) ;
2016-03-02 17:09:16 +00:00
}
2019-04-02 09:19:03 +00:00
static bool remap_generic ( Compiler & compiler , const SmallVector < Resource > & resources , const Remap & remap )
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{
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auto itr =
find_if ( begin ( resources ) , end ( resources ) , [ & remap ] ( const Resource & res ) { return res . name = = remap . src_name ; } ) ;
if ( itr ! = end ( resources ) )
{
compiler . set_remapped_variable_state ( itr - > id , true ) ;
compiler . set_name ( itr - > id , remap . dst_name ) ;
compiler . set_subpass_input_remapped_components ( itr - > id , remap . components ) ;
return true ;
}
else
return false ;
}
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static vector < PlsRemap > remap_pls ( const SmallVector < PLSArg > & pls_variables , const SmallVector < Resource > & resources ,
const SmallVector < Resource > * secondary_resources )
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{
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vector < PlsRemap > ret ;
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for ( auto & pls : pls_variables )
{
bool found = false ;
for ( auto & res : resources )
{
if ( res . name = = pls . name )
{
ret . push_back ( { res . id , pls . format } ) ;
found = true ;
break ;
}
}
if ( ! found & & secondary_resources )
{
for ( auto & res : * secondary_resources )
{
if ( res . name = = pls . name )
{
ret . push_back ( { res . id , pls . format } ) ;
found = true ;
break ;
}
}
}
if ( ! found )
fprintf ( stderr , " Did not find stage input/output/target with name \" %s \" . \n " , pls . name . c_str ( ) ) ;
}
return ret ;
2016-03-02 17:09:16 +00:00
}
static PlsFormat pls_format ( const char * str )
{
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if ( ! strcmp ( str , " r11f_g11f_b10f " ) )
return PlsR11FG11FB10F ;
else if ( ! strcmp ( str , " r32f " ) )
return PlsR32F ;
else if ( ! strcmp ( str , " rg16f " ) )
return PlsRG16F ;
else if ( ! strcmp ( str , " rg16 " ) )
return PlsRG16 ;
else if ( ! strcmp ( str , " rgb10_a2 " ) )
return PlsRGB10A2 ;
else if ( ! strcmp ( str , " rgba8 " ) )
return PlsRGBA8 ;
else if ( ! strcmp ( str , " rgba8i " ) )
return PlsRGBA8I ;
else if ( ! strcmp ( str , " rgba8ui " ) )
return PlsRGBA8UI ;
else if ( ! strcmp ( str , " rg16i " ) )
return PlsRG16I ;
else if ( ! strcmp ( str , " rgb10_a2ui " ) )
return PlsRGB10A2UI ;
else if ( ! strcmp ( str , " rg16ui " ) )
return PlsRG16UI ;
else if ( ! strcmp ( str , " r32ui " ) )
return PlsR32UI ;
else
return PlsNone ;
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}
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static ExecutionModel stage_to_execution_model ( const std : : string & stage )
{
if ( stage = = " vert " )
return ExecutionModelVertex ;
else if ( stage = = " frag " )
return ExecutionModelFragment ;
else if ( stage = = " comp " )
return ExecutionModelGLCompute ;
else if ( stage = = " tesc " )
return ExecutionModelTessellationControl ;
else if ( stage = = " tese " )
return ExecutionModelTessellationEvaluation ;
else if ( stage = = " geom " )
return ExecutionModelGeometry ;
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else if ( stage = = " rgen " )
return ExecutionModelRayGenerationKHR ;
else if ( stage = = " rint " )
return ExecutionModelIntersectionKHR ;
else if ( stage = = " rahit " )
return ExecutionModelAnyHitKHR ;
else if ( stage = = " rchit " )
return ExecutionModelClosestHitKHR ;
else if ( stage = = " rmiss " )
return ExecutionModelMissKHR ;
else if ( stage = = " rcall " )
return ExecutionModelCallableKHR ;
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else if ( stage = = " mesh " )
return spv : : ExecutionModelMeshEXT ;
else if ( stage = = " task " )
return spv : : ExecutionModelTaskEXT ;
2018-03-01 13:00:04 +00:00
else
SPIRV_CROSS_THROW ( " Invalid stage. " ) ;
}
2019-11-12 09:49:01 +00:00
static HLSLBindingFlags hlsl_resource_type_to_flag ( const std : : string & arg )
{
if ( arg = = " push " )
return HLSL_BINDING_AUTO_PUSH_CONSTANT_BIT ;
else if ( arg = = " cbv " )
return HLSL_BINDING_AUTO_CBV_BIT ;
else if ( arg = = " srv " )
return HLSL_BINDING_AUTO_SRV_BIT ;
else if ( arg = = " uav " )
return HLSL_BINDING_AUTO_UAV_BIT ;
else if ( arg = = " sampler " )
return HLSL_BINDING_AUTO_SAMPLER_BIT ;
else if ( arg = = " all " )
return HLSL_BINDING_AUTO_ALL ;
else
{
fprintf ( stderr , " Invalid resource type for --hlsl-auto-binding: %s \n " , arg . c_str ( ) ) ;
return 0 ;
}
}
2019-04-09 10:46:23 +00:00
static string compile_iteration ( const CLIArguments & args , std : : vector < uint32_t > spirv_file )
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{
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Parser spirv_parser ( std : : move ( spirv_file ) ) ;
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spirv_parser . parse ( ) ;
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unique_ptr < CompilerGLSL > compiler ;
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bool combined_image_samplers = false ;
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bool build_dummy_sampler = false ;
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2016-07-06 09:04:06 +00:00
if ( args . cpp )
{
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compiler . reset ( new CompilerCPP ( std : : move ( spirv_parser . get_parsed_ir ( ) ) ) ) ;
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if ( args . cpp_interface_name )
static_cast < CompilerCPP * > ( compiler . get ( ) ) - > set_interface_name ( args . cpp_interface_name ) ;
}
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else if ( args . msl )
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{
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compiler . reset ( new CompilerMSL ( std : : move ( spirv_parser . get_parsed_ir ( ) ) ) ) ;
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auto * msl_comp = static_cast < CompilerMSL * > ( compiler . get ( ) ) ;
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auto msl_opts = msl_comp - > get_msl_options ( ) ;
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if ( args . set_msl_version )
msl_opts . msl_version = args . msl_version ;
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msl_opts . capture_output_to_buffer = args . msl_capture_output_to_buffer ;
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msl_opts . swizzle_texture_samples = args . msl_swizzle_texture_samples ;
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msl_opts . invariant_float_math = args . msl_invariant_float_math ;
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if ( args . msl_ios )
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{
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msl_opts . platform = CompilerMSL : : Options : : iOS ;
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msl_opts . emulate_cube_array = args . msl_emulate_cube_array ;
}
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msl_opts . use_framebuffer_fetch_subpasses = args . msl_framebuffer_fetch ;
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msl_opts . pad_fragment_output_components = args . msl_pad_fragment_output ;
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msl_opts . tess_domain_origin_lower_left = args . msl_domain_lower_left ;
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msl_opts . argument_buffers = args . msl_argument_buffers ;
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msl_opts . argument_buffers_tier = static_cast < CompilerMSL : : Options : : ArgumentBuffersTier > ( args . msl_argument_buffers_tier ) ;
2019-04-23 10:17:21 +00:00
msl_opts . texture_buffer_native = args . msl_texture_buffer_native ;
2019-05-31 17:06:20 +00:00
msl_opts . multiview = args . msl_multiview ;
2020-08-23 21:44:41 +00:00
msl_opts . multiview_layered_rendering = args . msl_multiview_layered_rendering ;
2019-07-13 02:50:50 +00:00
msl_opts . view_index_from_device_index = args . msl_view_index_from_device_index ;
2019-07-22 18:08:04 +00:00
msl_opts . dispatch_base = args . msl_dispatch_base ;
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msl_opts . enable_decoration_binding = args . msl_decoration_binding ;
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msl_opts . force_active_argument_buffer_resources = args . msl_force_active_argument_buffer_resources ;
2020-02-24 11:47:14 +00:00
msl_opts . force_native_arrays = args . msl_force_native_arrays ;
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msl_opts . enable_frag_depth_builtin = args . msl_enable_frag_depth_builtin ;
msl_opts . enable_frag_stencil_ref_builtin = args . msl_enable_frag_stencil_ref_builtin ;
msl_opts . enable_frag_output_mask = args . msl_enable_frag_output_mask ;
2020-04-20 07:48:20 +00:00
msl_opts . enable_clip_distance_user_varying = args . msl_enable_clip_distance_user_varying ;
2022-10-03 06:33:50 +00:00
msl_opts . raw_buffer_tese_input = args . msl_raw_buffer_tese_input ;
MSL: Add support for processing more than one patch per workgroup.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.
This also simplifies initialization by reading the buffer directly
instead of using Metal's vertex-attribute-in-compute support. It turns
out the only way in which shader stages are allowed to differ in their
interfaces is in the number of components per vector; the base type must
be the same. Since we are using the raw buffer instead of attributes, we
can now also emit arrays and matrices directly into the buffer, instead
of flattening them and then unpacking them. Structs are still flattened,
however; this is due to the need to handle vectors with fewer components
than were output, and I think handling this while also directly emitting
structs could get ugly.
Another advantage of this scheme is that the extra invocations needed to
read the attributes when there were more input than output points are
now no more. The number of threads per workgroup is now lcm(SIMD-size,
output control points). This should ensure we always process a whole
number of patches per workgroup.
To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader. This also fixes a long-standing
issue where if an index were greater than the number of vertices to
draw, the vertex shader would wind up writing outside the buffer, and
the vertex would be lost.
This is a breaking change, and I know SPIRV-Cross has other clients, so
I've hidden this behind an option for now. In the future, I want to
remove this option and make it the default.
2020-02-21 03:38:28 +00:00
msl_opts . multi_patch_workgroup = args . msl_multi_patch_workgroup ;
msl_opts . vertex_for_tessellation = args . msl_vertex_for_tessellation ;
2020-07-22 16:37:17 +00:00
msl_opts . additional_fixed_sample_mask = args . msl_additional_fixed_sample_mask ;
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msl_opts . arrayed_subpass_input = args . msl_arrayed_subpass_input ;
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msl_opts . r32ui_linear_texture_alignment = args . msl_r32ui_linear_texture_alignment ;
msl_opts . r32ui_alignment_constant_id = args . msl_r32ui_alignment_constant_id ;
2020-10-15 01:48:52 +00:00
msl_opts . texture_1D_as_2D = args . msl_texture_1d_as_2d ;
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msl_opts . ios_use_simdgroup_functions = args . msl_ios_use_simdgroup_functions ;
msl_opts . emulate_subgroups = args . msl_emulate_subgroups ;
msl_opts . fixed_subgroup_size = args . msl_fixed_subgroup_size ;
MSL: Adjust FragCoord for sample-rate shading.
In Metal, the `[[position]]` input to a fragment shader remains at
fragment center, even at sample rate, like OpenGL and Direct3D. In
Vulkan, however, when the fragment shader runs at sample rate, the
`FragCoord` builtin moves to the sample position in the framebuffer,
instead of the fragment center. To account for this difference, adjust
the `FragCoord`, if present, by the sample position. The -0.5 offset is
because the fragment center is at (0.5, 0.5).
Also, add an option to force sample-rate shading in a fragment shader.
Since Metal has no explicit control for this, this is done by adding a
dummy `[[sample_id]]` which is otherwise unused, if none is already
present. This is intended to be used from e.g. MoltenVK when a
pipeline's `minSampleShading` value is nonzero.
Instead of checking if any `Input` variables have `Sample`
interpolation, I've elected to check that the `SampleRateShading`
capability is present. Since `SampleId`, `SamplePosition`, and the
`Sample` interpolation decoration require this cap, this should be
equivalent for any valid SPIR-V module. If this isn't acceptable, let me
know.
2020-11-20 21:41:46 +00:00
msl_opts . force_sample_rate_shading = args . msl_force_sample_rate_shading ;
2022-11-17 19:53:38 +00:00
msl_opts . manual_helper_invocation_updates = args . msl_manual_helper_invocation_updates ;
2022-11-08 01:35:29 +00:00
msl_opts . check_discarded_frag_stores = args . msl_check_discarded_frag_stores ;
2024-05-10 16:10:22 +00:00
msl_opts . force_fragment_with_side_effects_execution = args . msl_force_fragment_with_side_effects_execution ;
2023-01-18 10:39:01 +00:00
msl_opts . sample_dref_lod_array_as_grad = args . msl_sample_dref_lod_array_as_grad ;
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msl_opts . ios_support_base_vertex_instance = true ;
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msl_opts . runtime_array_rich_descriptor = args . msl_runtime_array_rich_descriptor ;
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msl_opts . replace_recursive_inputs = args . msl_replace_recursive_inputs ;
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msl_opts . input_attachment_is_ds_attachment = args . msl_input_attachment_is_ds_attachment ;
2023-11-27 23:03:58 +00:00
msl_opts . readwrite_texture_fences = args . msl_readwrite_texture_fences ;
2023-11-26 07:17:49 +00:00
msl_opts . agx_manual_cube_grad_fixup = args . msl_agx_manual_cube_grad_fixup ;
2018-03-09 14:25:25 +00:00
msl_comp - > set_msl_options ( msl_opts ) ;
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for ( auto & v : args . msl_discrete_descriptor_sets )
msl_comp - > add_discrete_descriptor_set ( v ) ;
2019-10-14 10:51:48 +00:00
for ( auto & v : args . msl_device_argument_buffers )
msl_comp - > set_argument_buffer_device_address_space ( v , true ) ;
MSL: Support dynamic offsets for buffers in argument buffers.
Vulkan has two types of buffer descriptors,
`VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC` and
`VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC`, which allow the client to
offset the buffers by an amount given when the descriptor set is bound
to a pipeline. Metal provides no direct support for this when the buffer
in question is in an argument buffer, so once again we're on our own.
These offsets cannot be stored or associated in any way with the
argument buffer itself, because they are set at bind time. Different
pipelines may have different offsets set. Therefore, we must use a
separate buffer, not in any argument buffer, to hold these offsets. Then
the shader must manually offset the buffer pointer.
This change fully supports arrays, including arrays of arrays, even
though Vulkan forbids them. It does not, however, support runtime
arrays. Perhaps later.
2019-09-06 04:14:12 +00:00
uint32_t i = 0 ;
for ( auto & v : args . msl_dynamic_buffers )
msl_comp - > add_dynamic_buffer ( v . first , v . second , i + + ) ;
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for ( auto & v : args . msl_inline_uniform_blocks )
msl_comp - > add_inline_uniform_block ( v . first , v . second ) ;
2020-06-14 04:03:30 +00:00
for ( auto & v : args . msl_shader_inputs )
msl_comp - > add_msl_shader_input ( v ) ;
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for ( auto & v : args . msl_shader_outputs )
msl_comp - > add_msl_shader_output ( v ) ;
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if ( args . msl_combined_sampler_suffix )
msl_comp - > set_combined_sampler_suffix ( args . msl_combined_sampler_suffix ) ;
2017-03-12 21:42:51 +00:00
}
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else if ( args . hlsl )
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compiler . reset ( new CompilerHLSL ( std : : move ( spirv_parser . get_parsed_ir ( ) ) ) ) ;
2016-07-06 09:04:06 +00:00
else
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{
combined_image_samplers = ! args . vulkan_semantics ;
2019-07-25 09:07:14 +00:00
if ( ! args . vulkan_semantics | | args . vulkan_glsl_disable_ext_samplerless_texture_functions )
2018-09-27 11:36:38 +00:00
build_dummy_sampler = true ;
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compiler . reset ( new CompilerGLSL ( std : : move ( spirv_parser . get_parsed_ir ( ) ) ) ) ;
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}
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if ( ! args . variable_type_remaps . empty ( ) )
{
auto remap_cb = [ & ] ( const SPIRType & , const string & name , string & out ) - > void {
for ( const VariableTypeRemap & remap : args . variable_type_remaps )
if ( name = = remap . variable_name )
out = remap . new_variable_type ;
} ;
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compiler - > set_variable_type_remap_callback ( std : : move ( remap_cb ) ) ;
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}
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for ( auto & masked : args . masked_stage_outputs )
compiler - > mask_stage_output_by_location ( masked . first , masked . second ) ;
for ( auto & masked : args . masked_stage_builtins )
compiler - > mask_stage_output_by_builtin ( masked ) ;
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for ( auto & rename : args . entry_point_rename )
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compiler - > rename_entry_point ( rename . old_name , rename . new_name , rename . execution_model ) ;
auto entry_points = compiler - > get_entry_points_and_stages ( ) ;
auto entry_point = args . entry ;
ExecutionModel model = ExecutionModelMax ;
if ( ! args . entry_stage . empty ( ) )
{
model = stage_to_execution_model ( args . entry_stage ) ;
if ( entry_point . empty ( ) )
{
// Just use the first entry point with this stage.
for ( auto & e : entry_points )
{
if ( e . execution_model = = model )
{
entry_point = e . name ;
break ;
}
}
if ( entry_point . empty ( ) )
{
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fprintf ( stderr , " Could not find an entry point with stage: %s \n " , args . entry_stage . c_str ( ) ) ;
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exit ( EXIT_FAILURE ) ;
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}
}
else
{
// Make sure both stage and name exists.
bool exists = false ;
for ( auto & e : entry_points )
{
if ( e . execution_model = = model & & e . name = = entry_point )
{
exists = true ;
break ;
}
}
if ( ! exists )
{
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fprintf ( stderr , " Could not find an entry point %s with stage: %s \n " , entry_point . c_str ( ) ,
args . entry_stage . c_str ( ) ) ;
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exit ( EXIT_FAILURE ) ;
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}
}
}
else if ( ! entry_point . empty ( ) )
{
// Make sure there is just one entry point with this name, or the stage
// is ambiguous.
uint32_t stage_count = 0 ;
for ( auto & e : entry_points )
{
if ( e . name = = entry_point )
{
stage_count + + ;
model = e . execution_model ;
}
}
if ( stage_count = = 0 )
{
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fprintf ( stderr , " There is no entry point with name: %s \n " , entry_point . c_str ( ) ) ;
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exit ( EXIT_FAILURE ) ;
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}
else if ( stage_count > 1 )
{
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fprintf ( stderr , " There is more than one entry point with name: %s. Use --stage. \n " , entry_point . c_str ( ) ) ;
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exit ( EXIT_FAILURE ) ;
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}
}
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if ( ! entry_point . empty ( ) )
compiler - > set_entry_point ( entry_point , model ) ;
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if ( ! args . set_version & & ! compiler - > get_common_options ( ) . version )
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{
fprintf ( stderr , " Didn't specify GLSL version and SPIR-V did not specify language. \n " ) ;
print_help ( ) ;
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exit ( EXIT_FAILURE ) ;
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}
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CompilerGLSL : : Options opts = compiler - > get_common_options ( ) ;
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if ( args . set_version )
opts . version = args . version ;
if ( args . set_es )
opts . es = args . es ;
opts . force_temporary = args . force_temporary ;
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opts . separate_shader_objects = args . sso ;
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opts . flatten_multidimensional_arrays = args . flatten_multidimensional_arrays ;
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opts . enable_420pack_extension = args . use_420pack_extension ;
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opts . vulkan_semantics = args . vulkan_semantics ;
opts . vertex . fixup_clipspace = args . fixup ;
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opts . vertex . flip_vert_y = args . yflip ;
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opts . vertex . support_nonzero_base_instance = args . support_nonzero_baseinstance ;
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opts . emit_push_constant_as_uniform_buffer = args . glsl_emit_push_constant_as_ubo ;
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opts . emit_uniform_buffer_as_plain_uniforms = args . glsl_emit_ubo_as_plain_uniforms ;
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opts . force_flattened_io_blocks = args . glsl_force_flattened_io_blocks ;
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opts . ovr_multiview_view_count = args . glsl_ovr_multiview_view_count ;
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opts . emit_line_directives = args . emit_line_directives ;
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opts . enable_storage_image_qualifier_deduction = args . enable_storage_image_qualifier_deduction ;
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opts . force_zero_initialized_variables = args . force_zero_initialized_variables ;
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opts . relax_nan_checks = args . relax_nan_checks ;
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opts . force_recompile_max_debug_iterations = args . force_recompile_max_debug_iterations ;
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compiler - > set_common_options ( opts ) ;
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for ( auto & fetch : args . glsl_ext_framebuffer_fetch )
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compiler - > remap_ext_framebuffer_fetch ( fetch . first , fetch . second , ! args . glsl_ext_framebuffer_fetch_noncoherent ) ;
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// Set HLSL specific options.
if ( args . hlsl )
{
auto * hlsl = static_cast < CompilerHLSL * > ( compiler . get ( ) ) ;
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auto hlsl_opts = hlsl - > get_hlsl_options ( ) ;
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if ( args . set_shader_model )
{
if ( args . shader_model < 30 )
{
fprintf ( stderr , " Shader model earlier than 30 (3.0) not supported. \n " ) ;
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exit ( EXIT_FAILURE ) ;
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}
hlsl_opts . shader_model = args . shader_model ;
}
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if ( args . hlsl_compat )
{
// Enable all compat options.
hlsl_opts . point_size_compat = true ;
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hlsl_opts . point_coord_compat = true ;
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}
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if ( hlsl_opts . shader_model < = 30 )
{
combined_image_samplers = true ;
build_dummy_sampler = true ;
}
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// If we're explicitly renaming, we probably want that name to be output.
if ( ! args . entry_point_rename . empty ( ) )
hlsl_opts . use_entry_point_name = true ;
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hlsl_opts . support_nonzero_base_vertex_base_instance = args . hlsl_support_nonzero_base ;
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hlsl_opts . force_storage_buffer_as_uav = args . hlsl_force_storage_buffer_as_uav ;
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hlsl_opts . nonwritable_uav_texture_as_srv = args . hlsl_nonwritable_uav_texture_as_srv ;
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hlsl_opts . enable_16bit_types = args . hlsl_enable_16bit_types ;
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hlsl_opts . flatten_matrix_vertex_input_semantics = args . hlsl_flatten_matrix_vertex_input_semantics ;
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hlsl_opts . preserve_structured_buffers = args . hlsl_preserve_structured_buffers ;
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hlsl - > set_hlsl_options ( hlsl_opts ) ;
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hlsl - > set_resource_binding_flags ( args . hlsl_binding_flags ) ;
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if ( args . hlsl_base_vertex_index_explicit_binding )
{
hlsl - > set_hlsl_aux_buffer_binding ( HLSL_AUX_BINDING_BASE_VERTEX_INSTANCE ,
args . hlsl_base_vertex_index_register_index ,
args . hlsl_base_vertex_index_register_space ) ;
}
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}
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if ( build_dummy_sampler )
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{
uint32_t sampler = compiler - > build_dummy_sampler_for_combined_images ( ) ;
if ( sampler ! = 0 )
{
// Set some defaults to make validation happy.
compiler - > set_decoration ( sampler , DecorationDescriptorSet , 0 ) ;
compiler - > set_decoration ( sampler , DecorationBinding , 0 ) ;
}
}
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ShaderResources res ;
if ( args . remove_unused )
{
auto active = compiler - > get_active_interface_variables ( ) ;
res = compiler - > get_shader_resources ( active ) ;
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compiler - > set_enabled_interface_variables ( std : : move ( active ) ) ;
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}
else
res = compiler - > get_shader_resources ( ) ;
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if ( args . flatten_ubo )
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{
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for ( auto & ubo : res . uniform_buffers )
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compiler - > flatten_buffer_block ( ubo . id ) ;
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for ( auto & ubo : res . push_constant_buffers )
compiler - > flatten_buffer_block ( ubo . id ) ;
}
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auto pls_inputs = remap_pls ( args . pls_in , res . stage_inputs , & res . subpass_inputs ) ;
auto pls_outputs = remap_pls ( args . pls_out , res . stage_outputs , nullptr ) ;
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compiler - > remap_pixel_local_storage ( std : : move ( pls_inputs ) , std : : move ( pls_outputs ) ) ;
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for ( auto & ext : args . extensions )
compiler - > require_extension ( ext ) ;
for ( auto & remap : args . remaps )
{
if ( remap_generic ( * compiler , res . stage_inputs , remap ) )
continue ;
if ( remap_generic ( * compiler , res . stage_outputs , remap ) )
continue ;
if ( remap_generic ( * compiler , res . subpass_inputs , remap ) )
continue ;
}
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for ( auto & rename : args . interface_variable_renames )
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{
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if ( rename . storageClass = = StorageClassInput )
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spirv_cross_util : : rename_interface_variable ( * compiler , res . stage_inputs , rename . location ,
rename . variable_name ) ;
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else if ( rename . storageClass = = StorageClassOutput )
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spirv_cross_util : : rename_interface_variable ( * compiler , res . stage_outputs , rename . location ,
rename . variable_name ) ;
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else
{
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fprintf ( stderr , " error at --rename-interface-variable <in|out> ... \n " ) ;
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exit ( EXIT_FAILURE ) ;
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}
}
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if ( combined_image_samplers )
{
compiler - > build_combined_image_samplers ( ) ;
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if ( args . combined_samplers_inherit_bindings )
spirv_cross_util : : inherit_combined_sampler_bindings ( * compiler ) ;
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// Give the remapped combined samplers new names.
for ( auto & remap : compiler - > get_combined_image_samplers ( ) )
{
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compiler - > set_name ( remap . combined_id , join ( " SPIRV_Cross_Combined " , compiler - > get_name ( remap . image_id ) ,
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compiler - > get_name ( remap . sampler_id ) ) ) ;
}
}
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if ( args . hlsl )
{
auto * hlsl_compiler = static_cast < CompilerHLSL * > ( compiler . get ( ) ) ;
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hlsl_compiler - > remap_num_workgroups_builtin ( ) ;
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}
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if ( args . hlsl )
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{
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for ( auto & remap : args . hlsl_attr_remap )
static_cast < CompilerHLSL * > ( compiler . get ( ) ) - > add_vertex_attribute_remap ( remap ) ;
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for ( auto & named_remap : args . hlsl_attr_remap_named )
{
auto itr = std : : find_if ( res . stage_inputs . begin ( ) , res . stage_inputs . end ( ) , [ & ] ( const Resource & input_res ) {
return input_res . name = = named_remap . name ;
} ) ;
if ( itr ! = res . stage_inputs . end ( ) )
{
HLSLVertexAttributeRemap remap = {
compiler - > get_decoration ( itr - > id , DecorationLocation ) ,
named_remap . semantic ,
} ;
static_cast < CompilerHLSL * > ( compiler . get ( ) ) - > add_vertex_attribute_remap ( remap ) ;
}
}
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}
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auto ret = compiler - > compile ( ) ;
if ( args . dump_resources )
{
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compiler - > update_active_builtins ( ) ;
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print_resources ( * compiler , res ) ;
print_push_constant_resources ( * compiler , res . push_constant_buffers ) ;
print_spec_constants ( * compiler ) ;
print_capabilities_and_extensions ( * compiler ) ;
}
return ret ;
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}
static int main_inner ( int argc , char * argv [ ] )
{
CLIArguments args ;
CLICallbacks cbs ;
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cbs . add ( " --help " , [ ] ( CLIParser & parser ) {
print_help ( ) ;
parser . end ( ) ;
} ) ;
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cbs . add ( " --revision " , [ ] ( CLIParser & parser ) {
print_version ( ) ;
parser . end ( ) ;
} ) ;
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cbs . add ( " --output " , [ & args ] ( CLIParser & parser ) { args . output = parser . next_string ( ) ; } ) ;
cbs . add ( " --es " , [ & args ] ( CLIParser & ) {
args . es = true ;
args . set_es = true ;
} ) ;
cbs . add ( " --no-es " , [ & args ] ( CLIParser & ) {
args . es = false ;
args . set_es = true ;
} ) ;
cbs . add ( " --version " , [ & args ] ( CLIParser & parser ) {
args . version = parser . next_uint ( ) ;
args . set_version = true ;
} ) ;
cbs . add ( " --dump-resources " , [ & args ] ( CLIParser & ) { args . dump_resources = true ; } ) ;
cbs . add ( " --force-temporary " , [ & args ] ( CLIParser & ) { args . force_temporary = true ; } ) ;
cbs . add ( " --flatten-ubo " , [ & args ] ( CLIParser & ) { args . flatten_ubo = true ; } ) ;
cbs . add ( " --fixup-clipspace " , [ & args ] ( CLIParser & ) { args . fixup = true ; } ) ;
cbs . add ( " --flip-vert-y " , [ & args ] ( CLIParser & ) { args . yflip = true ; } ) ;
cbs . add ( " --iterations " , [ & args ] ( CLIParser & parser ) { args . iterations = parser . next_uint ( ) ; } ) ;
cbs . add ( " --cpp " , [ & args ] ( CLIParser & ) { args . cpp = true ; } ) ;
cbs . add ( " --reflect " , [ & args ] ( CLIParser & parser ) { args . reflect = parser . next_value_string ( " json " ) ; } ) ;
cbs . add ( " --cpp-interface-name " , [ & args ] ( CLIParser & parser ) { args . cpp_interface_name = parser . next_string ( ) ; } ) ;
cbs . add ( " --metal " , [ & args ] ( CLIParser & ) { args . msl = true ; } ) ; // Legacy compatibility
cbs . add ( " --glsl-emit-push-constant-as-ubo " , [ & args ] ( CLIParser & ) { args . glsl_emit_push_constant_as_ubo = true ; } ) ;
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cbs . add ( " --glsl-emit-ubo-as-plain-uniforms " , [ & args ] ( CLIParser & ) { args . glsl_emit_ubo_as_plain_uniforms = true ; } ) ;
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cbs . add ( " --glsl-force-flattened-io-blocks " , [ & args ] ( CLIParser & ) { args . glsl_force_flattened_io_blocks = true ; } ) ;
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cbs . add ( " --glsl-ovr-multiview-view-count " , [ & args ] ( CLIParser & parser ) { args . glsl_ovr_multiview_view_count = parser . next_uint ( ) ; } ) ;
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cbs . add ( " --glsl-remap-ext-framebuffer-fetch " , [ & args ] ( CLIParser & parser ) {
uint32_t input_index = parser . next_uint ( ) ;
uint32_t color_attachment = parser . next_uint ( ) ;
args . glsl_ext_framebuffer_fetch . push_back ( { input_index , color_attachment } ) ;
} ) ;
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cbs . add ( " --glsl-ext-framebuffer-fetch-noncoherent " , [ & args ] ( CLIParser & ) {
args . glsl_ext_framebuffer_fetch_noncoherent = true ;
} ) ;
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cbs . add ( " --vulkan-glsl-disable-ext-samplerless-texture-functions " ,
[ & args ] ( CLIParser & ) { args . vulkan_glsl_disable_ext_samplerless_texture_functions = true ; } ) ;
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cbs . add ( " --disable-storage-image-qualifier-deduction " ,
[ & args ] ( CLIParser & ) { args . enable_storage_image_qualifier_deduction = false ; } ) ;
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cbs . add ( " --force-zero-initialized-variables " ,
[ & args ] ( CLIParser & ) { args . force_zero_initialized_variables = true ; } ) ;
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cbs . add ( " --msl " , [ & args ] ( CLIParser & ) { args . msl = true ; } ) ;
cbs . add ( " --hlsl " , [ & args ] ( CLIParser & ) { args . hlsl = true ; } ) ;
cbs . add ( " --hlsl-enable-compat " , [ & args ] ( CLIParser & ) { args . hlsl_compat = true ; } ) ;
cbs . add ( " --hlsl-support-nonzero-basevertex-baseinstance " ,
[ & args ] ( CLIParser & ) { args . hlsl_support_nonzero_base = true ; } ) ;
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cbs . add ( " --hlsl-basevertex-baseinstance-binding " , [ & args ] ( CLIParser & parser ) {
args . hlsl_base_vertex_index_explicit_binding = true ;
args . hlsl_base_vertex_index_register_index = parser . next_uint ( ) ;
args . hlsl_base_vertex_index_register_space = parser . next_uint ( ) ;
} ) ;
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cbs . add ( " --hlsl-auto-binding " , [ & args ] ( CLIParser & parser ) {
args . hlsl_binding_flags | = hlsl_resource_type_to_flag ( parser . next_string ( ) ) ;
} ) ;
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cbs . add ( " --hlsl-force-storage-buffer-as-uav " ,
[ & args ] ( CLIParser & ) { args . hlsl_force_storage_buffer_as_uav = true ; } ) ;
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cbs . add ( " --hlsl-nonwritable-uav-texture-as-srv " ,
[ & args ] ( CLIParser & ) { args . hlsl_nonwritable_uav_texture_as_srv = true ; } ) ;
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cbs . add ( " --hlsl-enable-16bit-types " , [ & args ] ( CLIParser & ) { args . hlsl_enable_16bit_types = true ; } ) ;
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cbs . add ( " --hlsl-flatten-matrix-vertex-input-semantics " ,
[ & args ] ( CLIParser & ) { args . hlsl_flatten_matrix_vertex_input_semantics = true ; } ) ;
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cbs . add ( " --hlsl-preserve-structured-buffers " , [ & args ] ( CLIParser & ) { args . hlsl_preserve_structured_buffers = true ; } ) ;
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cbs . add ( " --vulkan-semantics " , [ & args ] ( CLIParser & ) { args . vulkan_semantics = true ; } ) ;
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cbs . add ( " -V " , [ & args ] ( CLIParser & ) { args . vulkan_semantics = true ; } ) ;
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cbs . add ( " --flatten-multidimensional-arrays " , [ & args ] ( CLIParser & ) { args . flatten_multidimensional_arrays = true ; } ) ;
cbs . add ( " --no-420pack-extension " , [ & args ] ( CLIParser & ) { args . use_420pack_extension = false ; } ) ;
cbs . add ( " --msl-capture-output " , [ & args ] ( CLIParser & ) { args . msl_capture_output_to_buffer = true ; } ) ;
cbs . add ( " --msl-swizzle-texture-samples " , [ & args ] ( CLIParser & ) { args . msl_swizzle_texture_samples = true ; } ) ;
cbs . add ( " --msl-ios " , [ & args ] ( CLIParser & ) { args . msl_ios = true ; } ) ;
cbs . add ( " --msl-pad-fragment-output " , [ & args ] ( CLIParser & ) { args . msl_pad_fragment_output = true ; } ) ;
cbs . add ( " --msl-domain-lower-left " , [ & args ] ( CLIParser & ) { args . msl_domain_lower_left = true ; } ) ;
cbs . add ( " --msl-argument-buffers " , [ & args ] ( CLIParser & ) { args . msl_argument_buffers = true ; } ) ;
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cbs . add ( " --msl-argument-buffer-tier " ,
[ & args ] ( CLIParser & parser ) { args . msl_argument_buffers_tier = parser . next_uint ( ) ; } ) ;
2019-04-08 09:53:13 +00:00
cbs . add ( " --msl-discrete-descriptor-set " ,
[ & args ] ( CLIParser & parser ) { args . msl_discrete_descriptor_sets . push_back ( parser . next_uint ( ) ) ; } ) ;
2019-10-14 10:51:48 +00:00
cbs . add ( " --msl-device-argument-buffer " ,
[ & args ] ( CLIParser & parser ) { args . msl_device_argument_buffers . push_back ( parser . next_uint ( ) ) ; } ) ;
2019-04-23 10:17:21 +00:00
cbs . add ( " --msl-texture-buffer-native " , [ & args ] ( CLIParser & ) { args . msl_texture_buffer_native = true ; } ) ;
2019-09-27 19:49:54 +00:00
cbs . add ( " --msl-framebuffer-fetch " , [ & args ] ( CLIParser & ) { args . msl_framebuffer_fetch = true ; } ) ;
2019-10-09 15:22:25 +00:00
cbs . add ( " --msl-invariant-float-math " , [ & args ] ( CLIParser & ) { args . msl_invariant_float_math = true ; } ) ;
2019-09-27 19:49:54 +00:00
cbs . add ( " --msl-emulate-cube-array " , [ & args ] ( CLIParser & ) { args . msl_emulate_cube_array = true ; } ) ;
2019-05-31 17:06:20 +00:00
cbs . add ( " --msl-multiview " , [ & args ] ( CLIParser & ) { args . msl_multiview = true ; } ) ;
2020-08-23 21:44:41 +00:00
cbs . add ( " --msl-multiview-no-layered-rendering " ,
[ & args ] ( CLIParser & ) { args . msl_multiview_layered_rendering = false ; } ) ;
2019-07-13 02:50:50 +00:00
cbs . add ( " --msl-view-index-from-device-index " ,
[ & args ] ( CLIParser & ) { args . msl_view_index_from_device_index = true ; } ) ;
2019-07-22 18:08:04 +00:00
cbs . add ( " --msl-dispatch-base " , [ & args ] ( CLIParser & ) { args . msl_dispatch_base = true ; } ) ;
MSL: Support dynamic offsets for buffers in argument buffers.
Vulkan has two types of buffer descriptors,
`VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC` and
`VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC`, which allow the client to
offset the buffers by an amount given when the descriptor set is bound
to a pipeline. Metal provides no direct support for this when the buffer
in question is in an argument buffer, so once again we're on our own.
These offsets cannot be stored or associated in any way with the
argument buffer itself, because they are set at bind time. Different
pipelines may have different offsets set. Therefore, we must use a
separate buffer, not in any argument buffer, to hold these offsets. Then
the shader must manually offset the buffer pointer.
This change fully supports arrays, including arrays of arrays, even
though Vulkan forbids them. It does not, however, support runtime
arrays. Perhaps later.
2019-09-06 04:14:12 +00:00
cbs . add ( " --msl-dynamic-buffer " , [ & args ] ( CLIParser & parser ) {
args . msl_argument_buffers = true ;
2019-09-06 08:17:31 +00:00
// Make sure next_uint() is called in-order.
2019-09-06 08:11:18 +00:00
uint32_t desc_set = parser . next_uint ( ) ;
uint32_t binding = parser . next_uint ( ) ;
args . msl_dynamic_buffers . push_back ( make_pair ( desc_set , binding ) ) ;
MSL: Support dynamic offsets for buffers in argument buffers.
Vulkan has two types of buffer descriptors,
`VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC` and
`VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC`, which allow the client to
offset the buffers by an amount given when the descriptor set is bound
to a pipeline. Metal provides no direct support for this when the buffer
in question is in an argument buffer, so once again we're on our own.
These offsets cannot be stored or associated in any way with the
argument buffer itself, because they are set at bind time. Different
pipelines may have different offsets set. Therefore, we must use a
separate buffer, not in any argument buffer, to hold these offsets. Then
the shader must manually offset the buffer pointer.
This change fully supports arrays, including arrays of arrays, even
though Vulkan forbids them. It does not, however, support runtime
arrays. Perhaps later.
2019-09-06 04:14:12 +00:00
} ) ;
2019-11-27 09:02:46 +00:00
cbs . add ( " --msl-decoration-binding " , [ & args ] ( CLIParser & ) { args . msl_decoration_binding = true ; } ) ;
2020-01-16 14:20:59 +00:00
cbs . add ( " --msl-force-active-argument-buffer-resources " ,
[ & args ] ( CLIParser & ) { args . msl_force_active_argument_buffer_resources = true ; } ) ;
2019-12-17 04:58:16 +00:00
cbs . add ( " --msl-inline-uniform-block " , [ & args ] ( CLIParser & parser ) {
args . msl_argument_buffers = true ;
// Make sure next_uint() is called in-order.
uint32_t desc_set = parser . next_uint ( ) ;
uint32_t binding = parser . next_uint ( ) ;
args . msl_inline_uniform_blocks . push_back ( make_pair ( desc_set , binding ) ) ;
} ) ;
2020-03-19 13:21:42 +00:00
cbs . add ( " --msl-force-native-arrays " , [ & args ] ( CLIParser & ) { args . msl_force_native_arrays = true ; } ) ;
2020-04-10 06:13:33 +00:00
cbs . add ( " --msl-disable-frag-depth-builtin " , [ & args ] ( CLIParser & ) { args . msl_enable_frag_depth_builtin = false ; } ) ;
cbs . add ( " --msl-disable-frag-stencil-ref-builtin " ,
[ & args ] ( CLIParser & ) { args . msl_enable_frag_stencil_ref_builtin = false ; } ) ;
cbs . add ( " --msl-enable-frag-output-mask " ,
[ & args ] ( CLIParser & parser ) { args . msl_enable_frag_output_mask = parser . next_hex_uint ( ) ; } ) ;
2020-04-20 07:48:20 +00:00
cbs . add ( " --msl-no-clip-distance-user-varying " ,
[ & args ] ( CLIParser & ) { args . msl_enable_clip_distance_user_varying = false ; } ) ;
2022-10-10 23:20:08 +00:00
cbs . add ( " --msl-add-shader-input " , [ & args ] ( CLIParser & parser ) {
MSLShaderInterfaceVariable input ;
// Make sure next_uint() is called in-order.
input . location = parser . next_uint ( ) ;
const char * format = parser . next_value_string ( " other " ) ;
if ( strcmp ( format , " any32 " ) = = 0 )
input . format = MSL_SHADER_VARIABLE_FORMAT_ANY32 ;
else if ( strcmp ( format , " any16 " ) = = 0 )
input . format = MSL_SHADER_VARIABLE_FORMAT_ANY16 ;
else if ( strcmp ( format , " u16 " ) = = 0 )
input . format = MSL_SHADER_VARIABLE_FORMAT_UINT16 ;
else if ( strcmp ( format , " u8 " ) = = 0 )
input . format = MSL_SHADER_VARIABLE_FORMAT_UINT8 ;
else
input . format = MSL_SHADER_VARIABLE_FORMAT_OTHER ;
input . vecsize = parser . next_uint ( ) ;
const char * rate = parser . next_value_string ( " vertex " ) ;
if ( strcmp ( rate , " primitive " ) = = 0 )
input . rate = MSL_SHADER_VARIABLE_RATE_PER_PRIMITIVE ;
else if ( strcmp ( rate , " patch " ) = = 0 )
input . rate = MSL_SHADER_VARIABLE_RATE_PER_PATCH ;
else
input . rate = MSL_SHADER_VARIABLE_RATE_PER_VERTEX ;
args . msl_shader_inputs . push_back ( input ) ;
} ) ;
cbs . add ( " --msl-add-shader-output " , [ & args ] ( CLIParser & parser ) {
MSLShaderInterfaceVariable output ;
// Make sure next_uint() is called in-order.
output . location = parser . next_uint ( ) ;
const char * format = parser . next_value_string ( " other " ) ;
if ( strcmp ( format , " any32 " ) = = 0 )
output . format = MSL_SHADER_VARIABLE_FORMAT_ANY32 ;
else if ( strcmp ( format , " any16 " ) = = 0 )
output . format = MSL_SHADER_VARIABLE_FORMAT_ANY16 ;
else if ( strcmp ( format , " u16 " ) = = 0 )
output . format = MSL_SHADER_VARIABLE_FORMAT_UINT16 ;
else if ( strcmp ( format , " u8 " ) = = 0 )
output . format = MSL_SHADER_VARIABLE_FORMAT_UINT8 ;
else
output . format = MSL_SHADER_VARIABLE_FORMAT_OTHER ;
output . vecsize = parser . next_uint ( ) ;
const char * rate = parser . next_value_string ( " vertex " ) ;
if ( strcmp ( rate , " primitive " ) = = 0 )
output . rate = MSL_SHADER_VARIABLE_RATE_PER_PRIMITIVE ;
else if ( strcmp ( rate , " patch " ) = = 0 )
output . rate = MSL_SHADER_VARIABLE_RATE_PER_PATCH ;
else
output . rate = MSL_SHADER_VARIABLE_RATE_PER_VERTEX ;
args . msl_shader_outputs . push_back ( output ) ;
} ) ;
2020-06-14 04:03:30 +00:00
cbs . add ( " --msl-shader-input " , [ & args ] ( CLIParser & parser ) {
2022-08-13 23:55:34 +00:00
MSLShaderInterfaceVariable input ;
2020-06-14 04:03:30 +00:00
// Make sure next_uint() is called in-order.
input . location = parser . next_uint ( ) ;
const char * format = parser . next_value_string ( " other " ) ;
MSL: Add support for processing more than one patch per workgroup.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.
This also simplifies initialization by reading the buffer directly
instead of using Metal's vertex-attribute-in-compute support. It turns
out the only way in which shader stages are allowed to differ in their
interfaces is in the number of components per vector; the base type must
be the same. Since we are using the raw buffer instead of attributes, we
can now also emit arrays and matrices directly into the buffer, instead
of flattening them and then unpacking them. Structs are still flattened,
however; this is due to the need to handle vectors with fewer components
than were output, and I think handling this while also directly emitting
structs could get ugly.
Another advantage of this scheme is that the extra invocations needed to
read the attributes when there were more input than output points are
now no more. The number of threads per workgroup is now lcm(SIMD-size,
output control points). This should ensure we always process a whole
number of patches per workgroup.
To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader. This also fixes a long-standing
issue where if an index were greater than the number of vertices to
draw, the vertex shader would wind up writing outside the buffer, and
the vertex would be lost.
This is a breaking change, and I know SPIRV-Cross has other clients, so
I've hidden this behind an option for now. In the future, I want to
remove this option and make it the default.
2020-02-21 03:38:28 +00:00
if ( strcmp ( format , " any32 " ) = = 0 )
2022-08-13 23:55:34 +00:00
input . format = MSL_SHADER_VARIABLE_FORMAT_ANY32 ;
MSL: Add support for processing more than one patch per workgroup.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.
This also simplifies initialization by reading the buffer directly
instead of using Metal's vertex-attribute-in-compute support. It turns
out the only way in which shader stages are allowed to differ in their
interfaces is in the number of components per vector; the base type must
be the same. Since we are using the raw buffer instead of attributes, we
can now also emit arrays and matrices directly into the buffer, instead
of flattening them and then unpacking them. Structs are still flattened,
however; this is due to the need to handle vectors with fewer components
than were output, and I think handling this while also directly emitting
structs could get ugly.
Another advantage of this scheme is that the extra invocations needed to
read the attributes when there were more input than output points are
now no more. The number of threads per workgroup is now lcm(SIMD-size,
output control points). This should ensure we always process a whole
number of patches per workgroup.
To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader. This also fixes a long-standing
issue where if an index were greater than the number of vertices to
draw, the vertex shader would wind up writing outside the buffer, and
the vertex would be lost.
This is a breaking change, and I know SPIRV-Cross has other clients, so
I've hidden this behind an option for now. In the future, I want to
remove this option and make it the default.
2020-02-21 03:38:28 +00:00
else if ( strcmp ( format , " any16 " ) = = 0 )
2022-08-13 23:55:34 +00:00
input . format = MSL_SHADER_VARIABLE_FORMAT_ANY16 ;
MSL: Add support for processing more than one patch per workgroup.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.
This also simplifies initialization by reading the buffer directly
instead of using Metal's vertex-attribute-in-compute support. It turns
out the only way in which shader stages are allowed to differ in their
interfaces is in the number of components per vector; the base type must
be the same. Since we are using the raw buffer instead of attributes, we
can now also emit arrays and matrices directly into the buffer, instead
of flattening them and then unpacking them. Structs are still flattened,
however; this is due to the need to handle vectors with fewer components
than were output, and I think handling this while also directly emitting
structs could get ugly.
Another advantage of this scheme is that the extra invocations needed to
read the attributes when there were more input than output points are
now no more. The number of threads per workgroup is now lcm(SIMD-size,
output control points). This should ensure we always process a whole
number of patches per workgroup.
To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader. This also fixes a long-standing
issue where if an index were greater than the number of vertices to
draw, the vertex shader would wind up writing outside the buffer, and
the vertex would be lost.
This is a breaking change, and I know SPIRV-Cross has other clients, so
I've hidden this behind an option for now. In the future, I want to
remove this option and make it the default.
2020-02-21 03:38:28 +00:00
else if ( strcmp ( format , " u16 " ) = = 0 )
2022-08-13 23:55:34 +00:00
input . format = MSL_SHADER_VARIABLE_FORMAT_UINT16 ;
2020-06-14 04:03:30 +00:00
else if ( strcmp ( format , " u8 " ) = = 0 )
2022-08-13 23:55:34 +00:00
input . format = MSL_SHADER_VARIABLE_FORMAT_UINT8 ;
2020-06-14 04:03:30 +00:00
else
2022-08-13 23:55:34 +00:00
input . format = MSL_SHADER_VARIABLE_FORMAT_OTHER ;
2020-06-14 04:03:30 +00:00
input . vecsize = parser . next_uint ( ) ;
args . msl_shader_inputs . push_back ( input ) ;
} ) ;
2022-08-13 23:55:34 +00:00
cbs . add ( " --msl-shader-output " , [ & args ] ( CLIParser & parser ) {
MSLShaderInterfaceVariable output ;
// Make sure next_uint() is called in-order.
output . location = parser . next_uint ( ) ;
const char * format = parser . next_value_string ( " other " ) ;
if ( strcmp ( format , " any32 " ) = = 0 )
output . format = MSL_SHADER_VARIABLE_FORMAT_ANY32 ;
else if ( strcmp ( format , " any16 " ) = = 0 )
output . format = MSL_SHADER_VARIABLE_FORMAT_ANY16 ;
else if ( strcmp ( format , " u16 " ) = = 0 )
output . format = MSL_SHADER_VARIABLE_FORMAT_UINT16 ;
else if ( strcmp ( format , " u8 " ) = = 0 )
output . format = MSL_SHADER_VARIABLE_FORMAT_UINT8 ;
else
output . format = MSL_SHADER_VARIABLE_FORMAT_OTHER ;
output . vecsize = parser . next_uint ( ) ;
args . msl_shader_outputs . push_back ( output ) ;
} ) ;
2022-10-03 06:33:50 +00:00
cbs . add ( " --msl-raw-buffer-tese-input " , [ & args ] ( CLIParser & ) { args . msl_raw_buffer_tese_input = true ; } ) ;
MSL: Add support for processing more than one patch per workgroup.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.
This also simplifies initialization by reading the buffer directly
instead of using Metal's vertex-attribute-in-compute support. It turns
out the only way in which shader stages are allowed to differ in their
interfaces is in the number of components per vector; the base type must
be the same. Since we are using the raw buffer instead of attributes, we
can now also emit arrays and matrices directly into the buffer, instead
of flattening them and then unpacking them. Structs are still flattened,
however; this is due to the need to handle vectors with fewer components
than were output, and I think handling this while also directly emitting
structs could get ugly.
Another advantage of this scheme is that the extra invocations needed to
read the attributes when there were more input than output points are
now no more. The number of threads per workgroup is now lcm(SIMD-size,
output control points). This should ensure we always process a whole
number of patches per workgroup.
To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader. This also fixes a long-standing
issue where if an index were greater than the number of vertices to
draw, the vertex shader would wind up writing outside the buffer, and
the vertex would be lost.
This is a breaking change, and I know SPIRV-Cross has other clients, so
I've hidden this behind an option for now. In the future, I want to
remove this option and make it the default.
2020-02-21 03:38:28 +00:00
cbs . add ( " --msl-multi-patch-workgroup " , [ & args ] ( CLIParser & ) { args . msl_multi_patch_workgroup = true ; } ) ;
cbs . add ( " --msl-vertex-for-tessellation " , [ & args ] ( CLIParser & ) { args . msl_vertex_for_tessellation = true ; } ) ;
2020-07-22 16:37:17 +00:00
cbs . add ( " --msl-additional-fixed-sample-mask " ,
[ & args ] ( CLIParser & parser ) { args . msl_additional_fixed_sample_mask = parser . next_hex_uint ( ) ; } ) ;
2020-08-28 00:24:20 +00:00
cbs . add ( " --msl-arrayed-subpass-input " , [ & args ] ( CLIParser & ) { args . msl_arrayed_subpass_input = true ; } ) ;
2020-10-13 18:20:49 +00:00
cbs . add ( " --msl-r32ui-linear-texture-align " ,
[ & args ] ( CLIParser & parser ) { args . msl_r32ui_linear_texture_alignment = parser . next_uint ( ) ; } ) ;
cbs . add ( " --msl-r32ui-linear-texture-align-constant-id " ,
[ & args ] ( CLIParser & parser ) { args . msl_r32ui_alignment_constant_id = parser . next_uint ( ) ; } ) ;
2020-10-15 01:48:52 +00:00
cbs . add ( " --msl-texture-1d-as-2d " , [ & args ] ( CLIParser & ) { args . msl_texture_1d_as_2d = true ; } ) ;
2020-11-19 05:16:46 +00:00
cbs . add ( " --msl-ios-use-simdgroup-functions " , [ & args ] ( CLIParser & ) { args . msl_ios_use_simdgroup_functions = true ; } ) ;
cbs . add ( " --msl-emulate-subgroups " , [ & args ] ( CLIParser & ) { args . msl_emulate_subgroups = true ; } ) ;
cbs . add ( " --msl-fixed-subgroup-size " ,
[ & args ] ( CLIParser & parser ) { args . msl_fixed_subgroup_size = parser . next_uint ( ) ; } ) ;
MSL: Adjust FragCoord for sample-rate shading.
In Metal, the `[[position]]` input to a fragment shader remains at
fragment center, even at sample rate, like OpenGL and Direct3D. In
Vulkan, however, when the fragment shader runs at sample rate, the
`FragCoord` builtin moves to the sample position in the framebuffer,
instead of the fragment center. To account for this difference, adjust
the `FragCoord`, if present, by the sample position. The -0.5 offset is
because the fragment center is at (0.5, 0.5).
Also, add an option to force sample-rate shading in a fragment shader.
Since Metal has no explicit control for this, this is done by adding a
dummy `[[sample_id]]` which is otherwise unused, if none is already
present. This is intended to be used from e.g. MoltenVK when a
pipeline's `minSampleShading` value is nonzero.
Instead of checking if any `Input` variables have `Sample`
interpolation, I've elected to check that the `SampleRateShading`
capability is present. Since `SampleId`, `SamplePosition`, and the
`Sample` interpolation decoration require this cap, this should be
equivalent for any valid SPIR-V module. If this isn't acceptable, let me
know.
2020-11-20 21:41:46 +00:00
cbs . add ( " --msl-force-sample-rate-shading " , [ & args ] ( CLIParser & ) { args . msl_force_sample_rate_shading = true ; } ) ;
2022-11-17 19:53:38 +00:00
cbs . add ( " --msl-no-manual-helper-invocation-updates " ,
[ & args ] ( CLIParser & ) { args . msl_manual_helper_invocation_updates = false ; } ) ;
2022-11-08 01:35:29 +00:00
cbs . add ( " --msl-check-discarded-frag-stores " , [ & args ] ( CLIParser & ) { args . msl_check_discarded_frag_stores = true ; } ) ;
2024-05-10 16:10:22 +00:00
cbs . add ( " --msl-force-frag-with-side-effects-execution " , [ & args ] ( CLIParser & ) { args . msl_force_fragment_with_side_effects_execution = true ; } ) ;
2023-01-18 10:39:01 +00:00
cbs . add ( " --msl-sample-dref-lod-array-as-grad " ,
[ & args ] ( CLIParser & ) { args . msl_sample_dref_lod_array_as_grad = true ; } ) ;
2023-11-27 23:03:58 +00:00
cbs . add ( " --msl-no-readwrite-texture-fences " , [ & args ] ( CLIParser & ) { args . msl_readwrite_texture_fences = false ; } ) ;
2023-11-26 07:17:49 +00:00
cbs . add ( " --msl-agx-manual-cube-grad-fixup " , [ & args ] ( CLIParser & ) { args . msl_agx_manual_cube_grad_fixup = true ; } ) ;
2021-05-21 14:47:41 +00:00
cbs . add ( " --msl-combined-sampler-suffix " , [ & args ] ( CLIParser & parser ) {
args . msl_combined_sampler_suffix = parser . next_string ( ) ;
} ) ;
2023-08-17 10:01:26 +00:00
cbs . add ( " --msl-runtime-array-rich-descriptor " ,
2023-07-16 19:41:52 +00:00
[ & args ] ( CLIParser & ) { args . msl_runtime_array_rich_descriptor = true ; } ) ;
2023-10-14 01:57:01 +00:00
cbs . add ( " --msl-replace-recursive-inputs " ,
[ & args ] ( CLIParser & ) { args . msl_replace_recursive_inputs = true ; } ) ;
2024-05-20 14:14:36 +00:00
cbs . add ( " --msl-input-attachment-is-ds-attachment " , [ & args ] ( CLIParser & ) { args . msl_input_attachment_is_ds_attachment = true ; } ) ;
2019-04-08 09:53:13 +00:00
cbs . add ( " --extension " , [ & args ] ( CLIParser & parser ) { args . extensions . push_back ( parser . next_string ( ) ) ; } ) ;
cbs . add ( " --rename-entry-point " , [ & args ] ( CLIParser & parser ) {
auto old_name = parser . next_string ( ) ;
auto new_name = parser . next_string ( ) ;
auto model = stage_to_execution_model ( parser . next_string ( ) ) ;
2022-03-02 23:02:38 +00:00
args . entry_point_rename . push_back ( { old_name , new_name , std : : move ( model ) } ) ;
2019-04-08 09:53:13 +00:00
} ) ;
cbs . add ( " --entry " , [ & args ] ( CLIParser & parser ) { args . entry = parser . next_string ( ) ; } ) ;
cbs . add ( " --stage " , [ & args ] ( CLIParser & parser ) { args . entry_stage = parser . next_string ( ) ; } ) ;
cbs . add ( " --separate-shader-objects " , [ & args ] ( CLIParser & ) { args . sso = true ; } ) ;
cbs . add ( " --set-hlsl-vertex-input-semantic " , [ & args ] ( CLIParser & parser ) {
HLSLVertexAttributeRemap remap ;
remap . location = parser . next_uint ( ) ;
remap . semantic = parser . next_string ( ) ;
2022-03-02 23:02:38 +00:00
args . hlsl_attr_remap . push_back ( std : : move ( remap ) ) ;
2019-04-08 09:53:13 +00:00
} ) ;
2022-10-26 10:41:23 +00:00
cbs . add ( " --set-hlsl-named-vertex-input-semantic " , [ & args ] ( CLIParser & parser ) {
HLSLVertexAttributeRemapNamed remap ;
remap . name = parser . next_string ( ) ;
remap . semantic = parser . next_string ( ) ;
args . hlsl_attr_remap_named . push_back ( std : : move ( remap ) ) ;
} ) ;
2019-04-08 09:53:13 +00:00
cbs . add ( " --remap " , [ & args ] ( CLIParser & parser ) {
string src = parser . next_string ( ) ;
string dst = parser . next_string ( ) ;
uint32_t components = parser . next_uint ( ) ;
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args . remaps . push_back ( { std : : move ( src ) , std : : move ( dst ) , components } ) ;
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} ) ;
cbs . add ( " --remap-variable-type " , [ & args ] ( CLIParser & parser ) {
string var_name = parser . next_string ( ) ;
string new_type = parser . next_string ( ) ;
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args . variable_type_remaps . push_back ( { std : : move ( var_name ) , std : : move ( new_type ) } ) ;
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} ) ;
cbs . add ( " --rename-interface-variable " , [ & args ] ( CLIParser & parser ) {
StorageClass cls = StorageClassMax ;
string clsStr = parser . next_string ( ) ;
if ( clsStr = = " in " )
cls = StorageClassInput ;
else if ( clsStr = = " out " )
cls = StorageClassOutput ;
uint32_t loc = parser . next_uint ( ) ;
string var_name = parser . next_string ( ) ;
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args . interface_variable_renames . push_back ( { cls , loc , std : : move ( var_name ) } ) ;
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} ) ;
cbs . add ( " --pls-in " , [ & args ] ( CLIParser & parser ) {
auto fmt = pls_format ( parser . next_string ( ) ) ;
auto name = parser . next_string ( ) ;
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args . pls_in . push_back ( { std : : move ( fmt ) , std : : move ( name ) } ) ;
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} ) ;
cbs . add ( " --pls-out " , [ & args ] ( CLIParser & parser ) {
auto fmt = pls_format ( parser . next_string ( ) ) ;
auto name = parser . next_string ( ) ;
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args . pls_out . push_back ( { std : : move ( fmt ) , std : : move ( name ) } ) ;
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} ) ;
cbs . add ( " --shader-model " , [ & args ] ( CLIParser & parser ) {
args . shader_model = parser . next_uint ( ) ;
args . set_shader_model = true ;
} ) ;
cbs . add ( " --msl-version " , [ & args ] ( CLIParser & parser ) {
args . msl_version = parser . next_uint ( ) ;
args . set_msl_version = true ;
} ) ;
cbs . add ( " --remove-unused-variables " , [ & args ] ( CLIParser & ) { args . remove_unused = true ; } ) ;
cbs . add ( " --combined-samplers-inherit-bindings " ,
[ & args ] ( CLIParser & ) { args . combined_samplers_inherit_bindings = true ; } ) ;
cbs . add ( " --no-support-nonzero-baseinstance " , [ & ] ( CLIParser & ) { args . support_nonzero_baseinstance = false ; } ) ;
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cbs . add ( " --emit-line-directives " , [ & args ] ( CLIParser & ) { args . emit_line_directives = true ; } ) ;
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cbs . add ( " --mask-stage-output-location " , [ & ] ( CLIParser & parser ) {
uint32_t location = parser . next_uint ( ) ;
uint32_t component = parser . next_uint ( ) ;
args . masked_stage_outputs . push_back ( { location , component } ) ;
} ) ;
cbs . add ( " --mask-stage-output-builtin " , [ & ] ( CLIParser & parser ) {
BuiltIn masked_builtin = BuiltInMax ;
std : : string builtin = parser . next_string ( ) ;
if ( builtin = = " Position " )
masked_builtin = BuiltInPosition ;
else if ( builtin = = " PointSize " )
masked_builtin = BuiltInPointSize ;
else if ( builtin = = " CullDistance " )
masked_builtin = BuiltInCullDistance ;
else if ( builtin = = " ClipDistance " )
masked_builtin = BuiltInClipDistance ;
else
{
print_help ( ) ;
exit ( EXIT_FAILURE ) ;
}
args . masked_stage_builtins . push_back ( masked_builtin ) ;
} ) ;
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cbs . add ( " --force-recompile-max-debug-iterations " , [ & ] ( CLIParser & parser ) {
args . force_recompile_max_debug_iterations = parser . next_uint ( ) ;
} ) ;
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cbs . add ( " --relax-nan-checks " , [ & ] ( CLIParser & ) { args . relax_nan_checks = true ; } ) ;
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cbs . default_handler = [ & args ] ( const char * value ) { args . input = value ; } ;
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cbs . add ( " - " , [ & args ] ( CLIParser & ) { args . input = " - " ; } ) ;
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cbs . error_handler = [ ] { print_help ( ) ; } ;
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CLIParser parser { std : : move ( cbs ) , argc - 1 , argv + 1 } ;
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if ( ! parser . parse ( ) )
return EXIT_FAILURE ;
else if ( parser . ended_state )
return EXIT_SUCCESS ;
if ( ! args . input )
{
fprintf ( stderr , " Didn't specify input file. \n " ) ;
print_help ( ) ;
return EXIT_FAILURE ;
}
auto spirv_file = read_spirv_file ( args . input ) ;
if ( spirv_file . empty ( ) )
return EXIT_FAILURE ;
// Special case reflection because it has little to do with the path followed by code-outputting compilers
if ( ! args . reflect . empty ( ) )
{
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Parser spirv_parser ( std : : move ( spirv_file ) ) ;
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spirv_parser . parse ( ) ;
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CompilerReflection compiler ( std : : move ( spirv_parser . get_parsed_ir ( ) ) ) ;
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compiler . set_format ( args . reflect ) ;
auto json = compiler . compile ( ) ;
if ( args . output )
write_string_to_file ( args . output , json . c_str ( ) ) ;
else
printf ( " %s " , json . c_str ( ) ) ;
return EXIT_SUCCESS ;
}
string compiled_output ;
if ( args . iterations = = 1 )
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compiled_output = compile_iteration ( args , std : : move ( spirv_file ) ) ;
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else
{
for ( unsigned i = 0 ; i < args . iterations ; i + + )
compiled_output = compile_iteration ( args , spirv_file ) ;
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}
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if ( args . output )
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write_string_to_file ( args . output , compiled_output . c_str ( ) ) ;
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else
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printf ( " %s " , compiled_output . c_str ( ) ) ;
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return EXIT_SUCCESS ;
}
int main ( int argc , char * argv [ ] )
{
# ifdef SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS
return main_inner ( argc , argv ) ;
# else
// Make sure we catch the exception or it just disappears into the aether on Windows.
try
{
return main_inner ( argc , argv ) ;
}
catch ( const std : : exception & e )
{
fprintf ( stderr , " SPIRV-Cross threw an exception: %s \n " , e . what ( ) ) ;
return EXIT_FAILURE ;
}
# endif
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}