SPIRV-Cross/spirv_msl.cpp

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/*
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* Copyright 2016-2020 The Brenwill Workshop Ltd.
*
* 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.
*/
#include "spirv_msl.hpp"
#include "GLSL.std.450.h"
#include <algorithm>
#include <assert.h>
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#include <numeric>
using namespace spv;
using namespace SPIRV_CROSS_NAMESPACE;
using namespace std;
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static const uint32_t k_unknown_location = ~0u;
static const uint32_t k_unknown_component = ~0u;
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static const char *force_inline = "static inline __attribute__((always_inline))";
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CompilerMSL::CompilerMSL(std::vector<uint32_t> spirv_)
: CompilerGLSL(move(spirv_))
{
}
CompilerMSL::CompilerMSL(const uint32_t *ir_, size_t word_count)
: CompilerGLSL(ir_, word_count)
{
}
CompilerMSL::CompilerMSL(const ParsedIR &ir_)
: CompilerGLSL(ir_)
{
}
CompilerMSL::CompilerMSL(ParsedIR &&ir_)
: CompilerGLSL(std::move(ir_))
{
}
void CompilerMSL::add_msl_shader_input(const MSLShaderInput &si)
{
inputs_by_location[si.location] = si;
if (si.builtin != BuiltInMax && !inputs_by_builtin.count(si.builtin))
inputs_by_builtin[si.builtin] = si;
}
void CompilerMSL::add_msl_resource_binding(const MSLResourceBinding &binding)
{
StageSetBinding tuple = { binding.stage, binding.desc_set, binding.binding };
resource_bindings[tuple] = { binding, false };
}
void CompilerMSL::add_dynamic_buffer(uint32_t desc_set, uint32_t binding, uint32_t index)
{
SetBindingPair pair = { desc_set, binding };
buffers_requiring_dynamic_offset[pair] = { index, 0 };
}
void CompilerMSL::add_inline_uniform_block(uint32_t desc_set, uint32_t binding)
{
SetBindingPair pair = { desc_set, binding };
inline_uniform_blocks.insert(pair);
}
void CompilerMSL::add_discrete_descriptor_set(uint32_t desc_set)
{
if (desc_set < kMaxArgumentBuffers)
argument_buffer_discrete_mask |= 1u << desc_set;
}
void CompilerMSL::set_argument_buffer_device_address_space(uint32_t desc_set, bool device_storage)
{
if (desc_set < kMaxArgumentBuffers)
{
if (device_storage)
argument_buffer_device_storage_mask |= 1u << desc_set;
else
argument_buffer_device_storage_mask &= ~(1u << desc_set);
}
}
bool CompilerMSL::is_msl_shader_input_used(uint32_t location)
{
return inputs_in_use.count(location) != 0;
}
bool CompilerMSL::is_msl_resource_binding_used(ExecutionModel model, uint32_t desc_set, uint32_t binding) const
{
StageSetBinding tuple = { model, desc_set, binding };
auto itr = resource_bindings.find(tuple);
return itr != end(resource_bindings) && itr->second.second;
}
uint32_t CompilerMSL::get_automatic_msl_resource_binding(uint32_t id) const
{
return get_extended_decoration(id, SPIRVCrossDecorationResourceIndexPrimary);
}
uint32_t CompilerMSL::get_automatic_msl_resource_binding_secondary(uint32_t id) const
{
return get_extended_decoration(id, SPIRVCrossDecorationResourceIndexSecondary);
}
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
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uint32_t CompilerMSL::get_automatic_msl_resource_binding_tertiary(uint32_t id) const
{
return get_extended_decoration(id, SPIRVCrossDecorationResourceIndexTertiary);
}
uint32_t CompilerMSL::get_automatic_msl_resource_binding_quaternary(uint32_t id) const
{
return get_extended_decoration(id, SPIRVCrossDecorationResourceIndexQuaternary);
}
void CompilerMSL::set_fragment_output_components(uint32_t location, uint32_t components)
{
fragment_output_components[location] = components;
}
bool CompilerMSL::builtin_translates_to_nonarray(spv::BuiltIn builtin) const
{
return (builtin == BuiltInSampleMask);
}
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void CompilerMSL::build_implicit_builtins()
{
bool need_sample_pos = active_input_builtins.get(BuiltInSamplePosition);
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.
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bool need_vertex_params = capture_output_to_buffer && get_execution_model() == ExecutionModelVertex &&
!msl_options.vertex_for_tessellation;
bool need_tesc_params = get_execution_model() == ExecutionModelTessellationControl;
bool need_subgroup_mask =
active_input_builtins.get(BuiltInSubgroupEqMask) || active_input_builtins.get(BuiltInSubgroupGeMask) ||
active_input_builtins.get(BuiltInSubgroupGtMask) || active_input_builtins.get(BuiltInSubgroupLeMask) ||
active_input_builtins.get(BuiltInSubgroupLtMask);
bool need_subgroup_ge_mask = !msl_options.is_ios() && (active_input_builtins.get(BuiltInSubgroupGeMask) ||
active_input_builtins.get(BuiltInSubgroupGtMask));
bool need_multiview = get_execution_model() == ExecutionModelVertex && !msl_options.view_index_from_device_index &&
msl_options.multiview_layered_rendering &&
(msl_options.multiview || active_input_builtins.get(BuiltInViewIndex));
bool need_dispatch_base =
msl_options.dispatch_base && get_execution_model() == ExecutionModelGLCompute &&
(active_input_builtins.get(BuiltInWorkgroupId) || active_input_builtins.get(BuiltInGlobalInvocationId));
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.
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bool need_grid_params = get_execution_model() == ExecutionModelVertex && msl_options.vertex_for_tessellation;
bool need_vertex_base_params =
need_grid_params &&
(active_input_builtins.get(BuiltInVertexId) || active_input_builtins.get(BuiltInVertexIndex) ||
active_input_builtins.get(BuiltInBaseVertex) || active_input_builtins.get(BuiltInInstanceId) ||
active_input_builtins.get(BuiltInInstanceIndex) || active_input_builtins.get(BuiltInBaseInstance));
bool need_sample_mask = msl_options.additional_fixed_sample_mask != 0xffffffff;
if (need_subpass_input || need_sample_pos || need_subgroup_mask || need_vertex_params || need_tesc_params ||
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.
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need_multiview || need_dispatch_base || need_vertex_base_params || need_grid_params ||
needs_subgroup_invocation_id || need_sample_mask)
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{
bool has_frag_coord = false;
bool has_sample_id = false;
bool has_vertex_idx = false;
bool has_base_vertex = false;
bool has_instance_idx = false;
bool has_base_instance = false;
bool has_invocation_id = false;
bool has_primitive_id = false;
bool has_subgroup_invocation_id = false;
bool has_subgroup_size = false;
bool has_view_idx = false;
bool has_layer = false;
uint32_t workgroup_id_type = 0;
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// FIXME: Investigate the fact that there are no checks for the entry point interface variables.
ir.for_each_typed_id<SPIRVariable>([&](uint32_t, SPIRVariable &var) {
if (!ir.meta[var.self].decoration.builtin)
return;
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// Use Metal's native frame-buffer fetch API for subpass inputs.
BuiltIn builtin = ir.meta[var.self].decoration.builtin_type;
if (var.storage == StorageClassOutput)
{
if (need_sample_mask && builtin == BuiltInSampleMask)
{
builtin_sample_mask_id = var.self;
mark_implicit_builtin(StorageClassOutput, BuiltInSampleMask, var.self);
does_shader_write_sample_mask = true;
}
}
if (var.storage != StorageClassInput)
return;
if (need_subpass_input && (!msl_options.is_ios() || !msl_options.ios_use_framebuffer_fetch_subpasses))
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{
switch (builtin)
{
case BuiltInFragCoord:
mark_implicit_builtin(StorageClassInput, BuiltInFragCoord, var.self);
builtin_frag_coord_id = var.self;
has_frag_coord = true;
break;
case BuiltInLayer:
if (!msl_options.arrayed_subpass_input || msl_options.multiview)
break;
mark_implicit_builtin(StorageClassInput, BuiltInLayer, var.self);
builtin_layer_id = var.self;
has_layer = true;
break;
case BuiltInViewIndex:
if (!msl_options.multiview)
break;
mark_implicit_builtin(StorageClassInput, BuiltInViewIndex, var.self);
builtin_view_idx_id = var.self;
has_view_idx = true;
break;
default:
break;
}
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}
if (need_sample_pos && builtin == BuiltInSampleId)
{
builtin_sample_id_id = var.self;
mark_implicit_builtin(StorageClassInput, BuiltInSampleId, var.self);
has_sample_id = true;
}
if (need_vertex_params)
{
switch (builtin)
{
case BuiltInVertexIndex:
builtin_vertex_idx_id = var.self;
mark_implicit_builtin(StorageClassInput, BuiltInVertexIndex, var.self);
has_vertex_idx = true;
break;
case BuiltInBaseVertex:
builtin_base_vertex_id = var.self;
mark_implicit_builtin(StorageClassInput, BuiltInBaseVertex, var.self);
has_base_vertex = true;
break;
case BuiltInInstanceIndex:
builtin_instance_idx_id = var.self;
mark_implicit_builtin(StorageClassInput, BuiltInInstanceIndex, var.self);
has_instance_idx = true;
break;
case BuiltInBaseInstance:
builtin_base_instance_id = var.self;
mark_implicit_builtin(StorageClassInput, BuiltInBaseInstance, var.self);
has_base_instance = true;
break;
default:
break;
}
}
if (need_tesc_params)
{
switch (builtin)
{
case BuiltInInvocationId:
builtin_invocation_id_id = var.self;
mark_implicit_builtin(StorageClassInput, BuiltInInvocationId, var.self);
has_invocation_id = true;
break;
case BuiltInPrimitiveId:
builtin_primitive_id_id = var.self;
mark_implicit_builtin(StorageClassInput, BuiltInPrimitiveId, var.self);
has_primitive_id = true;
break;
default:
break;
}
}
if ((need_subgroup_mask || needs_subgroup_invocation_id) && builtin == BuiltInSubgroupLocalInvocationId)
{
builtin_subgroup_invocation_id_id = var.self;
mark_implicit_builtin(StorageClassInput, BuiltInSubgroupLocalInvocationId, var.self);
has_subgroup_invocation_id = true;
}
if (need_subgroup_ge_mask && builtin == BuiltInSubgroupSize)
{
builtin_subgroup_size_id = var.self;
mark_implicit_builtin(StorageClassInput, BuiltInSubgroupSize, var.self);
has_subgroup_size = true;
}
if (need_multiview)
{
switch (builtin)
{
case BuiltInInstanceIndex:
// The view index here is derived from the instance index.
builtin_instance_idx_id = var.self;
mark_implicit_builtin(StorageClassInput, BuiltInInstanceIndex, var.self);
has_instance_idx = true;
break;
case BuiltInBaseInstance:
// If a non-zero base instance is used, we need to adjust for it when calculating the view index.
builtin_base_instance_id = var.self;
mark_implicit_builtin(StorageClassInput, BuiltInBaseInstance, var.self);
has_base_instance = true;
break;
case BuiltInViewIndex:
builtin_view_idx_id = var.self;
mark_implicit_builtin(StorageClassInput, BuiltInViewIndex, var.self);
has_view_idx = true;
break;
default:
break;
}
}
// The base workgroup needs to have the same type and vector size
// as the workgroup or invocation ID, so keep track of the type that
// was used.
if (need_dispatch_base && workgroup_id_type == 0 &&
(builtin == BuiltInWorkgroupId || builtin == BuiltInGlobalInvocationId))
workgroup_id_type = var.basetype;
});
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// Use Metal's native frame-buffer fetch API for subpass inputs.
if ((!has_frag_coord || (msl_options.multiview && !has_view_idx) ||
(msl_options.arrayed_subpass_input && !msl_options.multiview && !has_layer)) &&
(!msl_options.is_ios() || !msl_options.ios_use_framebuffer_fetch_subpasses) && need_subpass_input)
{
if (!has_frag_coord)
{
uint32_t offset = ir.increase_bound_by(3);
uint32_t type_id = offset;
uint32_t type_ptr_id = offset + 1;
uint32_t var_id = offset + 2;
// Create gl_FragCoord.
SPIRType vec4_type;
vec4_type.basetype = SPIRType::Float;
vec4_type.width = 32;
vec4_type.vecsize = 4;
set<SPIRType>(type_id, vec4_type);
SPIRType vec4_type_ptr;
vec4_type_ptr = vec4_type;
vec4_type_ptr.pointer = true;
vec4_type_ptr.parent_type = type_id;
vec4_type_ptr.storage = StorageClassInput;
auto &ptr_type = set<SPIRType>(type_ptr_id, vec4_type_ptr);
ptr_type.self = type_id;
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set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInFragCoord);
builtin_frag_coord_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInFragCoord, var_id);
}
if (!has_layer && msl_options.arrayed_subpass_input && !msl_options.multiview)
{
uint32_t offset = ir.increase_bound_by(2);
uint32_t type_ptr_id = offset;
uint32_t var_id = offset + 1;
// Create gl_Layer.
SPIRType uint_type_ptr;
uint_type_ptr = get_uint_type();
uint_type_ptr.pointer = true;
uint_type_ptr.parent_type = get_uint_type_id();
uint_type_ptr.storage = StorageClassInput;
auto &ptr_type = set<SPIRType>(type_ptr_id, uint_type_ptr);
ptr_type.self = get_uint_type_id();
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInLayer);
builtin_layer_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInLayer, var_id);
}
if (!has_view_idx && msl_options.multiview)
{
uint32_t offset = ir.increase_bound_by(2);
uint32_t type_ptr_id = offset;
uint32_t var_id = offset + 1;
// Create gl_ViewIndex.
SPIRType uint_type_ptr;
uint_type_ptr = get_uint_type();
uint_type_ptr.pointer = true;
uint_type_ptr.parent_type = get_uint_type_id();
uint_type_ptr.storage = StorageClassInput;
auto &ptr_type = set<SPIRType>(type_ptr_id, uint_type_ptr);
ptr_type.self = get_uint_type_id();
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInViewIndex);
builtin_view_idx_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInViewIndex, var_id);
}
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}
if (!has_sample_id && need_sample_pos)
{
uint32_t offset = ir.increase_bound_by(2);
uint32_t type_ptr_id = offset;
uint32_t var_id = offset + 1;
// Create gl_SampleID.
SPIRType uint_type_ptr;
uint_type_ptr = get_uint_type();
uint_type_ptr.pointer = true;
uint_type_ptr.parent_type = get_uint_type_id();
uint_type_ptr.storage = StorageClassInput;
auto &ptr_type = set<SPIRType>(type_ptr_id, uint_type_ptr);
ptr_type.self = get_uint_type_id();
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInSampleId);
builtin_sample_id_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInSampleId, var_id);
}
if ((need_vertex_params && (!has_vertex_idx || !has_base_vertex || !has_instance_idx || !has_base_instance)) ||
(need_multiview && (!has_instance_idx || !has_base_instance || !has_view_idx)))
{
uint32_t type_ptr_id = ir.increase_bound_by(1);
SPIRType uint_type_ptr;
uint_type_ptr = get_uint_type();
uint_type_ptr.pointer = true;
uint_type_ptr.parent_type = get_uint_type_id();
uint_type_ptr.storage = StorageClassInput;
auto &ptr_type = set<SPIRType>(type_ptr_id, uint_type_ptr);
ptr_type.self = get_uint_type_id();
if (need_vertex_params && !has_vertex_idx)
{
uint32_t var_id = ir.increase_bound_by(1);
// Create gl_VertexIndex.
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInVertexIndex);
builtin_vertex_idx_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInVertexIndex, var_id);
}
if (need_vertex_params && !has_base_vertex)
{
uint32_t var_id = ir.increase_bound_by(1);
// Create gl_BaseVertex.
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInBaseVertex);
builtin_base_vertex_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInBaseVertex, var_id);
}
if (!has_instance_idx) // Needed by both multiview and tessellation
{
uint32_t var_id = ir.increase_bound_by(1);
// Create gl_InstanceIndex.
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInInstanceIndex);
builtin_instance_idx_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInInstanceIndex, var_id);
}
if (!has_base_instance) // Needed by both multiview and tessellation
{
uint32_t var_id = ir.increase_bound_by(1);
// Create gl_BaseInstance.
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInBaseInstance);
builtin_base_instance_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInBaseInstance, var_id);
}
if (need_multiview)
{
// Multiview shaders are not allowed to write to gl_Layer, ostensibly because
// it is implicitly written from gl_ViewIndex, but we have to do that explicitly.
// Note that we can't just abuse gl_ViewIndex for this purpose: it's an input, but
// gl_Layer is an output in vertex-pipeline shaders.
uint32_t type_ptr_out_id = ir.increase_bound_by(2);
SPIRType uint_type_ptr_out;
uint_type_ptr_out = get_uint_type();
uint_type_ptr_out.pointer = true;
uint_type_ptr_out.parent_type = get_uint_type_id();
uint_type_ptr_out.storage = StorageClassOutput;
auto &ptr_out_type = set<SPIRType>(type_ptr_out_id, uint_type_ptr_out);
ptr_out_type.self = get_uint_type_id();
uint32_t var_id = type_ptr_out_id + 1;
set<SPIRVariable>(var_id, type_ptr_out_id, StorageClassOutput);
set_decoration(var_id, DecorationBuiltIn, BuiltInLayer);
builtin_layer_id = var_id;
mark_implicit_builtin(StorageClassOutput, BuiltInLayer, var_id);
}
if (need_multiview && !has_view_idx)
{
uint32_t var_id = ir.increase_bound_by(1);
// Create gl_ViewIndex.
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInViewIndex);
builtin_view_idx_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInViewIndex, var_id);
}
}
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 ((need_tesc_params && (msl_options.multi_patch_workgroup || !has_invocation_id || !has_primitive_id)) ||
need_grid_params)
{
uint32_t type_ptr_id = ir.increase_bound_by(1);
SPIRType uint_type_ptr;
uint_type_ptr = get_uint_type();
uint_type_ptr.pointer = true;
uint_type_ptr.parent_type = get_uint_type_id();
uint_type_ptr.storage = StorageClassInput;
auto &ptr_type = set<SPIRType>(type_ptr_id, uint_type_ptr);
ptr_type.self = get_uint_type_id();
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 (msl_options.multi_patch_workgroup || need_grid_params)
{
uint32_t var_id = ir.increase_bound_by(1);
// Create gl_GlobalInvocationID.
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInGlobalInvocationId);
builtin_invocation_id_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInGlobalInvocationId, var_id);
}
else if (need_tesc_params && !has_invocation_id)
{
uint32_t var_id = ir.increase_bound_by(1);
// Create gl_InvocationID.
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInInvocationId);
builtin_invocation_id_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInInvocationId, var_id);
}
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 (need_tesc_params && !has_primitive_id)
{
uint32_t var_id = ir.increase_bound_by(1);
// Create gl_PrimitiveID.
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInPrimitiveId);
builtin_primitive_id_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInPrimitiveId, var_id);
}
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 (need_grid_params)
{
uint32_t var_id = ir.increase_bound_by(1);
set<SPIRVariable>(var_id, build_extended_vector_type(get_uint_type_id(), 3), StorageClassInput);
set_extended_decoration(var_id, SPIRVCrossDecorationBuiltInStageInputSize);
get_entry_point().interface_variables.push_back(var_id);
set_name(var_id, "spvStageInputSize");
builtin_stage_input_size_id = var_id;
}
}
if (!has_subgroup_invocation_id && (need_subgroup_mask || needs_subgroup_invocation_id))
{
uint32_t offset = ir.increase_bound_by(2);
uint32_t type_ptr_id = offset;
uint32_t var_id = offset + 1;
// Create gl_SubgroupInvocationID.
SPIRType uint_type_ptr;
uint_type_ptr = get_uint_type();
uint_type_ptr.pointer = true;
uint_type_ptr.parent_type = get_uint_type_id();
uint_type_ptr.storage = StorageClassInput;
auto &ptr_type = set<SPIRType>(type_ptr_id, uint_type_ptr);
ptr_type.self = get_uint_type_id();
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInSubgroupLocalInvocationId);
builtin_subgroup_invocation_id_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInSubgroupLocalInvocationId, var_id);
}
if (!has_subgroup_size && need_subgroup_ge_mask)
{
uint32_t offset = ir.increase_bound_by(2);
uint32_t type_ptr_id = offset;
uint32_t var_id = offset + 1;
// Create gl_SubgroupSize.
SPIRType uint_type_ptr;
uint_type_ptr = get_uint_type();
uint_type_ptr.pointer = true;
uint_type_ptr.parent_type = get_uint_type_id();
uint_type_ptr.storage = StorageClassInput;
auto &ptr_type = set<SPIRType>(type_ptr_id, uint_type_ptr);
ptr_type.self = get_uint_type_id();
set<SPIRVariable>(var_id, type_ptr_id, StorageClassInput);
set_decoration(var_id, DecorationBuiltIn, BuiltInSubgroupSize);
builtin_subgroup_size_id = var_id;
mark_implicit_builtin(StorageClassInput, BuiltInSubgroupSize, var_id);
}
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 (need_dispatch_base || need_vertex_base_params)
{
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 (workgroup_id_type == 0)
workgroup_id_type = build_extended_vector_type(get_uint_type_id(), 3);
uint32_t var_id;
if (msl_options.supports_msl_version(1, 2))
{
// If we have MSL 1.2, we can (ab)use the [[grid_origin]] builtin
// to convey this information and save a buffer slot.
uint32_t offset = ir.increase_bound_by(1);
var_id = offset;
set<SPIRVariable>(var_id, workgroup_id_type, StorageClassInput);
set_extended_decoration(var_id, SPIRVCrossDecorationBuiltInDispatchBase);
get_entry_point().interface_variables.push_back(var_id);
}
else
{
// Otherwise, we need to fall back to a good ol' fashioned buffer.
uint32_t offset = ir.increase_bound_by(2);
var_id = offset;
uint32_t type_id = offset + 1;
SPIRType var_type = get<SPIRType>(workgroup_id_type);
var_type.storage = StorageClassUniform;
set<SPIRType>(type_id, var_type);
set<SPIRVariable>(var_id, type_id, StorageClassUniform);
// This should never match anything.
set_decoration(var_id, DecorationDescriptorSet, ~(5u));
set_decoration(var_id, DecorationBinding, msl_options.indirect_params_buffer_index);
set_extended_decoration(var_id, SPIRVCrossDecorationResourceIndexPrimary,
msl_options.indirect_params_buffer_index);
}
set_name(var_id, "spvDispatchBase");
builtin_dispatch_base_id = var_id;
}
if (need_sample_mask && !does_shader_write_sample_mask)
{
uint32_t offset = ir.increase_bound_by(2);
uint32_t var_id = offset + 1;
// Create gl_SampleMask.
SPIRType uint_type_ptr_out;
uint_type_ptr_out = get_uint_type();
uint_type_ptr_out.pointer = true;
uint_type_ptr_out.parent_type = get_uint_type_id();
uint_type_ptr_out.storage = StorageClassOutput;
auto &ptr_out_type = set<SPIRType>(offset, uint_type_ptr_out);
ptr_out_type.self = get_uint_type_id();
set<SPIRVariable>(var_id, offset, StorageClassOutput);
set_decoration(var_id, DecorationBuiltIn, BuiltInSampleMask);
builtin_sample_mask_id = var_id;
mark_implicit_builtin(StorageClassOutput, BuiltInSampleMask, var_id);
}
2018-02-09 10:27:23 +00:00
}
if (needs_swizzle_buffer_def)
{
uint32_t var_id = build_constant_uint_array_pointer();
set_name(var_id, "spvSwizzleConstants");
// This should never match anything.
set_decoration(var_id, DecorationDescriptorSet, kSwizzleBufferBinding);
set_decoration(var_id, DecorationBinding, msl_options.swizzle_buffer_index);
set_extended_decoration(var_id, SPIRVCrossDecorationResourceIndexPrimary, msl_options.swizzle_buffer_index);
swizzle_buffer_id = var_id;
}
if (!buffers_requiring_array_length.empty())
{
uint32_t var_id = build_constant_uint_array_pointer();
set_name(var_id, "spvBufferSizeConstants");
// This should never match anything.
set_decoration(var_id, DecorationDescriptorSet, kBufferSizeBufferBinding);
set_decoration(var_id, DecorationBinding, msl_options.buffer_size_buffer_index);
set_extended_decoration(var_id, SPIRVCrossDecorationResourceIndexPrimary, msl_options.buffer_size_buffer_index);
buffer_size_buffer_id = var_id;
}
if (needs_view_mask_buffer())
{
uint32_t var_id = build_constant_uint_array_pointer();
set_name(var_id, "spvViewMask");
// This should never match anything.
set_decoration(var_id, DecorationDescriptorSet, ~(4u));
set_decoration(var_id, DecorationBinding, msl_options.view_mask_buffer_index);
set_extended_decoration(var_id, SPIRVCrossDecorationResourceIndexPrimary, msl_options.view_mask_buffer_index);
view_mask_buffer_id = var_id;
}
if (!buffers_requiring_dynamic_offset.empty())
{
uint32_t var_id = build_constant_uint_array_pointer();
set_name(var_id, "spvDynamicOffsets");
// This should never match anything.
set_decoration(var_id, DecorationDescriptorSet, ~(5u));
set_decoration(var_id, DecorationBinding, msl_options.dynamic_offsets_buffer_index);
set_extended_decoration(var_id, SPIRVCrossDecorationResourceIndexPrimary,
msl_options.dynamic_offsets_buffer_index);
dynamic_offsets_buffer_id = var_id;
}
}
// Checks if the specified builtin variable (e.g. gl_InstanceIndex) is marked as active.
// If not, it marks it as active and forces a recompilation.
// This might be used when the optimization of inactive builtins was too optimistic (e.g. when "spvOut" is emitted).
void CompilerMSL::ensure_builtin(spv::StorageClass storage, spv::BuiltIn builtin)
{
Bitset *active_builtins = nullptr;
switch (storage)
{
2019-09-23 22:05:04 +00:00
case StorageClassInput:
active_builtins = &active_input_builtins;
break;
case StorageClassOutput:
active_builtins = &active_output_builtins;
break;
default:
break;
}
2019-09-23 22:05:04 +00:00
// At this point, the specified builtin variable must have already been declared in the entry point.
// If not, mark as active and force recompile.
if (active_builtins != nullptr && !active_builtins->get(builtin))
{
active_builtins->set(builtin);
force_recompile();
}
}
void CompilerMSL::mark_implicit_builtin(StorageClass storage, BuiltIn builtin, uint32_t id)
{
Bitset *active_builtins = nullptr;
switch (storage)
{
case StorageClassInput:
active_builtins = &active_input_builtins;
break;
case StorageClassOutput:
active_builtins = &active_output_builtins;
break;
default:
break;
}
assert(active_builtins != nullptr);
active_builtins->set(builtin);
auto &var = get_entry_point().interface_variables;
if (find(begin(var), end(var), VariableID(id)) == end(var))
var.push_back(id);
}
uint32_t CompilerMSL::build_constant_uint_array_pointer()
{
uint32_t offset = ir.increase_bound_by(3);
uint32_t type_ptr_id = offset;
uint32_t type_ptr_ptr_id = offset + 1;
uint32_t var_id = offset + 2;
// Create a buffer to hold extra data, including the swizzle constants.
SPIRType uint_type_pointer = get_uint_type();
uint_type_pointer.pointer = true;
uint_type_pointer.pointer_depth = 1;
uint_type_pointer.parent_type = get_uint_type_id();
uint_type_pointer.storage = StorageClassUniform;
set<SPIRType>(type_ptr_id, uint_type_pointer);
set_decoration(type_ptr_id, DecorationArrayStride, 4);
SPIRType uint_type_pointer2 = uint_type_pointer;
uint_type_pointer2.pointer_depth++;
uint_type_pointer2.parent_type = type_ptr_id;
set<SPIRType>(type_ptr_ptr_id, uint_type_pointer2);
set<SPIRVariable>(var_id, type_ptr_ptr_id, StorageClassUniformConstant);
return var_id;
2018-02-09 10:27:23 +00:00
}
static string create_sampler_address(const char *prefix, MSLSamplerAddress addr)
{
switch (addr)
{
case MSL_SAMPLER_ADDRESS_CLAMP_TO_EDGE:
return join(prefix, "address::clamp_to_edge");
case MSL_SAMPLER_ADDRESS_CLAMP_TO_ZERO:
return join(prefix, "address::clamp_to_zero");
case MSL_SAMPLER_ADDRESS_CLAMP_TO_BORDER:
return join(prefix, "address::clamp_to_border");
case MSL_SAMPLER_ADDRESS_REPEAT:
return join(prefix, "address::repeat");
case MSL_SAMPLER_ADDRESS_MIRRORED_REPEAT:
return join(prefix, "address::mirrored_repeat");
default:
SPIRV_CROSS_THROW("Invalid sampler addressing mode.");
}
}
SPIRType &CompilerMSL::get_stage_in_struct_type()
{
auto &si_var = get<SPIRVariable>(stage_in_var_id);
return get_variable_data_type(si_var);
}
SPIRType &CompilerMSL::get_stage_out_struct_type()
{
auto &so_var = get<SPIRVariable>(stage_out_var_id);
return get_variable_data_type(so_var);
}
SPIRType &CompilerMSL::get_patch_stage_in_struct_type()
{
auto &si_var = get<SPIRVariable>(patch_stage_in_var_id);
return get_variable_data_type(si_var);
}
SPIRType &CompilerMSL::get_patch_stage_out_struct_type()
{
auto &so_var = get<SPIRVariable>(patch_stage_out_var_id);
return get_variable_data_type(so_var);
}
std::string CompilerMSL::get_tess_factor_struct_name()
{
if (get_entry_point().flags.get(ExecutionModeTriangles))
return "MTLTriangleTessellationFactorsHalf";
return "MTLQuadTessellationFactorsHalf";
}
SPIRType &CompilerMSL::get_uint_type()
{
return get<SPIRType>(get_uint_type_id());
}
uint32_t CompilerMSL::get_uint_type_id()
{
if (uint_type_id != 0)
return uint_type_id;
uint_type_id = ir.increase_bound_by(1);
SPIRType type;
type.basetype = SPIRType::UInt;
type.width = 32;
set<SPIRType>(uint_type_id, type);
return uint_type_id;
}
void CompilerMSL::emit_entry_point_declarations()
{
// FIXME: Get test coverage here ...
// Constant arrays of non-primitive types (i.e. matrices) won't link properly into Metal libraries
declare_complex_constant_arrays();
// Emit constexpr samplers here.
for (auto &samp : constexpr_samplers_by_id)
{
auto &var = get<SPIRVariable>(samp.first);
auto &type = get<SPIRType>(var.basetype);
if (type.basetype == SPIRType::Sampler)
add_resource_name(samp.first);
SmallVector<string> args;
auto &s = samp.second;
if (s.coord != MSL_SAMPLER_COORD_NORMALIZED)
args.push_back("coord::pixel");
if (s.min_filter == s.mag_filter)
{
if (s.min_filter != MSL_SAMPLER_FILTER_NEAREST)
args.push_back("filter::linear");
}
else
{
if (s.min_filter != MSL_SAMPLER_FILTER_NEAREST)
args.push_back("min_filter::linear");
if (s.mag_filter != MSL_SAMPLER_FILTER_NEAREST)
args.push_back("mag_filter::linear");
}
switch (s.mip_filter)
{
case MSL_SAMPLER_MIP_FILTER_NONE:
// Default
break;
case MSL_SAMPLER_MIP_FILTER_NEAREST:
args.push_back("mip_filter::nearest");
break;
case MSL_SAMPLER_MIP_FILTER_LINEAR:
args.push_back("mip_filter::linear");
break;
default:
SPIRV_CROSS_THROW("Invalid mip filter.");
}
if (s.s_address == s.t_address && s.s_address == s.r_address)
{
if (s.s_address != MSL_SAMPLER_ADDRESS_CLAMP_TO_EDGE)
args.push_back(create_sampler_address("", s.s_address));
}
else
{
if (s.s_address != MSL_SAMPLER_ADDRESS_CLAMP_TO_EDGE)
args.push_back(create_sampler_address("s_", s.s_address));
if (s.t_address != MSL_SAMPLER_ADDRESS_CLAMP_TO_EDGE)
args.push_back(create_sampler_address("t_", s.t_address));
if (s.r_address != MSL_SAMPLER_ADDRESS_CLAMP_TO_EDGE)
args.push_back(create_sampler_address("r_", s.r_address));
}
if (s.compare_enable)
{
switch (s.compare_func)
{
case MSL_SAMPLER_COMPARE_FUNC_ALWAYS:
args.push_back("compare_func::always");
break;
case MSL_SAMPLER_COMPARE_FUNC_NEVER:
args.push_back("compare_func::never");
break;
case MSL_SAMPLER_COMPARE_FUNC_EQUAL:
args.push_back("compare_func::equal");
break;
case MSL_SAMPLER_COMPARE_FUNC_NOT_EQUAL:
args.push_back("compare_func::not_equal");
break;
case MSL_SAMPLER_COMPARE_FUNC_LESS:
args.push_back("compare_func::less");
break;
case MSL_SAMPLER_COMPARE_FUNC_LESS_EQUAL:
args.push_back("compare_func::less_equal");
break;
case MSL_SAMPLER_COMPARE_FUNC_GREATER:
args.push_back("compare_func::greater");
break;
case MSL_SAMPLER_COMPARE_FUNC_GREATER_EQUAL:
args.push_back("compare_func::greater_equal");
break;
default:
SPIRV_CROSS_THROW("Invalid sampler compare function.");
}
}
if (s.s_address == MSL_SAMPLER_ADDRESS_CLAMP_TO_BORDER || s.t_address == MSL_SAMPLER_ADDRESS_CLAMP_TO_BORDER ||
s.r_address == MSL_SAMPLER_ADDRESS_CLAMP_TO_BORDER)
{
switch (s.border_color)
{
case MSL_SAMPLER_BORDER_COLOR_OPAQUE_BLACK:
args.push_back("border_color::opaque_black");
break;
case MSL_SAMPLER_BORDER_COLOR_OPAQUE_WHITE:
args.push_back("border_color::opaque_white");
break;
case MSL_SAMPLER_BORDER_COLOR_TRANSPARENT_BLACK:
args.push_back("border_color::transparent_black");
break;
default:
SPIRV_CROSS_THROW("Invalid sampler border color.");
}
}
if (s.anisotropy_enable)
args.push_back(join("max_anisotropy(", s.max_anisotropy, ")"));
if (s.lod_clamp_enable)
2018-04-18 14:31:08 +00:00
{
args.push_back(join("lod_clamp(", convert_to_string(s.lod_clamp_min, current_locale_radix_character), ", ",
convert_to_string(s.lod_clamp_max, current_locale_radix_character), ")"));
2018-04-18 14:31:08 +00:00
}
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
// If we would emit no arguments, then omit the parentheses entirely. Otherwise,
// we'll wind up with a "most vexing parse" situation.
if (args.empty())
statement("constexpr sampler ",
type.basetype == SPIRType::SampledImage ? to_sampler_expression(samp.first) : to_name(samp.first),
";");
else
statement("constexpr sampler ",
type.basetype == SPIRType::SampledImage ? to_sampler_expression(samp.first) : to_name(samp.first),
"(", merge(args), ");");
}
// Emit dynamic buffers here.
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for (auto &dynamic_buffer : buffers_requiring_dynamic_offset)
{
2019-09-06 08:11:18 +00:00
if (!dynamic_buffer.second.second)
{
// Could happen if no buffer was used at requested binding point.
continue;
}
const auto &var = get<SPIRVariable>(dynamic_buffer.second.second);
uint32_t var_id = var.self;
const auto &type = get_variable_data_type(var);
string name = to_name(var.self);
uint32_t desc_set = get_decoration(var.self, DecorationDescriptorSet);
uint32_t arg_id = argument_buffer_ids[desc_set];
2019-09-06 08:11:18 +00:00
uint32_t base_index = dynamic_buffer.second.first;
if (!type.array.empty())
{
// This is complicated, because we need to support arrays of arrays.
// And it's even worse if the outermost dimension is a runtime array, because now
// all this complicated goop has to go into the shader itself. (FIXME)
if (!type.array[type.array.size() - 1])
SPIRV_CROSS_THROW("Runtime arrays with dynamic offsets are not supported yet.");
else
{
is_using_builtin_array = true;
statement(get_argument_address_space(var), " ", type_to_glsl(type), "* ", to_restrict(var_id), name,
type_to_array_glsl(type), " =");
uint32_t dim = uint32_t(type.array.size());
uint32_t j = 0;
for (SmallVector<uint32_t> indices(type.array.size());
indices[type.array.size() - 1] < to_array_size_literal(type); j++)
{
while (dim > 0)
{
begin_scope();
--dim;
}
string arrays;
for (uint32_t i = uint32_t(type.array.size()); i; --i)
arrays += join("[", indices[i - 1], "]");
2019-09-06 12:23:16 +00:00
statement("(", get_argument_address_space(var), " ", type_to_glsl(type), "* ",
to_restrict(var_id, false), ")((", get_argument_address_space(var), " char* ",
to_restrict(var_id, false), ")", to_name(arg_id), ".", ensure_valid_name(name, "m"),
arrays, " + ", to_name(dynamic_offsets_buffer_id), "[", base_index + j, "]),");
while (++indices[dim] >= to_array_size_literal(type, dim) && dim < type.array.size() - 1)
{
end_scope(",");
indices[dim++] = 0;
}
}
end_scope_decl();
statement_no_indent("");
is_using_builtin_array = false;
}
}
else
{
statement(get_argument_address_space(var), " auto& ", to_restrict(var_id), name, " = *(",
get_argument_address_space(var), " ", type_to_glsl(type), "* ", to_restrict(var_id, false), ")((",
get_argument_address_space(var), " char* ", to_restrict(var_id, false), ")", to_name(arg_id), ".",
ensure_valid_name(name, "m"), " + ", to_name(dynamic_offsets_buffer_id), "[", base_index, "]);");
}
}
// Emit buffer arrays here.
for (uint32_t array_id : buffer_arrays)
{
const auto &var = get<SPIRVariable>(array_id);
const auto &type = get_variable_data_type(var);
const auto &buffer_type = get_variable_element_type(var);
string name = to_name(array_id);
2019-10-28 11:55:14 +00:00
statement(get_argument_address_space(var), " ", type_to_glsl(buffer_type), "* ", to_restrict(array_id), name,
"[] =");
begin_scope();
for (uint32_t i = 0; i < to_array_size_literal(type); ++i)
statement(name, "_", i, ",");
end_scope_decl();
statement_no_indent("");
}
// For some reason, without this, we end up emitting the arrays twice.
buffer_arrays.clear();
// Emit disabled fragment outputs.
std::sort(disabled_frag_outputs.begin(), disabled_frag_outputs.end());
for (uint32_t var_id : disabled_frag_outputs)
{
auto &var = get<SPIRVariable>(var_id);
add_local_variable_name(var_id);
statement(variable_decl(var), ";");
var.deferred_declaration = false;
}
}
string CompilerMSL::compile()
{
ir.fixup_reserved_names();
// Do not deal with GLES-isms like precision, older extensions and such.
options.vulkan_semantics = true;
options.es = false;
options.version = 450;
backend.null_pointer_literal = "nullptr";
backend.float_literal_suffix = false;
backend.uint32_t_literal_suffix = true;
backend.int16_t_literal_suffix = "";
backend.uint16_t_literal_suffix = "";
backend.basic_int_type = "int";
backend.basic_uint_type = "uint";
backend.basic_int8_type = "char";
backend.basic_uint8_type = "uchar";
backend.basic_int16_type = "short";
backend.basic_uint16_type = "ushort";
backend.discard_literal = "discard_fragment()";
backend.demote_literal = "discard_fragment()";
backend.boolean_mix_function = "select";
backend.swizzle_is_function = false;
backend.shared_is_implied = false;
backend.use_initializer_list = true;
backend.use_typed_initializer_list = true;
backend.native_row_major_matrix = false;
backend.unsized_array_supported = false;
backend.can_declare_arrays_inline = false;
backend.allow_truncated_access_chain = true;
backend.comparison_image_samples_scalar = true;
backend.native_pointers = true;
backend.nonuniform_qualifier = "";
backend.support_small_type_sampling_result = true;
backend.supports_empty_struct = true;
// Allow Metal to use the array<T> template unless we force it off.
backend.can_return_array = !msl_options.force_native_arrays;
backend.array_is_value_type = !msl_options.force_native_arrays;
// Arrays which are part of buffer objects are never considered to be native arrays.
backend.buffer_offset_array_is_value_type = false;
capture_output_to_buffer = msl_options.capture_output_to_buffer;
is_rasterization_disabled = msl_options.disable_rasterization || capture_output_to_buffer;
// Initialize array here rather than constructor, MSVC 2013 workaround.
for (auto &id : next_metal_resource_ids)
id = 0;
fixup_type_alias();
replace_illegal_names();
2018-07-05 08:42:05 +00:00
build_function_control_flow_graphs_and_analyze();
update_active_builtins();
2018-02-09 10:27:23 +00:00
analyze_image_and_sampler_usage();
analyze_sampled_image_usage();
analyze_interlocked_resource_usage();
preprocess_op_codes();
2018-02-09 10:27:23 +00:00
build_implicit_builtins();
fixup_image_load_store_access();
set_enabled_interface_variables(get_active_interface_variables());
if (msl_options.force_active_argument_buffer_resources)
activate_argument_buffer_resources();
if (swizzle_buffer_id)
active_interface_variables.insert(swizzle_buffer_id);
if (buffer_size_buffer_id)
active_interface_variables.insert(buffer_size_buffer_id);
if (view_mask_buffer_id)
active_interface_variables.insert(view_mask_buffer_id);
if (dynamic_offsets_buffer_id)
active_interface_variables.insert(dynamic_offsets_buffer_id);
if (builtin_layer_id)
active_interface_variables.insert(builtin_layer_id);
if (builtin_dispatch_base_id && !msl_options.supports_msl_version(1, 2))
active_interface_variables.insert(builtin_dispatch_base_id);
if (builtin_sample_mask_id)
active_interface_variables.insert(builtin_sample_mask_id);
// Create structs to hold input, output and uniform variables.
// Do output first to ensure out. is declared at top of entry function.
qual_pos_var_name = "";
stage_out_var_id = add_interface_block(StorageClassOutput);
patch_stage_out_var_id = add_interface_block(StorageClassOutput, true);
stage_in_var_id = add_interface_block(StorageClassInput);
if (get_execution_model() == ExecutionModelTessellationEvaluation)
patch_stage_in_var_id = add_interface_block(StorageClassInput, true);
if (get_execution_model() == ExecutionModelTessellationControl)
stage_out_ptr_var_id = add_interface_block_pointer(stage_out_var_id, StorageClassOutput);
if (is_tessellation_shader())
stage_in_ptr_var_id = add_interface_block_pointer(stage_in_var_id, StorageClassInput);
// Metal vertex functions that define no output must disable rasterization and return void.
if (!stage_out_var_id)
is_rasterization_disabled = true;
// Convert the use of global variables to recursively-passed function parameters
localize_global_variables();
2016-10-24 13:24:24 +00:00
extract_global_variables_from_functions();
// Mark any non-stage-in structs to be tightly packed.
mark_packable_structs();
reorder_type_alias();
// Add fixup hooks required by shader inputs and outputs. This needs to happen before
// the loop, so the hooks aren't added multiple times.
fix_up_shader_inputs_outputs();
// If we are using argument buffers, we create argument buffer structures for them here.
// These buffers will be used in the entry point, not the individual resources.
if (msl_options.argument_buffers)
{
if (!msl_options.supports_msl_version(2, 0))
SPIRV_CROSS_THROW("Argument buffers can only be used with MSL 2.0 and up.");
analyze_argument_buffers();
}
uint32_t pass_count = 0;
do
{
if (pass_count >= 3)
2017-11-08 18:54:28 +00:00
SPIRV_CROSS_THROW("Over 3 compilation loops detected. Must be a bug!");
reset();
// Start bindings at zero.
next_metal_resource_index_buffer = 0;
next_metal_resource_index_texture = 0;
next_metal_resource_index_sampler = 0;
for (auto &id : next_metal_resource_ids)
id = 0;
2016-09-17 16:46:10 +00:00
// Move constructor for this type is broken on GCC 4.9 ...
buffer.reset();
emit_header();
emit_custom_templates();
emit_specialization_constants_and_structs();
emit_resources();
emit_custom_functions();
emit_function(get<SPIRFunction>(ir.default_entry_point), Bitset());
pass_count++;
} while (is_forcing_recompilation());
return buffer.str();
}
// Register the need to output any custom functions.
void CompilerMSL::preprocess_op_codes()
2016-10-24 13:24:24 +00:00
{
2017-01-20 16:33:59 +00:00
OpCodePreprocessor preproc(*this);
traverse_all_reachable_opcodes(get<SPIRFunction>(ir.default_entry_point), preproc);
suppress_missing_prototypes = preproc.suppress_missing_prototypes;
if (preproc.uses_atomics)
{
add_header_line("#include <metal_atomic>");
add_pragma_line("#pragma clang diagnostic ignored \"-Wunused-variable\"");
}
// Metal vertex functions that write to resources must disable rasterization and return void.
if (preproc.uses_resource_write)
is_rasterization_disabled = true;
// Tessellation control shaders are run as compute functions in Metal, and so
// must capture their output to a buffer.
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 (get_execution_model() == ExecutionModelTessellationControl ||
(get_execution_model() == ExecutionModelVertex && msl_options.vertex_for_tessellation))
{
is_rasterization_disabled = true;
capture_output_to_buffer = true;
}
if (preproc.needs_subgroup_invocation_id)
needs_subgroup_invocation_id = true;
}
// Move the Private and Workgroup global variables to the entry function.
// Non-constant variables cannot have global scope in Metal.
void CompilerMSL::localize_global_variables()
{
auto &entry_func = get<SPIRFunction>(ir.default_entry_point);
auto iter = global_variables.begin();
while (iter != global_variables.end())
{
uint32_t v_id = *iter;
auto &var = get<SPIRVariable>(v_id);
if (var.storage == StorageClassPrivate || var.storage == StorageClassWorkgroup)
{
if (!variable_is_lut(var))
entry_func.add_local_variable(v_id);
iter = global_variables.erase(iter);
}
else
iter++;
}
}
// For any global variable accessed directly by a function,
// extract that variable and add it as an argument to that function.
void CompilerMSL::extract_global_variables_from_functions()
{
2016-10-24 13:24:24 +00:00
// Uniforms
unordered_set<uint32_t> global_var_ids;
ir.for_each_typed_id<SPIRVariable>([&](uint32_t, SPIRVariable &var) {
if (var.storage == StorageClassInput || var.storage == StorageClassOutput ||
var.storage == StorageClassUniform || var.storage == StorageClassUniformConstant ||
var.storage == StorageClassPushConstant || var.storage == StorageClassStorageBuffer)
2016-10-24 13:24:24 +00:00
{
global_var_ids.insert(var.self);
2016-10-24 13:24:24 +00:00
}
});
2017-01-26 09:20:42 +00:00
// Local vars that are declared in the main function and accessed directly by a function
auto &entry_func = get<SPIRFunction>(ir.default_entry_point);
2017-01-26 19:05:43 +00:00
for (auto &var : entry_func.local_variables)
if (get<SPIRVariable>(var).storage != StorageClassFunction)
global_var_ids.insert(var);
2016-10-24 13:24:24 +00:00
std::set<uint32_t> added_arg_ids;
unordered_set<uint32_t> processed_func_ids;
extract_global_variables_from_function(ir.default_entry_point, added_arg_ids, global_var_ids, processed_func_ids);
}
// MSL does not support the use of global variables for shader input content.
// For any global variable accessed directly by the specified function, extract that variable,
// add it as an argument to that function, and the arg to the added_arg_ids collection.
void CompilerMSL::extract_global_variables_from_function(uint32_t func_id, std::set<uint32_t> &added_arg_ids,
unordered_set<uint32_t> &global_var_ids,
unordered_set<uint32_t> &processed_func_ids)
{
2016-10-24 13:24:24 +00:00
// Avoid processing a function more than once
2017-01-15 15:39:03 +00:00
if (processed_func_ids.find(func_id) != processed_func_ids.end())
{
2017-01-09 15:23:58 +00:00
// Return function global variables
added_arg_ids = function_global_vars[func_id];
2016-10-24 13:24:24 +00:00
return;
2017-01-09 15:23:58 +00:00
}
2016-10-24 13:24:24 +00:00
processed_func_ids.insert(func_id);
auto &func = get<SPIRFunction>(func_id);
// Recursively establish global args added to functions on which we depend.
for (auto block : func.blocks)
{
auto &b = get<SPIRBlock>(block);
for (auto &i : b.ops)
{
auto ops = stream(i);
auto op = static_cast<Op>(i.op);
switch (op)
{
case OpLoad:
2018-02-09 10:27:23 +00:00
case OpInBoundsAccessChain:
2016-10-24 13:24:24 +00:00
case OpAccessChain:
case OpPtrAccessChain:
case OpArrayLength:
2016-10-24 13:24:24 +00:00
{
uint32_t base_id = ops[2];
if (global_var_ids.find(base_id) != global_var_ids.end())
added_arg_ids.insert(base_id);
2017-01-15 15:39:03 +00:00
// Use Metal's native frame-buffer fetch API for subpass inputs.
auto &type = get<SPIRType>(ops[0]);
2019-09-23 22:05:04 +00:00
if (type.basetype == SPIRType::Image && type.image.dim == DimSubpassData &&
(!msl_options.is_ios() || !msl_options.ios_use_framebuffer_fetch_subpasses))
{
// Implicitly reads gl_FragCoord.
assert(builtin_frag_coord_id != 0);
added_arg_ids.insert(builtin_frag_coord_id);
if (msl_options.multiview)
{
// Implicitly reads gl_ViewIndex.
assert(builtin_view_idx_id != 0);
added_arg_ids.insert(builtin_view_idx_id);
}
else if (msl_options.arrayed_subpass_input)
{
// Implicitly reads gl_Layer.
assert(builtin_layer_id != 0);
added_arg_ids.insert(builtin_layer_id);
}
}
2016-10-24 13:24:24 +00:00
break;
}
2016-10-24 13:24:24 +00:00
case OpFunctionCall:
{
// First see if any of the function call args are globals
for (uint32_t arg_idx = 3; arg_idx < i.length; arg_idx++)
{
uint32_t arg_id = ops[arg_idx];
if (global_var_ids.find(arg_id) != global_var_ids.end())
added_arg_ids.insert(arg_id);
}
// Then recurse into the function itself to extract globals used internally in the function
2016-10-24 13:24:24 +00:00
uint32_t inner_func_id = ops[2];
std::set<uint32_t> inner_func_args;
2016-10-24 13:24:24 +00:00
extract_global_variables_from_function(inner_func_id, inner_func_args, global_var_ids,
processed_func_ids);
added_arg_ids.insert(inner_func_args.begin(), inner_func_args.end());
break;
}
case OpStore:
{
uint32_t base_id = ops[0];
if (global_var_ids.find(base_id) != global_var_ids.end())
added_arg_ids.insert(base_id);
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
uint32_t rvalue_id = ops[1];
if (global_var_ids.find(rvalue_id) != global_var_ids.end())
added_arg_ids.insert(rvalue_id);
break;
}
case OpSelect:
{
uint32_t base_id = ops[3];
if (global_var_ids.find(base_id) != global_var_ids.end())
added_arg_ids.insert(base_id);
base_id = ops[4];
if (global_var_ids.find(base_id) != global_var_ids.end())
added_arg_ids.insert(base_id);
2019-01-08 18:48:40 +00:00
break;
}
// Emulate texture2D atomic operations
case OpImageTexelPointer:
{
// When using the pointer, we need to know which variable it is actually loaded from.
uint32_t base_id = ops[2];
auto *var = maybe_get_backing_variable(base_id);
if (var && atomic_image_vars.count(var->self))
{
if (global_var_ids.find(base_id) != global_var_ids.end())
added_arg_ids.insert(base_id);
}
break;
}
2016-10-24 13:24:24 +00:00
default:
break;
}
// TODO: Add all other operations which can affect memory.
// We should consider a more unified system here to reduce boiler-plate.
// This kind of analysis is done in several places ...
2016-10-24 13:24:24 +00:00
}
}
2017-01-15 15:39:03 +00:00
function_global_vars[func_id] = added_arg_ids;
2016-10-24 13:24:24 +00:00
// Add the global variables as arguments to the function
if (func_id != ir.default_entry_point)
2016-10-24 13:24:24 +00:00
{
bool added_in = false;
bool added_out = false;
2016-10-24 13:24:24 +00:00
for (uint32_t arg_id : added_arg_ids)
{
auto &var = get<SPIRVariable>(arg_id);
uint32_t type_id = var.basetype;
auto *p_type = &get<SPIRType>(type_id);
BuiltIn bi_type = BuiltIn(get_decoration(arg_id, DecorationBuiltIn));
if (((is_tessellation_shader() && var.storage == StorageClassInput) ||
(get_execution_model() == ExecutionModelTessellationControl && var.storage == StorageClassOutput)) &&
!(has_decoration(arg_id, DecorationPatch) || is_patch_block(*p_type)) &&
(!is_builtin_variable(var) || bi_type == BuiltInPosition || bi_type == BuiltInPointSize ||
bi_type == BuiltInClipDistance || bi_type == BuiltInCullDistance ||
p_type->basetype == SPIRType::Struct))
{
// Tessellation control shaders see inputs and per-vertex outputs as arrays.
// Similarly, tessellation evaluation shaders see per-vertex inputs as arrays.
// We collected them into a structure; we must pass the array of this
// structure to the function.
std::string name;
if (var.storage == StorageClassInput)
{
if (added_in)
continue;
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
name = "gl_in";
arg_id = stage_in_ptr_var_id;
added_in = true;
}
else if (var.storage == StorageClassOutput)
{
if (added_out)
continue;
name = "gl_out";
arg_id = stage_out_ptr_var_id;
added_out = true;
}
type_id = get<SPIRVariable>(arg_id).basetype;
uint32_t next_id = ir.increase_bound_by(1);
func.add_parameter(type_id, next_id, true);
set<SPIRVariable>(next_id, type_id, StorageClassFunction, 0, arg_id);
set_name(next_id, name);
}
else if (is_builtin_variable(var) && p_type->basetype == SPIRType::Struct)
{
// Get the pointee type
type_id = get_pointee_type_id(type_id);
p_type = &get<SPIRType>(type_id);
uint32_t mbr_idx = 0;
for (auto &mbr_type_id : p_type->member_types)
{
BuiltIn builtin = BuiltInMax;
bool is_builtin = is_member_builtin(*p_type, mbr_idx, &builtin);
2018-06-25 15:40:20 +00:00
if (is_builtin && has_active_builtin(builtin, var.storage))
{
// Add a arg variable with the same type and decorations as the member
uint32_t next_ids = ir.increase_bound_by(2);
uint32_t ptr_type_id = next_ids + 0;
uint32_t var_id = next_ids + 1;
// Make sure we have an actual pointer type,
// so that we will get the appropriate address space when declaring these builtins.
auto &ptr = set<SPIRType>(ptr_type_id, get<SPIRType>(mbr_type_id));
ptr.self = mbr_type_id;
ptr.storage = var.storage;
ptr.pointer = true;
ptr.parent_type = mbr_type_id;
func.add_parameter(mbr_type_id, var_id, true);
set<SPIRVariable>(var_id, ptr_type_id, StorageClassFunction);
ir.meta[var_id].decoration = ir.meta[type_id].members[mbr_idx];
}
mbr_idx++;
}
}
else
{
uint32_t next_id = ir.increase_bound_by(1);
func.add_parameter(type_id, next_id, true);
set<SPIRVariable>(next_id, type_id, StorageClassFunction, 0, arg_id);
// Ensure the existing variable has a valid name and the new variable has all the same meta info
set_name(arg_id, ensure_valid_name(to_name(arg_id), "v"));
ir.meta[next_id] = ir.meta[arg_id];
}
2016-10-24 13:24:24 +00:00
}
}
}
// For all variables that are some form of non-input-output interface block, mark that all the structs
// that are recursively contained within the type referenced by that variable should be packed tightly.
void CompilerMSL::mark_packable_structs()
{
ir.for_each_typed_id<SPIRVariable>([&](uint32_t, SPIRVariable &var) {
if (var.storage != StorageClassFunction && !is_hidden_variable(var))
{
auto &type = this->get<SPIRType>(var.basetype);
if (type.pointer &&
(type.storage == StorageClassUniform || type.storage == StorageClassUniformConstant ||
type.storage == StorageClassPushConstant || type.storage == StorageClassStorageBuffer) &&
(has_decoration(type.self, DecorationBlock) || has_decoration(type.self, DecorationBufferBlock)))
mark_as_packable(type);
}
});
}
// If the specified type is a struct, it and any nested structs
// are marked as packable with the SPIRVCrossDecorationBufferBlockRepacked decoration,
void CompilerMSL::mark_as_packable(SPIRType &type)
{
// If this is not the base type (eg. it's a pointer or array), tunnel down
if (type.parent_type)
{
mark_as_packable(get<SPIRType>(type.parent_type));
return;
}
if (type.basetype == SPIRType::Struct)
{
set_extended_decoration(type.self, SPIRVCrossDecorationBufferBlockRepacked);
// Recurse
uint32_t mbr_cnt = uint32_t(type.member_types.size());
for (uint32_t mbr_idx = 0; mbr_idx < mbr_cnt; mbr_idx++)
{
uint32_t mbr_type_id = type.member_types[mbr_idx];
auto &mbr_type = get<SPIRType>(mbr_type_id);
mark_as_packable(mbr_type);
if (mbr_type.type_alias)
{
auto &mbr_type_alias = get<SPIRType>(mbr_type.type_alias);
mark_as_packable(mbr_type_alias);
}
}
}
}
// If a shader input exists at the location, it is marked as being used by this shader
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
void CompilerMSL::mark_location_as_used_by_shader(uint32_t location, const SPIRType &type, StorageClass storage)
{
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 (storage != StorageClassInput)
return;
if (is_array(type))
{
uint32_t dim = 1;
for (uint32_t i = 0; i < type.array.size(); i++)
dim *= to_array_size_literal(type, i);
for (uint32_t i = 0; i < dim; i++)
{
if (is_matrix(type))
{
for (uint32_t j = 0; j < type.columns; j++)
inputs_in_use.insert(location++);
}
else
inputs_in_use.insert(location++);
}
}
else if (is_matrix(type))
{
for (uint32_t i = 0; i < type.columns; i++)
inputs_in_use.insert(location + i);
}
else
inputs_in_use.insert(location);
}
uint32_t CompilerMSL::get_target_components_for_fragment_location(uint32_t location) const
{
auto itr = fragment_output_components.find(location);
if (itr == end(fragment_output_components))
return 4;
else
return itr->second;
}
uint32_t CompilerMSL::build_extended_vector_type(uint32_t type_id, uint32_t components, SPIRType::BaseType basetype)
{
uint32_t new_type_id = ir.increase_bound_by(1);
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
auto &old_type = get<SPIRType>(type_id);
auto *type = &set<SPIRType>(new_type_id, old_type);
type->vecsize = components;
if (basetype != SPIRType::Unknown)
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
type->basetype = basetype;
type->self = new_type_id;
type->parent_type = type_id;
type->array.clear();
type->array_size_literal.clear();
type->pointer = false;
if (is_array(old_type))
{
uint32_t array_type_id = ir.increase_bound_by(1);
type = &set<SPIRType>(array_type_id, *type);
type->parent_type = new_type_id;
type->array = old_type.array;
type->array_size_literal = old_type.array_size_literal;
new_type_id = array_type_id;
}
if (old_type.pointer)
{
uint32_t ptr_type_id = ir.increase_bound_by(1);
type = &set<SPIRType>(ptr_type_id, *type);
type->self = new_type_id;
type->parent_type = new_type_id;
type->storage = old_type.storage;
type->pointer = true;
new_type_id = ptr_type_id;
}
return new_type_id;
}
void CompilerMSL::add_plain_variable_to_interface_block(StorageClass storage, const string &ib_var_ref,
SPIRType &ib_type, SPIRVariable &var, InterfaceBlockMeta &meta)
{
bool is_builtin = is_builtin_variable(var);
BuiltIn builtin = BuiltIn(get_decoration(var.self, DecorationBuiltIn));
bool is_flat = has_decoration(var.self, DecorationFlat);
bool is_noperspective = has_decoration(var.self, DecorationNoPerspective);
bool is_centroid = has_decoration(var.self, DecorationCentroid);
bool is_sample = has_decoration(var.self, DecorationSample);
// Add a reference to the variable type to the interface struct.
uint32_t ib_mbr_idx = uint32_t(ib_type.member_types.size());
uint32_t type_id = ensure_correct_builtin_type(var.basetype, builtin);
var.basetype = type_id;
type_id = get_pointee_type_id(var.basetype);
if (meta.strip_array && is_array(get<SPIRType>(type_id)))
type_id = get<SPIRType>(type_id).parent_type;
auto &type = get<SPIRType>(type_id);
uint32_t target_components = 0;
uint32_t type_components = type.vecsize;
bool padded_output = false;
bool padded_input = false;
uint32_t start_component = 0;
auto &entry_func = get<SPIRFunction>(ir.default_entry_point);
// Deal with Component decorations.
InterfaceBlockMeta::LocationMeta *location_meta = nullptr;
if (has_decoration(var.self, DecorationLocation))
{
auto location_meta_itr = meta.location_meta.find(get_decoration(var.self, DecorationLocation));
if (location_meta_itr != end(meta.location_meta))
location_meta = &location_meta_itr->second;
}
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bool pad_fragment_output = has_decoration(var.self, DecorationLocation) &&
msl_options.pad_fragment_output_components &&
get_entry_point().model == ExecutionModelFragment && storage == StorageClassOutput;
// Check if we need to pad fragment output to match a certain number of components.
if (location_meta)
{
start_component = get_decoration(var.self, DecorationComponent);
uint32_t num_components = location_meta->num_components;
if (pad_fragment_output)
{
uint32_t locn = get_decoration(var.self, DecorationLocation);
num_components = std::max(num_components, get_target_components_for_fragment_location(locn));
}
if (location_meta->ib_index != ~0u)
{
// We have already declared the variable. Just emit an early-declared variable and fixup as needed.
entry_func.add_local_variable(var.self);
vars_needing_early_declaration.push_back(var.self);
if (var.storage == StorageClassInput)
{
uint32_t ib_index = location_meta->ib_index;
entry_func.fixup_hooks_in.push_back([=, &var]() {
statement(to_name(var.self), " = ", ib_var_ref, ".", to_member_name(ib_type, ib_index),
vector_swizzle(type_components, start_component), ";");
});
}
else
{
uint32_t ib_index = location_meta->ib_index;
entry_func.fixup_hooks_out.push_back([=, &var]() {
statement(ib_var_ref, ".", to_member_name(ib_type, ib_index),
2020-01-08 09:48:30 +00:00
vector_swizzle(type_components, start_component), " = ", to_name(var.self), ";");
});
}
return;
}
else
{
location_meta->ib_index = uint32_t(ib_type.member_types.size());
type_id = build_extended_vector_type(type_id, num_components);
if (var.storage == StorageClassInput)
padded_input = true;
else
padded_output = true;
}
}
else if (pad_fragment_output)
{
uint32_t locn = get_decoration(var.self, DecorationLocation);
target_components = get_target_components_for_fragment_location(locn);
if (type_components < target_components)
{
// Make a new type here.
type_id = build_extended_vector_type(type_id, target_components);
padded_output = true;
}
}
ib_type.member_types.push_back(type_id);
// Give the member a name
string mbr_name = ensure_valid_name(to_expression(var.self), "m");
set_member_name(ib_type.self, ib_mbr_idx, mbr_name);
// Update the original variable reference to include the structure reference
string qual_var_name = ib_var_ref + "." + mbr_name;
if (padded_output || padded_input)
{
entry_func.add_local_variable(var.self);
vars_needing_early_declaration.push_back(var.self);
if (padded_output)
{
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entry_func.fixup_hooks_out.push_back([=, &var]() {
statement(qual_var_name, vector_swizzle(type_components, start_component), " = ", to_name(var.self),
";");
});
}
else
{
entry_func.fixup_hooks_in.push_back([=, &var]() {
2020-01-08 09:48:30 +00:00
statement(to_name(var.self), " = ", qual_var_name, vector_swizzle(type_components, start_component),
";");
});
}
}
else if (!meta.strip_array)
ir.meta[var.self].decoration.qualified_alias = qual_var_name;
if (var.storage == StorageClassOutput && var.initializer != ID(0))
{
if (padded_output || padded_input)
{
entry_func.fixup_hooks_in.push_back(
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[=, &var]() { statement(to_name(var.self), " = ", to_expression(var.initializer), ";"); });
}
else
{
entry_func.fixup_hooks_in.push_back(
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[=, &var]() { statement(qual_var_name, " = ", to_expression(var.initializer), ";"); });
}
}
// Copy the variable location from the original variable to the member
if (get_decoration_bitset(var.self).get(DecorationLocation))
{
uint32_t locn = get_decoration(var.self, DecorationLocation);
if (storage == StorageClassInput)
{
type_id = ensure_correct_input_type(var.basetype, locn, location_meta ? location_meta->num_components : 0);
if (!location_meta)
var.basetype = type_id;
type_id = get_pointee_type_id(type_id);
if (meta.strip_array && is_array(get<SPIRType>(type_id)))
type_id = get<SPIRType>(type_id).parent_type;
ib_type.member_types[ib_mbr_idx] = type_id;
}
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, get<SPIRType>(type_id), storage);
}
else if (is_builtin && is_tessellation_shader() && inputs_by_builtin.count(builtin))
{
uint32_t locn = inputs_by_builtin[builtin].location;
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, type, storage);
}
if (!location_meta)
{
if (get_decoration_bitset(var.self).get(DecorationComponent))
{
uint32_t component = get_decoration(var.self, DecorationComponent);
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationComponent, component);
}
}
if (get_decoration_bitset(var.self).get(DecorationIndex))
{
uint32_t index = get_decoration(var.self, DecorationIndex);
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationIndex, index);
}
// Mark the member as builtin if needed
if (is_builtin)
{
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationBuiltIn, builtin);
if (builtin == BuiltInPosition && storage == StorageClassOutput)
qual_pos_var_name = qual_var_name;
}
// Copy interpolation decorations if needed
if (is_flat)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationFlat);
if (is_noperspective)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationNoPerspective);
if (is_centroid)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationCentroid);
if (is_sample)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationSample);
// If we have location meta, there is no unique OrigID. We won't need it, since we flatten/unflatten
// the variable to stack anyways here.
if (!location_meta)
set_extended_member_decoration(ib_type.self, ib_mbr_idx, SPIRVCrossDecorationInterfaceOrigID, var.self);
}
void CompilerMSL::add_composite_variable_to_interface_block(StorageClass storage, const string &ib_var_ref,
2020-01-08 09:48:30 +00:00
SPIRType &ib_type, SPIRVariable &var,
InterfaceBlockMeta &meta)
{
auto &entry_func = get<SPIRFunction>(ir.default_entry_point);
auto &var_type = meta.strip_array ? get_variable_element_type(var) : get_variable_data_type(var);
uint32_t elem_cnt = 0;
if (is_matrix(var_type))
{
if (is_array(var_type))
SPIRV_CROSS_THROW("MSL cannot emit arrays-of-matrices in input and output variables.");
elem_cnt = var_type.columns;
}
else if (is_array(var_type))
{
if (var_type.array.size() != 1)
SPIRV_CROSS_THROW("MSL cannot emit arrays-of-arrays in input and output variables.");
elem_cnt = to_array_size_literal(var_type);
}
bool is_builtin = is_builtin_variable(var);
BuiltIn builtin = BuiltIn(get_decoration(var.self, DecorationBuiltIn));
bool is_flat = has_decoration(var.self, DecorationFlat);
bool is_noperspective = has_decoration(var.self, DecorationNoPerspective);
bool is_centroid = has_decoration(var.self, DecorationCentroid);
bool is_sample = has_decoration(var.self, DecorationSample);
auto *usable_type = &var_type;
if (usable_type->pointer)
usable_type = &get<SPIRType>(usable_type->parent_type);
while (is_array(*usable_type) || is_matrix(*usable_type))
usable_type = &get<SPIRType>(usable_type->parent_type);
// If a builtin, force it to have the proper name.
if (is_builtin)
set_name(var.self, builtin_to_glsl(builtin, StorageClassFunction));
bool flatten_from_ib_var = false;
string flatten_from_ib_mbr_name;
if (storage == StorageClassOutput && is_builtin && builtin == BuiltInClipDistance)
{
// Also declare [[clip_distance]] attribute here.
uint32_t clip_array_mbr_idx = uint32_t(ib_type.member_types.size());
ib_type.member_types.push_back(get_variable_data_type_id(var));
set_member_decoration(ib_type.self, clip_array_mbr_idx, DecorationBuiltIn, BuiltInClipDistance);
flatten_from_ib_mbr_name = builtin_to_glsl(BuiltInClipDistance, StorageClassOutput);
set_member_name(ib_type.self, clip_array_mbr_idx, flatten_from_ib_mbr_name);
// When we flatten, we flatten directly from the "out" struct,
// not from a function variable.
flatten_from_ib_var = true;
if (!msl_options.enable_clip_distance_user_varying)
return;
}
else if (!meta.strip_array)
{
// Only flatten/unflatten IO composites for non-tessellation cases where arrays are not stripped.
entry_func.add_local_variable(var.self);
// We need to declare the variable early and at entry-point scope.
vars_needing_early_declaration.push_back(var.self);
}
for (uint32_t i = 0; i < elem_cnt; i++)
{
// Add a reference to the variable type to the interface struct.
uint32_t ib_mbr_idx = uint32_t(ib_type.member_types.size());
uint32_t target_components = 0;
bool padded_output = false;
uint32_t type_id = usable_type->self;
// Check if we need to pad fragment output to match a certain number of components.
if (get_decoration_bitset(var.self).get(DecorationLocation) && msl_options.pad_fragment_output_components &&
get_entry_point().model == ExecutionModelFragment && storage == StorageClassOutput)
{
uint32_t locn = get_decoration(var.self, DecorationLocation) + i;
target_components = get_target_components_for_fragment_location(locn);
if (usable_type->vecsize < target_components)
{
// Make a new type here.
type_id = build_extended_vector_type(usable_type->self, target_components);
padded_output = true;
}
}
ib_type.member_types.push_back(get_pointee_type_id(type_id));
// Give the member a name
string mbr_name = ensure_valid_name(join(to_expression(var.self), "_", i), "m");
set_member_name(ib_type.self, ib_mbr_idx, mbr_name);
// There is no qualified alias since we need to flatten the internal array on return.
if (get_decoration_bitset(var.self).get(DecorationLocation))
{
uint32_t locn = get_decoration(var.self, DecorationLocation) + i;
if (storage == StorageClassInput)
{
var.basetype = ensure_correct_input_type(var.basetype, locn);
uint32_t mbr_type_id = ensure_correct_input_type(usable_type->self, locn);
ib_type.member_types[ib_mbr_idx] = mbr_type_id;
}
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, *usable_type, storage);
}
else if (is_builtin && is_tessellation_shader() && inputs_by_builtin.count(builtin))
{
uint32_t locn = inputs_by_builtin[builtin].location + i;
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, *usable_type, storage);
}
else if (is_builtin && builtin == BuiltInClipDistance)
{
// Declare the ClipDistance as [[user(clipN)]].
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationBuiltIn, BuiltInClipDistance);
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, i);
}
if (get_decoration_bitset(var.self).get(DecorationIndex))
{
uint32_t index = get_decoration(var.self, DecorationIndex);
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationIndex, index);
}
// Copy interpolation decorations if needed
if (is_flat)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationFlat);
if (is_noperspective)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationNoPerspective);
if (is_centroid)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationCentroid);
if (is_sample)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationSample);
set_extended_member_decoration(ib_type.self, ib_mbr_idx, SPIRVCrossDecorationInterfaceOrigID, var.self);
// Only flatten/unflatten IO composites for non-tessellation cases where arrays are not stripped.
if (!meta.strip_array)
{
switch (storage)
{
case StorageClassInput:
entry_func.fixup_hooks_in.push_back(
[=, &var]() { statement(to_name(var.self), "[", i, "] = ", ib_var_ref, ".", mbr_name, ";"); });
break;
case StorageClassOutput:
entry_func.fixup_hooks_out.push_back([=, &var]() {
if (padded_output)
{
auto &padded_type = this->get<SPIRType>(type_id);
statement(
ib_var_ref, ".", mbr_name, " = ",
remap_swizzle(padded_type, usable_type->vecsize, join(to_name(var.self), "[", i, "]")),
";");
}
else if (flatten_from_ib_var)
2020-01-16 14:20:59 +00:00
statement(ib_var_ref, ".", mbr_name, " = ", ib_var_ref, ".", flatten_from_ib_mbr_name, "[", i,
"];");
else
statement(ib_var_ref, ".", mbr_name, " = ", to_name(var.self), "[", i, "];");
});
break;
default:
break;
}
}
}
}
uint32_t CompilerMSL::get_accumulated_member_location(const SPIRVariable &var, uint32_t mbr_idx, bool strip_array)
{
auto &type = strip_array ? get_variable_element_type(var) : get_variable_data_type(var);
uint32_t location = get_decoration(var.self, DecorationLocation);
for (uint32_t i = 0; i < mbr_idx; i++)
{
auto &mbr_type = get<SPIRType>(type.member_types[i]);
// Start counting from any place we have a new location decoration.
if (has_member_decoration(type.self, mbr_idx, DecorationLocation))
location = get_member_decoration(type.self, mbr_idx, DecorationLocation);
uint32_t location_count = 1;
if (mbr_type.columns > 1)
location_count = mbr_type.columns;
if (!mbr_type.array.empty())
for (uint32_t j = 0; j < uint32_t(mbr_type.array.size()); j++)
location_count *= to_array_size_literal(mbr_type, j);
location += location_count;
}
return location;
}
void CompilerMSL::add_composite_member_variable_to_interface_block(StorageClass storage, const string &ib_var_ref,
SPIRType &ib_type, SPIRVariable &var,
uint32_t mbr_idx, InterfaceBlockMeta &meta)
{
auto &entry_func = get<SPIRFunction>(ir.default_entry_point);
auto &var_type = meta.strip_array ? get_variable_element_type(var) : get_variable_data_type(var);
BuiltIn builtin = BuiltInMax;
bool is_builtin = is_member_builtin(var_type, mbr_idx, &builtin);
bool is_flat =
has_member_decoration(var_type.self, mbr_idx, DecorationFlat) || has_decoration(var.self, DecorationFlat);
bool is_noperspective = has_member_decoration(var_type.self, mbr_idx, DecorationNoPerspective) ||
has_decoration(var.self, DecorationNoPerspective);
bool is_centroid = has_member_decoration(var_type.self, mbr_idx, DecorationCentroid) ||
has_decoration(var.self, DecorationCentroid);
bool is_sample =
has_member_decoration(var_type.self, mbr_idx, DecorationSample) || has_decoration(var.self, DecorationSample);
uint32_t mbr_type_id = var_type.member_types[mbr_idx];
auto &mbr_type = get<SPIRType>(mbr_type_id);
uint32_t elem_cnt = 0;
if (is_matrix(mbr_type))
{
if (is_array(mbr_type))
SPIRV_CROSS_THROW("MSL cannot emit arrays-of-matrices in input and output variables.");
elem_cnt = mbr_type.columns;
}
else if (is_array(mbr_type))
{
if (mbr_type.array.size() != 1)
SPIRV_CROSS_THROW("MSL cannot emit arrays-of-arrays in input and output variables.");
elem_cnt = to_array_size_literal(mbr_type);
}
auto *usable_type = &mbr_type;
if (usable_type->pointer)
usable_type = &get<SPIRType>(usable_type->parent_type);
while (is_array(*usable_type) || is_matrix(*usable_type))
usable_type = &get<SPIRType>(usable_type->parent_type);
bool flatten_from_ib_var = false;
string flatten_from_ib_mbr_name;
if (storage == StorageClassOutput && is_builtin && builtin == BuiltInClipDistance)
{
// Also declare [[clip_distance]] attribute here.
uint32_t clip_array_mbr_idx = uint32_t(ib_type.member_types.size());
ib_type.member_types.push_back(mbr_type_id);
set_member_decoration(ib_type.self, clip_array_mbr_idx, DecorationBuiltIn, BuiltInClipDistance);
flatten_from_ib_mbr_name = builtin_to_glsl(BuiltInClipDistance, StorageClassOutput);
set_member_name(ib_type.self, clip_array_mbr_idx, flatten_from_ib_mbr_name);
// When we flatten, we flatten directly from the "out" struct,
// not from a function variable.
flatten_from_ib_var = true;
if (!msl_options.enable_clip_distance_user_varying)
return;
}
for (uint32_t i = 0; i < elem_cnt; i++)
{
// Add a reference to the variable type to the interface struct.
uint32_t ib_mbr_idx = uint32_t(ib_type.member_types.size());
ib_type.member_types.push_back(usable_type->self);
// Give the member a name
string mbr_name = ensure_valid_name(join(to_qualified_member_name(var_type, mbr_idx), "_", i), "m");
set_member_name(ib_type.self, ib_mbr_idx, mbr_name);
if (has_member_decoration(var_type.self, mbr_idx, DecorationLocation))
{
uint32_t locn = get_member_decoration(var_type.self, mbr_idx, DecorationLocation) + i;
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, *usable_type, storage);
}
else if (has_decoration(var.self, DecorationLocation))
{
uint32_t locn = get_accumulated_member_location(var, mbr_idx, meta.strip_array) + i;
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, *usable_type, storage);
}
else if (is_builtin && is_tessellation_shader() && inputs_by_builtin.count(builtin))
{
uint32_t locn = inputs_by_builtin[builtin].location + i;
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, *usable_type, storage);
}
else if (is_builtin && builtin == BuiltInClipDistance)
{
// Declare the ClipDistance as [[user(clipN)]].
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationBuiltIn, BuiltInClipDistance);
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, i);
}
if (has_member_decoration(var_type.self, mbr_idx, DecorationComponent))
SPIRV_CROSS_THROW("DecorationComponent on matrices and arrays make little sense.");
// Copy interpolation decorations if needed
if (is_flat)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationFlat);
if (is_noperspective)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationNoPerspective);
if (is_centroid)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationCentroid);
if (is_sample)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationSample);
set_extended_member_decoration(ib_type.self, ib_mbr_idx, SPIRVCrossDecorationInterfaceOrigID, var.self);
set_extended_member_decoration(ib_type.self, ib_mbr_idx, SPIRVCrossDecorationInterfaceMemberIndex, mbr_idx);
// Unflatten or flatten from [[stage_in]] or [[stage_out]] as appropriate.
if (!meta.strip_array)
{
switch (storage)
{
case StorageClassInput:
entry_func.fixup_hooks_in.push_back([=, &var, &var_type]() {
statement(to_name(var.self), ".", to_member_name(var_type, mbr_idx), "[", i, "] = ", ib_var_ref,
".", mbr_name, ";");
});
break;
case StorageClassOutput:
entry_func.fixup_hooks_out.push_back([=, &var, &var_type]() {
if (flatten_from_ib_var)
{
2020-01-16 14:20:59 +00:00
statement(ib_var_ref, ".", mbr_name, " = ", ib_var_ref, ".", flatten_from_ib_mbr_name, "[", i,
"];");
}
else
{
statement(ib_var_ref, ".", mbr_name, " = ", to_name(var.self), ".",
to_member_name(var_type, mbr_idx), "[", i, "];");
}
});
break;
default:
break;
}
}
}
}
void CompilerMSL::add_plain_member_variable_to_interface_block(StorageClass storage, const string &ib_var_ref,
SPIRType &ib_type, SPIRVariable &var, uint32_t mbr_idx,
InterfaceBlockMeta &meta)
{
auto &var_type = meta.strip_array ? get_variable_element_type(var) : get_variable_data_type(var);
auto &entry_func = get<SPIRFunction>(ir.default_entry_point);
BuiltIn builtin = BuiltInMax;
bool is_builtin = is_member_builtin(var_type, mbr_idx, &builtin);
bool is_flat =
has_member_decoration(var_type.self, mbr_idx, DecorationFlat) || has_decoration(var.self, DecorationFlat);
bool is_noperspective = has_member_decoration(var_type.self, mbr_idx, DecorationNoPerspective) ||
has_decoration(var.self, DecorationNoPerspective);
bool is_centroid = has_member_decoration(var_type.self, mbr_idx, DecorationCentroid) ||
has_decoration(var.self, DecorationCentroid);
bool is_sample =
has_member_decoration(var_type.self, mbr_idx, DecorationSample) || has_decoration(var.self, DecorationSample);
// Add a reference to the member to the interface struct.
uint32_t mbr_type_id = var_type.member_types[mbr_idx];
uint32_t ib_mbr_idx = uint32_t(ib_type.member_types.size());
mbr_type_id = ensure_correct_builtin_type(mbr_type_id, builtin);
var_type.member_types[mbr_idx] = mbr_type_id;
ib_type.member_types.push_back(mbr_type_id);
// Give the member a name
string mbr_name = ensure_valid_name(to_qualified_member_name(var_type, mbr_idx), "m");
set_member_name(ib_type.self, ib_mbr_idx, mbr_name);
// Update the original variable reference to include the structure reference
string qual_var_name = ib_var_ref + "." + mbr_name;
if (is_builtin && !meta.strip_array)
{
// For the builtin gl_PerVertex, we cannot treat it as a block anyways,
// so redirect to qualified name.
set_member_qualified_name(var_type.self, mbr_idx, qual_var_name);
}
else if (!meta.strip_array)
{
// Unflatten or flatten from [[stage_in]] or [[stage_out]] as appropriate.
switch (storage)
{
case StorageClassInput:
entry_func.fixup_hooks_in.push_back([=, &var, &var_type]() {
statement(to_name(var.self), ".", to_member_name(var_type, mbr_idx), " = ", qual_var_name, ";");
});
break;
case StorageClassOutput:
entry_func.fixup_hooks_out.push_back([=, &var, &var_type]() {
statement(qual_var_name, " = ", to_name(var.self), ".", to_member_name(var_type, mbr_idx), ";");
});
break;
default:
break;
}
}
// Copy the variable location from the original variable to the member
if (has_member_decoration(var_type.self, mbr_idx, DecorationLocation))
{
uint32_t locn = get_member_decoration(var_type.self, mbr_idx, DecorationLocation);
if (storage == StorageClassInput)
{
mbr_type_id = ensure_correct_input_type(mbr_type_id, locn);
var_type.member_types[mbr_idx] = mbr_type_id;
ib_type.member_types[ib_mbr_idx] = mbr_type_id;
}
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, get<SPIRType>(mbr_type_id), storage);
}
else if (has_decoration(var.self, DecorationLocation))
{
// The block itself might have a location and in this case, all members of the block
// receive incrementing locations.
uint32_t locn = get_accumulated_member_location(var, mbr_idx, meta.strip_array);
if (storage == StorageClassInput)
{
mbr_type_id = ensure_correct_input_type(mbr_type_id, locn);
var_type.member_types[mbr_idx] = mbr_type_id;
ib_type.member_types[ib_mbr_idx] = mbr_type_id;
}
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, get<SPIRType>(mbr_type_id), storage);
}
else if (is_builtin && is_tessellation_shader() && inputs_by_builtin.count(builtin))
{
uint32_t locn = 0;
auto builtin_itr = inputs_by_builtin.find(builtin);
if (builtin_itr != end(inputs_by_builtin))
locn = builtin_itr->second.location;
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, get<SPIRType>(mbr_type_id), storage);
}
// Copy the component location, if present.
if (has_member_decoration(var_type.self, mbr_idx, DecorationComponent))
{
uint32_t comp = get_member_decoration(var_type.self, mbr_idx, DecorationComponent);
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationComponent, comp);
}
// Mark the member as builtin if needed
if (is_builtin)
{
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationBuiltIn, builtin);
if (builtin == BuiltInPosition && storage == StorageClassOutput)
qual_pos_var_name = qual_var_name;
}
// Copy interpolation decorations if needed
if (is_flat)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationFlat);
if (is_noperspective)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationNoPerspective);
if (is_centroid)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationCentroid);
if (is_sample)
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationSample);
set_extended_member_decoration(ib_type.self, ib_mbr_idx, SPIRVCrossDecorationInterfaceOrigID, var.self);
set_extended_member_decoration(ib_type.self, ib_mbr_idx, SPIRVCrossDecorationInterfaceMemberIndex, mbr_idx);
}
// In Metal, the tessellation levels are stored as tightly packed half-precision floating point values.
// But, stage-in attribute offsets and strides must be multiples of four, so we can't pass the levels
// individually. Therefore, we must pass them as vectors. Triangles get a single float4, with the outer
// levels in 'xyz' and the inner level in 'w'. Quads get a float4 containing the outer levels and a
// float2 containing the inner levels.
void CompilerMSL::add_tess_level_input_to_interface_block(const std::string &ib_var_ref, SPIRType &ib_type,
SPIRVariable &var)
{
auto &entry_func = get<SPIRFunction>(ir.default_entry_point);
auto &var_type = get_variable_element_type(var);
BuiltIn builtin = BuiltIn(get_decoration(var.self, DecorationBuiltIn));
// Force the variable to have the proper name.
set_name(var.self, builtin_to_glsl(builtin, StorageClassFunction));
if (get_entry_point().flags.get(ExecutionModeTriangles))
{
// Triangles are tricky, because we want only one member in the struct.
// We need to declare the variable early and at entry-point scope.
entry_func.add_local_variable(var.self);
vars_needing_early_declaration.push_back(var.self);
string mbr_name = "gl_TessLevel";
// If we already added the other one, we can skip this step.
if (!added_builtin_tess_level)
{
// Add a reference to the variable type to the interface struct.
uint32_t ib_mbr_idx = uint32_t(ib_type.member_types.size());
uint32_t type_id = build_extended_vector_type(var_type.self, 4);
ib_type.member_types.push_back(type_id);
// Give the member a name
set_member_name(ib_type.self, ib_mbr_idx, mbr_name);
// There is no qualified alias since we need to flatten the internal array on return.
if (get_decoration_bitset(var.self).get(DecorationLocation))
{
uint32_t locn = get_decoration(var.self, DecorationLocation);
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, var_type, StorageClassInput);
}
else if (inputs_by_builtin.count(builtin))
{
uint32_t locn = inputs_by_builtin[builtin].location;
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, var_type, StorageClassInput);
}
added_builtin_tess_level = true;
}
switch (builtin)
{
case BuiltInTessLevelOuter:
entry_func.fixup_hooks_in.push_back([=, &var]() {
statement(to_name(var.self), "[0] = ", ib_var_ref, ".", mbr_name, ".x;");
statement(to_name(var.self), "[1] = ", ib_var_ref, ".", mbr_name, ".y;");
statement(to_name(var.self), "[2] = ", ib_var_ref, ".", mbr_name, ".z;");
});
break;
case BuiltInTessLevelInner:
entry_func.fixup_hooks_in.push_back(
[=, &var]() { statement(to_name(var.self), "[0] = ", ib_var_ref, ".", mbr_name, ".w;"); });
break;
default:
assert(false);
break;
}
}
else
{
// Add a reference to the variable type to the interface struct.
uint32_t ib_mbr_idx = uint32_t(ib_type.member_types.size());
uint32_t type_id = build_extended_vector_type(var_type.self, builtin == BuiltInTessLevelOuter ? 4 : 2);
// Change the type of the variable, too.
uint32_t ptr_type_id = ir.increase_bound_by(1);
auto &new_var_type = set<SPIRType>(ptr_type_id, get<SPIRType>(type_id));
new_var_type.pointer = true;
new_var_type.storage = StorageClassInput;
new_var_type.parent_type = type_id;
var.basetype = ptr_type_id;
ib_type.member_types.push_back(type_id);
// Give the member a name
string mbr_name = to_expression(var.self);
set_member_name(ib_type.self, ib_mbr_idx, mbr_name);
// Since vectors can be indexed like arrays, there is no need to unpack this. We can
// just refer to the vector directly. So give it a qualified alias.
string qual_var_name = ib_var_ref + "." + mbr_name;
ir.meta[var.self].decoration.qualified_alias = qual_var_name;
if (get_decoration_bitset(var.self).get(DecorationLocation))
{
uint32_t locn = get_decoration(var.self, DecorationLocation);
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, new_var_type, StorageClassInput);
}
else if (inputs_by_builtin.count(builtin))
{
uint32_t locn = inputs_by_builtin[builtin].location;
set_member_decoration(ib_type.self, ib_mbr_idx, DecorationLocation, locn);
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
mark_location_as_used_by_shader(locn, new_var_type, StorageClassInput);
}
}
}
void CompilerMSL::add_variable_to_interface_block(StorageClass storage, const string &ib_var_ref, SPIRType &ib_type,
SPIRVariable &var, InterfaceBlockMeta &meta)
{
auto &entry_func = get<SPIRFunction>(ir.default_entry_point);
// Tessellation control I/O variables and tessellation evaluation per-point inputs are
// usually declared as arrays. In these cases, we want to add the element type to the
// interface block, since in Metal it's the interface block itself which is arrayed.
auto &var_type = meta.strip_array ? get_variable_element_type(var) : get_variable_data_type(var);
bool is_builtin = is_builtin_variable(var);
auto builtin = BuiltIn(get_decoration(var.self, DecorationBuiltIn));
if (var_type.basetype == SPIRType::Struct)
{
2020-01-08 09:48:30 +00:00
if (!is_builtin_type(var_type) && (!capture_output_to_buffer || storage == StorageClassInput) &&
!meta.strip_array)
{
// For I/O blocks or structs, we will need to pass the block itself around
// to functions if they are used globally in leaf functions.
// Rather than passing down member by member,
// we unflatten I/O blocks while running the shader,
// and pass the actual struct type down to leaf functions.
// We then unflatten inputs, and flatten outputs in the "fixup" stages.
entry_func.add_local_variable(var.self);
vars_needing_early_declaration.push_back(var.self);
}
if (capture_output_to_buffer && storage != StorageClassInput && !has_decoration(var_type.self, DecorationBlock))
{
// In Metal tessellation shaders, the interface block itself is arrayed. This makes things
// very complicated, since stage-in structures in MSL don't support nested structures.
// Luckily, for stage-out when capturing output, we can avoid this and just add
// composite members directly, because the stage-out structure is stored to a buffer,
// not returned.
add_plain_variable_to_interface_block(storage, ib_var_ref, ib_type, var, meta);
}
else
{
// Flatten the struct members into the interface struct
for (uint32_t mbr_idx = 0; mbr_idx < uint32_t(var_type.member_types.size()); mbr_idx++)
{
builtin = BuiltInMax;
is_builtin = is_member_builtin(var_type, mbr_idx, &builtin);
auto &mbr_type = get<SPIRType>(var_type.member_types[mbr_idx]);
if (!is_builtin || has_active_builtin(builtin, storage))
{
bool is_composite_type = is_matrix(mbr_type) || is_array(mbr_type);
2020-01-08 09:48:30 +00:00
bool attribute_load_store =
storage == StorageClassInput && get_execution_model() != ExecutionModelFragment;
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 storage_is_stage_io =
(storage == StorageClassInput && !(get_execution_model() == ExecutionModelTessellationControl &&
msl_options.multi_patch_workgroup)) ||
storage == StorageClassOutput;
// ClipDistance always needs to be declared as user attributes.
if (builtin == BuiltInClipDistance)
is_builtin = false;
if ((!is_builtin || attribute_load_store) && storage_is_stage_io && is_composite_type)
{
add_composite_member_variable_to_interface_block(storage, ib_var_ref, ib_type, var, mbr_idx,
meta);
}
else
{
2020-01-08 09:48:30 +00:00
add_plain_member_variable_to_interface_block(storage, ib_var_ref, ib_type, var, mbr_idx, meta);
}
}
}
}
}
else if (get_execution_model() == ExecutionModelTessellationEvaluation && storage == StorageClassInput &&
!meta.strip_array && is_builtin && (builtin == BuiltInTessLevelOuter || builtin == BuiltInTessLevelInner))
{
add_tess_level_input_to_interface_block(ib_var_ref, ib_type, var);
}
else if (var_type.basetype == SPIRType::Boolean || var_type.basetype == SPIRType::Char ||
type_is_integral(var_type) || type_is_floating_point(var_type) || var_type.basetype == SPIRType::Boolean)
{
if (!is_builtin || has_active_builtin(builtin, storage))
{
bool is_composite_type = is_matrix(var_type) || is_array(var_type);
bool storage_is_stage_io =
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
(storage == StorageClassInput &&
!(get_execution_model() == ExecutionModelTessellationControl && msl_options.multi_patch_workgroup)) ||
(storage == StorageClassOutput && !capture_output_to_buffer);
bool attribute_load_store = storage == StorageClassInput && get_execution_model() != ExecutionModelFragment;
// ClipDistance always needs to be declared as user attributes.
if (builtin == BuiltInClipDistance)
is_builtin = false;
// MSL does not allow matrices or arrays in input or output variables, so need to handle it specially.
if ((!is_builtin || attribute_load_store) && storage_is_stage_io && is_composite_type)
{
add_composite_variable_to_interface_block(storage, ib_var_ref, ib_type, var, meta);
}
else
{
add_plain_variable_to_interface_block(storage, ib_var_ref, ib_type, var, meta);
}
}
}
}
// Fix up the mapping of variables to interface member indices, which is used to compile access chains
// for per-vertex variables in a tessellation control shader.
void CompilerMSL::fix_up_interface_member_indices(StorageClass storage, uint32_t ib_type_id)
{
// Only needed for tessellation shaders.
// Need to redirect interface indices back to variables themselves.
// For structs, each member of the struct need a separate instance.
if (get_execution_model() != ExecutionModelTessellationControl &&
!(get_execution_model() == ExecutionModelTessellationEvaluation && storage == StorageClassInput))
return;
2019-10-26 18:30:24 +00:00
auto mbr_cnt = uint32_t(ir.meta[ib_type_id].members.size());
for (uint32_t i = 0; i < mbr_cnt; i++)
{
uint32_t var_id = get_extended_member_decoration(ib_type_id, i, SPIRVCrossDecorationInterfaceOrigID);
if (!var_id)
continue;
auto &var = get<SPIRVariable>(var_id);
auto &type = get_variable_element_type(var);
if (storage == StorageClassInput && type.basetype == SPIRType::Struct)
{
2019-10-28 11:55:14 +00:00
uint32_t mbr_idx = get_extended_member_decoration(ib_type_id, i, SPIRVCrossDecorationInterfaceMemberIndex);
// Only set the lowest InterfaceMemberIndex for each variable member.
// IB struct members will be emitted in-order w.r.t. interface member index.
if (!has_extended_member_decoration(var_id, mbr_idx, SPIRVCrossDecorationInterfaceMemberIndex))
set_extended_member_decoration(var_id, mbr_idx, SPIRVCrossDecorationInterfaceMemberIndex, i);
}
else
{
// Only set the lowest InterfaceMemberIndex for each variable.
// IB struct members will be emitted in-order w.r.t. interface member index.
if (!has_extended_decoration(var_id, SPIRVCrossDecorationInterfaceMemberIndex))
set_extended_decoration(var_id, SPIRVCrossDecorationInterfaceMemberIndex, i);
}
}
}
// Add an interface structure for the type of storage, which is either StorageClassInput or StorageClassOutput.
// Returns the ID of the newly added variable, or zero if no variable was added.
uint32_t CompilerMSL::add_interface_block(StorageClass storage, bool patch)
{
// Accumulate the variables that should appear in the interface struct.
SmallVector<SPIRVariable *> vars;
bool incl_builtins = storage == StorageClassOutput || is_tessellation_shader();
bool has_seen_barycentric = false;
InterfaceBlockMeta meta;
// Varying interfaces between stages which use "user()" attribute can be dealt with
// without explicit packing and unpacking of components. For any variables which link against the runtime
// in some way (vertex attributes, fragment output, etc), we'll need to deal with it somehow.
bool pack_components =
2020-01-08 09:48:30 +00:00
(storage == StorageClassInput && get_execution_model() == ExecutionModelVertex) ||
(storage == StorageClassOutput && get_execution_model() == ExecutionModelFragment) ||
(storage == StorageClassOutput && get_execution_model() == ExecutionModelVertex && capture_output_to_buffer);
ir.for_each_typed_id<SPIRVariable>([&](uint32_t var_id, SPIRVariable &var) {
if (var.storage != storage)
return;
auto &type = this->get<SPIRType>(var.basetype);
bool is_builtin = is_builtin_variable(var);
auto bi_type = BuiltIn(get_decoration(var_id, DecorationBuiltIn));
uint32_t location = get_decoration(var_id, DecorationLocation);
// These builtins are part of the stage in/out structs.
bool is_interface_block_builtin =
(bi_type == BuiltInPosition || bi_type == BuiltInPointSize || bi_type == BuiltInClipDistance ||
bi_type == BuiltInCullDistance || bi_type == BuiltInLayer || bi_type == BuiltInViewportIndex ||
2019-06-21 14:02:22 +00:00
bi_type == BuiltInBaryCoordNV || bi_type == BuiltInBaryCoordNoPerspNV || bi_type == BuiltInFragDepth ||
bi_type == BuiltInFragStencilRefEXT || bi_type == BuiltInSampleMask) ||
(get_execution_model() == ExecutionModelTessellationEvaluation &&
(bi_type == BuiltInTessLevelOuter || bi_type == BuiltInTessLevelInner));
bool is_active = interface_variable_exists_in_entry_point(var.self);
if (is_builtin && is_active)
{
// Only emit the builtin if it's active in this entry point. Interface variable list might lie.
is_active = has_active_builtin(bi_type, storage);
}
bool filter_patch_decoration = (has_decoration(var_id, DecorationPatch) || is_patch_block(type)) == patch;
bool hidden = is_hidden_variable(var, incl_builtins);
// ClipDistance is never hidden, we need to emulate it when used as an input.
if (bi_type == BuiltInClipDistance)
hidden = false;
// It's not enough to simply avoid marking fragment outputs if the pipeline won't
// accept them. We can't put them in the struct at all, or otherwise the compiler
// complains that the outputs weren't explicitly marked.
if (get_execution_model() == ExecutionModelFragment && storage == StorageClassOutput && !patch &&
((is_builtin && ((bi_type == BuiltInFragDepth && !msl_options.enable_frag_depth_builtin) ||
(bi_type == BuiltInFragStencilRefEXT && !msl_options.enable_frag_stencil_ref_builtin))) ||
(!is_builtin && !(msl_options.enable_frag_output_mask & (1 << location)))))
{
hidden = true;
disabled_frag_outputs.push_back(var_id);
// If a builtin, force it to have the proper name.
if (is_builtin)
set_name(var_id, builtin_to_glsl(bi_type, StorageClassFunction));
}
// Barycentric inputs must be emitted in stage-in, because they can have interpolation arguments.
if (is_active && (bi_type == BuiltInBaryCoordNV || bi_type == BuiltInBaryCoordNoPerspNV))
{
if (has_seen_barycentric)
SPIRV_CROSS_THROW("Cannot declare both BaryCoordNV and BaryCoordNoPerspNV in same shader in MSL.");
has_seen_barycentric = true;
hidden = false;
}
if (is_active && !hidden && type.pointer && filter_patch_decoration &&
(!is_builtin || is_interface_block_builtin))
{
vars.push_back(&var);
if (!is_builtin)
{
// Need to deal specially with DecorationComponent.
// Multiple variables can alias the same Location, and try to make sure each location is declared only once.
// We will swizzle data in and out to make this work.
// We only need to consider plain variables here, not composites.
// This is only relevant for vertex inputs and fragment outputs.
// Technically tessellation as well, but it is too complicated to support.
uint32_t component = get_decoration(var_id, DecorationComponent);
if (component != 0)
{
if (is_tessellation_shader())
SPIRV_CROSS_THROW("Component decoration is not supported in tessellation shaders.");
else if (pack_components)
{
auto &location_meta = meta.location_meta[location];
location_meta.num_components = std::max(location_meta.num_components, component + type.vecsize);
}
}
}
}
});
// If no variables qualify, leave.
// For patch input in a tessellation evaluation shader, the per-vertex stage inputs
// are included in a special patch control point array.
if (vars.empty() && !(storage == StorageClassInput && patch && stage_in_var_id))
return 0;
// Add a new typed variable for this interface structure.
// The initializer expression is allocated here, but populated when the function
// declaraion is emitted, because it is cleared after each compilation pass.
uint32_t next_id = ir.increase_bound_by(3);
uint32_t ib_type_id = next_id++;
auto &ib_type = set<SPIRType>(ib_type_id);
ib_type.basetype = SPIRType::Struct;
ib_type.storage = storage;
set_decoration(ib_type_id, DecorationBlock);
uint32_t ib_var_id = next_id++;
auto &var = set<SPIRVariable>(ib_var_id, ib_type_id, storage, 0);
var.initializer = next_id++;
string ib_var_ref;
auto &entry_func = get<SPIRFunction>(ir.default_entry_point);
switch (storage)
{
case StorageClassInput:
ib_var_ref = patch ? patch_stage_in_var_name : stage_in_var_name;
if (get_execution_model() == ExecutionModelTessellationControl)
{
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
// Add a hook to populate the shared workgroup memory containing the gl_in array.
entry_func.fixup_hooks_in.push_back([=]() {
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
// Can't use PatchVertices, PrimitiveId, or InvocationId yet; the hooks for those may not have run yet.
if (msl_options.multi_patch_workgroup)
{
// n.b. builtin_invocation_id_id here is the dispatch global invocation ID,
// not the TC invocation ID.
statement("device ", to_name(ir.default_entry_point), "_", ib_var_ref, "* gl_in = &",
input_buffer_var_name, "[min(", to_expression(builtin_invocation_id_id), ".x / ",
get_entry_point().output_vertices,
2020-08-24 09:02:49 +00:00
", spvIndirectParams[1] - 1) * spvIndirectParams[0]];");
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
{
// It's safe to use InvocationId here because it's directly mapped to a
// Metal builtin, and therefore doesn't need a hook.
statement("if (", to_expression(builtin_invocation_id_id), " < spvIndirectParams[0])");
statement(" ", input_wg_var_name, "[", to_expression(builtin_invocation_id_id),
"] = ", ib_var_ref, ";");
statement("threadgroup_barrier(mem_flags::mem_threadgroup);");
statement("if (", to_expression(builtin_invocation_id_id),
" >= ", get_entry_point().output_vertices, ")");
statement(" return;");
}
});
}
break;
case StorageClassOutput:
{
ib_var_ref = patch ? patch_stage_out_var_name : stage_out_var_name;
// Add the output interface struct as a local variable to the entry function.
// If the entry point should return the output struct, set the entry function
// to return the output interface struct, otherwise to return nothing.
// Indicate the output var requires early initialization.
bool ep_should_return_output = !get_is_rasterization_disabled();
uint32_t rtn_id = ep_should_return_output ? ib_var_id : 0;
if (!capture_output_to_buffer)
{
entry_func.add_local_variable(ib_var_id);
for (auto &blk_id : entry_func.blocks)
{
auto &blk = get<SPIRBlock>(blk_id);
if (blk.terminator == SPIRBlock::Return)
blk.return_value = rtn_id;
}
vars_needing_early_declaration.push_back(ib_var_id);
}
else
{
switch (get_execution_model())
{
case ExecutionModelVertex:
case ExecutionModelTessellationEvaluation:
// Instead of declaring a struct variable to hold the output and then
// copying that to the output buffer, we'll declare the output variable
// as a reference to the final output element in the buffer. Then we can
// avoid the extra copy.
entry_func.fixup_hooks_in.push_back([=]() {
if (stage_out_var_id)
{
// The first member of the indirect buffer is always the number of vertices
// to draw.
// We zero-base the InstanceID & VertexID variables for HLSL emulation elsewhere, so don't do it twice
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 (get_execution_model() == ExecutionModelVertex && msl_options.vertex_for_tessellation)
{
statement("device ", to_name(ir.default_entry_point), "_", ib_var_ref, "& ", ib_var_ref,
" = ", output_buffer_var_name, "[", to_expression(builtin_invocation_id_id),
".y * ", to_expression(builtin_stage_input_size_id), ".x + ",
to_expression(builtin_invocation_id_id), ".x];");
}
else if (msl_options.enable_base_index_zero)
{
2019-09-23 22:05:04 +00:00
statement("device ", to_name(ir.default_entry_point), "_", ib_var_ref, "& ", ib_var_ref,
" = ", output_buffer_var_name, "[", to_expression(builtin_instance_idx_id),
" * spvIndirectParams[0] + ", to_expression(builtin_vertex_idx_id), "];");
}
else
{
2019-09-23 22:05:04 +00:00
statement("device ", to_name(ir.default_entry_point), "_", ib_var_ref, "& ", ib_var_ref,
" = ", output_buffer_var_name, "[(", to_expression(builtin_instance_idx_id),
" - ", to_expression(builtin_base_instance_id), ") * spvIndirectParams[0] + ",
to_expression(builtin_vertex_idx_id), " - ",
to_expression(builtin_base_vertex_id), "];");
}
}
});
break;
case ExecutionModelTessellationControl:
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 (msl_options.multi_patch_workgroup)
{
// We cannot use PrimitiveId here, because the hook may not have run yet.
if (patch)
{
entry_func.fixup_hooks_in.push_back([=]() {
statement("device ", to_name(ir.default_entry_point), "_", ib_var_ref, "& ", ib_var_ref,
" = ", patch_output_buffer_var_name, "[", to_expression(builtin_invocation_id_id),
".x / ", get_entry_point().output_vertices, "];");
});
}
else
{
entry_func.fixup_hooks_in.push_back([=]() {
statement("device ", to_name(ir.default_entry_point), "_", ib_var_ref, "* gl_out = &",
output_buffer_var_name, "[", to_expression(builtin_invocation_id_id), ".x - ",
to_expression(builtin_invocation_id_id), ".x % ",
get_entry_point().output_vertices, "];");
});
}
}
else
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 (patch)
{
entry_func.fixup_hooks_in.push_back([=]() {
statement("device ", to_name(ir.default_entry_point), "_", ib_var_ref, "& ", ib_var_ref,
" = ", patch_output_buffer_var_name, "[", to_expression(builtin_primitive_id_id),
"];");
});
}
else
{
entry_func.fixup_hooks_in.push_back([=]() {
statement("device ", to_name(ir.default_entry_point), "_", ib_var_ref, "* gl_out = &",
output_buffer_var_name, "[", to_expression(builtin_primitive_id_id), " * ",
get_entry_point().output_vertices, "];");
});
}
}
break;
default:
break;
}
}
break;
}
2017-01-15 15:39:03 +00:00
default:
break;
}
set_name(ib_type_id, to_name(ir.default_entry_point) + "_" + ib_var_ref);
set_name(ib_var_id, ib_var_ref);
2019-06-12 08:06:59 +00:00
for (auto *p_var : vars)
{
bool strip_array =
(get_execution_model() == ExecutionModelTessellationControl ||
(get_execution_model() == ExecutionModelTessellationEvaluation && storage == StorageClassInput)) &&
!patch;
meta.strip_array = strip_array;
add_variable_to_interface_block(storage, ib_var_ref, ib_type, *p_var, meta);
}
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 (get_execution_model() == ExecutionModelTessellationControl && msl_options.multi_patch_workgroup &&
storage == StorageClassInput)
{
// For tessellation control inputs, add all outputs from the vertex shader to ensure
// the struct containing them is the correct size and layout.
for (auto &input : inputs_by_location)
{
if (is_msl_shader_input_used(input.first))
continue;
// Create a fake variable to put at the location.
uint32_t offset = ir.increase_bound_by(4);
uint32_t type_id = offset;
uint32_t array_type_id = offset + 1;
uint32_t ptr_type_id = offset + 2;
uint32_t var_id = offset + 3;
SPIRType type;
switch (input.second.format)
{
case MSL_SHADER_INPUT_FORMAT_UINT16:
case MSL_SHADER_INPUT_FORMAT_ANY16:
type.basetype = SPIRType::UShort;
type.width = 16;
break;
case MSL_SHADER_INPUT_FORMAT_ANY32:
default:
type.basetype = SPIRType::UInt;
type.width = 32;
break;
}
type.vecsize = input.second.vecsize;
set<SPIRType>(type_id, type);
type.array.push_back(0);
type.array_size_literal.push_back(true);
type.parent_type = type_id;
set<SPIRType>(array_type_id, type);
type.pointer = true;
type.parent_type = array_type_id;
type.storage = storage;
auto &ptr_type = set<SPIRType>(ptr_type_id, type);
ptr_type.self = array_type_id;
auto &fake_var = set<SPIRVariable>(var_id, ptr_type_id, storage);
set_decoration(var_id, DecorationLocation, input.first);
meta.strip_array = true;
add_variable_to_interface_block(storage, ib_var_ref, ib_type, fake_var, meta);
}
}
// Sort the members of the structure by their locations.
MemberSorter member_sorter(ib_type, ir.meta[ib_type_id], MemberSorter::Location);
2017-01-28 07:58:25 +00:00
member_sorter.sort();
2017-01-15 15:39:03 +00:00
// The member indices were saved to the original variables, but after the members
// were sorted, those indices are now likely incorrect. Fix those up now.
if (!patch)
fix_up_interface_member_indices(storage, ib_type_id);
// For patch inputs, add one more member, holding the array of control point data.
if (get_execution_model() == ExecutionModelTessellationEvaluation && storage == StorageClassInput && patch &&
stage_in_var_id)
{
uint32_t pcp_type_id = ir.increase_bound_by(1);
auto &pcp_type = set<SPIRType>(pcp_type_id, ib_type);
pcp_type.basetype = SPIRType::ControlPointArray;
pcp_type.parent_type = pcp_type.type_alias = get_stage_in_struct_type().self;
pcp_type.storage = storage;
ir.meta[pcp_type_id] = ir.meta[ib_type.self];
2019-02-21 21:11:45 +00:00
uint32_t mbr_idx = uint32_t(ib_type.member_types.size());
ib_type.member_types.push_back(pcp_type_id);
set_member_name(ib_type.self, mbr_idx, "gl_in");
}
return ib_var_id;
}
uint32_t CompilerMSL::add_interface_block_pointer(uint32_t ib_var_id, StorageClass storage)
{
if (!ib_var_id)
return 0;
uint32_t ib_ptr_var_id;
uint32_t next_id = ir.increase_bound_by(3);
auto &ib_type = expression_type(ib_var_id);
if (get_execution_model() == ExecutionModelTessellationControl)
{
// Tessellation control per-vertex I/O is presented as an array, so we must
// do the same with our struct here.
uint32_t ib_ptr_type_id = next_id++;
auto &ib_ptr_type = set<SPIRType>(ib_ptr_type_id, ib_type);
ib_ptr_type.parent_type = ib_ptr_type.type_alias = ib_type.self;
ib_ptr_type.pointer = 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
ib_ptr_type.storage =
storage == StorageClassInput ?
(msl_options.multi_patch_workgroup ? StorageClassStorageBuffer : StorageClassWorkgroup) :
StorageClassStorageBuffer;
ir.meta[ib_ptr_type_id] = ir.meta[ib_type.self];
// To ensure that get_variable_data_type() doesn't strip off the pointer,
// which we need, use another pointer.
uint32_t ib_ptr_ptr_type_id = next_id++;
auto &ib_ptr_ptr_type = set<SPIRType>(ib_ptr_ptr_type_id, ib_ptr_type);
ib_ptr_ptr_type.parent_type = ib_ptr_type_id;
ib_ptr_ptr_type.type_alias = ib_type.self;
ib_ptr_ptr_type.storage = StorageClassFunction;
ir.meta[ib_ptr_ptr_type_id] = ir.meta[ib_type.self];
ib_ptr_var_id = next_id;
set<SPIRVariable>(ib_ptr_var_id, ib_ptr_ptr_type_id, StorageClassFunction, 0);
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
set_name(ib_ptr_var_id, storage == StorageClassInput ? "gl_in" : "gl_out");
}
else
{
// Tessellation evaluation per-vertex inputs are also presented as arrays.
// But, in Metal, this array uses a very special type, 'patch_control_point<T>',
// which is a container that can be used to access the control point data.
// To represent this, a special 'ControlPointArray' type has been added to the
// SPIRV-Cross type system. It should only be generated by and seen in the MSL
// backend (i.e. this one).
uint32_t pcp_type_id = next_id++;
auto &pcp_type = set<SPIRType>(pcp_type_id, ib_type);
pcp_type.basetype = SPIRType::ControlPointArray;
pcp_type.parent_type = pcp_type.type_alias = ib_type.self;
pcp_type.storage = storage;
ir.meta[pcp_type_id] = ir.meta[ib_type.self];
ib_ptr_var_id = next_id;
set<SPIRVariable>(ib_ptr_var_id, pcp_type_id, storage, 0);
set_name(ib_ptr_var_id, "gl_in");
ir.meta[ib_ptr_var_id].decoration.qualified_alias = join(patch_stage_in_var_name, ".gl_in");
}
return ib_ptr_var_id;
}
// Ensure that the type is compatible with the builtin.
// If it is, simply return the given type ID.
// Otherwise, create a new type, and return it's ID.
uint32_t CompilerMSL::ensure_correct_builtin_type(uint32_t type_id, BuiltIn builtin)
{
auto &type = get<SPIRType>(type_id);
if ((builtin == BuiltInSampleMask && is_array(type)) ||
2019-06-12 08:06:59 +00:00
((builtin == BuiltInLayer || builtin == BuiltInViewportIndex || builtin == BuiltInFragStencilRefEXT) &&
type.basetype != SPIRType::UInt))
{
uint32_t next_id = ir.increase_bound_by(type.pointer ? 2 : 1);
uint32_t base_type_id = next_id++;
auto &base_type = set<SPIRType>(base_type_id);
base_type.basetype = SPIRType::UInt;
base_type.width = 32;
if (!type.pointer)
return base_type_id;
uint32_t ptr_type_id = next_id++;
auto &ptr_type = set<SPIRType>(ptr_type_id);
ptr_type = base_type;
ptr_type.pointer = true;
ptr_type.storage = type.storage;
ptr_type.parent_type = base_type_id;
return ptr_type_id;
}
return type_id;
}
// Ensure that the type is compatible with the shader input.
// If it is, simply return the given type ID.
// Otherwise, create a new type, and return its ID.
uint32_t CompilerMSL::ensure_correct_input_type(uint32_t type_id, uint32_t location, uint32_t num_components)
{
auto &type = get<SPIRType>(type_id);
auto p_va = inputs_by_location.find(location);
if (p_va == end(inputs_by_location))
{
if (num_components > type.vecsize)
return build_extended_vector_type(type_id, num_components);
else
return type_id;
}
if (num_components == 0)
num_components = p_va->second.vecsize;
switch (p_va->second.format)
{
case MSL_SHADER_INPUT_FORMAT_UINT8:
{
switch (type.basetype)
{
case SPIRType::UByte:
case SPIRType::UShort:
case SPIRType::UInt:
if (num_components > type.vecsize)
return build_extended_vector_type(type_id, num_components);
else
return type_id;
case SPIRType::Short:
return build_extended_vector_type(type_id, num_components > type.vecsize ? num_components : type.vecsize,
SPIRType::UShort);
case SPIRType::Int:
return build_extended_vector_type(type_id, num_components > type.vecsize ? num_components : type.vecsize,
SPIRType::UInt);
default:
SPIRV_CROSS_THROW("Vertex attribute type mismatch between host and shader");
}
}
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
case MSL_SHADER_INPUT_FORMAT_UINT16:
{
switch (type.basetype)
{
case SPIRType::UShort:
case SPIRType::UInt:
if (num_components > type.vecsize)
return build_extended_vector_type(type_id, num_components);
else
return type_id;
case SPIRType::Int:
return build_extended_vector_type(type_id, num_components > type.vecsize ? num_components : type.vecsize,
SPIRType::UInt);
default:
SPIRV_CROSS_THROW("Vertex attribute type mismatch between host and shader");
}
}
default:
if (num_components > type.vecsize)
type_id = build_extended_vector_type(type_id, num_components);
break;
}
return type_id;
}
void CompilerMSL::mark_struct_members_packed(const SPIRType &type)
{
set_extended_decoration(type.self, SPIRVCrossDecorationPhysicalTypePacked);
// Problem case! Struct needs to be placed at an awkward alignment.
// Mark every member of the child struct as packed.
uint32_t mbr_cnt = uint32_t(type.member_types.size());
for (uint32_t i = 0; i < mbr_cnt; i++)
{
auto &mbr_type = get<SPIRType>(type.member_types[i]);
if (mbr_type.basetype == SPIRType::Struct)
{
// Recursively mark structs as packed.
auto *struct_type = &mbr_type;
while (!struct_type->array.empty())
struct_type = &get<SPIRType>(struct_type->parent_type);
mark_struct_members_packed(*struct_type);
}
else if (!is_scalar(mbr_type))
set_extended_member_decoration(type.self, i, SPIRVCrossDecorationPhysicalTypePacked);
}
}
void CompilerMSL::mark_scalar_layout_structs(const SPIRType &type)
{
uint32_t mbr_cnt = uint32_t(type.member_types.size());
for (uint32_t i = 0; i < mbr_cnt; i++)
{
auto &mbr_type = get<SPIRType>(type.member_types[i]);
if (mbr_type.basetype == SPIRType::Struct)
{
auto *struct_type = &mbr_type;
while (!struct_type->array.empty())
struct_type = &get<SPIRType>(struct_type->parent_type);
if (has_extended_decoration(struct_type->self, SPIRVCrossDecorationPhysicalTypePacked))
continue;
uint32_t msl_alignment = get_declared_struct_member_alignment_msl(type, i);
uint32_t msl_size = get_declared_struct_member_size_msl(type, i);
uint32_t spirv_offset = type_struct_member_offset(type, i);
uint32_t spirv_offset_next;
if (i + 1 < mbr_cnt)
spirv_offset_next = type_struct_member_offset(type, i + 1);
else
spirv_offset_next = spirv_offset + msl_size;
// Both are complicated cases. In scalar layout, a struct of float3 might just consume 12 bytes,
// and the next member will be placed at offset 12.
bool struct_is_misaligned = (spirv_offset % msl_alignment) != 0;
bool struct_is_too_large = spirv_offset + msl_size > spirv_offset_next;
2019-07-22 08:23:39 +00:00
uint32_t array_stride = 0;
bool struct_needs_explicit_padding = false;
// Verify that if a struct is used as an array that ArrayStride matches the effective size of the struct.
if (!mbr_type.array.empty())
{
array_stride = type_struct_member_array_stride(type, i);
uint32_t dimensions = uint32_t(mbr_type.array.size() - 1);
2019-07-23 08:30:37 +00:00
for (uint32_t dim = 0; dim < dimensions; dim++)
2019-07-22 08:23:39 +00:00
{
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uint32_t array_size = to_array_size_literal(mbr_type, dim);
2019-07-22 08:23:39 +00:00
array_stride /= max(array_size, 1u);
}
// Set expected struct size based on ArrayStride.
struct_needs_explicit_padding = true;
// If struct size is larger than array stride, we might be able to fit, if we tightly pack.
if (get_declared_struct_size_msl(*struct_type) > array_stride)
struct_is_too_large = true;
}
if (struct_is_misaligned || struct_is_too_large)
mark_struct_members_packed(*struct_type);
mark_scalar_layout_structs(*struct_type);
2019-07-22 08:23:39 +00:00
if (struct_needs_explicit_padding)
{
msl_size = get_declared_struct_size_msl(*struct_type, true, true);
if (array_stride < msl_size)
{
SPIRV_CROSS_THROW("Cannot express an array stride smaller than size of struct type.");
}
else
{
if (has_extended_decoration(struct_type->self, SPIRVCrossDecorationPaddingTarget))
{
2019-07-23 10:23:41 +00:00
if (array_stride !=
get_extended_decoration(struct_type->self, SPIRVCrossDecorationPaddingTarget))
SPIRV_CROSS_THROW(
"A struct is used with different array strides. Cannot express this in MSL.");
2019-07-22 08:23:39 +00:00
}
else
set_extended_decoration(struct_type->self, SPIRVCrossDecorationPaddingTarget, array_stride);
}
}
}
}
}
// Sort the members of the struct type by offset, and pack and then pad members where needed
// to align MSL members with SPIR-V offsets. The struct members are iterated twice. Packing
// occurs first, followed by padding, because packing a member reduces both its size and its
// natural alignment, possibly requiring a padding member to be added ahead of it.
void CompilerMSL::align_struct(SPIRType &ib_type, unordered_set<uint32_t> &aligned_structs)
{
// We align structs recursively, so stop any redundant work.
ID &ib_type_id = ib_type.self;
if (aligned_structs.count(ib_type_id))
return;
aligned_structs.insert(ib_type_id);
// Sort the members of the interface structure by their offset.
// They should already be sorted per SPIR-V spec anyway.
MemberSorter member_sorter(ib_type, ir.meta[ib_type_id], MemberSorter::Offset);
member_sorter.sort();
auto mbr_cnt = uint32_t(ib_type.member_types.size());
for (uint32_t mbr_idx = 0; mbr_idx < mbr_cnt; mbr_idx++)
{
// Pack any dependent struct types before we pack a parent struct.
auto &mbr_type = get<SPIRType>(ib_type.member_types[mbr_idx]);
if (mbr_type.basetype == SPIRType::Struct)
align_struct(mbr_type, aligned_structs);
}
// Test the alignment of each member, and if a member should be closer to the previous
// member than the default spacing expects, it is likely that the previous member is in
// a packed format. If so, and the previous member is packable, pack it.
// For example ... this applies to any 3-element vector that is followed by a scalar.
uint32_t msl_offset = 0;
for (uint32_t mbr_idx = 0; mbr_idx < mbr_cnt; mbr_idx++)
{
// This checks the member in isolation, if the member needs some kind of type remapping to conform to SPIR-V
// offsets, array strides and matrix strides.
ensure_member_packing_rules_msl(ib_type, mbr_idx);
// Align current offset to the current member's default alignment. If the member was packed, it will observe
// the updated alignment here.
uint32_t msl_align_mask = get_declared_struct_member_alignment_msl(ib_type, mbr_idx) - 1;
uint32_t aligned_msl_offset = (msl_offset + msl_align_mask) & ~msl_align_mask;
// Fetch the member offset as declared in the SPIRV.
uint32_t spirv_mbr_offset = get_member_decoration(ib_type_id, mbr_idx, DecorationOffset);
if (spirv_mbr_offset > aligned_msl_offset)
{
// Since MSL and SPIR-V have slightly different struct member alignment and
// size rules, we'll pad to standard C-packing rules with a char[] array. If the member is farther
// away than C-packing, expects, add an inert padding member before the the member.
uint32_t padding_bytes = spirv_mbr_offset - aligned_msl_offset;
2019-07-22 08:23:39 +00:00
set_extended_member_decoration(ib_type_id, mbr_idx, SPIRVCrossDecorationPaddingTarget, padding_bytes);
// Re-align as a sanity check that aligning post-padding matches up.
msl_offset += padding_bytes;
aligned_msl_offset = (msl_offset + msl_align_mask) & ~msl_align_mask;
}
else if (spirv_mbr_offset < aligned_msl_offset)
{
// This should not happen, but deal with unexpected scenarios.
// It *might* happen if a sub-struct has a larger alignment requirement in MSL than SPIR-V.
SPIRV_CROSS_THROW("Cannot represent buffer block correctly in MSL.");
}
assert(aligned_msl_offset == spirv_mbr_offset);
// Increment the current offset to be positioned immediately after the current member.
// Don't do this for the last member since it can be unsized, and it is not relevant for padding purposes here.
if (mbr_idx + 1 < mbr_cnt)
msl_offset = aligned_msl_offset + get_declared_struct_member_size_msl(ib_type, mbr_idx);
}
}
bool CompilerMSL::validate_member_packing_rules_msl(const SPIRType &type, uint32_t index) const
{
auto &mbr_type = get<SPIRType>(type.member_types[index]);
uint32_t spirv_offset = get_member_decoration(type.self, index, DecorationOffset);
if (index + 1 < type.member_types.size())
{
// First, we will check offsets. If SPIR-V offset + MSL size > SPIR-V offset of next member,
// we *must* perform some kind of remapping, no way getting around it.
// We can always pad after this member if necessary, so that case is fine.
uint32_t spirv_offset_next = get_member_decoration(type.self, index + 1, DecorationOffset);
assert(spirv_offset_next >= spirv_offset);
uint32_t maximum_size = spirv_offset_next - spirv_offset;
uint32_t msl_mbr_size = get_declared_struct_member_size_msl(type, index);
if (msl_mbr_size > maximum_size)
return false;
}
if (!mbr_type.array.empty())
{
// If we have an array type, array stride must match exactly with SPIR-V.
// An exception to this requirement is if we have one array element.
// This comes from DX scalar layout workaround.
// If app tries to be cheeky and access the member out of bounds, this will not work, but this is the best we can do.
// In OpAccessChain with logical memory models, access chains must be in-bounds in SPIR-V specification.
bool relax_array_stride = mbr_type.array.back() == 1 && mbr_type.array_size_literal.back();
if (!relax_array_stride)
{
uint32_t spirv_array_stride = type_struct_member_array_stride(type, index);
uint32_t msl_array_stride = get_declared_struct_member_array_stride_msl(type, index);
if (spirv_array_stride != msl_array_stride)
return false;
}
}
if (is_matrix(mbr_type))
{
// Need to check MatrixStride as well.
uint32_t spirv_matrix_stride = type_struct_member_matrix_stride(type, index);
uint32_t msl_matrix_stride = get_declared_struct_member_matrix_stride_msl(type, index);
if (spirv_matrix_stride != msl_matrix_stride)
return false;
}
// Now, we check alignment.
uint32_t msl_alignment = get_declared_struct_member_alignment_msl(type, index);
if ((spirv_offset % msl_alignment) != 0)
return false;
// We're in the clear.
return true;
}
// Here we need to verify that the member type we declare conforms to Offset, ArrayStride or MatrixStride restrictions.
// If there is a mismatch, we need to emit remapped types, either normal types, or "packed_X" types.
// In odd cases we need to emit packed and remapped types, for e.g. weird matrices or arrays with weird array strides.
void CompilerMSL::ensure_member_packing_rules_msl(SPIRType &ib_type, uint32_t index)
{
if (validate_member_packing_rules_msl(ib_type, index))
return;
// We failed validation.
// This case will be nightmare-ish to deal with. This could possibly happen if struct alignment does not quite
// match up with what we want. Scalar block layout comes to mind here where we might have to work around the rule
// that struct alignment == max alignment of all members and struct size depends on this alignment.
auto &mbr_type = get<SPIRType>(ib_type.member_types[index]);
if (mbr_type.basetype == SPIRType::Struct)
SPIRV_CROSS_THROW("Cannot perform any repacking for structs when it is used as a member of another struct.");
// Perform remapping here.
// There is nothing to be gained by using packed scalars, so don't attempt it.
if (!is_scalar(ib_type))
set_extended_member_decoration(ib_type.self, index, SPIRVCrossDecorationPhysicalTypePacked);
// Try validating again, now with packed.
if (validate_member_packing_rules_msl(ib_type, index))
return;
// We're in deep trouble, and we need to create a new PhysicalType which matches up with what we expect.
// A lot of work goes here ...
// We will need remapping on Load and Store to translate the types between Logical and Physical.
// First, we check if we have small vector std140 array.
// We detect this if we have an array of vectors, and array stride is greater than number of elements.
if (!mbr_type.array.empty() && !is_matrix(mbr_type))
{
uint32_t array_stride = type_struct_member_array_stride(ib_type, index);
// Hack off array-of-arrays until we find the array stride per element we must have to make it work.
uint32_t dimensions = uint32_t(mbr_type.array.size() - 1);
for (uint32_t dim = 0; dim < dimensions; dim++)
array_stride /= max(to_array_size_literal(mbr_type, dim), 1u);
uint32_t elems_per_stride = array_stride / (mbr_type.width / 8);
if (elems_per_stride == 3)
SPIRV_CROSS_THROW("Cannot use ArrayStride of 3 elements in remapping scenarios.");
else if (elems_per_stride > 4)
SPIRV_CROSS_THROW("Cannot represent vectors with more than 4 elements in MSL.");
auto physical_type = mbr_type;
physical_type.vecsize = elems_per_stride;
physical_type.parent_type = 0;
uint32_t type_id = ir.increase_bound_by(1);
set<SPIRType>(type_id, physical_type);
set_extended_member_decoration(ib_type.self, index, SPIRVCrossDecorationPhysicalTypeID, type_id);
set_decoration(type_id, DecorationArrayStride, array_stride);
// Remove packed_ for vectors of size 1, 2 and 4.
if (has_extended_decoration(ib_type.self, SPIRVCrossDecorationPhysicalTypePacked))
2019-07-23 10:23:41 +00:00
SPIRV_CROSS_THROW("Unable to remove packed decoration as entire struct must be fully packed. Do not mix "
"scalar and std140 layout rules.");
else
unset_extended_member_decoration(ib_type.self, index, SPIRVCrossDecorationPhysicalTypePacked);
}
else if (is_matrix(mbr_type))
{
// MatrixStride might be std140-esque.
uint32_t matrix_stride = type_struct_member_matrix_stride(ib_type, index);
uint32_t elems_per_stride = matrix_stride / (mbr_type.width / 8);
if (elems_per_stride == 3)
SPIRV_CROSS_THROW("Cannot use ArrayStride of 3 elements in remapping scenarios.");
else if (elems_per_stride > 4)
SPIRV_CROSS_THROW("Cannot represent vectors with more than 4 elements in MSL.");
bool row_major = has_member_decoration(ib_type.self, index, DecorationRowMajor);
auto physical_type = mbr_type;
physical_type.parent_type = 0;
if (row_major)
physical_type.columns = elems_per_stride;
else
physical_type.vecsize = elems_per_stride;
uint32_t type_id = ir.increase_bound_by(1);
set<SPIRType>(type_id, physical_type);
set_extended_member_decoration(ib_type.self, index, SPIRVCrossDecorationPhysicalTypeID, type_id);
// Remove packed_ for vectors of size 1, 2 and 4.
if (has_extended_decoration(ib_type.self, SPIRVCrossDecorationPhysicalTypePacked))
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SPIRV_CROSS_THROW("Unable to remove packed decoration as entire struct must be fully packed. Do not mix "
"scalar and std140 layout rules.");
else
unset_extended_member_decoration(ib_type.self, index, SPIRVCrossDecorationPhysicalTypePacked);
}
else
SPIRV_CROSS_THROW("Found a buffer packing case which we cannot represent in MSL.");
// Try validating again, now with physical type remapping.
if (validate_member_packing_rules_msl(ib_type, index))
return;
// We might have a particular odd scalar layout case where the last element of an array
// does not take up as much space as the ArrayStride or MatrixStride. This can happen with DX cbuffers.
// The "proper" workaround for this is extremely painful and essentially impossible in the edge case of float3[],
// so we hack around it by declaring the offending array or matrix with one less array size/col/row,
// and rely on padding to get the correct value. We will technically access arrays out of bounds into the padding region,
// but it should spill over gracefully without too much trouble. We rely on behavior like this for unsized arrays anyways.
// E.g. we might observe a physical layout of:
// { float2 a[2]; float b; } in cbuffer layout where ArrayStride of a is 16, but offset of b is 24, packed right after a[1] ...
uint32_t type_id = get_extended_member_decoration(ib_type.self, index, SPIRVCrossDecorationPhysicalTypeID);
auto &type = get<SPIRType>(type_id);
// Modify the physical type in-place. This is safe since each physical type workaround is a copy.
if (is_array(type))
{
if (type.array.back() > 1)
{
if (!type.array_size_literal.back())
SPIRV_CROSS_THROW("Cannot apply scalar layout workaround with spec constant array size.");
type.array.back() -= 1;
}
else
{
// We have an array of size 1, so we cannot decrement that. Our only option now is to
// force a packed layout instead, and drop the physical type remap since ArrayStride is meaningless now.
unset_extended_member_decoration(ib_type.self, index, SPIRVCrossDecorationPhysicalTypeID);
set_extended_member_decoration(ib_type.self, index, SPIRVCrossDecorationPhysicalTypePacked);
}
}
else if (is_matrix(type))
{
bool row_major = has_member_decoration(ib_type.self, index, DecorationRowMajor);
if (!row_major)
{
// Slice off one column. If we only have 2 columns, this might turn the matrix into a vector with one array element instead.
if (type.columns > 2)
{
type.columns--;
}
else if (type.columns == 2)
{
type.columns = 1;
assert(type.array.empty());
type.array.push_back(1);
type.array_size_literal.push_back(true);
}
}
else
{
// Slice off one row. If we only have 2 rows, this might turn the matrix into a vector with one array element instead.
if (type.vecsize > 2)
{
type.vecsize--;
}
else if (type.vecsize == 2)
{
type.vecsize = type.columns;
type.columns = 1;
assert(type.array.empty());
type.array.push_back(1);
type.array_size_literal.push_back(true);
}
}
}
// This better validate now, or we must fail gracefully.
if (!validate_member_packing_rules_msl(ib_type, index))
SPIRV_CROSS_THROW("Found a buffer packing case which we cannot represent in MSL.");
}
void CompilerMSL::emit_store_statement(uint32_t lhs_expression, uint32_t rhs_expression)
{
auto &type = expression_type(rhs_expression);
bool lhs_remapped_type = has_extended_decoration(lhs_expression, SPIRVCrossDecorationPhysicalTypeID);
bool lhs_packed_type = has_extended_decoration(lhs_expression, SPIRVCrossDecorationPhysicalTypePacked);
auto *lhs_e = maybe_get<SPIRExpression>(lhs_expression);
auto *rhs_e = maybe_get<SPIRExpression>(rhs_expression);
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bool transpose = lhs_e && lhs_e->need_transpose;
// No physical type remapping, and no packed type, so can just emit a store directly.
if (!lhs_remapped_type && !lhs_packed_type)
{
// We might not be dealing with remapped physical types or packed types,
// but we might be doing a clean store to a row-major matrix.
// In this case, we just flip transpose states, and emit the store, a transpose must be in the RHS expression, if any.
if (is_matrix(type) && lhs_e && lhs_e->need_transpose)
{
if (!rhs_e)
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SPIRV_CROSS_THROW("Need to transpose right-side expression of a store to row-major matrix, but it is "
"not a SPIRExpression.");
lhs_e->need_transpose = false;
if (rhs_e && rhs_e->need_transpose)
{
// Direct copy, but might need to unpack RHS.
// Skip the transpose, as we will transpose when writing to LHS and transpose(transpose(T)) == T.
rhs_e->need_transpose = false;
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statement(to_expression(lhs_expression), " = ", to_unpacked_row_major_matrix_expression(rhs_expression),
";");
rhs_e->need_transpose = true;
}
else
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statement(to_expression(lhs_expression), " = transpose(", to_unpacked_expression(rhs_expression), ");");
lhs_e->need_transpose = true;
register_write(lhs_expression);
}
else if (lhs_e && lhs_e->need_transpose)
{
lhs_e->need_transpose = false;
// Storing a column to a row-major matrix. Unroll the write.
for (uint32_t c = 0; c < type.vecsize; c++)
{
auto lhs_expr = to_dereferenced_expression(lhs_expression);
auto column_index = lhs_expr.find_last_of('[');
if (column_index != string::npos)
{
statement(lhs_expr.insert(column_index, join('[', c, ']')), " = ",
to_extract_component_expression(rhs_expression, c), ";");
}
}
lhs_e->need_transpose = true;
register_write(lhs_expression);
}
else
CompilerGLSL::emit_store_statement(lhs_expression, rhs_expression);
}
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else if (!lhs_remapped_type && !is_matrix(type) && !transpose)
{
// Even if the target type is packed, we can directly store to it. We cannot store to packed matrices directly,
// since they are declared as array of vectors instead, and we need the fallback path below.
CompilerGLSL::emit_store_statement(lhs_expression, rhs_expression);
}
else
{
// Special handling when storing to a remapped physical type.
// This is mostly to deal with std140 padded matrices or vectors.
TypeID physical_type_id = lhs_remapped_type ?
ID(get_extended_decoration(lhs_expression, SPIRVCrossDecorationPhysicalTypeID)) :
type.self;
auto &physical_type = get<SPIRType>(physical_type_id);
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if (is_matrix(type))
{
const char *packed_pfx = lhs_packed_type ? "packed_" : "";
// Packed matrices are stored as arrays of packed vectors, so we need
// to assign the vectors one at a time.
// For row-major matrices, we need to transpose the *right-hand* side,
// not the left-hand side.
// Lots of cases to cover here ...
bool rhs_transpose = rhs_e && rhs_e->need_transpose;
SPIRType write_type = type;
string cast_expr;
// We're dealing with transpose manually.
if (rhs_transpose)
rhs_e->need_transpose = false;
if (transpose)
{
// We're dealing with transpose manually.
lhs_e->need_transpose = false;
write_type.vecsize = type.columns;
write_type.columns = 1;
if (physical_type.columns != type.columns)
cast_expr = join("(device ", packed_pfx, type_to_glsl(write_type), "&)");
if (rhs_transpose)
{
// If RHS is also transposed, we can just copy row by row.
for (uint32_t i = 0; i < type.vecsize; i++)
{
statement(cast_expr, to_enclosed_expression(lhs_expression), "[", i, "]", " = ",
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to_unpacked_row_major_matrix_expression(rhs_expression), "[", i, "];");
}
}
else
{
auto vector_type = expression_type(rhs_expression);
vector_type.vecsize = vector_type.columns;
vector_type.columns = 1;
// Transpose on the fly. Emitting a lot of full transpose() ops and extracting lanes seems very bad,
// so pick out individual components instead.
for (uint32_t i = 0; i < type.vecsize; i++)
{
string rhs_row = type_to_glsl_constructor(vector_type) + "(";
for (uint32_t j = 0; j < vector_type.vecsize; j++)
{
rhs_row += join(to_enclosed_unpacked_expression(rhs_expression), "[", j, "][", i, "]");
if (j + 1 < vector_type.vecsize)
rhs_row += ", ";
}
rhs_row += ")";
statement(cast_expr, to_enclosed_expression(lhs_expression), "[", i, "]", " = ", rhs_row, ";");
}
}
// We're dealing with transpose manually.
lhs_e->need_transpose = true;
}
else
{
write_type.columns = 1;
if (physical_type.vecsize != type.vecsize)
cast_expr = join("(device ", packed_pfx, type_to_glsl(write_type), "&)");
if (rhs_transpose)
{
auto vector_type = expression_type(rhs_expression);
vector_type.columns = 1;
// Transpose on the fly. Emitting a lot of full transpose() ops and extracting lanes seems very bad,
// so pick out individual components instead.
for (uint32_t i = 0; i < type.columns; i++)
{
string rhs_row = type_to_glsl_constructor(vector_type) + "(";
for (uint32_t j = 0; j < vector_type.vecsize; j++)
{
// Need to explicitly unpack expression since we've mucked with transpose state.
auto unpacked_expr = to_unpacked_row_major_matrix_expression(rhs_expression);
rhs_row += join(unpacked_expr, "[", j, "][", i, "]");
if (j + 1 < vector_type.vecsize)
rhs_row += ", ";
}
rhs_row += ")";
statement(cast_expr, to_enclosed_expression(lhs_expression), "[", i, "]", " = ", rhs_row, ";");
}
}
else
{
// Copy column-by-column.
for (uint32_t i = 0; i < type.columns; i++)
{
statement(cast_expr, to_enclosed_expression(lhs_expression), "[", i, "]", " = ",
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to_enclosed_unpacked_expression(rhs_expression), "[", i, "];");
}
}
}
// We're dealing with transpose manually.
if (rhs_transpose)
rhs_e->need_transpose = true;
}
else if (transpose)
{
lhs_e->need_transpose = false;
SPIRType write_type = type;
write_type.vecsize = 1;
write_type.columns = 1;
// Storing a column to a row-major matrix. Unroll the write.
for (uint32_t c = 0; c < type.vecsize; c++)
{
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auto lhs_expr = to_enclosed_expression(lhs_expression);
auto column_index = lhs_expr.find_last_of('[');
if (column_index != string::npos)
{
statement("((device ", type_to_glsl(write_type), "*)&",
lhs_expr.insert(column_index, join('[', c, ']', ")")), " = ",
to_extract_component_expression(rhs_expression, c), ";");
}
}
lhs_e->need_transpose = true;
}
else if ((is_matrix(physical_type) || is_array(physical_type)) && physical_type.vecsize > type.vecsize)
{
assert(type.vecsize >= 1 && type.vecsize <= 3);
// If we have packed types, we cannot use swizzled stores.
// We could technically unroll the store for each element if needed.
// When remapping to a std140 physical type, we always get float4,
// and the packed decoration should always be removed.
assert(!lhs_packed_type);
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string lhs = to_dereferenced_expression(lhs_expression);
string rhs = to_pointer_expression(rhs_expression);
// Unpack the expression so we can store to it with a float or float2.
// It's still an l-value, so it's fine. Most other unpacking of expressions turn them into r-values instead.
lhs = join("(device ", type_to_glsl(type), "&)", enclose_expression(lhs));
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if (!optimize_read_modify_write(expression_type(rhs_expression), lhs, rhs))
statement(lhs, " = ", rhs, ";");
}
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else if (!is_matrix(type))
{
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string lhs = to_dereferenced_expression(lhs_expression);
string rhs = to_pointer_expression(rhs_expression);
if (!optimize_read_modify_write(expression_type(rhs_expression), lhs, rhs))
statement(lhs, " = ", rhs, ";");
}
register_write(lhs_expression);
}
}
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static bool expression_ends_with(const string &expr_str, const std::string &ending)
{
if (expr_str.length() >= ending.length())
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return (expr_str.compare(expr_str.length() - ending.length(), ending.length(), ending) == 0);
else
return false;
}
// Converts the format of the current expression from packed to unpacked,
// by wrapping the expression in a constructor of the appropriate type.
// Also, handle special physical ID remapping scenarios, similar to emit_store_statement().
string CompilerMSL::unpack_expression_type(string expr_str, const SPIRType &type, uint32_t physical_type_id,
bool packed, bool row_major)
{
// Trivial case, nothing to do.
if (physical_type_id == 0 && !packed)
return expr_str;
const SPIRType *physical_type = nullptr;
if (physical_type_id)
physical_type = &get<SPIRType>(physical_type_id);
static const char *swizzle_lut[] = {
".x",
".xy",
".xyz",
};
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if (physical_type && is_vector(*physical_type) && is_array(*physical_type) &&
physical_type->vecsize > type.vecsize && !expression_ends_with(expr_str, swizzle_lut[type.vecsize - 1]))
{
// std140 array cases for vectors.
assert(type.vecsize >= 1 && type.vecsize <= 3);
return enclose_expression(expr_str) + swizzle_lut[type.vecsize - 1];
}
2020-01-08 09:48:30 +00:00
else if (physical_type && is_matrix(*physical_type) && is_vector(type) && physical_type->vecsize > type.vecsize)
{
// Extract column from padded matrix.
assert(type.vecsize >= 1 && type.vecsize <= 3);
return enclose_expression(expr_str) + swizzle_lut[type.vecsize - 1];
}
else if (is_matrix(type))
{
// Packed matrices are stored as arrays of packed vectors. Unfortunately,
// we can't just pass the array straight to the matrix constructor. We have to
// pass each vector individually, so that they can be unpacked to normal vectors.
if (!physical_type)
physical_type = &type;
uint32_t vecsize = type.vecsize;
uint32_t columns = type.columns;
if (row_major)
swap(vecsize, columns);
uint32_t physical_vecsize = row_major ? physical_type->columns : physical_type->vecsize;
const char *base_type = type.width == 16 ? "half" : "float";
string unpack_expr = join(base_type, columns, "x", vecsize, "(");
const char *load_swiz = "";
if (physical_vecsize != vecsize)
load_swiz = swizzle_lut[vecsize - 1];
for (uint32_t i = 0; i < columns; i++)
{
if (i > 0)
unpack_expr += ", ";
if (packed)
unpack_expr += join(base_type, physical_vecsize, "(", expr_str, "[", i, "]", ")", load_swiz);
else
unpack_expr += join(expr_str, "[", i, "]", load_swiz);
}
unpack_expr += ")";
return unpack_expr;
}
else
{
return join(type_to_glsl(type), "(", expr_str, ")");
}
}
// Emits the file header info
void CompilerMSL::emit_header()
{
// This particular line can be overridden during compilation, so make it a flag and not a pragma line.
if (suppress_missing_prototypes)
statement("#pragma clang diagnostic ignored \"-Wmissing-prototypes\"");
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// Disable warning about missing braces for array<T> template to make arrays a value type
if (spv_function_implementations.count(SPVFuncImplUnsafeArray) != 0)
statement("#pragma clang diagnostic ignored \"-Wmissing-braces\"");
for (auto &pragma : pragma_lines)
statement(pragma);
if (!pragma_lines.empty() || suppress_missing_prototypes)
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statement("");
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statement("#include <metal_stdlib>");
statement("#include <simd/simd.h>");
for (auto &header : header_lines)
statement(header);
statement("");
statement("using namespace metal;");
statement("");
for (auto &td : typedef_lines)
statement(td);
if (!typedef_lines.empty())
statement("");
}
void CompilerMSL::add_pragma_line(const string &line)
{
auto rslt = pragma_lines.insert(line);
if (rslt.second)
force_recompile();
}
void CompilerMSL::add_typedef_line(const string &line)
{
auto rslt = typedef_lines.insert(line);
if (rslt.second)
force_recompile();
}
// Template struct like spvUnsafeArray<> need to be declared *before* any resources are declared
void CompilerMSL::emit_custom_templates()
{
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for (const auto &spv_func : spv_function_implementations)
{
switch (spv_func)
{
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case SPVFuncImplUnsafeArray:
statement("template<typename T, size_t Num>");
statement("struct spvUnsafeArray");
begin_scope();
statement("T elements[Num ? Num : 1];");
statement("");
statement("thread T& operator [] (size_t pos) thread");
begin_scope();
statement("return elements[pos];");
end_scope();
statement("constexpr const thread T& operator [] (size_t pos) const thread");
begin_scope();
statement("return elements[pos];");
end_scope();
statement("");
statement("device T& operator [] (size_t pos) device");
begin_scope();
statement("return elements[pos];");
end_scope();
statement("constexpr const device T& operator [] (size_t pos) const device");
begin_scope();
statement("return elements[pos];");
end_scope();
statement("");
statement("constexpr const constant T& operator [] (size_t pos) const constant");
begin_scope();
statement("return elements[pos];");
end_scope();
statement("");
statement("threadgroup T& operator [] (size_t pos) threadgroup");
begin_scope();
statement("return elements[pos];");
end_scope();
statement("constexpr const threadgroup T& operator [] (size_t pos) const threadgroup");
begin_scope();
statement("return elements[pos];");
end_scope();
end_scope_decl();
statement("");
break;
default:
break;
}
}
}
// Emits any needed custom function bodies.
// Metal helper functions must be static force-inline, i.e. static inline __attribute__((always_inline))
// otherwise they will cause problems when linked together in a single Metallib.
void CompilerMSL::emit_custom_functions()
{
for (uint32_t i = kArrayCopyMultidimMax; i >= 2; i--)
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if (spv_function_implementations.count(static_cast<SPVFuncImpl>(SPVFuncImplArrayCopyMultidimBase + i)))
spv_function_implementations.insert(static_cast<SPVFuncImpl>(SPVFuncImplArrayCopyMultidimBase + i - 1));
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (spv_function_implementations.count(SPVFuncImplDynamicImageSampler))
{
// Unfortunately, this one needs a lot of the other functions to compile OK.
if (!msl_options.supports_msl_version(2))
SPIRV_CROSS_THROW(
"spvDynamicImageSampler requires default-constructible texture objects, which require MSL 2.0.");
spv_function_implementations.insert(SPVFuncImplForwardArgs);
spv_function_implementations.insert(SPVFuncImplTextureSwizzle);
if (msl_options.swizzle_texture_samples)
spv_function_implementations.insert(SPVFuncImplGatherSwizzle);
for (uint32_t i = SPVFuncImplChromaReconstructNearest2Plane;
i <= SPVFuncImplChromaReconstructLinear420XMidpointYMidpoint3Plane; i++)
spv_function_implementations.insert(static_cast<SPVFuncImpl>(i));
spv_function_implementations.insert(SPVFuncImplExpandITUFullRange);
spv_function_implementations.insert(SPVFuncImplExpandITUNarrowRange);
spv_function_implementations.insert(SPVFuncImplConvertYCbCrBT709);
spv_function_implementations.insert(SPVFuncImplConvertYCbCrBT601);
spv_function_implementations.insert(SPVFuncImplConvertYCbCrBT2020);
}
for (uint32_t i = SPVFuncImplChromaReconstructNearest2Plane;
i <= SPVFuncImplChromaReconstructLinear420XMidpointYMidpoint3Plane; i++)
if (spv_function_implementations.count(static_cast<SPVFuncImpl>(i)))
spv_function_implementations.insert(SPVFuncImplForwardArgs);
if (spv_function_implementations.count(SPVFuncImplTextureSwizzle) ||
spv_function_implementations.count(SPVFuncImplGatherSwizzle) ||
spv_function_implementations.count(SPVFuncImplGatherCompareSwizzle))
{
spv_function_implementations.insert(SPVFuncImplForwardArgs);
spv_function_implementations.insert(SPVFuncImplGetSwizzle);
}
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for (const auto &spv_func : spv_function_implementations)
{
switch (spv_func)
{
case SPVFuncImplMod:
statement("// Implementation of the GLSL mod() function, which is slightly different than Metal fmod()");
statement("template<typename Tx, typename Ty>");
statement("inline Tx mod(Tx x, Ty y)");
begin_scope();
statement("return x - y * floor(x / y);");
end_scope();
statement("");
break;
case SPVFuncImplRadians:
statement("// Implementation of the GLSL radians() function");
statement("template<typename T>");
statement("inline T radians(T d)");
begin_scope();
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statement("return d * T(0.01745329251);");
end_scope();
statement("");
break;
case SPVFuncImplDegrees:
statement("// Implementation of the GLSL degrees() function");
statement("template<typename T>");
statement("inline T degrees(T r)");
begin_scope();
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statement("return r * T(57.2957795131);");
end_scope();
statement("");
break;
case SPVFuncImplFindILsb:
statement("// Implementation of the GLSL findLSB() function");
statement("template<typename T>");
statement("inline T spvFindLSB(T x)");
begin_scope();
statement("return select(ctz(x), T(-1), x == T(0));");
end_scope();
statement("");
break;
case SPVFuncImplFindUMsb:
statement("// Implementation of the unsigned GLSL findMSB() function");
statement("template<typename T>");
statement("inline T spvFindUMSB(T x)");
begin_scope();
statement("return select(clz(T(0)) - (clz(x) + T(1)), T(-1), x == T(0));");
end_scope();
statement("");
break;
case SPVFuncImplFindSMsb:
statement("// Implementation of the signed GLSL findMSB() function");
statement("template<typename T>");
statement("inline T spvFindSMSB(T x)");
begin_scope();
statement("T v = select(x, T(-1) - x, x < T(0));");
statement("return select(clz(T(0)) - (clz(v) + T(1)), T(-1), v == T(0));");
end_scope();
statement("");
break;
case SPVFuncImplSSign:
statement("// Implementation of the GLSL sign() function for integer types");
statement("template<typename T, typename E = typename enable_if<is_integral<T>::value>::type>");
statement("inline T sign(T x)");
begin_scope();
statement("return select(select(select(x, T(0), x == T(0)), T(1), x > T(0)), T(-1), x < T(0));");
end_scope();
statement("");
break;
case SPVFuncImplArrayCopy:
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case SPVFuncImplArrayOfArrayCopy2Dim:
case SPVFuncImplArrayOfArrayCopy3Dim:
case SPVFuncImplArrayOfArrayCopy4Dim:
case SPVFuncImplArrayOfArrayCopy5Dim:
case SPVFuncImplArrayOfArrayCopy6Dim:
{
// Unfortunately we cannot template on the address space, so combinatorial explosion it is.
2018-09-11 10:58:03 +00:00
static const char *function_name_tags[] = {
2020-07-01 09:42:58 +00:00
"FromConstantToStack", "FromConstantToThreadGroup", "FromStackToStack",
"FromStackToThreadGroup", "FromThreadGroupToStack", "FromThreadGroupToThreadGroup",
"FromDeviceToDevice", "FromConstantToDevice", "FromStackToDevice",
"FromThreadGroupToDevice", "FromDeviceToStack", "FromDeviceToThreadGroup",
2018-09-11 10:58:03 +00:00
};
static const char *src_address_space[] = {
2020-07-01 09:42:58 +00:00
"constant", "constant", "thread const", "thread const",
"threadgroup const", "threadgroup const", "device const", "constant",
"thread const", "threadgroup const", "device const", "device const",
};
static const char *dst_address_space[] = {
2019-08-28 12:25:26 +00:00
"thread", "threadgroup", "thread", "threadgroup", "thread", "threadgroup",
2020-07-01 09:42:58 +00:00
"device", "device", "device", "device", "thread", "threadgroup",
2018-09-11 10:58:03 +00:00
};
for (uint32_t variant = 0; variant < 12; variant++)
2018-09-11 10:58:03 +00:00
{
uint32_t dimensions = spv_func - SPVFuncImplArrayCopyMultidimBase;
string tmp = "template<typename T";
for (uint8_t i = 0; i < dimensions; i++)
2018-09-11 10:58:03 +00:00
{
tmp += ", uint ";
tmp += 'A' + i;
}
tmp += ">";
statement(tmp);
string array_arg;
for (uint8_t i = 0; i < dimensions; i++)
2018-09-11 10:58:03 +00:00
{
array_arg += "[";
array_arg += 'A' + i;
array_arg += "]";
}
2019-08-30 08:25:40 +00:00
statement("inline void spvArrayCopy", function_name_tags[variant], dimensions, "(",
dst_address_space[variant], " T (&dst)", array_arg, ", ", src_address_space[variant],
" T (&src)", array_arg, ")");
2018-09-11 10:58:03 +00:00
begin_scope();
statement("for (uint i = 0; i < A; i++)");
begin_scope();
if (dimensions == 1)
statement("dst[i] = src[i];");
else
statement("spvArrayCopy", function_name_tags[variant], dimensions - 1, "(dst[i], src[i]);");
2018-09-11 10:58:03 +00:00
end_scope();
end_scope();
statement("");
}
break;
}
// Support for Metal 2.1's new texture_buffer type.
case SPVFuncImplTexelBufferCoords:
{
if (msl_options.texel_buffer_texture_width > 0)
{
string tex_width_str = convert_to_string(msl_options.texel_buffer_texture_width);
statement("// Returns 2D texture coords corresponding to 1D texel buffer coords");
statement(force_inline);
statement("uint2 spvTexelBufferCoord(uint tc)");
begin_scope();
statement(join("return uint2(tc % ", tex_width_str, ", tc / ", tex_width_str, ");"));
end_scope();
statement("");
}
else
{
statement("// Returns 2D texture coords corresponding to 1D texel buffer coords");
2019-09-23 22:05:04 +00:00
statement(
"#define spvTexelBufferCoord(tc, tex) uint2((tc) % (tex).get_width(), (tc) / (tex).get_width())");
statement("");
}
break;
}
// Emulate texture2D atomic operations
case SPVFuncImplImage2DAtomicCoords:
{
if (msl_options.supports_msl_version(1, 2))
{
statement("// The required alignment of a linear texture of R32Uint format.");
statement("constant uint spvLinearTextureAlignmentOverride [[function_constant(",
msl_options.r32ui_alignment_constant_id, ")]];");
statement("constant uint spvLinearTextureAlignment = ",
"is_function_constant_defined(spvLinearTextureAlignmentOverride) ? ",
"spvLinearTextureAlignmentOverride : ", msl_options.r32ui_linear_texture_alignment, ";");
}
else
{
statement("// The required alignment of a linear texture of R32Uint format.");
statement("constant uint spvLinearTextureAlignment = ", msl_options.r32ui_linear_texture_alignment,
";");
}
statement("// Returns buffer coords corresponding to 2D texture coords for emulating 2D texture atomics");
statement("#define spvImage2DAtomicCoord(tc, tex) (((((tex).get_width() + ",
" spvLinearTextureAlignment / 4 - 1) & ~(",
" spvLinearTextureAlignment / 4 - 1)) * (tc).y) + (tc).x)");
statement("");
break;
}
// "fadd" intrinsic support
case SPVFuncImplFAdd:
statement("template<typename T>");
statement("T spvFAdd(T l, T r)");
begin_scope();
statement("return fma(T(1), l, r);");
end_scope();
statement("");
break;
2019-09-23 22:05:04 +00:00
// "fmul' intrinsic support
case SPVFuncImplFMul:
statement("template<typename T>");
statement("T spvFMul(T l, T r)");
begin_scope();
statement("return fma(l, r, T(0));");
end_scope();
statement("");
2019-09-23 22:05:04 +00:00
statement("template<typename T, int Cols, int Rows>");
statement("vec<T, Cols> spvFMulVectorMatrix(vec<T, Rows> v, matrix<T, Cols, Rows> m)");
begin_scope();
statement("vec<T, Cols> res = vec<T, Cols>(0);");
statement("for (uint i = Rows; i > 0; --i)");
begin_scope();
statement("vec<T, Cols> tmp(0);");
statement("for (uint j = 0; j < Cols; ++j)");
begin_scope();
statement("tmp[j] = m[j][i - 1];");
end_scope();
statement("res = fma(tmp, vec<T, Cols>(v[i - 1]), res);");
end_scope();
statement("return res;");
end_scope();
statement("");
statement("template<typename T, int Cols, int Rows>");
statement("vec<T, Rows> spvFMulMatrixVector(matrix<T, Cols, Rows> m, vec<T, Cols> v)");
begin_scope();
statement("vec<T, Rows> res = vec<T, Rows>(0);");
statement("for (uint i = Cols; i > 0; --i)");
begin_scope();
statement("res = fma(m[i - 1], vec<T, Rows>(v[i - 1]), res);");
end_scope();
statement("return res;");
end_scope();
statement("");
2019-09-23 22:05:04 +00:00
statement("template<typename T, int LCols, int LRows, int RCols, int RRows>");
2019-09-23 22:05:04 +00:00
statement(
"matrix<T, RCols, LRows> spvFMulMatrixMatrix(matrix<T, LCols, LRows> l, matrix<T, RCols, RRows> r)");
begin_scope();
statement("matrix<T, RCols, LRows> res;");
statement("for (uint i = 0; i < RCols; i++)");
begin_scope();
statement("vec<T, RCols> tmp(0);");
statement("for (uint j = 0; j < LCols; j++)");
begin_scope();
statement("tmp = fma(vec<T, RCols>(r[i][j]), l[j], tmp);");
end_scope();
statement("res[i] = tmp;");
end_scope();
statement("return res;");
end_scope();
statement("");
break;
2019-09-23 22:05:04 +00:00
// Emulate texturecube_array with texture2d_array for iOS where this type is not available
case SPVFuncImplCubemapTo2DArrayFace:
statement(force_inline);
statement("float3 spvCubemapTo2DArrayFace(float3 P)");
begin_scope();
statement("float3 Coords = abs(P.xyz);");
statement("float CubeFace = 0;");
statement("float ProjectionAxis = 0;");
statement("float u = 0;");
statement("float v = 0;");
statement("if (Coords.x >= Coords.y && Coords.x >= Coords.z)");
begin_scope();
statement("CubeFace = P.x >= 0 ? 0 : 1;");
statement("ProjectionAxis = Coords.x;");
statement("u = P.x >= 0 ? -P.z : P.z;");
statement("v = -P.y;");
end_scope();
statement("else if (Coords.y >= Coords.x && Coords.y >= Coords.z)");
begin_scope();
statement("CubeFace = P.y >= 0 ? 2 : 3;");
statement("ProjectionAxis = Coords.y;");
statement("u = P.x;");
statement("v = P.y >= 0 ? P.z : -P.z;");
end_scope();
statement("else");
begin_scope();
statement("CubeFace = P.z >= 0 ? 4 : 5;");
statement("ProjectionAxis = Coords.z;");
statement("u = P.z >= 0 ? P.x : -P.x;");
statement("v = -P.y;");
end_scope();
statement("u = 0.5 * (u/ProjectionAxis + 1);");
statement("v = 0.5 * (v/ProjectionAxis + 1);");
statement("return float3(u, v, CubeFace);");
end_scope();
statement("");
break;
case SPVFuncImplInverse4x4:
statement("// Returns the determinant of a 2x2 matrix.");
statement(force_inline);
statement("float spvDet2x2(float a1, float a2, float b1, float b2)");
begin_scope();
statement("return a1 * b2 - b1 * a2;");
end_scope();
statement("");
statement("// Returns the determinant of a 3x3 matrix.");
statement(force_inline);
statement("float spvDet3x3(float a1, float a2, float a3, float b1, float b2, float b3, float c1, "
"float c2, float c3)");
begin_scope();
statement("return a1 * spvDet2x2(b2, b3, c2, c3) - b1 * spvDet2x2(a2, a3, c2, c3) + c1 * spvDet2x2(a2, a3, "
"b2, b3);");
end_scope();
statement("");
statement("// Returns the inverse of a matrix, by using the algorithm of calculating the classical");
statement("// adjoint and dividing by the determinant. The contents of the matrix are changed.");
statement(force_inline);
statement("float4x4 spvInverse4x4(float4x4 m)");
begin_scope();
statement("float4x4 adj; // The adjoint matrix (inverse after dividing by determinant)");
statement_no_indent("");
statement("// Create the transpose of the cofactors, as the classical adjoint of the matrix.");
statement("adj[0][0] = spvDet3x3(m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], "
"m[3][3]);");
statement("adj[0][1] = -spvDet3x3(m[0][1], m[0][2], m[0][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], "
"m[3][3]);");
statement("adj[0][2] = spvDet3x3(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[3][1], m[3][2], "
"m[3][3]);");
statement("adj[0][3] = -spvDet3x3(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], "
"m[2][3]);");
statement_no_indent("");
statement("adj[1][0] = -spvDet3x3(m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], "
"m[3][3]);");
statement("adj[1][1] = spvDet3x3(m[0][0], m[0][2], m[0][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], "
"m[3][3]);");
statement("adj[1][2] = -spvDet3x3(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[3][0], m[3][2], "
"m[3][3]);");
statement("adj[1][3] = spvDet3x3(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], "
"m[2][3]);");
statement_no_indent("");
statement("adj[2][0] = spvDet3x3(m[1][0], m[1][1], m[1][3], m[2][0], m[2][1], m[2][3], m[3][0], m[3][1], "
"m[3][3]);");
statement("adj[2][1] = -spvDet3x3(m[0][0], m[0][1], m[0][3], m[2][0], m[2][1], m[2][3], m[3][0], m[3][1], "
"m[3][3]);");
statement("adj[2][2] = spvDet3x3(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[3][0], m[3][1], "
"m[3][3]);");
statement("adj[2][3] = -spvDet3x3(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[2][0], m[2][1], "
"m[2][3]);");
statement_no_indent("");
statement("adj[3][0] = -spvDet3x3(m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], "
"m[3][2]);");
statement("adj[3][1] = spvDet3x3(m[0][0], m[0][1], m[0][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], "
"m[3][2]);");
statement("adj[3][2] = -spvDet3x3(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[3][0], m[3][1], "
"m[3][2]);");
statement("adj[3][3] = spvDet3x3(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], "
"m[2][2]);");
statement_no_indent("");
statement("// Calculate the determinant as a combination of the cofactors of the first row.");
statement("float det = (adj[0][0] * m[0][0]) + (adj[0][1] * m[1][0]) + (adj[0][2] * m[2][0]) + (adj[0][3] "
"* m[3][0]);");
statement_no_indent("");
statement("// Divide the classical adjoint matrix by the determinant.");
statement("// If determinant is zero, matrix is not invertable, so leave it unchanged.");
statement("return (det != 0.0f) ? (adj * (1.0f / det)) : m;");
end_scope();
statement("");
break;
case SPVFuncImplInverse3x3:
if (spv_function_implementations.count(SPVFuncImplInverse4x4) == 0)
{
statement("// Returns the determinant of a 2x2 matrix.");
statement(force_inline);
statement("float spvDet2x2(float a1, float a2, float b1, float b2)");
begin_scope();
statement("return a1 * b2 - b1 * a2;");
end_scope();
statement("");
}
statement("// Returns the inverse of a matrix, by using the algorithm of calculating the classical");
statement("// adjoint and dividing by the determinant. The contents of the matrix are changed.");
statement(force_inline);
statement("float3x3 spvInverse3x3(float3x3 m)");
begin_scope();
statement("float3x3 adj; // The adjoint matrix (inverse after dividing by determinant)");
statement_no_indent("");
statement("// Create the transpose of the cofactors, as the classical adjoint of the matrix.");
statement("adj[0][0] = spvDet2x2(m[1][1], m[1][2], m[2][1], m[2][2]);");
statement("adj[0][1] = -spvDet2x2(m[0][1], m[0][2], m[2][1], m[2][2]);");
statement("adj[0][2] = spvDet2x2(m[0][1], m[0][2], m[1][1], m[1][2]);");
statement_no_indent("");
statement("adj[1][0] = -spvDet2x2(m[1][0], m[1][2], m[2][0], m[2][2]);");
statement("adj[1][1] = spvDet2x2(m[0][0], m[0][2], m[2][0], m[2][2]);");
statement("adj[1][2] = -spvDet2x2(m[0][0], m[0][2], m[1][0], m[1][2]);");
statement_no_indent("");
statement("adj[2][0] = spvDet2x2(m[1][0], m[1][1], m[2][0], m[2][1]);");
statement("adj[2][1] = -spvDet2x2(m[0][0], m[0][1], m[2][0], m[2][1]);");
statement("adj[2][2] = spvDet2x2(m[0][0], m[0][1], m[1][0], m[1][1]);");
statement_no_indent("");
statement("// Calculate the determinant as a combination of the cofactors of the first row.");
statement("float det = (adj[0][0] * m[0][0]) + (adj[0][1] * m[1][0]) + (adj[0][2] * m[2][0]);");
statement_no_indent("");
statement("// Divide the classical adjoint matrix by the determinant.");
statement("// If determinant is zero, matrix is not invertable, so leave it unchanged.");
statement("return (det != 0.0f) ? (adj * (1.0f / det)) : m;");
end_scope();
statement("");
break;
case SPVFuncImplInverse2x2:
statement("// Returns the inverse of a matrix, by using the algorithm of calculating the classical");
statement("// adjoint and dividing by the determinant. The contents of the matrix are changed.");
statement(force_inline);
statement("float2x2 spvInverse2x2(float2x2 m)");
begin_scope();
statement("float2x2 adj; // The adjoint matrix (inverse after dividing by determinant)");
statement_no_indent("");
statement("// Create the transpose of the cofactors, as the classical adjoint of the matrix.");
statement("adj[0][0] = m[1][1];");
statement("adj[0][1] = -m[0][1];");
statement_no_indent("");
statement("adj[1][0] = -m[1][0];");
statement("adj[1][1] = m[0][0];");
statement_no_indent("");
statement("// Calculate the determinant as a combination of the cofactors of the first row.");
statement("float det = (adj[0][0] * m[0][0]) + (adj[0][1] * m[1][0]);");
statement_no_indent("");
statement("// Divide the classical adjoint matrix by the determinant.");
statement("// If determinant is zero, matrix is not invertable, so leave it unchanged.");
statement("return (det != 0.0f) ? (adj * (1.0f / det)) : m;");
end_scope();
statement("");
break;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
case SPVFuncImplForwardArgs:
statement("template<typename T> struct spvRemoveReference { typedef T type; };");
statement("template<typename T> struct spvRemoveReference<thread T&> { typedef T type; };");
statement("template<typename T> struct spvRemoveReference<thread T&&> { typedef T type; };");
statement("template<typename T> inline constexpr thread T&& spvForward(thread typename "
"spvRemoveReference<T>::type& x)");
begin_scope();
statement("return static_cast<thread T&&>(x);");
end_scope();
statement("template<typename T> inline constexpr thread T&& spvForward(thread typename "
"spvRemoveReference<T>::type&& x)");
begin_scope();
statement("return static_cast<thread T&&>(x);");
end_scope();
statement("");
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
break;
case SPVFuncImplGetSwizzle:
statement("enum class spvSwizzle : uint");
begin_scope();
statement("none = 0,");
statement("zero,");
statement("one,");
statement("red,");
statement("green,");
statement("blue,");
statement("alpha");
end_scope_decl();
statement("");
statement("template<typename T>");
statement("inline T spvGetSwizzle(vec<T, 4> x, T c, spvSwizzle s)");
begin_scope();
statement("switch (s)");
begin_scope();
statement("case spvSwizzle::none:");
statement(" return c;");
statement("case spvSwizzle::zero:");
statement(" return 0;");
statement("case spvSwizzle::one:");
statement(" return 1;");
statement("case spvSwizzle::red:");
statement(" return x.r;");
statement("case spvSwizzle::green:");
statement(" return x.g;");
statement("case spvSwizzle::blue:");
statement(" return x.b;");
statement("case spvSwizzle::alpha:");
statement(" return x.a;");
end_scope();
end_scope();
statement("");
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
break;
case SPVFuncImplTextureSwizzle:
statement("// Wrapper function that swizzles texture samples and fetches.");
statement("template<typename T>");
statement("inline vec<T, 4> spvTextureSwizzle(vec<T, 4> x, uint s)");
begin_scope();
statement("if (!s)");
statement(" return x;");
statement("return vec<T, 4>(spvGetSwizzle(x, x.r, spvSwizzle((s >> 0) & 0xFF)), "
"spvGetSwizzle(x, x.g, spvSwizzle((s >> 8) & 0xFF)), spvGetSwizzle(x, x.b, spvSwizzle((s >> 16) "
"& 0xFF)), "
"spvGetSwizzle(x, x.a, spvSwizzle((s >> 24) & 0xFF)));");
end_scope();
statement("");
statement("template<typename T>");
statement("inline T spvTextureSwizzle(T x, uint s)");
begin_scope();
statement("return spvTextureSwizzle(vec<T, 4>(x, 0, 0, 1), s).x;");
end_scope();
statement("");
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
break;
case SPVFuncImplGatherSwizzle:
statement("// Wrapper function that swizzles texture gathers.");
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
statement("template<typename T, template<typename, access = access::sample, typename = void> class Tex, "
"typename... Ts>");
statement("inline vec<T, 4> spvGatherSwizzle(const thread Tex<T>& t, sampler s, "
"uint sw, component c, Ts... params) METAL_CONST_ARG(c)");
begin_scope();
statement("if (sw)");
begin_scope();
statement("switch (spvSwizzle((sw >> (uint(c) * 8)) & 0xFF))");
begin_scope();
statement("case spvSwizzle::none:");
statement(" break;");
statement("case spvSwizzle::zero:");
statement(" return vec<T, 4>(0, 0, 0, 0);");
statement("case spvSwizzle::one:");
statement(" return vec<T, 4>(1, 1, 1, 1);");
statement("case spvSwizzle::red:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::x);");
statement("case spvSwizzle::green:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::y);");
statement("case spvSwizzle::blue:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::z);");
statement("case spvSwizzle::alpha:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::w);");
end_scope();
end_scope();
// texture::gather insists on its component parameter being a constant
// expression, so we need this silly workaround just to compile the shader.
statement("switch (c)");
begin_scope();
statement("case component::x:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::x);");
statement("case component::y:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::y);");
statement("case component::z:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::z);");
statement("case component::w:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::w);");
end_scope();
end_scope();
statement("");
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
break;
case SPVFuncImplGatherCompareSwizzle:
statement("// Wrapper function that swizzles depth texture gathers.");
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
statement("template<typename T, template<typename, access = access::sample, typename = void> class Tex, "
"typename... Ts>");
statement("inline vec<T, 4> spvGatherCompareSwizzle(const thread Tex<T>& t, sampler "
"s, uint sw, Ts... params) ");
begin_scope();
statement("if (sw)");
begin_scope();
statement("switch (spvSwizzle(sw & 0xFF))");
begin_scope();
statement("case spvSwizzle::none:");
statement("case spvSwizzle::red:");
statement(" break;");
statement("case spvSwizzle::zero:");
statement("case spvSwizzle::green:");
statement("case spvSwizzle::blue:");
statement("case spvSwizzle::alpha:");
statement(" return vec<T, 4>(0, 0, 0, 0);");
statement("case spvSwizzle::one:");
statement(" return vec<T, 4>(1, 1, 1, 1);");
end_scope();
end_scope();
statement("return t.gather_compare(s, spvForward<Ts>(params)...);");
end_scope();
statement("");
break;
case SPVFuncImplSubgroupBallot:
statement("inline uint4 spvSubgroupBallot(bool value)");
begin_scope();
statement("simd_vote vote = simd_ballot(value);");
statement("// simd_ballot() returns a 64-bit integer-like object, but");
statement("// SPIR-V callers expect a uint4. We must convert.");
statement("// FIXME: This won't include higher bits if Apple ever supports");
statement("// 128 lanes in an SIMD-group.");
statement("return uint4((uint)((simd_vote::vote_t)vote & 0xFFFFFFFF), (uint)(((simd_vote::vote_t)vote >> "
"32) & 0xFFFFFFFF), 0, 0);");
end_scope();
statement("");
break;
case SPVFuncImplSubgroupBallotBitExtract:
statement("inline bool spvSubgroupBallotBitExtract(uint4 ballot, uint bit)");
begin_scope();
statement("return !!extract_bits(ballot[bit / 32], bit % 32, 1);");
end_scope();
statement("");
break;
case SPVFuncImplSubgroupBallotFindLSB:
statement("inline uint spvSubgroupBallotFindLSB(uint4 ballot)");
begin_scope();
statement("return select(ctz(ballot.x), select(32 + ctz(ballot.y), select(64 + ctz(ballot.z), select(96 + "
"ctz(ballot.w), uint(-1), ballot.w == 0), ballot.z == 0), ballot.y == 0), ballot.x == 0);");
end_scope();
statement("");
break;
case SPVFuncImplSubgroupBallotFindMSB:
statement("inline uint spvSubgroupBallotFindMSB(uint4 ballot)");
begin_scope();
statement("return select(128 - (clz(ballot.w) + 1), select(96 - (clz(ballot.z) + 1), select(64 - "
"(clz(ballot.y) + 1), select(32 - (clz(ballot.x) + 1), uint(-1), ballot.x == 0), ballot.y == 0), "
"ballot.z == 0), ballot.w == 0);");
end_scope();
statement("");
break;
case SPVFuncImplSubgroupBallotBitCount:
statement("inline uint spvSubgroupBallotBitCount(uint4 ballot)");
begin_scope();
statement("return popcount(ballot.x) + popcount(ballot.y) + popcount(ballot.z) + popcount(ballot.w);");
end_scope();
statement("");
statement("inline uint spvSubgroupBallotInclusiveBitCount(uint4 ballot, uint gl_SubgroupInvocationID)");
begin_scope();
statement("uint4 mask = uint4(extract_bits(0xFFFFFFFF, 0, min(gl_SubgroupInvocationID + 1, 32u)), "
"extract_bits(0xFFFFFFFF, 0, (uint)max((int)gl_SubgroupInvocationID + 1 - 32, 0)), "
"uint2(0));");
statement("return spvSubgroupBallotBitCount(ballot & mask);");
end_scope();
statement("");
statement("inline uint spvSubgroupBallotExclusiveBitCount(uint4 ballot, uint gl_SubgroupInvocationID)");
begin_scope();
statement("uint4 mask = uint4(extract_bits(0xFFFFFFFF, 0, min(gl_SubgroupInvocationID, 32u)), "
"extract_bits(0xFFFFFFFF, 0, (uint)max((int)gl_SubgroupInvocationID - 32, 0)), uint2(0));");
statement("return spvSubgroupBallotBitCount(ballot & mask);");
end_scope();
statement("");
break;
case SPVFuncImplSubgroupAllEqual:
// Metal doesn't provide a function to evaluate this directly. But, we can
// implement this by comparing every thread's value to one thread's value
// (in this case, the value of the first active thread). Then, by the transitive
// property of equality, if all comparisons return true, then they are all equal.
statement("template<typename T>");
statement("inline bool spvSubgroupAllEqual(T value)");
begin_scope();
statement("return simd_all(value == simd_broadcast_first(value));");
end_scope();
statement("");
statement("template<>");
statement("inline bool spvSubgroupAllEqual(bool value)");
begin_scope();
statement("return simd_all(value) || !simd_any(value);");
end_scope();
statement("");
break;
case SPVFuncImplReflectScalar:
// Metal does not support scalar versions of these functions.
statement("template<typename T>");
statement("inline T spvReflect(T i, T n)");
begin_scope();
2019-07-03 12:32:06 +00:00
statement("return i - T(2) * i * n * n;");
end_scope();
statement("");
break;
case SPVFuncImplRefractScalar:
// Metal does not support scalar versions of these functions.
statement("template<typename T>");
statement("inline T spvRefract(T i, T n, T eta)");
begin_scope();
2019-07-03 12:32:06 +00:00
statement("T NoI = n * i;");
statement("T NoI2 = NoI * NoI;");
statement("T k = T(1) - eta * eta * (T(1) - NoI2);");
statement("if (k < T(0))");
begin_scope();
statement("return T(0);");
end_scope();
statement("else");
begin_scope();
2019-07-03 12:32:06 +00:00
statement("return eta * i - (eta * NoI + sqrt(k)) * n;");
end_scope();
end_scope();
statement("");
break;
case SPVFuncImplFaceForwardScalar:
// Metal does not support scalar versions of these functions.
statement("template<typename T>");
statement("inline T spvFaceForward(T n, T i, T nref)");
begin_scope();
statement("return i * nref < T(0) ? n : -n;");
end_scope();
statement("");
break;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
case SPVFuncImplChromaReconstructNearest2Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructNearest(texture2d<T> plane0, texture2d<T> plane1, sampler "
"samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("ycbcr.br = plane1.sample(samp, coord, spvForward<LodOptions>(options)...).rg;");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructNearest3Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructNearest(texture2d<T> plane0, texture2d<T> plane1, "
"texture2d<T> plane2, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("ycbcr.b = plane1.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("ycbcr.r = plane2.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructLinear422CositedEven2Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructLinear422CositedEven(texture2d<T> plane0, texture2d<T> "
"plane1, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("if (fract(coord.x * plane1.get_width()) != 0.0)");
begin_scope();
statement("ycbcr.br = vec<T, 2>(mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), 0.5).rg);");
end_scope();
statement("else");
begin_scope();
statement("ycbcr.br = plane1.sample(samp, coord, spvForward<LodOptions>(options)...).rg;");
end_scope();
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructLinear422CositedEven3Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructLinear422CositedEven(texture2d<T> plane0, texture2d<T> "
"plane1, texture2d<T> plane2, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("if (fract(coord.x * plane1.get_width()) != 0.0)");
begin_scope();
statement("ycbcr.b = T(mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), 0.5).r);");
statement("ycbcr.r = T(mix(plane2.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), 0.5).r);");
end_scope();
statement("else");
begin_scope();
statement("ycbcr.b = plane1.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("ycbcr.r = plane2.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
end_scope();
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructLinear422Midpoint2Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructLinear422Midpoint(texture2d<T> plane0, texture2d<T> "
"plane1, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("int2 offs = int2(fract(coord.x * plane1.get_width()) != 0.0 ? 1 : -1, 0);");
statement("ycbcr.br = vec<T, 2>(mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., offs), 0.25).rg);");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructLinear422Midpoint3Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructLinear422Midpoint(texture2d<T> plane0, texture2d<T> "
"plane1, texture2d<T> plane2, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("int2 offs = int2(fract(coord.x * plane1.get_width()) != 0.0 ? 1 : -1, 0);");
statement("ycbcr.b = T(mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., offs), 0.25).r);");
statement("ycbcr.r = T(mix(plane2.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane2.sample(samp, coord, spvForward<LodOptions>(options)..., offs), 0.25).r);");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructLinear420XCositedEvenYCositedEven2Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructLinear420XCositedEvenYCositedEven(texture2d<T> plane0, "
"texture2d<T> plane1, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("float2 ab = fract(round(coord * float2(plane0.get_width(), plane0.get_height())) * 0.5);");
statement("ycbcr.br = vec<T, 2>(mix(mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), ab.x), "
"mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(0, 1)), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 1)), ab.x), ab.y).rg);");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructLinear420XCositedEvenYCositedEven3Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructLinear420XCositedEvenYCositedEven(texture2d<T> plane0, "
"texture2d<T> plane1, texture2d<T> plane2, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("float2 ab = fract(round(coord * float2(plane0.get_width(), plane0.get_height())) * 0.5);");
statement("ycbcr.b = T(mix(mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), ab.x), "
"mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(0, 1)), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 1)), ab.x), ab.y).r);");
statement("ycbcr.r = T(mix(mix(plane2.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), ab.x), "
"mix(plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(0, 1)), "
"plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 1)), ab.x), ab.y).r);");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructLinear420XMidpointYCositedEven2Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructLinear420XMidpointYCositedEven(texture2d<T> plane0, "
"texture2d<T> plane1, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("float2 ab = fract((round(coord * float2(plane0.get_width(), plane0.get_height())) - float2(0.5, "
"0)) * 0.5);");
statement("ycbcr.br = vec<T, 2>(mix(mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), ab.x), "
"mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(0, 1)), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 1)), ab.x), ab.y).rg);");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructLinear420XMidpointYCositedEven3Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructLinear420XMidpointYCositedEven(texture2d<T> plane0, "
"texture2d<T> plane1, texture2d<T> plane2, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("float2 ab = fract((round(coord * float2(plane0.get_width(), plane0.get_height())) - float2(0.5, "
"0)) * 0.5);");
statement("ycbcr.b = T(mix(mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), ab.x), "
"mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(0, 1)), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 1)), ab.x), ab.y).r);");
statement("ycbcr.r = T(mix(mix(plane2.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), ab.x), "
"mix(plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(0, 1)), "
"plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 1)), ab.x), ab.y).r);");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructLinear420XCositedEvenYMidpoint2Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructLinear420XCositedEvenYMidpoint(texture2d<T> plane0, "
"texture2d<T> plane1, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("float2 ab = fract((round(coord * float2(plane0.get_width(), plane0.get_height())) - float2(0, "
"0.5)) * 0.5);");
statement("ycbcr.br = vec<T, 2>(mix(mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), ab.x), "
"mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(0, 1)), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 1)), ab.x), ab.y).rg);");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructLinear420XCositedEvenYMidpoint3Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructLinear420XCositedEvenYMidpoint(texture2d<T> plane0, "
"texture2d<T> plane1, texture2d<T> plane2, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("float2 ab = fract((round(coord * float2(plane0.get_width(), plane0.get_height())) - float2(0, "
"0.5)) * 0.5);");
statement("ycbcr.b = T(mix(mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), ab.x), "
"mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(0, 1)), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 1)), ab.x), ab.y).r);");
statement("ycbcr.r = T(mix(mix(plane2.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), ab.x), "
"mix(plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(0, 1)), "
"plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 1)), ab.x), ab.y).r);");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructLinear420XMidpointYMidpoint2Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructLinear420XMidpointYMidpoint(texture2d<T> plane0, "
"texture2d<T> plane1, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("float2 ab = fract((round(coord * float2(plane0.get_width(), plane0.get_height())) - float2(0.5, "
"0.5)) * 0.5);");
statement("ycbcr.br = vec<T, 2>(mix(mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), ab.x), "
"mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(0, 1)), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 1)), ab.x), ab.y).rg);");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplChromaReconstructLinear420XMidpointYMidpoint3Plane:
statement("template<typename T, typename... LodOptions>");
statement("inline vec<T, 4> spvChromaReconstructLinear420XMidpointYMidpoint(texture2d<T> plane0, "
"texture2d<T> plane1, texture2d<T> plane2, sampler samp, float2 coord, LodOptions... options)");
begin_scope();
statement("vec<T, 4> ycbcr = vec<T, 4>(0, 0, 0, 1);");
statement("ycbcr.g = plane0.sample(samp, coord, spvForward<LodOptions>(options)...).r;");
statement("float2 ab = fract((round(coord * float2(plane0.get_width(), plane0.get_height())) - float2(0.5, "
"0.5)) * 0.5);");
statement("ycbcr.b = T(mix(mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), ab.x), "
"mix(plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(0, 1)), "
"plane1.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 1)), ab.x), ab.y).r);");
statement("ycbcr.r = T(mix(mix(plane2.sample(samp, coord, spvForward<LodOptions>(options)...), "
"plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 0)), ab.x), "
"mix(plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(0, 1)), "
"plane2.sample(samp, coord, spvForward<LodOptions>(options)..., int2(1, 1)), ab.x), ab.y).r);");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplExpandITUFullRange:
statement("template<typename T>");
statement("inline vec<T, 4> spvExpandITUFullRange(vec<T, 4> ycbcr, int n)");
begin_scope();
statement("ycbcr.br -= exp2(T(n-1))/(exp2(T(n))-1);");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplExpandITUNarrowRange:
statement("template<typename T>");
statement("inline vec<T, 4> spvExpandITUNarrowRange(vec<T, 4> ycbcr, int n)");
begin_scope();
statement("ycbcr.g = (ycbcr.g * (exp2(T(n)) - 1) - ldexp(T(16), n - 8))/ldexp(T(219), n - 8);");
statement("ycbcr.br = (ycbcr.br * (exp2(T(n)) - 1) - ldexp(T(128), n - 8))/ldexp(T(224), n - 8);");
statement("return ycbcr;");
end_scope();
statement("");
break;
case SPVFuncImplConvertYCbCrBT709:
statement("// cf. Khronos Data Format Specification, section 15.1.1");
statement("constant float3x3 spvBT709Factors = {{1, 1, 1}, {0, -0.13397432/0.7152, 1.8556}, {1.5748, "
"-0.33480248/0.7152, 0}};");
statement("");
statement("template<typename T>");
statement("inline vec<T, 4> spvConvertYCbCrBT709(vec<T, 4> ycbcr)");
begin_scope();
statement("vec<T, 4> rgba;");
statement("rgba.rgb = vec<T, 3>(spvBT709Factors * ycbcr.gbr);");
statement("rgba.a = ycbcr.a;");
statement("return rgba;");
end_scope();
statement("");
break;
case SPVFuncImplConvertYCbCrBT601:
statement("// cf. Khronos Data Format Specification, section 15.1.2");
statement("constant float3x3 spvBT601Factors = {{1, 1, 1}, {0, -0.202008/0.587, 1.772}, {1.402, "
"-0.419198/0.587, 0}};");
statement("");
statement("template<typename T>");
statement("inline vec<T, 4> spvConvertYCbCrBT601(vec<T, 4> ycbcr)");
begin_scope();
statement("vec<T, 4> rgba;");
statement("rgba.rgb = vec<T, 3>(spvBT601Factors * ycbcr.gbr);");
statement("rgba.a = ycbcr.a;");
statement("return rgba;");
end_scope();
statement("");
break;
case SPVFuncImplConvertYCbCrBT2020:
statement("// cf. Khronos Data Format Specification, section 15.1.3");
statement("constant float3x3 spvBT2020Factors = {{1, 1, 1}, {0, -0.11156702/0.6780, 1.8814}, {1.4746, "
"-0.38737742/0.6780, 0}};");
statement("");
statement("template<typename T>");
statement("inline vec<T, 4> spvConvertYCbCrBT2020(vec<T, 4> ycbcr)");
begin_scope();
statement("vec<T, 4> rgba;");
statement("rgba.rgb = vec<T, 3>(spvBT2020Factors * ycbcr.gbr);");
statement("rgba.a = ycbcr.a;");
statement("return rgba;");
end_scope();
statement("");
break;
case SPVFuncImplDynamicImageSampler:
statement("enum class spvFormatResolution");
begin_scope();
statement("_444 = 0,");
statement("_422,");
statement("_420");
end_scope_decl();
statement("");
statement("enum class spvChromaFilter");
begin_scope();
statement("nearest = 0,");
statement("linear");
end_scope_decl();
statement("");
statement("enum class spvXChromaLocation");
begin_scope();
statement("cosited_even = 0,");
statement("midpoint");
end_scope_decl();
statement("");
statement("enum class spvYChromaLocation");
begin_scope();
statement("cosited_even = 0,");
statement("midpoint");
end_scope_decl();
statement("");
statement("enum class spvYCbCrModelConversion");
begin_scope();
statement("rgb_identity = 0,");
statement("ycbcr_identity,");
statement("ycbcr_bt_709,");
statement("ycbcr_bt_601,");
statement("ycbcr_bt_2020");
end_scope_decl();
statement("");
statement("enum class spvYCbCrRange");
begin_scope();
statement("itu_full = 0,");
statement("itu_narrow");
end_scope_decl();
statement("");
statement("struct spvComponentBits");
begin_scope();
statement("constexpr explicit spvComponentBits(int v) thread : value(v) {}");
statement("uchar value : 6;");
end_scope_decl();
statement("// A class corresponding to metal::sampler which holds sampler");
statement("// Y'CbCr conversion info.");
statement("struct spvYCbCrSampler");
begin_scope();
statement("constexpr spvYCbCrSampler() thread : val(build()) {}");
statement("template<typename... Ts>");
statement("constexpr spvYCbCrSampler(Ts... t) thread : val(build(t...)) {}");
statement("constexpr spvYCbCrSampler(const thread spvYCbCrSampler& s) thread = default;");
statement("");
statement("spvFormatResolution get_resolution() const thread");
begin_scope();
statement("return spvFormatResolution((val & resolution_mask) >> resolution_base);");
end_scope();
statement("spvChromaFilter get_chroma_filter() const thread");
begin_scope();
statement("return spvChromaFilter((val & chroma_filter_mask) >> chroma_filter_base);");
end_scope();
statement("spvXChromaLocation get_x_chroma_offset() const thread");
begin_scope();
statement("return spvXChromaLocation((val & x_chroma_off_mask) >> x_chroma_off_base);");
end_scope();
statement("spvYChromaLocation get_y_chroma_offset() const thread");
begin_scope();
statement("return spvYChromaLocation((val & y_chroma_off_mask) >> y_chroma_off_base);");
end_scope();
statement("spvYCbCrModelConversion get_ycbcr_model() const thread");
begin_scope();
statement("return spvYCbCrModelConversion((val & ycbcr_model_mask) >> ycbcr_model_base);");
end_scope();
statement("spvYCbCrRange get_ycbcr_range() const thread");
begin_scope();
statement("return spvYCbCrRange((val & ycbcr_range_mask) >> ycbcr_range_base);");
end_scope();
statement("int get_bpc() const thread { return (val & bpc_mask) >> bpc_base; }");
statement("");
statement("private:");
statement("ushort val;");
statement("");
statement("constexpr static constant ushort resolution_bits = 2;");
statement("constexpr static constant ushort chroma_filter_bits = 2;");
statement("constexpr static constant ushort x_chroma_off_bit = 1;");
statement("constexpr static constant ushort y_chroma_off_bit = 1;");
statement("constexpr static constant ushort ycbcr_model_bits = 3;");
statement("constexpr static constant ushort ycbcr_range_bit = 1;");
statement("constexpr static constant ushort bpc_bits = 6;");
statement("");
statement("constexpr static constant ushort resolution_base = 0;");
statement("constexpr static constant ushort chroma_filter_base = 2;");
statement("constexpr static constant ushort x_chroma_off_base = 4;");
statement("constexpr static constant ushort y_chroma_off_base = 5;");
statement("constexpr static constant ushort ycbcr_model_base = 6;");
statement("constexpr static constant ushort ycbcr_range_base = 9;");
statement("constexpr static constant ushort bpc_base = 10;");
statement("");
statement(
"constexpr static constant ushort resolution_mask = ((1 << resolution_bits) - 1) << resolution_base;");
statement("constexpr static constant ushort chroma_filter_mask = ((1 << chroma_filter_bits) - 1) << "
"chroma_filter_base;");
statement("constexpr static constant ushort x_chroma_off_mask = ((1 << x_chroma_off_bit) - 1) << "
"x_chroma_off_base;");
statement("constexpr static constant ushort y_chroma_off_mask = ((1 << y_chroma_off_bit) - 1) << "
"y_chroma_off_base;");
statement("constexpr static constant ushort ycbcr_model_mask = ((1 << ycbcr_model_bits) - 1) << "
"ycbcr_model_base;");
statement("constexpr static constant ushort ycbcr_range_mask = ((1 << ycbcr_range_bit) - 1) << "
"ycbcr_range_base;");
statement("constexpr static constant ushort bpc_mask = ((1 << bpc_bits) - 1) << bpc_base;");
statement("");
statement("static constexpr ushort build()");
begin_scope();
statement("return 0;");
end_scope();
statement("");
statement("template<typename... Ts>");
statement("static constexpr ushort build(spvFormatResolution res, Ts... t)");
begin_scope();
statement("return (ushort(res) << resolution_base) | (build(t...) & ~resolution_mask);");
end_scope();
statement("");
statement("template<typename... Ts>");
statement("static constexpr ushort build(spvChromaFilter filt, Ts... t)");
begin_scope();
statement("return (ushort(filt) << chroma_filter_base) | (build(t...) & ~chroma_filter_mask);");
end_scope();
statement("");
statement("template<typename... Ts>");
statement("static constexpr ushort build(spvXChromaLocation loc, Ts... t)");
begin_scope();
statement("return (ushort(loc) << x_chroma_off_base) | (build(t...) & ~x_chroma_off_mask);");
end_scope();
statement("");
statement("template<typename... Ts>");
statement("static constexpr ushort build(spvYChromaLocation loc, Ts... t)");
begin_scope();
statement("return (ushort(loc) << y_chroma_off_base) | (build(t...) & ~y_chroma_off_mask);");
end_scope();
statement("");
statement("template<typename... Ts>");
statement("static constexpr ushort build(spvYCbCrModelConversion model, Ts... t)");
begin_scope();
statement("return (ushort(model) << ycbcr_model_base) | (build(t...) & ~ycbcr_model_mask);");
end_scope();
statement("");
statement("template<typename... Ts>");
statement("static constexpr ushort build(spvYCbCrRange range, Ts... t)");
begin_scope();
statement("return (ushort(range) << ycbcr_range_base) | (build(t...) & ~ycbcr_range_mask);");
end_scope();
statement("");
statement("template<typename... Ts>");
statement("static constexpr ushort build(spvComponentBits bpc, Ts... t)");
begin_scope();
statement("return (ushort(bpc.value) << bpc_base) | (build(t...) & ~bpc_mask);");
end_scope();
end_scope_decl();
statement("");
statement("// A class which can hold up to three textures and a sampler, including");
statement("// Y'CbCr conversion info, used to pass combined image-samplers");
statement("// dynamically to functions.");
statement("template<typename T>");
statement("struct spvDynamicImageSampler");
begin_scope();
statement("texture2d<T> plane0;");
statement("texture2d<T> plane1;");
statement("texture2d<T> plane2;");
statement("sampler samp;");
statement("spvYCbCrSampler ycbcr_samp;");
statement("uint swizzle = 0;");
statement("");
if (msl_options.swizzle_texture_samples)
{
statement("constexpr spvDynamicImageSampler(texture2d<T> tex, sampler samp, uint sw) thread :");
statement(" plane0(tex), samp(samp), swizzle(sw) {}");
}
else
{
statement("constexpr spvDynamicImageSampler(texture2d<T> tex, sampler samp) thread :");
statement(" plane0(tex), samp(samp) {}");
}
statement("constexpr spvDynamicImageSampler(texture2d<T> tex, sampler samp, spvYCbCrSampler ycbcr_samp, "
"uint sw) thread :");
statement(" plane0(tex), samp(samp), ycbcr_samp(ycbcr_samp), swizzle(sw) {}");
statement("constexpr spvDynamicImageSampler(texture2d<T> plane0, texture2d<T> plane1,");
statement(" sampler samp, spvYCbCrSampler ycbcr_samp, uint sw) thread :");
statement(" plane0(plane0), plane1(plane1), samp(samp), ycbcr_samp(ycbcr_samp), swizzle(sw) {}");
statement(
"constexpr spvDynamicImageSampler(texture2d<T> plane0, texture2d<T> plane1, texture2d<T> plane2,");
statement(" sampler samp, spvYCbCrSampler ycbcr_samp, uint sw) thread :");
statement(" plane0(plane0), plane1(plane1), plane2(plane2), samp(samp), ycbcr_samp(ycbcr_samp), "
"swizzle(sw) {}");
statement("");
// XXX This is really hard to follow... I've left comments to make it a bit easier.
statement("template<typename... LodOptions>");
statement("vec<T, 4> do_sample(float2 coord, LodOptions... options) const thread");
begin_scope();
statement("if (!is_null_texture(plane1))");
begin_scope();
statement("if (ycbcr_samp.get_resolution() == spvFormatResolution::_444 ||");
statement(" ycbcr_samp.get_chroma_filter() == spvChromaFilter::nearest)");
begin_scope();
statement("if (!is_null_texture(plane2))");
statement(" return spvChromaReconstructNearest(plane0, plane1, plane2, samp, coord,");
statement(" spvForward<LodOptions>(options)...);");
statement(
"return spvChromaReconstructNearest(plane0, plane1, samp, coord, spvForward<LodOptions>(options)...);");
end_scope(); // if (resolution == 422 || chroma_filter == nearest)
statement("switch (ycbcr_samp.get_resolution())");
begin_scope();
statement("case spvFormatResolution::_444: break;");
statement("case spvFormatResolution::_422:");
begin_scope();
statement("switch (ycbcr_samp.get_x_chroma_offset())");
begin_scope();
statement("case spvXChromaLocation::cosited_even:");
statement(" if (!is_null_texture(plane2))");
statement(" return spvChromaReconstructLinear422CositedEven(");
statement(" plane0, plane1, plane2, samp,");
statement(" coord, spvForward<LodOptions>(options)...);");
statement(" return spvChromaReconstructLinear422CositedEven(");
statement(" plane0, plane1, samp, coord,");
statement(" spvForward<LodOptions>(options)...);");
statement("case spvXChromaLocation::midpoint:");
statement(" if (!is_null_texture(plane2))");
statement(" return spvChromaReconstructLinear422Midpoint(");
statement(" plane0, plane1, plane2, samp,");
statement(" coord, spvForward<LodOptions>(options)...);");
statement(" return spvChromaReconstructLinear422Midpoint(");
statement(" plane0, plane1, samp, coord,");
statement(" spvForward<LodOptions>(options)...);");
end_scope(); // switch (x_chroma_offset)
end_scope(); // case 422:
statement("case spvFormatResolution::_420:");
begin_scope();
statement("switch (ycbcr_samp.get_x_chroma_offset())");
begin_scope();
statement("case spvXChromaLocation::cosited_even:");
begin_scope();
statement("switch (ycbcr_samp.get_y_chroma_offset())");
begin_scope();
statement("case spvYChromaLocation::cosited_even:");
statement(" if (!is_null_texture(plane2))");
statement(" return spvChromaReconstructLinear420XCositedEvenYCositedEven(");
statement(" plane0, plane1, plane2, samp,");
statement(" coord, spvForward<LodOptions>(options)...);");
statement(" return spvChromaReconstructLinear420XCositedEvenYCositedEven(");
statement(" plane0, plane1, samp, coord,");
statement(" spvForward<LodOptions>(options)...);");
statement("case spvYChromaLocation::midpoint:");
statement(" if (!is_null_texture(plane2))");
statement(" return spvChromaReconstructLinear420XCositedEvenYMidpoint(");
statement(" plane0, plane1, plane2, samp,");
statement(" coord, spvForward<LodOptions>(options)...);");
statement(" return spvChromaReconstructLinear420XCositedEvenYMidpoint(");
statement(" plane0, plane1, samp, coord,");
statement(" spvForward<LodOptions>(options)...);");
end_scope(); // switch (y_chroma_offset)
end_scope(); // case x::cosited_even:
statement("case spvXChromaLocation::midpoint:");
begin_scope();
statement("switch (ycbcr_samp.get_y_chroma_offset())");
begin_scope();
statement("case spvYChromaLocation::cosited_even:");
statement(" if (!is_null_texture(plane2))");
statement(" return spvChromaReconstructLinear420XMidpointYCositedEven(");
statement(" plane0, plane1, plane2, samp,");
statement(" coord, spvForward<LodOptions>(options)...);");
statement(" return spvChromaReconstructLinear420XMidpointYCositedEven(");
statement(" plane0, plane1, samp, coord,");
statement(" spvForward<LodOptions>(options)...);");
statement("case spvYChromaLocation::midpoint:");
statement(" if (!is_null_texture(plane2))");
statement(" return spvChromaReconstructLinear420XMidpointYMidpoint(");
statement(" plane0, plane1, plane2, samp,");
statement(" coord, spvForward<LodOptions>(options)...);");
statement(" return spvChromaReconstructLinear420XMidpointYMidpoint(");
statement(" plane0, plane1, samp, coord,");
statement(" spvForward<LodOptions>(options)...);");
end_scope(); // switch (y_chroma_offset)
end_scope(); // case x::midpoint
end_scope(); // switch (x_chroma_offset)
end_scope(); // case 420:
end_scope(); // switch (resolution)
end_scope(); // if (multiplanar)
statement("return plane0.sample(samp, coord, spvForward<LodOptions>(options)...);");
end_scope(); // do_sample()
statement("template <typename... LodOptions>");
statement("vec<T, 4> sample(float2 coord, LodOptions... options) const thread");
begin_scope();
statement(
"vec<T, 4> s = spvTextureSwizzle(do_sample(coord, spvForward<LodOptions>(options)...), swizzle);");
statement("if (ycbcr_samp.get_ycbcr_model() == spvYCbCrModelConversion::rgb_identity)");
statement(" return s;");
statement("");
statement("switch (ycbcr_samp.get_ycbcr_range())");
begin_scope();
statement("case spvYCbCrRange::itu_full:");
statement(" s = spvExpandITUFullRange(s, ycbcr_samp.get_bpc());");
statement(" break;");
statement("case spvYCbCrRange::itu_narrow:");
statement(" s = spvExpandITUNarrowRange(s, ycbcr_samp.get_bpc());");
statement(" break;");
end_scope();
statement("");
statement("switch (ycbcr_samp.get_ycbcr_model())");
begin_scope();
statement("case spvYCbCrModelConversion::rgb_identity:"); // Silence Clang warning
statement("case spvYCbCrModelConversion::ycbcr_identity:");
statement(" return s;");
statement("case spvYCbCrModelConversion::ycbcr_bt_709:");
statement(" return spvConvertYCbCrBT709(s);");
statement("case spvYCbCrModelConversion::ycbcr_bt_601:");
statement(" return spvConvertYCbCrBT601(s);");
statement("case spvYCbCrModelConversion::ycbcr_bt_2020:");
statement(" return spvConvertYCbCrBT2020(s);");
end_scope();
end_scope();
statement("");
// Sampler Y'CbCr conversion forbids offsets.
statement("vec<T, 4> sample(float2 coord, int2 offset) const thread");
begin_scope();
if (msl_options.swizzle_texture_samples)
statement("return spvTextureSwizzle(plane0.sample(samp, coord, offset), swizzle);");
else
statement("return plane0.sample(samp, coord, offset);");
end_scope();
statement("template<typename lod_options>");
statement("vec<T, 4> sample(float2 coord, lod_options options, int2 offset) const thread");
begin_scope();
if (msl_options.swizzle_texture_samples)
statement("return spvTextureSwizzle(plane0.sample(samp, coord, options, offset), swizzle);");
else
statement("return plane0.sample(samp, coord, options, offset);");
end_scope();
statement("#if __HAVE_MIN_LOD_CLAMP__");
statement("vec<T, 4> sample(float2 coord, bias b, min_lod_clamp min_lod, int2 offset) const thread");
begin_scope();
statement("return plane0.sample(samp, coord, b, min_lod, offset);");
end_scope();
statement(
"vec<T, 4> sample(float2 coord, gradient2d grad, min_lod_clamp min_lod, int2 offset) const thread");
begin_scope();
statement("return plane0.sample(samp, coord, grad, min_lod, offset);");
end_scope();
statement("#endif");
statement("");
// Y'CbCr conversion forbids all operations but sampling.
statement("vec<T, 4> read(uint2 coord, uint lod = 0) const thread");
begin_scope();
statement("return plane0.read(coord, lod);");
end_scope();
statement("");
statement("vec<T, 4> gather(float2 coord, int2 offset = int2(0), component c = component::x) const thread");
begin_scope();
if (msl_options.swizzle_texture_samples)
statement("return spvGatherSwizzle(plane0, samp, swizzle, c, coord, offset);");
else
statement("return plane0.gather(samp, coord, offset, c);");
end_scope();
end_scope_decl();
statement("");
default:
break;
}
}
}
// Undefined global memory is not allowed in MSL.
// Declare constant and init to zeros. Use {}, as global constructors can break Metal.
void CompilerMSL::declare_undefined_values()
{
bool emitted = false;
ir.for_each_typed_id<SPIRUndef>([&](uint32_t, SPIRUndef &undef) {
auto &type = this->get<SPIRType>(undef.basetype);
// OpUndef can be void for some reason ...
if (type.basetype == SPIRType::Void)
return;
statement("constant ", variable_decl(type, to_name(undef.self), undef.self), " = {};");
emitted = true;
});
if (emitted)
statement("");
}
void CompilerMSL::declare_constant_arrays()
{
bool fully_inlined = ir.ids_for_type[TypeFunction].size() == 1;
// MSL cannot declare arrays inline (except when declaring a variable), so we must move them out to
// global constants directly, so we are able to use constants as variable expressions.
bool emitted = false;
ir.for_each_typed_id<SPIRConstant>([&](uint32_t, SPIRConstant &c) {
if (c.specialization)
return;
auto &type = this->get<SPIRType>(c.constant_type);
// Constant arrays of non-primitive types (i.e. matrices) won't link properly into Metal libraries.
// FIXME: However, hoisting constants to main() means we need to pass down constant arrays to leaf functions if they are used there.
// If there are multiple functions in the module, drop this case to avoid breaking use cases which do not need to
// link into Metal libraries. This is hacky.
if (!type.array.empty() && (!fully_inlined || is_scalar(type) || is_vector(type)))
{
auto name = to_name(c.self);
statement("constant ", variable_decl(type, name), " = ", constant_expression(c), ";");
emitted = true;
}
});
if (emitted)
statement("");
}
// Constant arrays of non-primitive types (i.e. matrices) won't link properly into Metal libraries
void CompilerMSL::declare_complex_constant_arrays()
{
// If we do not have a fully inlined module, we did not opt in to
// declaring constant arrays of complex types. See CompilerMSL::declare_constant_arrays().
bool fully_inlined = ir.ids_for_type[TypeFunction].size() == 1;
if (!fully_inlined)
return;
// MSL cannot declare arrays inline (except when declaring a variable), so we must move them out to
// global constants directly, so we are able to use constants as variable expressions.
bool emitted = false;
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ir.for_each_typed_id<SPIRConstant>([&](uint32_t, SPIRConstant &c) {
if (c.specialization)
return;
2019-09-23 22:05:04 +00:00
auto &type = this->get<SPIRType>(c.constant_type);
if (!type.array.empty() && !(is_scalar(type) || is_vector(type)))
{
auto name = to_name(c.self);
statement("", variable_decl(type, name), " = ", constant_expression(c), ";");
emitted = true;
}
});
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if (emitted)
statement("");
}
void CompilerMSL::emit_resources()
{
declare_constant_arrays();
declare_undefined_values();
// Emit the special [[stage_in]] and [[stage_out]] interface blocks which we created.
emit_interface_block(stage_out_var_id);
emit_interface_block(patch_stage_out_var_id);
emit_interface_block(stage_in_var_id);
emit_interface_block(patch_stage_in_var_id);
}
// Emit declarations for the specialization Metal function constants
void CompilerMSL::emit_specialization_constants_and_structs()
{
SpecializationConstant wg_x, wg_y, wg_z;
ID workgroup_size_id = get_work_group_size_specialization_constants(wg_x, wg_y, wg_z);
bool emitted = false;
unordered_set<uint32_t> declared_structs;
unordered_set<uint32_t> aligned_structs;
// First, we need to deal with scalar block layout.
// It is possible that a struct may have to be placed at an alignment which does not match the innate alignment of the struct itself.
// In that case, if such a case exists for a struct, we must force that all elements of the struct become packed_ types.
// This makes the struct alignment as small as physically possible.
// When we actually align the struct later, we can insert padding as necessary to make the packed members behave like normally aligned types.
ir.for_each_typed_id<SPIRType>([&](uint32_t type_id, const SPIRType &type) {
2019-07-23 10:23:41 +00:00
if (type.basetype == SPIRType::Struct &&
has_extended_decoration(type_id, SPIRVCrossDecorationBufferBlockRepacked))
mark_scalar_layout_structs(type);
});
// Very particular use of the soft loop lock.
// align_struct may need to create custom types on the fly, but we don't care about
// these types for purpose of iterating over them in ir.ids_for_type and friends.
auto loop_lock = ir.create_loop_soft_lock();
for (auto &id_ : ir.ids_for_constant_or_type)
{
auto &id = ir.ids[id_];
if (id.get_type() == TypeConstant)
{
auto &c = id.get<SPIRConstant>();
if (c.self == workgroup_size_id)
{
2018-11-01 10:22:14 +00:00
// TODO: This can be expressed as a [[threads_per_threadgroup]] input semantic, but we need to know
// the work group size at compile time in SPIR-V, and [[threads_per_threadgroup]] would need to be passed around as a global.
// The work group size may be a specialization constant.
statement("constant uint3 ", builtin_to_glsl(BuiltInWorkgroupSize, StorageClassWorkgroup),
" [[maybe_unused]] = ", constant_expression(get<SPIRConstant>(workgroup_size_id)), ";");
2018-11-01 10:22:14 +00:00
emitted = true;
}
2018-11-01 10:22:14 +00:00
else if (c.specialization)
{
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auto &type = get<SPIRType>(c.constant_type);
string sc_type_name = type_to_glsl(type);
string sc_name = to_name(c.self);
string sc_tmp_name = sc_name + "_tmp";
// Function constants are only supported in MSL 1.2 and later.
// If we don't support it just declare the "default" directly.
// This "default" value can be overridden to the true specialization constant by the API user.
// Specialization constants which are used as array length expressions cannot be function constants in MSL,
// so just fall back to macros.
2018-11-01 10:23:33 +00:00
if (msl_options.supports_msl_version(1, 2) && has_decoration(c.self, DecorationSpecId) &&
!c.is_used_as_array_length)
2018-11-01 10:22:14 +00:00
{
uint32_t constant_id = get_decoration(c.self, DecorationSpecId);
// Only scalar, non-composite values can be function constants.
statement("constant ", sc_type_name, " ", sc_tmp_name, " [[function_constant(", constant_id,
")]];");
statement("constant ", sc_type_name, " ", sc_name, " = is_function_constant_defined(", sc_tmp_name,
") ? ", sc_tmp_name, " : ", constant_expression(c), ";");
}
else if (has_decoration(c.self, DecorationSpecId))
{
// Fallback to macro overrides.
c.specialization_constant_macro_name =
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constant_value_macro_name(get_decoration(c.self, DecorationSpecId));
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statement("#ifndef ", c.specialization_constant_macro_name);
statement("#define ", c.specialization_constant_macro_name, " ", constant_expression(c));
statement("#endif");
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statement("constant ", sc_type_name, " ", sc_name, " = ", c.specialization_constant_macro_name,
";");
2018-11-01 10:22:14 +00:00
}
else
{
// Composite specialization constants must be built from other specialization constants.
statement("constant ", sc_type_name, " ", sc_name, " = ", constant_expression(c), ";");
}
emitted = true;
}
}
else if (id.get_type() == TypeConstantOp)
{
auto &c = id.get<SPIRConstantOp>();
auto &type = get<SPIRType>(c.basetype);
auto name = to_name(c.self);
statement("constant ", variable_decl(type, name), " = ", constant_op_expression(c), ";");
emitted = true;
}
else if (id.get_type() == TypeType)
{
// Output non-builtin interface structs. These include local function structs
// and structs nested within uniform and read-write buffers.
auto &type = id.get<SPIRType>();
TypeID type_id = type.self;
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 is_struct = (type.basetype == SPIRType::Struct) && type.array.empty() && !type.pointer;
bool is_block =
has_decoration(type.self, DecorationBlock) || has_decoration(type.self, DecorationBufferBlock);
bool is_builtin_block = is_block && is_builtin_type(type);
bool is_declarable_struct = is_struct && !is_builtin_block;
// We'll declare this later.
if (stage_out_var_id && get_stage_out_struct_type().self == type_id)
is_declarable_struct = false;
if (patch_stage_out_var_id && get_patch_stage_out_struct_type().self == type_id)
is_declarable_struct = false;
if (stage_in_var_id && get_stage_in_struct_type().self == type_id)
is_declarable_struct = false;
if (patch_stage_in_var_id && get_patch_stage_in_struct_type().self == type_id)
is_declarable_struct = false;
// Align and emit declarable structs...but avoid declaring each more than once.
if (is_declarable_struct && declared_structs.count(type_id) == 0)
{
if (emitted)
statement("");
emitted = false;
declared_structs.insert(type_id);
if (has_extended_decoration(type_id, SPIRVCrossDecorationBufferBlockRepacked))
align_struct(type, aligned_structs);
// Make sure we declare the underlying struct type, and not the "decorated" type with pointers, etc.
emit_struct(get<SPIRType>(type_id));
}
}
}
if (emitted)
statement("");
}
void CompilerMSL::emit_binary_unord_op(uint32_t result_type, uint32_t result_id, uint32_t op0, uint32_t op1,
const char *op)
{
bool forward = should_forward(op0) && should_forward(op1);
emit_op(result_type, result_id,
join("(isunordered(", to_enclosed_unpacked_expression(op0), ", ", to_enclosed_unpacked_expression(op1),
") || ", to_enclosed_unpacked_expression(op0), " ", op, " ", to_enclosed_unpacked_expression(op1),
")"),
forward);
inherit_expression_dependencies(result_id, op0);
inherit_expression_dependencies(result_id, op1);
}
bool CompilerMSL::emit_tessellation_io_load(uint32_t result_type_id, uint32_t id, uint32_t ptr)
{
auto &ptr_type = expression_type(ptr);
auto &result_type = get<SPIRType>(result_type_id);
if (ptr_type.storage != StorageClassInput && ptr_type.storage != StorageClassOutput)
return false;
if (ptr_type.storage == StorageClassOutput && get_execution_model() == ExecutionModelTessellationEvaluation)
return 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 multi_patch_tess_ctl = get_execution_model() == ExecutionModelTessellationControl &&
msl_options.multi_patch_workgroup && ptr_type.storage == StorageClassInput;
bool flat_matrix = is_matrix(result_type) && ptr_type.storage == StorageClassInput && !multi_patch_tess_ctl;
bool flat_struct = result_type.basetype == SPIRType::Struct && ptr_type.storage == StorageClassInput;
bool flat_data_type = flat_matrix || is_array(result_type) || flat_struct;
if (!flat_data_type)
return false;
if (has_decoration(ptr, DecorationPatch))
return false;
// Now, we must unflatten a composite type and take care of interleaving array access with gl_in/gl_out.
// Lots of painful code duplication since we *really* should not unroll these kinds of loads in entry point fixup
// unless we're forced to do this when the code is emitting inoptimal OpLoads.
string expr;
uint32_t interface_index = get_extended_decoration(ptr, SPIRVCrossDecorationInterfaceMemberIndex);
auto *var = maybe_get_backing_variable(ptr);
bool ptr_is_io_variable = ir.ids[ptr].get_type() == TypeVariable;
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
auto &expr_type = get_pointee_type(ptr_type.self);
const auto &iface_type = expression_type(stage_in_ptr_var_id);
if (result_type.array.size() > 2)
{
SPIRV_CROSS_THROW("Cannot load tessellation IO variables with more than 2 dimensions.");
}
else if (result_type.array.size() == 2)
{
if (!ptr_is_io_variable)
SPIRV_CROSS_THROW("Loading an array-of-array must be loaded directly from an IO variable.");
if (interface_index == uint32_t(-1))
SPIRV_CROSS_THROW("Interface index is unknown. Cannot continue.");
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 (result_type.basetype == SPIRType::Struct || flat_matrix)
SPIRV_CROSS_THROW("Cannot load array-of-array of composite type in tessellation IO.");
expr += type_to_glsl(result_type) + "({ ";
uint32_t num_control_points = to_array_size_literal(result_type, 1);
uint32_t base_interface_index = interface_index;
auto &sub_type = get<SPIRType>(result_type.parent_type);
for (uint32_t i = 0; i < num_control_points; i++)
{
expr += type_to_glsl(sub_type) + "({ ";
interface_index = base_interface_index;
uint32_t array_size = to_array_size_literal(result_type, 0);
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 (multi_patch_tess_ctl)
{
for (uint32_t j = 0; j < array_size; j++)
{
const uint32_t indices[3] = { i, interface_index, j };
AccessChainMeta meta;
expr +=
access_chain_internal(stage_in_ptr_var_id, indices, 3,
ACCESS_CHAIN_INDEX_IS_LITERAL_BIT | ACCESS_CHAIN_PTR_CHAIN_BIT, &meta);
// If the expression has more vector components than the result type, insert
// a swizzle. This shouldn't happen normally on valid SPIR-V, but it might
// happen if we replace the type of an input variable.
if (!is_matrix(sub_type) && sub_type.basetype != SPIRType::Struct &&
expr_type.vecsize > sub_type.vecsize)
expr += vector_swizzle(sub_type.vecsize, 0);
if (j + 1 < array_size)
expr += ", ";
}
}
else
{
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
for (uint32_t j = 0; j < array_size; j++, interface_index++)
{
const uint32_t indices[2] = { i, interface_index };
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
AccessChainMeta meta;
expr +=
access_chain_internal(stage_in_ptr_var_id, indices, 2,
ACCESS_CHAIN_INDEX_IS_LITERAL_BIT | ACCESS_CHAIN_PTR_CHAIN_BIT, &meta);
if (!is_matrix(sub_type) && sub_type.basetype != SPIRType::Struct &&
expr_type.vecsize > sub_type.vecsize)
expr += vector_swizzle(sub_type.vecsize, 0);
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 (j + 1 < array_size)
expr += ", ";
}
}
expr += " })";
if (i + 1 < num_control_points)
expr += ", ";
}
expr += " })";
}
else if (flat_struct)
{
bool is_array_of_struct = is_array(result_type);
if (is_array_of_struct && !ptr_is_io_variable)
SPIRV_CROSS_THROW("Loading array of struct from IO variable must come directly from IO variable.");
uint32_t num_control_points = 1;
if (is_array_of_struct)
{
num_control_points = to_array_size_literal(result_type, 0);
expr += type_to_glsl(result_type) + "({ ";
}
auto &struct_type = is_array_of_struct ? get<SPIRType>(result_type.parent_type) : result_type;
assert(struct_type.array.empty());
for (uint32_t i = 0; i < num_control_points; i++)
{
expr += type_to_glsl(struct_type) + "{ ";
for (uint32_t j = 0; j < uint32_t(struct_type.member_types.size()); j++)
{
// The base interface index is stored per variable for structs.
if (var)
{
2019-10-28 11:55:14 +00:00
interface_index =
get_extended_member_decoration(var->self, j, SPIRVCrossDecorationInterfaceMemberIndex);
}
if (interface_index == uint32_t(-1))
SPIRV_CROSS_THROW("Interface index is unknown. Cannot continue.");
const auto &mbr_type = get<SPIRType>(struct_type.member_types[j]);
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
const auto &expr_mbr_type = get<SPIRType>(expr_type.member_types[j]);
if (is_matrix(mbr_type) && ptr_type.storage == StorageClassInput && !multi_patch_tess_ctl)
{
expr += type_to_glsl(mbr_type) + "(";
for (uint32_t k = 0; k < mbr_type.columns; k++, interface_index++)
{
if (is_array_of_struct)
{
const uint32_t indices[2] = { i, interface_index };
AccessChainMeta meta;
2019-10-28 11:55:14 +00:00
expr += access_chain_internal(
stage_in_ptr_var_id, indices, 2,
ACCESS_CHAIN_INDEX_IS_LITERAL_BIT | ACCESS_CHAIN_PTR_CHAIN_BIT, &meta);
}
else
expr += to_expression(ptr) + "." + to_member_name(iface_type, interface_index);
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 (expr_mbr_type.vecsize > mbr_type.vecsize)
expr += vector_swizzle(mbr_type.vecsize, 0);
if (k + 1 < mbr_type.columns)
expr += ", ";
}
expr += ")";
}
else if (is_array(mbr_type))
{
expr += type_to_glsl(mbr_type) + "({ ";
uint32_t array_size = to_array_size_literal(mbr_type, 0);
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 (multi_patch_tess_ctl)
{
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
for (uint32_t k = 0; k < array_size; k++)
{
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 (is_array_of_struct)
{
const uint32_t indices[3] = { i, interface_index, k };
AccessChainMeta meta;
expr += access_chain_internal(
stage_in_ptr_var_id, indices, 3,
ACCESS_CHAIN_INDEX_IS_LITERAL_BIT | ACCESS_CHAIN_PTR_CHAIN_BIT, &meta);
}
else
expr += join(to_expression(ptr), ".", to_member_name(iface_type, interface_index), "[",
k, "]");
if (expr_mbr_type.vecsize > mbr_type.vecsize)
expr += vector_swizzle(mbr_type.vecsize, 0);
if (k + 1 < array_size)
expr += ", ";
}
}
else
{
for (uint32_t k = 0; k < array_size; k++, interface_index++)
{
if (is_array_of_struct)
{
const uint32_t indices[2] = { i, interface_index };
AccessChainMeta meta;
expr += access_chain_internal(
stage_in_ptr_var_id, indices, 2,
ACCESS_CHAIN_INDEX_IS_LITERAL_BIT | ACCESS_CHAIN_PTR_CHAIN_BIT, &meta);
}
else
expr += to_expression(ptr) + "." + to_member_name(iface_type, interface_index);
if (expr_mbr_type.vecsize > mbr_type.vecsize)
expr += vector_swizzle(mbr_type.vecsize, 0);
if (k + 1 < array_size)
expr += ", ";
}
}
expr += " })";
}
else
{
if (is_array_of_struct)
{
const uint32_t indices[2] = { i, interface_index };
AccessChainMeta meta;
expr += access_chain_internal(stage_in_ptr_var_id, indices, 2,
2019-10-28 11:55:14 +00:00
ACCESS_CHAIN_INDEX_IS_LITERAL_BIT | ACCESS_CHAIN_PTR_CHAIN_BIT,
&meta);
}
else
expr += to_expression(ptr) + "." + to_member_name(iface_type, interface_index);
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 (expr_mbr_type.vecsize > mbr_type.vecsize)
expr += vector_swizzle(mbr_type.vecsize, 0);
}
if (j + 1 < struct_type.member_types.size())
expr += ", ";
}
expr += " }";
if (i + 1 < num_control_points)
expr += ", ";
}
if (is_array_of_struct)
expr += " })";
}
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 (flat_matrix)
{
bool is_array_of_matrix = is_array(result_type);
if (is_array_of_matrix && !ptr_is_io_variable)
SPIRV_CROSS_THROW("Loading array of matrix from IO variable must come directly from IO variable.");
if (interface_index == uint32_t(-1))
SPIRV_CROSS_THROW("Interface index is unknown. Cannot continue.");
if (is_array_of_matrix)
{
// Loading a matrix from each control point.
uint32_t base_interface_index = interface_index;
uint32_t num_control_points = to_array_size_literal(result_type, 0);
expr += type_to_glsl(result_type) + "({ ";
auto &matrix_type = get_variable_element_type(get<SPIRVariable>(ptr));
for (uint32_t i = 0; i < num_control_points; i++)
{
interface_index = base_interface_index;
expr += type_to_glsl(matrix_type) + "(";
for (uint32_t j = 0; j < result_type.columns; j++, interface_index++)
{
const uint32_t indices[2] = { i, interface_index };
AccessChainMeta meta;
2019-10-28 11:55:14 +00:00
expr +=
access_chain_internal(stage_in_ptr_var_id, indices, 2,
ACCESS_CHAIN_INDEX_IS_LITERAL_BIT | ACCESS_CHAIN_PTR_CHAIN_BIT, &meta);
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 (expr_type.vecsize > result_type.vecsize)
expr += vector_swizzle(result_type.vecsize, 0);
if (j + 1 < result_type.columns)
expr += ", ";
}
expr += ")";
if (i + 1 < num_control_points)
expr += ", ";
}
expr += " })";
}
else
{
expr += type_to_glsl(result_type) + "(";
for (uint32_t i = 0; i < result_type.columns; i++, interface_index++)
{
expr += to_expression(ptr) + "." + to_member_name(iface_type, interface_index);
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 (expr_type.vecsize > result_type.vecsize)
expr += vector_swizzle(result_type.vecsize, 0);
if (i + 1 < result_type.columns)
expr += ", ";
}
expr += ")";
}
}
else if (ptr_is_io_variable)
{
assert(is_array(result_type));
assert(result_type.array.size() == 1);
if (interface_index == uint32_t(-1))
SPIRV_CROSS_THROW("Interface index is unknown. Cannot continue.");
// We're loading an array directly from a global variable.
// This means we're loading one member from each control point.
expr += type_to_glsl(result_type) + "({ ";
uint32_t num_control_points = to_array_size_literal(result_type, 0);
for (uint32_t i = 0; i < num_control_points; i++)
{
const uint32_t indices[2] = { i, interface_index };
AccessChainMeta meta;
expr += access_chain_internal(stage_in_ptr_var_id, indices, 2,
ACCESS_CHAIN_INDEX_IS_LITERAL_BIT | ACCESS_CHAIN_PTR_CHAIN_BIT, &meta);
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 (expr_type.vecsize > result_type.vecsize)
expr += vector_swizzle(result_type.vecsize, 0);
if (i + 1 < num_control_points)
expr += ", ";
}
expr += " })";
}
else
{
// We're loading an array from a concrete control point.
assert(is_array(result_type));
assert(result_type.array.size() == 1);
if (interface_index == uint32_t(-1))
SPIRV_CROSS_THROW("Interface index is unknown. Cannot continue.");
expr += type_to_glsl(result_type) + "({ ";
uint32_t array_size = to_array_size_literal(result_type, 0);
for (uint32_t i = 0; i < array_size; i++, interface_index++)
{
expr += to_expression(ptr) + "." + to_member_name(iface_type, interface_index);
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 (expr_type.vecsize > result_type.vecsize)
expr += vector_swizzle(result_type.vecsize, 0);
if (i + 1 < array_size)
expr += ", ";
}
expr += " })";
}
emit_op(result_type_id, id, expr, false);
register_read(id, ptr, false);
return true;
}
bool CompilerMSL::emit_tessellation_access_chain(const uint32_t *ops, uint32_t length)
{
// If this is a per-vertex output, remap it to the I/O array buffer.
// Any object which did not go through IO flattening shenanigans will go there instead.
// We will unflatten on-demand instead as needed, but not all possible cases can be supported, especially with arrays.
auto *var = maybe_get_backing_variable(ops[2]);
bool patch = false;
bool flat_data = false;
bool ptr_is_chain = 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 multi_patch = get_execution_model() == ExecutionModelTessellationControl && msl_options.multi_patch_workgroup;
if (var)
{
2019-10-28 11:55:14 +00:00
patch = has_decoration(ops[2], DecorationPatch) || is_patch_block(get_variable_data_type(*var));
// Should match strip_array in add_interface_block.
2019-10-28 11:55:14 +00:00
flat_data = var->storage == StorageClassInput ||
(var->storage == StorageClassOutput && get_execution_model() == ExecutionModelTessellationControl);
// We might have a chained access chain, where
// we first take the access chain to the control point, and then we chain into a member or something similar.
// In this case, we need to skip gl_in/gl_out remapping.
ptr_is_chain = var->self != ID(ops[2]);
}
BuiltIn bi_type = BuiltIn(get_decoration(ops[2], DecorationBuiltIn));
if (var && flat_data && !patch &&
(!is_builtin_variable(*var) || bi_type == BuiltInPosition || bi_type == BuiltInPointSize ||
bi_type == BuiltInClipDistance || bi_type == BuiltInCullDistance ||
get_variable_data_type(*var).basetype == SPIRType::Struct))
{
AccessChainMeta meta;
SmallVector<uint32_t> indices;
uint32_t next_id = ir.increase_bound_by(1);
indices.reserve(length - 3 + 1);
uint32_t first_non_array_index = ptr_is_chain ? 3 : 4;
VariableID stage_var_id = var->storage == StorageClassInput ? stage_in_ptr_var_id : stage_out_ptr_var_id;
VariableID ptr = ptr_is_chain ? VariableID(ops[2]) : stage_var_id;
if (!ptr_is_chain)
{
// Index into gl_in/gl_out with first array index.
indices.push_back(ops[3]);
}
auto &result_ptr_type = get<SPIRType>(ops[0]);
uint32_t const_mbr_id = next_id++;
uint32_t index = get_extended_decoration(var->self, SPIRVCrossDecorationInterfaceMemberIndex);
2019-02-14 08:28:46 +00:00
if (var->storage == StorageClassInput || has_decoration(get_variable_element_type(*var).self, DecorationBlock))
{
uint32_t i = first_non_array_index;
auto *type = &get_variable_element_type(*var);
if (index == uint32_t(-1) && length >= (first_non_array_index + 1))
{
// Maybe this is a struct type in the input class, in which case
// we put it as a decoration on the corresponding member.
index = get_extended_member_decoration(var->self, get_constant(ops[first_non_array_index]).scalar(),
SPIRVCrossDecorationInterfaceMemberIndex);
assert(index != uint32_t(-1));
i++;
type = &get<SPIRType>(type->member_types[get_constant(ops[first_non_array_index]).scalar()]);
}
// In this case, we're poking into flattened structures and arrays, so now we have to
// combine the following indices. If we encounter a non-constant index,
// we're hosed.
for (; i < length; ++i)
{
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 ((multi_patch || (!is_array(*type) && !is_matrix(*type))) && type->basetype != SPIRType::Struct)
break;
auto *c = maybe_get<SPIRConstant>(ops[i]);
if (!c || c->specialization)
2019-10-28 11:55:14 +00:00
SPIRV_CROSS_THROW("Trying to dynamically index into an array interface variable in tessellation. "
"This is currently unsupported.");
// We're in flattened space, so just increment the member index into IO block.
// We can only do this once in the current implementation, so either:
// Struct, Matrix or 1-dimensional array for a control point.
index += c->scalar();
if (type->parent_type)
type = &get<SPIRType>(type->parent_type);
else if (type->basetype == SPIRType::Struct)
type = &get<SPIRType>(type->member_types[c->scalar()]);
}
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 ((!multi_patch && (is_matrix(result_ptr_type) || is_array(result_ptr_type))) ||
result_ptr_type.basetype == SPIRType::Struct)
{
// We're not going to emit the actual member name, we let any further OpLoad take care of that.
// Tag the access chain with the member index we're referencing.
set_extended_decoration(ops[1], SPIRVCrossDecorationInterfaceMemberIndex, index);
}
else
{
// Access the appropriate member of gl_in/gl_out.
set<SPIRConstant>(const_mbr_id, get_uint_type_id(), index, false);
indices.push_back(const_mbr_id);
// Append any straggling access chain indices.
if (i < length)
indices.insert(indices.end(), ops + i, ops + length);
}
}
else
{
assert(index != uint32_t(-1));
set<SPIRConstant>(const_mbr_id, get_uint_type_id(), index, false);
indices.push_back(const_mbr_id);
indices.insert(indices.end(), ops + 4, ops + length);
}
// We use the pointer to the base of the input/output array here,
// so this is always a pointer chain.
string e;
if (!ptr_is_chain)
{
// This is the start of an access chain, use ptr_chain to index into control point array.
e = access_chain(ptr, indices.data(), uint32_t(indices.size()), result_ptr_type, &meta, true);
}
else
{
// If we're accessing a struct, we need to use member indices which are based on the IO block,
// not actual struct type, so we have to use a split access chain here where
// first path resolves the control point index, i.e. gl_in[index], and second half deals with
// looking up flattened member name.
// However, it is possible that we partially accessed a struct,
// by taking pointer to member inside the control-point array.
// For this case, we fall back to a natural access chain since we have already dealt with remapping struct members.
// One way to check this here is if we have 2 implied read expressions.
// First one is the gl_in/gl_out struct itself, then an index into that array.
// If we have traversed further, we use a normal access chain formulation.
auto *ptr_expr = maybe_get<SPIRExpression>(ptr);
if (ptr_expr && ptr_expr->implied_read_expressions.size() == 2)
{
e = join(to_expression(ptr),
access_chain_internal(stage_var_id, indices.data(), uint32_t(indices.size()),
ACCESS_CHAIN_CHAIN_ONLY_BIT, &meta));
}
else
{
e = access_chain_internal(ptr, indices.data(), uint32_t(indices.size()), 0, &meta);
}
}
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
// Get the actual type of the object that was accessed. If it's a vector type and we changed it,
// then we'll need to add a swizzle.
// For this, we can't necessarily rely on the type of the base expression, because it might be
// another access chain, and it will therefore already have the "correct" type.
auto *expr_type = &get_variable_data_type(*var);
if (has_extended_decoration(ops[2], SPIRVCrossDecorationTessIOOriginalInputTypeID))
expr_type = &get<SPIRType>(get_extended_decoration(ops[2], SPIRVCrossDecorationTessIOOriginalInputTypeID));
for (uint32_t i = 3; i < length; i++)
{
if (!is_array(*expr_type) && expr_type->basetype == SPIRType::Struct)
expr_type = &get<SPIRType>(expr_type->member_types[get<SPIRConstant>(ops[i]).scalar()]);
else
expr_type = &get<SPIRType>(expr_type->parent_type);
}
if (!is_array(*expr_type) && !is_matrix(*expr_type) && expr_type->basetype != SPIRType::Struct &&
expr_type->vecsize > result_ptr_type.vecsize)
e += vector_swizzle(result_ptr_type.vecsize, 0);
auto &expr = set<SPIRExpression>(ops[1], move(e), ops[0], should_forward(ops[2]));
expr.loaded_from = var->self;
expr.need_transpose = meta.need_transpose;
expr.access_chain = true;
// Mark the result as being packed if necessary.
if (meta.storage_is_packed)
set_extended_decoration(ops[1], SPIRVCrossDecorationPhysicalTypePacked);
if (meta.storage_physical_type != 0)
set_extended_decoration(ops[1], SPIRVCrossDecorationPhysicalTypeID, meta.storage_physical_type);
if (meta.storage_is_invariant)
set_decoration(ops[1], DecorationInvariant);
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
// Save the type we found in case the result is used in another access chain.
set_extended_decoration(ops[1], SPIRVCrossDecorationTessIOOriginalInputTypeID, expr_type->self);
// If we have some expression dependencies in our access chain, this access chain is technically a forwarded
// temporary which could be subject to invalidation.
// Need to assume we're forwarded while calling inherit_expression_depdendencies.
forwarded_temporaries.insert(ops[1]);
// The access chain itself is never forced to a temporary, but its dependencies might.
suppressed_usage_tracking.insert(ops[1]);
for (uint32_t i = 2; i < length; i++)
{
inherit_expression_dependencies(ops[1], ops[i]);
add_implied_read_expression(expr, ops[i]);
}
// If we have no dependencies after all, i.e., all indices in the access chain are immutable temporaries,
// we're not forwarded after all.
if (expr.expression_dependencies.empty())
forwarded_temporaries.erase(ops[1]);
return true;
}
// If this is the inner tessellation level, and we're tessellating triangles,
// drop the last index. It isn't an array in this case, so we can't have an
// array reference here. We need to make this ID a variable instead of an
// expression so we don't try to dereference it as a variable pointer.
// Don't do this if the index is a constant 1, though. We need to drop stores
// to that one.
auto *m = ir.find_meta(var ? var->self : ID(0));
if (get_execution_model() == ExecutionModelTessellationControl && var && m &&
m->decoration.builtin_type == BuiltInTessLevelInner && get_entry_point().flags.get(ExecutionModeTriangles))
{
2019-02-20 15:19:25 +00:00
auto *c = maybe_get<SPIRConstant>(ops[3]);
if (c && c->scalar() == 1)
return false;
auto &dest_var = set<SPIRVariable>(ops[1], *var);
dest_var.basetype = ops[0];
ir.meta[ops[1]] = ir.meta[ops[2]];
inherit_expression_dependencies(ops[1], ops[2]);
return true;
}
return false;
}
2019-02-20 15:19:25 +00:00
bool CompilerMSL::is_out_of_bounds_tessellation_level(uint32_t id_lhs)
{
if (!get_entry_point().flags.get(ExecutionModeTriangles))
return false;
// In SPIR-V, TessLevelInner always has two elements and TessLevelOuter always has
// four. This is true even if we are tessellating triangles. This allows clients
// to use a single tessellation control shader with multiple tessellation evaluation
// shaders.
// In Metal, however, only the first element of TessLevelInner and the first three
// of TessLevelOuter are accessible. This stems from how in Metal, the tessellation
// levels must be stored to a dedicated buffer in a particular format that depends
// on the patch type. Therefore, in Triangles mode, any access to the second
// inner level or the fourth outer level must be dropped.
const auto *e = maybe_get<SPIRExpression>(id_lhs);
if (!e || !e->access_chain)
return false;
BuiltIn builtin = BuiltIn(get_decoration(e->loaded_from, DecorationBuiltIn));
if (builtin != BuiltInTessLevelInner && builtin != BuiltInTessLevelOuter)
return false;
auto *c = maybe_get<SPIRConstant>(e->implied_read_expressions[1]);
if (!c)
return false;
return (builtin == BuiltInTessLevelInner && c->scalar() == 1) ||
(builtin == BuiltInTessLevelOuter && c->scalar() == 3);
}
void CompilerMSL::prepare_access_chain_for_scalar_access(std::string &expr, const SPIRType &type,
spv::StorageClass storage, bool &is_packed)
{
// If there is any risk of writes happening with the access chain in question,
// and there is a risk of concurrent write access to other components,
// we must cast the access chain to a plain pointer to ensure we only access the exact scalars we expect.
// The MSL compiler refuses to allow component-level access for any non-packed vector types.
if (!is_packed && (storage == StorageClassStorageBuffer || storage == StorageClassWorkgroup))
{
const char *addr_space = storage == StorageClassWorkgroup ? "threadgroup" : "device";
expr = join("((", addr_space, " ", type_to_glsl(type), "*)&", enclose_expression(expr), ")");
// Further indexing should happen with packed rules (array index, not swizzle).
is_packed = true;
}
}
// Override for MSL-specific syntax instructions
void CompilerMSL::emit_instruction(const Instruction &instruction)
{
#define MSL_BOP(op) emit_binary_op(ops[0], ops[1], ops[2], ops[3], #op)
#define MSL_BOP_CAST(op, type) \
2016-11-12 09:04:50 +00:00
emit_binary_op_cast(ops[0], ops[1], ops[2], ops[3], #op, type, opcode_is_sign_invariant(opcode))
#define MSL_UOP(op) emit_unary_op(ops[0], ops[1], ops[2], #op)
#define MSL_QFOP(op) emit_quaternary_func_op(ops[0], ops[1], ops[2], ops[3], ops[4], ops[5], #op)
#define MSL_TFOP(op) emit_trinary_func_op(ops[0], ops[1], ops[2], ops[3], ops[4], #op)
#define MSL_BFOP(op) emit_binary_func_op(ops[0], ops[1], ops[2], ops[3], #op)
#define MSL_BFOP_CAST(op, type) \
2016-11-12 09:04:50 +00:00
emit_binary_func_op_cast(ops[0], ops[1], ops[2], ops[3], #op, type, opcode_is_sign_invariant(opcode))
#define MSL_UFOP(op) emit_unary_func_op(ops[0], ops[1], ops[2], #op)
#define MSL_UNORD_BOP(op) emit_binary_unord_op(ops[0], ops[1], ops[2], ops[3], #op)
auto ops = stream(instruction);
auto opcode = static_cast<Op>(instruction.op);
// If we need to do implicit bitcasts, make sure we do it with the correct type.
uint32_t integer_width = get_integer_width_for_instruction(instruction);
auto int_type = to_signed_basetype(integer_width);
auto uint_type = to_unsigned_basetype(integer_width);
switch (opcode)
{
case OpLoad:
{
uint32_t id = ops[1];
uint32_t ptr = ops[2];
if (is_tessellation_shader())
{
if (!emit_tessellation_io_load(ops[0], id, ptr))
CompilerGLSL::emit_instruction(instruction);
}
else
{
// Sample mask input for Metal is not an array
if (BuiltIn(get_decoration(ptr, DecorationBuiltIn)) == BuiltInSampleMask)
set_decoration(id, DecorationBuiltIn, BuiltInSampleMask);
CompilerGLSL::emit_instruction(instruction);
}
break;
}
// Comparisons
case OpIEqual:
MSL_BOP_CAST(==, int_type);
break;
case OpLogicalEqual:
case OpFOrdEqual:
MSL_BOP(==);
break;
case OpINotEqual:
MSL_BOP_CAST(!=, int_type);
break;
case OpLogicalNotEqual:
case OpFOrdNotEqual:
MSL_BOP(!=);
break;
case OpUGreaterThan:
MSL_BOP_CAST(>, uint_type);
break;
case OpSGreaterThan:
MSL_BOP_CAST(>, int_type);
break;
case OpFOrdGreaterThan:
MSL_BOP(>);
break;
case OpUGreaterThanEqual:
MSL_BOP_CAST(>=, uint_type);
break;
case OpSGreaterThanEqual:
MSL_BOP_CAST(>=, int_type);
break;
case OpFOrdGreaterThanEqual:
MSL_BOP(>=);
break;
case OpULessThan:
MSL_BOP_CAST(<, uint_type);
break;
case OpSLessThan:
MSL_BOP_CAST(<, int_type);
break;
case OpFOrdLessThan:
MSL_BOP(<);
break;
case OpULessThanEqual:
MSL_BOP_CAST(<=, uint_type);
break;
case OpSLessThanEqual:
MSL_BOP_CAST(<=, int_type);
break;
case OpFOrdLessThanEqual:
MSL_BOP(<=);
break;
case OpFUnordEqual:
MSL_UNORD_BOP(==);
break;
case OpFUnordNotEqual:
MSL_UNORD_BOP(!=);
break;
case OpFUnordGreaterThan:
MSL_UNORD_BOP(>);
break;
case OpFUnordGreaterThanEqual:
MSL_UNORD_BOP(>=);
break;
case OpFUnordLessThan:
MSL_UNORD_BOP(<);
break;
case OpFUnordLessThanEqual:
MSL_UNORD_BOP(<=);
break;
// Derivatives
case OpDPdx:
case OpDPdxFine:
case OpDPdxCoarse:
MSL_UFOP(dfdx);
register_control_dependent_expression(ops[1]);
break;
case OpDPdy:
case OpDPdyFine:
case OpDPdyCoarse:
MSL_UFOP(dfdy);
register_control_dependent_expression(ops[1]);
break;
2018-03-06 16:07:59 +00:00
case OpFwidth:
case OpFwidthCoarse:
case OpFwidthFine:
MSL_UFOP(fwidth);
register_control_dependent_expression(ops[1]);
2018-03-06 16:07:59 +00:00
break;
// Bitfield
case OpBitFieldInsert:
{
2019-08-28 12:25:26 +00:00
emit_bitfield_insert_op(ops[0], ops[1], ops[2], ops[3], ops[4], ops[5], "insert_bits", SPIRType::UInt);
break;
}
case OpBitFieldSExtract:
{
2019-08-28 12:25:26 +00:00
emit_trinary_func_op_bitextract(ops[0], ops[1], ops[2], ops[3], ops[4], "extract_bits", int_type, int_type,
SPIRType::UInt, SPIRType::UInt);
break;
}
case OpBitFieldUExtract:
{
2019-08-28 12:25:26 +00:00
emit_trinary_func_op_bitextract(ops[0], ops[1], ops[2], ops[3], ops[4], "extract_bits", uint_type, uint_type,
SPIRType::UInt, SPIRType::UInt);
break;
}
case OpBitReverse:
// BitReverse does not have issues with sign since result type must match input type.
MSL_UFOP(reverse_bits);
break;
case OpBitCount:
{
auto basetype = expression_type(ops[2]).basetype;
emit_unary_func_op_cast(ops[0], ops[1], ops[2], "popcount", basetype, basetype);
break;
}
2018-02-15 12:31:29 +00:00
case OpFRem:
MSL_BFOP(fmod);
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break;
case OpFMul:
if (msl_options.invariant_float_math)
MSL_BFOP(spvFMul);
else
MSL_BOP(*);
break;
2019-09-23 22:05:04 +00:00
case OpFAdd:
if (msl_options.invariant_float_math)
MSL_BFOP(spvFAdd);
else
MSL_BOP(+);
break;
2018-02-15 12:31:29 +00:00
// Atomics
case OpAtomicExchange:
{
uint32_t result_type = ops[0];
uint32_t id = ops[1];
uint32_t ptr = ops[2];
uint32_t mem_sem = ops[4];
uint32_t val = ops[5];
emit_atomic_func_op(result_type, id, "atomic_exchange_explicit", mem_sem, mem_sem, false, ptr, val);
break;
}
case OpAtomicCompareExchange:
{
uint32_t result_type = ops[0];
uint32_t id = ops[1];
uint32_t ptr = ops[2];
uint32_t mem_sem_pass = ops[4];
uint32_t mem_sem_fail = ops[5];
uint32_t val = ops[6];
uint32_t comp = ops[7];
emit_atomic_func_op(result_type, id, "atomic_compare_exchange_weak_explicit", mem_sem_pass, mem_sem_fail, true,
ptr, comp, true, false, val);
break;
}
case OpAtomicCompareExchangeWeak:
SPIRV_CROSS_THROW("OpAtomicCompareExchangeWeak is only supported in kernel profile.");
case OpAtomicLoad:
{
uint32_t result_type = ops[0];
uint32_t id = ops[1];
uint32_t ptr = ops[2];
uint32_t mem_sem = ops[4];
emit_atomic_func_op(result_type, id, "atomic_load_explicit", mem_sem, mem_sem, false, ptr, 0);
break;
}
case OpAtomicStore:
{
uint32_t result_type = expression_type(ops[0]).self;
uint32_t id = ops[0];
uint32_t ptr = ops[0];
uint32_t mem_sem = ops[2];
uint32_t val = ops[3];
emit_atomic_func_op(result_type, id, "atomic_store_explicit", mem_sem, mem_sem, false, ptr, val);
break;
}
#define MSL_AFMO_IMPL(op, valsrc, valconst) \
do \
{ \
uint32_t result_type = ops[0]; \
uint32_t id = ops[1]; \
uint32_t ptr = ops[2]; \
uint32_t mem_sem = ops[4]; \
uint32_t val = valsrc; \
emit_atomic_func_op(result_type, id, "atomic_fetch_" #op "_explicit", mem_sem, mem_sem, false, ptr, val, \
false, valconst); \
} while (false)
#define MSL_AFMO(op) MSL_AFMO_IMPL(op, ops[5], false)
#define MSL_AFMIO(op) MSL_AFMO_IMPL(op, 1, true)
case OpAtomicIIncrement:
MSL_AFMIO(add);
break;
case OpAtomicIDecrement:
MSL_AFMIO(sub);
break;
case OpAtomicIAdd:
MSL_AFMO(add);
break;
case OpAtomicISub:
MSL_AFMO(sub);
break;
case OpAtomicSMin:
case OpAtomicUMin:
MSL_AFMO(min);
break;
case OpAtomicSMax:
case OpAtomicUMax:
MSL_AFMO(max);
break;
case OpAtomicAnd:
MSL_AFMO(and);
break;
case OpAtomicOr:
MSL_AFMO(or);
break;
case OpAtomicXor:
MSL_AFMO(xor);
break;
// Images
2017-06-01 20:29:39 +00:00
// Reads == Fetches in Metal
case OpImageRead:
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{
// Mark that this shader reads from this image
uint32_t img_id = ops[2];
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auto &type = expression_type(img_id);
if (type.image.dim != DimSubpassData)
{
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auto *p_var = maybe_get_backing_variable(img_id);
if (p_var && has_decoration(p_var->self, DecorationNonReadable))
{
unset_decoration(p_var->self, DecorationNonReadable);
force_recompile();
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}
}
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2020-06-04 13:50:28 +00:00
emit_texture_op(instruction, false);
break;
2017-06-01 20:29:39 +00:00
}
// Emulate texture2D atomic operations
case OpImageTexelPointer:
{
// When using the pointer, we need to know which variable it is actually loaded from.
auto *var = maybe_get_backing_variable(ops[2]);
if (var && atomic_image_vars.count(var->self))
{
uint32_t result_type = ops[0];
uint32_t id = ops[1];
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std::string coord = to_expression(ops[3]);
auto &type = expression_type(ops[2]);
if (type.image.dim == Dim2D)
{
coord = join("spvImage2DAtomicCoord(", coord, ", ", to_expression(ops[2]), ")");
}
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auto &e = set<SPIRExpression>(id, join(to_expression(ops[2]), "_atomic[", coord, "]"), result_type, true);
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e.loaded_from = var ? var->self : ID(0);
inherit_expression_dependencies(id, ops[3]);
}
else
{
uint32_t result_type = ops[0];
uint32_t id = ops[1];
2019-09-23 22:05:04 +00:00
auto &e =
set<SPIRExpression>(id, join(to_expression(ops[2]), ", ", to_expression(ops[3])), result_type, true);
// When using the pointer, we need to know which variable it is actually loaded from.
2019-09-20 13:28:46 +00:00
e.loaded_from = var ? var->self : ID(0);
inherit_expression_dependencies(id, ops[3]);
}
break;
}
case OpImageWrite:
{
uint32_t img_id = ops[0];
uint32_t coord_id = ops[1];
uint32_t texel_id = ops[2];
const uint32_t *opt = &ops[3];
uint32_t length = instruction.length - 3;
// Bypass pointers because we need the real image struct
auto &type = expression_type(img_id);
auto &img_type = get<SPIRType>(type.self);
// Ensure this image has been marked as being written to and force a
// recommpile so that the image type output will include write access
auto *p_var = maybe_get_backing_variable(img_id);
if (p_var && has_decoration(p_var->self, DecorationNonWritable))
{
unset_decoration(p_var->self, DecorationNonWritable);
force_recompile();
}
bool forward = false;
uint32_t bias = 0;
uint32_t lod = 0;
uint32_t flags = 0;
if (length)
{
flags = *opt++;
length--;
}
2016-11-12 09:04:50 +00:00
auto test = [&](uint32_t &v, uint32_t flag) {
if (length && (flags & flag))
{
v = *opt++;
length--;
}
};
test(bias, ImageOperandsBiasMask);
test(lod, ImageOperandsLodMask);
auto &texel_type = expression_type(texel_id);
auto store_type = texel_type;
store_type.vecsize = 4;
TextureFunctionArguments args = {};
args.base.img = img_id;
args.base.imgtype = &img_type;
args.base.is_fetch = true;
args.coord = coord_id;
args.lod = lod;
2019-06-21 14:02:22 +00:00
statement(join(to_expression(img_id), ".write(",
remap_swizzle(store_type, texel_type.vecsize, to_expression(texel_id)), ", ",
2020-07-01 09:42:58 +00:00
CompilerMSL::to_function_args(args, &forward), ");"));
if (p_var && variable_storage_is_aliased(*p_var))
flush_all_aliased_variables();
break;
}
case OpImageQuerySize:
case OpImageQuerySizeLod:
{
uint32_t rslt_type_id = ops[0];
auto &rslt_type = get<SPIRType>(rslt_type_id);
uint32_t id = ops[1];
uint32_t img_id = ops[2];
string img_exp = to_expression(img_id);
auto &img_type = expression_type(img_id);
Dim img_dim = img_type.image.dim;
2017-11-06 08:49:52 +00:00
bool img_is_array = img_type.image.arrayed;
if (img_type.basetype != SPIRType::Image)
SPIRV_CROSS_THROW("Invalid type for OpImageQuerySize.");
string lod;
if (opcode == OpImageQuerySizeLod)
{
// LOD index defaults to zero, so don't bother outputing level zero index
string decl_lod = to_expression(ops[3]);
if (decl_lod != "0")
lod = decl_lod;
}
string expr = type_to_glsl(rslt_type) + "(";
expr += img_exp + ".get_width(" + lod + ")";
if (img_dim == Dim2D || img_dim == DimCube || img_dim == Dim3D)
expr += ", " + img_exp + ".get_height(" + lod + ")";
if (img_dim == Dim3D)
expr += ", " + img_exp + ".get_depth(" + lod + ")";
2017-11-06 08:49:52 +00:00
if (img_is_array)
{
expr += ", " + img_exp + ".get_array_size()";
if (img_dim == DimCube && msl_options.emulate_cube_array)
expr += " / 6";
}
expr += ")";
emit_op(rslt_type_id, id, expr, should_forward(img_id));
break;
}
case OpImageQueryLod:
{
if (!msl_options.supports_msl_version(2, 2))
SPIRV_CROSS_THROW("ImageQueryLod is only supported on MSL 2.2 and up.");
uint32_t result_type = ops[0];
uint32_t id = ops[1];
uint32_t image_id = ops[2];
uint32_t coord_id = ops[3];
emit_uninitialized_temporary_expression(result_type, id);
auto sampler_expr = to_sampler_expression(image_id);
auto *combined = maybe_get<SPIRCombinedImageSampler>(image_id);
auto image_expr = combined ? to_expression(combined->image) : to_expression(image_id);
// TODO: It is unclear if calculcate_clamped_lod also conditionally rounds
// the reported LOD based on the sampler. NEAREST miplevel should
// round the LOD, but LINEAR miplevel should not round.
// Let's hope this does not become an issue ...
2019-06-21 14:02:22 +00:00
statement(to_expression(id), ".x = ", image_expr, ".calculate_clamped_lod(", sampler_expr, ", ",
to_expression(coord_id), ");");
statement(to_expression(id), ".y = ", image_expr, ".calculate_unclamped_lod(", sampler_expr, ", ",
to_expression(coord_id), ");");
register_control_dependent_expression(id);
break;
}
#define MSL_ImgQry(qrytype) \
do \
{ \
uint32_t rslt_type_id = ops[0]; \
auto &rslt_type = get<SPIRType>(rslt_type_id); \
uint32_t id = ops[1]; \
uint32_t img_id = ops[2]; \
string img_exp = to_expression(img_id); \
string expr = type_to_glsl(rslt_type) + "(" + img_exp + ".get_num_" #qrytype "())"; \
emit_op(rslt_type_id, id, expr, should_forward(img_id)); \
} while (false)
case OpImageQueryLevels:
MSL_ImgQry(mip_levels);
break;
case OpImageQuerySamples:
MSL_ImgQry(samples);
break;
case OpImage:
{
uint32_t result_type = ops[0];
uint32_t id = ops[1];
auto *combined = maybe_get<SPIRCombinedImageSampler>(ops[2]);
if (combined)
{
auto &e = emit_op(result_type, id, to_expression(combined->image), true, true);
auto *var = maybe_get_backing_variable(combined->image);
if (var)
e.loaded_from = var->self;
}
else
{
auto *var = maybe_get_backing_variable(ops[2]);
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
SPIRExpression *e;
if (var && has_extended_decoration(var->self, SPIRVCrossDecorationDynamicImageSampler))
e = &emit_op(result_type, id, join(to_expression(ops[2]), ".plane0"), true, true);
else
e = &emit_op(result_type, id, to_expression(ops[2]), true, true);
if (var)
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
e->loaded_from = var->self;
}
break;
}
// Casting
case OpQuantizeToF16:
{
uint32_t result_type = ops[0];
uint32_t id = ops[1];
uint32_t arg = ops[2];
string exp;
auto &type = get<SPIRType>(result_type);
switch (type.vecsize)
{
case 1:
exp = join("float(half(", to_expression(arg), "))");
break;
case 2:
exp = join("float2(half2(", to_expression(arg), "))");
break;
case 3:
exp = join("float3(half3(", to_expression(arg), "))");
break;
case 4:
exp = join("float4(half4(", to_expression(arg), "))");
break;
default:
SPIRV_CROSS_THROW("Illegal argument to OpQuantizeToF16.");
}
emit_op(result_type, id, exp, should_forward(arg));
break;
}
case OpInBoundsAccessChain:
case OpAccessChain:
case OpPtrAccessChain:
if (is_tessellation_shader())
{
if (!emit_tessellation_access_chain(ops, instruction.length))
CompilerGLSL::emit_instruction(instruction);
}
else
CompilerGLSL::emit_instruction(instruction);
break;
case OpStore:
if (is_out_of_bounds_tessellation_level(ops[0]))
break;
if (maybe_emit_array_assignment(ops[0], ops[1]))
break;
CompilerGLSL::emit_instruction(instruction);
break;
// Compute barriers
case OpMemoryBarrier:
emit_barrier(0, ops[0], ops[1]);
break;
case OpControlBarrier:
// In GLSL a memory barrier is often followed by a control barrier.
// But in MSL, memory barriers are also control barriers, so don't
// emit a simple control barrier if a memory barrier has just been emitted.
if (previous_instruction_opcode != OpMemoryBarrier)
emit_barrier(ops[0], ops[1], ops[2]);
break;
2019-07-01 08:57:27 +00:00
case OpOuterProduct:
{
uint32_t result_type = ops[0];
uint32_t id = ops[1];
uint32_t a = ops[2];
uint32_t b = ops[3];
auto &type = get<SPIRType>(result_type);
string expr = type_to_glsl_constructor(type);
expr += "(";
for (uint32_t col = 0; col < type.columns; col++)
{
expr += to_enclosed_expression(a);
expr += " * ";
expr += to_extract_component_expression(b, col);
if (col + 1 < type.columns)
expr += ", ";
}
expr += ")";
emit_op(result_type, id, expr, should_forward(a) && should_forward(b));
inherit_expression_dependencies(id, a);
inherit_expression_dependencies(id, b);
break;
}
case OpVectorTimesMatrix:
case OpMatrixTimesVector:
{
if (!msl_options.invariant_float_math)
{
CompilerGLSL::emit_instruction(instruction);
break;
}
// If the matrix needs transpose, just flip the multiply order.
auto *e = maybe_get<SPIRExpression>(ops[opcode == OpMatrixTimesVector ? 2 : 3]);
if (e && e->need_transpose)
{
e->need_transpose = false;
string expr;
2019-09-23 22:05:04 +00:00
if (opcode == OpMatrixTimesVector)
{
expr = join("spvFMulVectorMatrix(", to_enclosed_unpacked_expression(ops[3]), ", ",
to_unpacked_row_major_matrix_expression(ops[2]), ")");
}
else
{
expr = join("spvFMulMatrixVector(", to_unpacked_row_major_matrix_expression(ops[3]), ", ",
to_enclosed_unpacked_expression(ops[2]), ")");
}
2019-09-23 22:05:04 +00:00
bool forward = should_forward(ops[2]) && should_forward(ops[3]);
emit_op(ops[0], ops[1], expr, forward);
e->need_transpose = true;
inherit_expression_dependencies(ops[1], ops[2]);
inherit_expression_dependencies(ops[1], ops[3]);
}
else
{
if (opcode == OpMatrixTimesVector)
MSL_BFOP(spvFMulMatrixVector);
else
MSL_BFOP(spvFMulVectorMatrix);
}
break;
}
2019-09-23 22:05:04 +00:00
case OpMatrixTimesMatrix:
{
if (!msl_options.invariant_float_math)
{
CompilerGLSL::emit_instruction(instruction);
break;
}
auto *a = maybe_get<SPIRExpression>(ops[2]);
auto *b = maybe_get<SPIRExpression>(ops[3]);
2019-09-23 22:05:04 +00:00
// If both matrices need transpose, we can multiply in flipped order and tag the expression as transposed.
// a^T * b^T = (b * a)^T.
if (a && b && a->need_transpose && b->need_transpose)
{
a->need_transpose = false;
b->need_transpose = false;
2019-09-23 22:05:04 +00:00
2019-10-28 11:55:14 +00:00
auto expr =
join("spvFMulMatrixMatrix(", enclose_expression(to_unpacked_row_major_matrix_expression(ops[3])), ", ",
enclose_expression(to_unpacked_row_major_matrix_expression(ops[2])), ")");
2019-09-23 22:05:04 +00:00
bool forward = should_forward(ops[2]) && should_forward(ops[3]);
auto &e = emit_op(ops[0], ops[1], expr, forward);
e.need_transpose = true;
a->need_transpose = true;
b->need_transpose = true;
inherit_expression_dependencies(ops[1], ops[2]);
inherit_expression_dependencies(ops[1], ops[3]);
}
else
MSL_BFOP(spvFMulMatrixMatrix);
2019-09-23 22:05:04 +00:00
break;
}
2019-09-23 22:05:04 +00:00
case OpIAddCarry:
case OpISubBorrow:
{
uint32_t result_type = ops[0];
uint32_t result_id = ops[1];
uint32_t op0 = ops[2];
uint32_t op1 = ops[3];
auto &type = get<SPIRType>(result_type);
emit_uninitialized_temporary_expression(result_type, result_id);
auto &res_type = get<SPIRType>(type.member_types[1]);
if (opcode == OpIAddCarry)
{
statement(to_expression(result_id), ".", to_member_name(type, 0), " = ", to_enclosed_expression(op0), " + ",
to_enclosed_expression(op1), ";");
statement(to_expression(result_id), ".", to_member_name(type, 1), " = select(", type_to_glsl(res_type),
"(1), ", type_to_glsl(res_type), "(0), ", to_expression(result_id), ".", to_member_name(type, 0),
" >= max(", to_expression(op0), ", ", to_expression(op1), "));");
}
else
{
statement(to_expression(result_id), ".", to_member_name(type, 0), " = ", to_enclosed_expression(op0), " - ",
to_enclosed_expression(op1), ";");
statement(to_expression(result_id), ".", to_member_name(type, 1), " = select(", type_to_glsl(res_type),
"(1), ", type_to_glsl(res_type), "(0), ", to_enclosed_expression(op0),
" >= ", to_enclosed_expression(op1), ");");
}
break;
}
case OpUMulExtended:
case OpSMulExtended:
{
uint32_t result_type = ops[0];
uint32_t result_id = ops[1];
uint32_t op0 = ops[2];
uint32_t op1 = ops[3];
auto &type = get<SPIRType>(result_type);
emit_uninitialized_temporary_expression(result_type, result_id);
statement(to_expression(result_id), ".", to_member_name(type, 0), " = ", to_enclosed_expression(op0), " * ",
to_enclosed_expression(op1), ";");
statement(to_expression(result_id), ".", to_member_name(type, 1), " = mulhi(", to_expression(op0), ", ",
to_expression(op1), ");");
break;
}
case OpArrayLength:
{
auto &type = expression_type(ops[2]);
uint32_t offset = type_struct_member_offset(type, ops[3]);
uint32_t stride = type_struct_member_array_stride(type, ops[3]);
auto expr = join("(", to_buffer_size_expression(ops[2]), " - ", offset, ") / ", stride);
emit_op(ops[0], ops[1], expr, true);
break;
}
// SPV_INTEL_shader_integer_functions2
case OpUCountLeadingZerosINTEL:
MSL_UFOP(clz);
break;
case OpUCountTrailingZerosINTEL:
MSL_UFOP(ctz);
break;
case OpAbsISubINTEL:
case OpAbsUSubINTEL:
MSL_BFOP(absdiff);
break;
case OpIAddSatINTEL:
case OpUAddSatINTEL:
MSL_BFOP(addsat);
break;
case OpIAverageINTEL:
case OpUAverageINTEL:
MSL_BFOP(hadd);
break;
case OpIAverageRoundedINTEL:
case OpUAverageRoundedINTEL:
MSL_BFOP(rhadd);
break;
case OpISubSatINTEL:
case OpUSubSatINTEL:
MSL_BFOP(subsat);
break;
case OpIMul32x16INTEL:
{
uint32_t result_type = ops[0];
uint32_t id = ops[1];
uint32_t a = ops[2], b = ops[3];
bool forward = should_forward(a) && should_forward(b);
emit_op(result_type, id, join("int(short(", to_expression(a), ")) * int(short(", to_expression(b), "))"),
forward);
inherit_expression_dependencies(id, a);
inherit_expression_dependencies(id, b);
break;
}
case OpUMul32x16INTEL:
{
uint32_t result_type = ops[0];
uint32_t id = ops[1];
uint32_t a = ops[2], b = ops[3];
bool forward = should_forward(a) && should_forward(b);
emit_op(result_type, id, join("uint(ushort(", to_expression(a), ")) * uint(ushort(", to_expression(b), "))"),
forward);
inherit_expression_dependencies(id, a);
inherit_expression_dependencies(id, b);
break;
}
// SPV_EXT_demote_to_helper_invocation
case OpDemoteToHelperInvocationEXT:
if (!msl_options.supports_msl_version(2, 3))
SPIRV_CROSS_THROW("discard_fragment() does not formally have demote semantics until MSL 2.3.");
CompilerGLSL::emit_instruction(instruction);
break;
case OpIsHelperInvocationEXT:
if (msl_options.is_ios() && !msl_options.supports_msl_version(2, 3))
SPIRV_CROSS_THROW("simd_is_helper_thread() requires MSL 2.3 on iOS.");
else if (msl_options.is_macos() && !msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("simd_is_helper_thread() requires MSL 2.1 on macOS.");
emit_op(ops[0], ops[1], "simd_is_helper_thread()", false);
break;
Support the SPV_EXT_fragment_shader_interlock extension. This was straightforward to implement in GLSL. The `ShadingRateInterlockOrderedEXT` and `ShadingRateInterlockUnorderedEXT` modes aren't implemented yet, because we don't support `SPV_NV_shading_rate` or `SPV_EXT_fragment_invocation_density` yet. HLSL and MSL were more interesting. They don't support this directly, but they do support marking resources as "rasterizer ordered," which does roughly the same thing. So this implementation scans all accesses inside the critical section and marks all storage resources found therein as rasterizer ordered. They also don't support the fine-grained controls on pixel- vs. sample-level interlock and disabling ordering guarantees that GLSL and SPIR-V do, but that's OK. "Unordered" here merely means the order is undefined; that it just so happens to be the same as rasterizer order is immaterial. As for pixel- vs. sample-level interlock, Vulkan explicitly states: > With sample shading enabled, [the `PixelInterlockOrderedEXT` and > `PixelInterlockUnorderedEXT`] execution modes are treated like > `SampleInterlockOrderedEXT` or `SampleInterlockUnorderedEXT` > respectively. and: > If [the `SampleInterlockOrderedEXT` or `SampleInterlockUnorderedEXT`] > execution modes are used in single-sample mode they are treated like > `PixelInterlockOrderedEXT` or `PixelInterlockUnorderedEXT` > respectively. So this will DTRT for MoltenVK and gfx-rs, at least. MSL additionally supports multiple raster order groups; resources that are not accessed together can be placed in different ROGs to allow them to be synchronized separately. A more sophisticated analysis might be able to place resources optimally, but that's outside the scope of this change. For now, we assign all resources to group 0, which should do for our purposes. `glslang` doesn't support the `RasterizerOrdered` UAVs this implementation produces for HLSL, so the test case needs `fxc.exe`. It also insists on GLSL 4.50 for `GL_ARB_fragment_shader_interlock`, even though the spec says it needs either 4.20 or `GL_ARB_shader_image_load_store`; and it doesn't support the `GL_NV_fragment_shader_interlock` extension at all. So I haven't been able to test those code paths. Fixes #1002.
2019-08-04 05:07:20 +00:00
case OpBeginInvocationInterlockEXT:
case OpEndInvocationInterlockEXT:
if (!msl_options.supports_msl_version(2, 0))
SPIRV_CROSS_THROW("Raster order groups require MSL 2.0.");
break; // Nothing to do in the body
default:
CompilerGLSL::emit_instruction(instruction);
break;
}
previous_instruction_opcode = opcode;
}
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void CompilerMSL::emit_texture_op(const Instruction &i, bool sparse)
{
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if (sparse)
SPIRV_CROSS_THROW("Sparse feedback not yet supported in MSL.");
if (msl_options.is_ios() && msl_options.ios_use_framebuffer_fetch_subpasses)
{
auto *ops = stream(i);
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uint32_t result_type_id = ops[0];
uint32_t id = ops[1];
uint32_t img = ops[2];
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auto &type = expression_type(img);
auto &imgtype = get<SPIRType>(type.self);
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// Use Metal's native frame-buffer fetch API for subpass inputs.
if (imgtype.image.dim == DimSubpassData)
{
// Subpass inputs cannot be invalidated,
// so just forward the expression directly.
string expr = to_expression(img);
emit_op(result_type_id, id, expr, true);
return;
}
}
// Fallback to default implementation
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CompilerGLSL::emit_texture_op(i, sparse);
}
void CompilerMSL::emit_barrier(uint32_t id_exe_scope, uint32_t id_mem_scope, uint32_t id_mem_sem)
{
if (get_execution_model() != ExecutionModelGLCompute && get_execution_model() != ExecutionModelTessellationControl)
return;
uint32_t exe_scope = id_exe_scope ? evaluate_constant_u32(id_exe_scope) : uint32_t(ScopeInvocation);
uint32_t mem_scope = id_mem_scope ? evaluate_constant_u32(id_mem_scope) : uint32_t(ScopeInvocation);
// Use the wider of the two scopes (smaller value)
exe_scope = min(exe_scope, mem_scope);
string bar_stmt;
if ((msl_options.is_ios() && msl_options.supports_msl_version(1, 2)) || msl_options.supports_msl_version(2))
bar_stmt = exe_scope < ScopeSubgroup ? "threadgroup_barrier" : "simdgroup_barrier";
else
bar_stmt = "threadgroup_barrier";
bar_stmt += "(";
uint32_t mem_sem = id_mem_sem ? evaluate_constant_u32(id_mem_sem) : uint32_t(MemorySemanticsMaskNone);
// Use the | operator to combine flags if we can.
if (msl_options.supports_msl_version(1, 2))
{
string mem_flags = "";
// For tesc shaders, this also affects objects in the Output storage class.
// Since in Metal, these are placed in a device buffer, we have to sync device memory here.
if (get_execution_model() == ExecutionModelTessellationControl ||
(mem_sem & (MemorySemanticsUniformMemoryMask | MemorySemanticsCrossWorkgroupMemoryMask)))
mem_flags += "mem_flags::mem_device";
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// Fix tessellation patch function processing
if (get_execution_model() == ExecutionModelTessellationControl ||
(mem_sem & (MemorySemanticsSubgroupMemoryMask | MemorySemanticsWorkgroupMemoryMask)))
{
if (!mem_flags.empty())
mem_flags += " | ";
mem_flags += "mem_flags::mem_threadgroup";
}
if (mem_sem & MemorySemanticsImageMemoryMask)
{
if (!mem_flags.empty())
mem_flags += " | ";
mem_flags += "mem_flags::mem_texture";
}
if (mem_flags.empty())
mem_flags = "mem_flags::mem_none";
bar_stmt += mem_flags;
}
else
{
if ((mem_sem & (MemorySemanticsUniformMemoryMask | MemorySemanticsCrossWorkgroupMemoryMask)) &&
(mem_sem & (MemorySemanticsSubgroupMemoryMask | MemorySemanticsWorkgroupMemoryMask)))
bar_stmt += "mem_flags::mem_device_and_threadgroup";
else if (mem_sem & (MemorySemanticsUniformMemoryMask | MemorySemanticsCrossWorkgroupMemoryMask))
bar_stmt += "mem_flags::mem_device";
else if (mem_sem & (MemorySemanticsSubgroupMemoryMask | MemorySemanticsWorkgroupMemoryMask))
bar_stmt += "mem_flags::mem_threadgroup";
else if (mem_sem & MemorySemanticsImageMemoryMask)
bar_stmt += "mem_flags::mem_texture";
else
bar_stmt += "mem_flags::mem_none";
}
bar_stmt += ");";
statement(bar_stmt);
assert(current_emitting_block);
flush_control_dependent_expressions(current_emitting_block->self);
flush_all_active_variables();
}
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void CompilerMSL::emit_array_copy(const string &lhs, uint32_t rhs_id, StorageClass lhs_storage,
StorageClass rhs_storage)
{
// Allow Metal to use the array<T> template to make arrays a value type.
// This, however, cannot be used for threadgroup address specifiers, so consider the custom array copy as fallback.
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bool lhs_thread = (lhs_storage == StorageClassOutput || lhs_storage == StorageClassFunction ||
lhs_storage == StorageClassGeneric || lhs_storage == StorageClassPrivate);
bool rhs_thread = (rhs_storage == StorageClassInput || rhs_storage == StorageClassFunction ||
rhs_storage == StorageClassGeneric || rhs_storage == StorageClassPrivate);
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// If threadgroup storage qualifiers are *not* used:
// Avoid spvCopy* wrapper functions; Otherwise, spvUnsafeArray<> template cannot be used with that storage qualifier.
if (lhs_thread && rhs_thread && !using_builtin_array())
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{
statement(lhs, " = ", to_expression(rhs_id), ";");
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}
else
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{
// Assignment from an array initializer is fine.
auto &type = expression_type(rhs_id);
auto *var = maybe_get_backing_variable(rhs_id);
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// Unfortunately, we cannot template on address space in MSL,
// so explicit address space redirection it is ...
bool is_constant = false;
if (ir.ids[rhs_id].get_type() == TypeConstant)
{
is_constant = true;
}
else if (var && var->remapped_variable && var->statically_assigned &&
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ir.ids[var->static_expression].get_type() == TypeConstant)
{
is_constant = true;
}
else if (rhs_storage == StorageClassUniform)
{
is_constant = true;
}
// For the case where we have OpLoad triggering an array copy,
// we cannot easily detect this case ahead of time since it's
// context dependent. We might have to force a recompile here
// if this is the only use of array copies in our shader.
if (type.array.size() > 1)
{
if (type.array.size() > kArrayCopyMultidimMax)
SPIRV_CROSS_THROW("Cannot support this many dimensions for arrays of arrays.");
auto func = static_cast<SPVFuncImpl>(SPVFuncImplArrayCopyMultidimBase + type.array.size());
add_spv_func_and_recompile(func);
}
else
add_spv_func_and_recompile(SPVFuncImplArrayCopy);
const char *tag = nullptr;
if (lhs_thread && is_constant)
tag = "FromConstantToStack";
else if (lhs_storage == StorageClassWorkgroup && is_constant)
tag = "FromConstantToThreadGroup";
else if (lhs_thread && rhs_thread)
tag = "FromStackToStack";
else if (lhs_storage == StorageClassWorkgroup && rhs_thread)
tag = "FromStackToThreadGroup";
else if (lhs_thread && rhs_storage == StorageClassWorkgroup)
tag = "FromThreadGroupToStack";
else if (lhs_storage == StorageClassWorkgroup && rhs_storage == StorageClassWorkgroup)
tag = "FromThreadGroupToThreadGroup";
else if (lhs_storage == StorageClassStorageBuffer && rhs_storage == StorageClassStorageBuffer)
tag = "FromDeviceToDevice";
else if (lhs_storage == StorageClassStorageBuffer && is_constant)
tag = "FromConstantToDevice";
else if (lhs_storage == StorageClassStorageBuffer && rhs_storage == StorageClassWorkgroup)
tag = "FromThreadGroupToDevice";
else if (lhs_storage == StorageClassStorageBuffer && rhs_thread)
tag = "FromStackToDevice";
else if (lhs_storage == StorageClassWorkgroup && rhs_storage == StorageClassStorageBuffer)
tag = "FromDeviceToThreadGroup";
else if (lhs_thread && rhs_storage == StorageClassStorageBuffer)
tag = "FromDeviceToStack";
else
SPIRV_CROSS_THROW("Unknown storage class used for copying arrays.");
// Pass internal array of spvUnsafeArray<> into wrapper functions
if (lhs_thread && !msl_options.force_native_arrays)
statement("spvArrayCopy", tag, type.array.size(), "(", lhs, ".elements, ", to_expression(rhs_id), ");");
else if (rhs_thread && !msl_options.force_native_arrays)
statement("spvArrayCopy", tag, type.array.size(), "(", lhs, ", ", to_expression(rhs_id), ".elements);");
else
statement("spvArrayCopy", tag, type.array.size(), "(", lhs, ", ", to_expression(rhs_id), ");");
}
}
// Since MSL does not allow arrays to be copied via simple variable assignment,
// if the LHS and RHS represent an assignment of an entire array, it must be
// implemented by calling an array copy function.
// Returns whether the struct assignment was emitted.
bool CompilerMSL::maybe_emit_array_assignment(uint32_t id_lhs, uint32_t id_rhs)
{
// We only care about assignments of an entire array
auto &type = expression_type(id_rhs);
if (type.array.size() == 0)
return false;
auto *var = maybe_get<SPIRVariable>(id_lhs);
// Is this a remapped, static constant? Don't do anything.
if (var && var->remapped_variable && var->statically_assigned)
return true;
if (ir.ids[id_rhs].get_type() == TypeConstant && var && var->deferred_declaration)
{
// Special case, if we end up declaring a variable when assigning the constant array,
// we can avoid the copy by directly assigning the constant expression.
// This is likely necessary to be able to use a variable as a true look-up table, as it is unlikely
// the compiler will be able to optimize the spvArrayCopy() into a constant LUT.
// After a variable has been declared, we can no longer assign constant arrays in MSL unfortunately.
statement(to_expression(id_lhs), " = ", constant_expression(get<SPIRConstant>(id_rhs)), ";");
return true;
}
// Ensure the LHS variable has been declared
auto *p_v_lhs = maybe_get_backing_variable(id_lhs);
if (p_v_lhs)
flush_variable_declaration(p_v_lhs->self);
emit_array_copy(to_expression(id_lhs), id_rhs, get_expression_effective_storage_class(id_lhs),
get_expression_effective_storage_class(id_rhs));
register_write(id_lhs);
return true;
}
// Emits one of the atomic functions. In MSL, the atomic functions operate on pointers
void CompilerMSL::emit_atomic_func_op(uint32_t result_type, uint32_t result_id, const char *op, uint32_t mem_order_1,
uint32_t mem_order_2, bool has_mem_order_2, uint32_t obj, uint32_t op1,
2018-09-13 13:56:23 +00:00
bool op1_is_pointer, bool op1_is_literal, uint32_t op2)
{
string exp = string(op) + "(";
auto &type = get_pointee_type(expression_type(obj));
exp += "(";
auto *var = maybe_get_backing_variable(obj);
if (!var)
SPIRV_CROSS_THROW("No backing variable for atomic operation.");
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// Emulate texture2D atomic operations
const auto &res_type = get<SPIRType>(var->basetype);
if (res_type.storage == StorageClassUniformConstant && res_type.basetype == SPIRType::Image)
{
exp += "device";
}
else
{
exp += get_argument_address_space(*var);
}
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exp += " atomic_";
exp += type_to_glsl(type);
exp += "*)";
exp += "&";
exp += to_enclosed_expression(obj);
bool is_atomic_compare_exchange_strong = op1_is_pointer && op1;
if (is_atomic_compare_exchange_strong)
{
assert(strcmp(op, "atomic_compare_exchange_weak_explicit") == 0);
assert(op2);
assert(has_mem_order_2);
exp += ", &";
exp += to_name(result_id);
exp += ", ";
exp += to_expression(op2);
exp += ", ";
exp += get_memory_order(mem_order_1);
exp += ", ";
exp += get_memory_order(mem_order_2);
exp += ")";
// MSL only supports the weak atomic compare exchange, so emit a CAS loop here.
// The MSL function returns false if the atomic write fails OR the comparison test fails,
// so we must validate that it wasn't the comparison test that failed before continuing
// the CAS loop, otherwise it will loop infinitely, with the comparison test always failing.
// The function updates the comparitor value from the memory value, so the additional
// comparison test evaluates the memory value against the expected value.
emit_uninitialized_temporary_expression(result_type, result_id);
statement("do");
begin_scope();
statement(to_name(result_id), " = ", to_expression(op1), ";");
end_scope_decl(join("while (!", exp, " && ", to_name(result_id), " == ", to_enclosed_expression(op1), ")"));
}
else
{
assert(strcmp(op, "atomic_compare_exchange_weak_explicit") != 0);
if (op1)
{
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if (op1_is_literal)
exp += join(", ", op1);
else
exp += ", " + to_expression(op1);
}
if (op2)
exp += ", " + to_expression(op2);
exp += string(", ") + get_memory_order(mem_order_1);
if (has_mem_order_2)
exp += string(", ") + get_memory_order(mem_order_2);
exp += ")";
if (strcmp(op, "atomic_store_explicit") != 0)
emit_op(result_type, result_id, exp, false);
else
statement(exp, ";");
}
flush_all_atomic_capable_variables();
}
// Metal only supports relaxed memory order for now
const char *CompilerMSL::get_memory_order(uint32_t)
{
return "memory_order_relaxed";
}
// Override for MSL-specific extension syntax instructions
void CompilerMSL::emit_glsl_op(uint32_t result_type, uint32_t id, uint32_t eop, const uint32_t *args, uint32_t count)
{
auto op = static_cast<GLSLstd450>(eop);
// If we need to do implicit bitcasts, make sure we do it with the correct type.
uint32_t integer_width = get_integer_width_for_glsl_instruction(op, args, count);
auto int_type = to_signed_basetype(integer_width);
auto uint_type = to_unsigned_basetype(integer_width);
switch (op)
{
case GLSLstd450Atan2:
emit_binary_func_op(result_type, id, args[0], args[1], "atan2");
break;
case GLSLstd450InverseSqrt:
emit_unary_func_op(result_type, id, args[0], "rsqrt");
break;
case GLSLstd450RoundEven:
emit_unary_func_op(result_type, id, args[0], "rint");
break;
case GLSLstd450FindILsb:
{
// In this template version of findLSB, we return T.
auto basetype = expression_type(args[0]).basetype;
emit_unary_func_op_cast(result_type, id, args[0], "spvFindLSB", basetype, basetype);
break;
}
case GLSLstd450FindSMsb:
emit_unary_func_op_cast(result_type, id, args[0], "spvFindSMSB", int_type, int_type);
break;
case GLSLstd450FindUMsb:
emit_unary_func_op_cast(result_type, id, args[0], "spvFindUMSB", uint_type, uint_type);
break;
case GLSLstd450PackSnorm4x8:
emit_unary_func_op(result_type, id, args[0], "pack_float_to_snorm4x8");
break;
case GLSLstd450PackUnorm4x8:
emit_unary_func_op(result_type, id, args[0], "pack_float_to_unorm4x8");
break;
case GLSLstd450PackSnorm2x16:
emit_unary_func_op(result_type, id, args[0], "pack_float_to_snorm2x16");
break;
case GLSLstd450PackUnorm2x16:
emit_unary_func_op(result_type, id, args[0], "pack_float_to_unorm2x16");
break;
case GLSLstd450PackHalf2x16:
{
auto expr = join("as_type<uint>(half2(", to_expression(args[0]), "))");
emit_op(result_type, id, expr, should_forward(args[0]));
inherit_expression_dependencies(id, args[0]);
break;
}
case GLSLstd450UnpackSnorm4x8:
emit_unary_func_op(result_type, id, args[0], "unpack_snorm4x8_to_float");
break;
case GLSLstd450UnpackUnorm4x8:
emit_unary_func_op(result_type, id, args[0], "unpack_unorm4x8_to_float");
break;
case GLSLstd450UnpackSnorm2x16:
emit_unary_func_op(result_type, id, args[0], "unpack_snorm2x16_to_float");
break;
case GLSLstd450UnpackUnorm2x16:
emit_unary_func_op(result_type, id, args[0], "unpack_unorm2x16_to_float");
break;
case GLSLstd450UnpackHalf2x16:
{
auto expr = join("float2(as_type<half2>(", to_expression(args[0]), "))");
emit_op(result_type, id, expr, should_forward(args[0]));
inherit_expression_dependencies(id, args[0]);
break;
}
case GLSLstd450PackDouble2x32:
emit_unary_func_op(result_type, id, args[0], "unsupported_GLSLstd450PackDouble2x32"); // Currently unsupported
break;
case GLSLstd450UnpackDouble2x32:
emit_unary_func_op(result_type, id, args[0], "unsupported_GLSLstd450UnpackDouble2x32"); // Currently unsupported
break;
case GLSLstd450MatrixInverse:
{
auto &mat_type = get<SPIRType>(result_type);
switch (mat_type.columns)
{
case 2:
emit_unary_func_op(result_type, id, args[0], "spvInverse2x2");
break;
case 3:
emit_unary_func_op(result_type, id, args[0], "spvInverse3x3");
break;
case 4:
emit_unary_func_op(result_type, id, args[0], "spvInverse4x4");
break;
default:
break;
}
break;
}
case GLSLstd450FMin:
// If the result type isn't float, don't bother calling the specific
// precise::/fast:: version. Metal doesn't have those for half and
// double types.
if (get<SPIRType>(result_type).basetype != SPIRType::Float)
emit_binary_func_op(result_type, id, args[0], args[1], "min");
else
emit_binary_func_op(result_type, id, args[0], args[1], "fast::min");
break;
case GLSLstd450FMax:
if (get<SPIRType>(result_type).basetype != SPIRType::Float)
emit_binary_func_op(result_type, id, args[0], args[1], "max");
else
emit_binary_func_op(result_type, id, args[0], args[1], "fast::max");
break;
case GLSLstd450FClamp:
// TODO: If args[1] is 0 and args[2] is 1, emit a saturate() call.
if (get<SPIRType>(result_type).basetype != SPIRType::Float)
emit_trinary_func_op(result_type, id, args[0], args[1], args[2], "clamp");
else
emit_trinary_func_op(result_type, id, args[0], args[1], args[2], "fast::clamp");
break;
case GLSLstd450NMin:
if (get<SPIRType>(result_type).basetype != SPIRType::Float)
emit_binary_func_op(result_type, id, args[0], args[1], "min");
else
emit_binary_func_op(result_type, id, args[0], args[1], "precise::min");
break;
case GLSLstd450NMax:
if (get<SPIRType>(result_type).basetype != SPIRType::Float)
emit_binary_func_op(result_type, id, args[0], args[1], "max");
else
emit_binary_func_op(result_type, id, args[0], args[1], "precise::max");
break;
case GLSLstd450NClamp:
// TODO: If args[1] is 0 and args[2] is 1, emit a saturate() call.
if (get<SPIRType>(result_type).basetype != SPIRType::Float)
emit_trinary_func_op(result_type, id, args[0], args[1], args[2], "clamp");
else
emit_trinary_func_op(result_type, id, args[0], args[1], args[2], "precise::clamp");
break;
2017-12-05 08:58:12 +00:00
// TODO:
// GLSLstd450InterpolateAtCentroid (centroid_no_perspective qualifier)
// GLSLstd450InterpolateAtSample (sample_no_perspective qualifier)
// GLSLstd450InterpolateAtOffset
case GLSLstd450Distance:
// MSL does not support scalar versions here.
if (expression_type(args[0]).vecsize == 1)
{
// Equivalent to length(a - b) -> abs(a - b).
emit_op(result_type, id,
join("abs(", to_enclosed_unpacked_expression(args[0]), " - ",
to_enclosed_unpacked_expression(args[1]), ")"),
should_forward(args[0]) && should_forward(args[1]));
inherit_expression_dependencies(id, args[0]);
inherit_expression_dependencies(id, args[1]);
}
else
CompilerGLSL::emit_glsl_op(result_type, id, eop, args, count);
break;
case GLSLstd450Length:
// MSL does not support scalar versions here.
if (expression_type(args[0]).vecsize == 1)
{
// Equivalent to abs().
emit_unary_func_op(result_type, id, args[0], "abs");
}
else
CompilerGLSL::emit_glsl_op(result_type, id, eop, args, count);
break;
case GLSLstd450Normalize:
// MSL does not support scalar versions here.
if (expression_type(args[0]).vecsize == 1)
{
// Returns -1 or 1 for valid input, sign() does the job.
emit_unary_func_op(result_type, id, args[0], "sign");
}
else
CompilerGLSL::emit_glsl_op(result_type, id, eop, args, count);
break;
case GLSLstd450Reflect:
if (get<SPIRType>(result_type).vecsize == 1)
emit_binary_func_op(result_type, id, args[0], args[1], "spvReflect");
else
CompilerGLSL::emit_glsl_op(result_type, id, eop, args, count);
break;
case GLSLstd450Refract:
if (get<SPIRType>(result_type).vecsize == 1)
emit_trinary_func_op(result_type, id, args[0], args[1], args[2], "spvRefract");
else
CompilerGLSL::emit_glsl_op(result_type, id, eop, args, count);
break;
case GLSLstd450FaceForward:
if (get<SPIRType>(result_type).vecsize == 1)
emit_trinary_func_op(result_type, id, args[0], args[1], args[2], "spvFaceForward");
else
CompilerGLSL::emit_glsl_op(result_type, id, eop, args, count);
break;
case GLSLstd450Modf:
case GLSLstd450Frexp:
{
// Special case. If the variable is a scalar access chain, we cannot use it directly. We have to emit a temporary.
auto *ptr = maybe_get<SPIRExpression>(args[1]);
if (ptr && ptr->access_chain && is_scalar(expression_type(args[1])))
{
register_call_out_argument(args[1]);
forced_temporaries.insert(id);
// Need to create temporaries and copy over to access chain after.
// We cannot directly take the reference of a vector swizzle in MSL, even if it's scalar ...
uint32_t &tmp_id = extra_sub_expressions[id];
if (!tmp_id)
tmp_id = ir.increase_bound_by(1);
uint32_t tmp_type_id = get_pointee_type_id(ptr->expression_type);
emit_uninitialized_temporary_expression(tmp_type_id, tmp_id);
emit_binary_func_op(result_type, id, args[0], tmp_id, eop == GLSLstd450Modf ? "modf" : "frexp");
statement(to_expression(args[1]), " = ", to_expression(tmp_id), ";");
}
else
CompilerGLSL::emit_glsl_op(result_type, id, eop, args, count);
break;
}
default:
CompilerGLSL::emit_glsl_op(result_type, id, eop, args, count);
break;
}
}
void CompilerMSL::emit_spv_amd_shader_trinary_minmax_op(uint32_t result_type, uint32_t id, uint32_t eop,
const uint32_t *args, uint32_t count)
{
enum AMDShaderTrinaryMinMax
{
FMin3AMD = 1,
UMin3AMD = 2,
SMin3AMD = 3,
FMax3AMD = 4,
UMax3AMD = 5,
SMax3AMD = 6,
FMid3AMD = 7,
UMid3AMD = 8,
SMid3AMD = 9
};
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("Trinary min/max functions require MSL 2.1.");
auto op = static_cast<AMDShaderTrinaryMinMax>(eop);
switch (op)
{
case FMid3AMD:
case UMid3AMD:
case SMid3AMD:
emit_trinary_func_op(result_type, id, args[0], args[1], args[2], "median3");
break;
default:
CompilerGLSL::emit_spv_amd_shader_trinary_minmax_op(result_type, id, eop, args, count);
break;
}
}
// Emit a structure declaration for the specified interface variable.
void CompilerMSL::emit_interface_block(uint32_t ib_var_id)
{
if (ib_var_id)
{
auto &ib_var = get<SPIRVariable>(ib_var_id);
auto &ib_type = get_variable_data_type(ib_var);
assert(ib_type.basetype == SPIRType::Struct && !ib_type.member_types.empty());
emit_struct(ib_type);
}
}
// Emits the declaration signature of the specified function.
// If this is the entry point function, Metal-specific return value and function arguments are added.
void CompilerMSL::emit_function_prototype(SPIRFunction &func, const Bitset &)
{
if (func.self != ir.default_entry_point)
add_function_overload(func);
local_variable_names = resource_names;
string decl;
processing_entry_point = func.self == ir.default_entry_point;
// Metal helper functions must be static force-inline otherwise they will cause problems when linked together in a single Metallib.
if (!processing_entry_point)
statement(force_inline);
auto &type = get<SPIRType>(func.return_type);
if (!type.array.empty() && msl_options.force_native_arrays)
{
// We cannot return native arrays in MSL, so "return" through an out variable.
decl += "void";
}
else
{
decl += func_type_decl(type);
}
decl += " ";
decl += to_name(func.self);
decl += "(";
if (!type.array.empty() && msl_options.force_native_arrays)
{
// Fake arrays returns by writing to an out array instead.
decl += "thread ";
decl += type_to_glsl(type);
decl += " (&SPIRV_Cross_return_value)";
decl += type_to_array_glsl(type);
if (!func.arguments.empty())
decl += ", ";
}
if (processing_entry_point)
{
if (msl_options.argument_buffers)
decl += entry_point_args_argument_buffer(!func.arguments.empty());
else
decl += entry_point_args_classic(!func.arguments.empty());
// If entry point function has variables that require early declaration,
// ensure they each have an empty initializer, creating one if needed.
// This is done at this late stage because the initialization expression
// is cleared after each compilation pass.
for (auto var_id : vars_needing_early_declaration)
{
auto &ed_var = get<SPIRVariable>(var_id);
ID &initializer = ed_var.initializer;
if (!initializer)
initializer = ir.increase_bound_by(1);
// Do not override proper initializers.
if (ir.ids[initializer].get_type() == TypeNone || ir.ids[initializer].get_type() == TypeExpression)
set<SPIRExpression>(ed_var.initializer, "{}", ed_var.basetype, true);
}
}
for (auto &arg : func.arguments)
{
uint32_t name_id = arg.id;
auto *var = maybe_get<SPIRVariable>(arg.id);
2016-10-24 13:24:24 +00:00
if (var)
{
// If we need to modify the name of the variable, make sure we modify the original variable.
// Our alias is just a shadow variable.
if (arg.alias_global_variable && var->basevariable)
name_id = var->basevariable;
2016-10-24 13:24:24 +00:00
var->parameter = &arg; // Hold a pointer to the parameter so we can invalidate the readonly field if needed.
}
add_local_variable_name(name_id);
2016-10-24 13:24:24 +00:00
decl += argument_decl(arg);
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
bool is_dynamic_img_sampler = has_extended_decoration(arg.id, SPIRVCrossDecorationDynamicImageSampler);
2016-10-24 13:24:24 +00:00
auto &arg_type = get<SPIRType>(arg.type);
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (arg_type.basetype == SPIRType::SampledImage && !is_dynamic_img_sampler)
{
// Manufacture automatic plane args for multiplanar texture
uint32_t planes = 1;
if (auto *constexpr_sampler = find_constexpr_sampler(name_id))
if (constexpr_sampler->ycbcr_conversion_enable)
planes = constexpr_sampler->planes;
for (uint32_t i = 1; i < planes; i++)
decl += join(", ", argument_decl(arg), plane_name_suffix, i);
// Manufacture automatic sampler arg for SampledImage texture
if (arg_type.image.dim != DimBuffer)
decl += join(", thread const ", sampler_type(arg_type), " ", to_sampler_expression(arg.id));
}
// Manufacture automatic swizzle arg.
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (msl_options.swizzle_texture_samples && has_sampled_images && is_sampled_image_type(arg_type) &&
!is_dynamic_img_sampler)
{
2019-05-09 10:28:34 +00:00
bool arg_is_array = !arg_type.array.empty();
decl += join(", constant uint", arg_is_array ? "* " : "& ", to_swizzle_expression(arg.id));
}
if (buffers_requiring_array_length.count(name_id))
{
bool arg_is_array = !arg_type.array.empty();
decl += join(", constant uint", arg_is_array ? "* " : "& ", to_buffer_size_expression(name_id));
}
2016-10-24 13:24:24 +00:00
if (&arg != &func.arguments.back())
decl += ", ";
}
decl += ")";
2017-01-20 16:33:59 +00:00
statement(decl);
}
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
static bool needs_chroma_reconstruction(const MSLConstexprSampler *constexpr_sampler)
{
// For now, only multiplanar images need explicit reconstruction. GBGR and BGRG images
// use implicit reconstruction.
return constexpr_sampler && constexpr_sampler->ycbcr_conversion_enable && constexpr_sampler->planes > 1;
}
// Returns the texture sampling function string for the specified image and sampling characteristics.
string CompilerMSL::to_function_name(const TextureFunctionNameArguments &args)
{
VariableID img = args.base.img;
auto &imgtype = *args.base.imgtype;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
const MSLConstexprSampler *constexpr_sampler = nullptr;
bool is_dynamic_img_sampler = false;
if (auto *var = maybe_get_backing_variable(img))
{
constexpr_sampler = find_constexpr_sampler(var->basevariable ? var->basevariable : VariableID(var->self));
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
is_dynamic_img_sampler = has_extended_decoration(var->self, SPIRVCrossDecorationDynamicImageSampler);
}
// Special-case gather. We have to alter the component being looked up
// in the swizzle case.
if (msl_options.swizzle_texture_samples && args.base.is_gather && !is_dynamic_img_sampler &&
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
(!constexpr_sampler || !constexpr_sampler->ycbcr_conversion_enable))
{
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
add_spv_func_and_recompile(imgtype.image.depth ? SPVFuncImplGatherCompareSwizzle : SPVFuncImplGatherSwizzle);
return imgtype.image.depth ? "spvGatherCompareSwizzle" : "spvGatherSwizzle";
}
auto *combined = maybe_get<SPIRCombinedImageSampler>(img);
// Texture reference
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
string fname;
if (needs_chroma_reconstruction(constexpr_sampler) && !is_dynamic_img_sampler)
{
if (constexpr_sampler->planes != 2 && constexpr_sampler->planes != 3)
SPIRV_CROSS_THROW("Unhandled number of color image planes!");
// 444 images aren't downsampled, so we don't need to do linear filtering.
if (constexpr_sampler->resolution == MSL_FORMAT_RESOLUTION_444 ||
constexpr_sampler->chroma_filter == MSL_SAMPLER_FILTER_NEAREST)
{
if (constexpr_sampler->planes == 2)
add_spv_func_and_recompile(SPVFuncImplChromaReconstructNearest2Plane);
else
add_spv_func_and_recompile(SPVFuncImplChromaReconstructNearest3Plane);
fname = "spvChromaReconstructNearest";
}
else // Linear with a downsampled format
{
fname = "spvChromaReconstructLinear";
switch (constexpr_sampler->resolution)
{
case MSL_FORMAT_RESOLUTION_444:
assert(false);
break; // not reached
case MSL_FORMAT_RESOLUTION_422:
switch (constexpr_sampler->x_chroma_offset)
{
case MSL_CHROMA_LOCATION_COSITED_EVEN:
if (constexpr_sampler->planes == 2)
add_spv_func_and_recompile(SPVFuncImplChromaReconstructLinear422CositedEven2Plane);
else
add_spv_func_and_recompile(SPVFuncImplChromaReconstructLinear422CositedEven3Plane);
fname += "422CositedEven";
break;
case MSL_CHROMA_LOCATION_MIDPOINT:
if (constexpr_sampler->planes == 2)
add_spv_func_and_recompile(SPVFuncImplChromaReconstructLinear422Midpoint2Plane);
else
add_spv_func_and_recompile(SPVFuncImplChromaReconstructLinear422Midpoint3Plane);
fname += "422Midpoint";
break;
default:
SPIRV_CROSS_THROW("Invalid chroma location.");
}
break;
case MSL_FORMAT_RESOLUTION_420:
fname += "420";
switch (constexpr_sampler->x_chroma_offset)
{
case MSL_CHROMA_LOCATION_COSITED_EVEN:
switch (constexpr_sampler->y_chroma_offset)
{
case MSL_CHROMA_LOCATION_COSITED_EVEN:
if (constexpr_sampler->planes == 2)
add_spv_func_and_recompile(
SPVFuncImplChromaReconstructLinear420XCositedEvenYCositedEven2Plane);
else
add_spv_func_and_recompile(
SPVFuncImplChromaReconstructLinear420XCositedEvenYCositedEven3Plane);
fname += "XCositedEvenYCositedEven";
break;
case MSL_CHROMA_LOCATION_MIDPOINT:
if (constexpr_sampler->planes == 2)
add_spv_func_and_recompile(
SPVFuncImplChromaReconstructLinear420XCositedEvenYMidpoint2Plane);
else
add_spv_func_and_recompile(
SPVFuncImplChromaReconstructLinear420XCositedEvenYMidpoint3Plane);
fname += "XCositedEvenYMidpoint";
break;
default:
SPIRV_CROSS_THROW("Invalid Y chroma location.");
}
break;
case MSL_CHROMA_LOCATION_MIDPOINT:
switch (constexpr_sampler->y_chroma_offset)
{
case MSL_CHROMA_LOCATION_COSITED_EVEN:
if (constexpr_sampler->planes == 2)
add_spv_func_and_recompile(
SPVFuncImplChromaReconstructLinear420XMidpointYCositedEven2Plane);
else
add_spv_func_and_recompile(
SPVFuncImplChromaReconstructLinear420XMidpointYCositedEven3Plane);
fname += "XMidpointYCositedEven";
break;
case MSL_CHROMA_LOCATION_MIDPOINT:
if (constexpr_sampler->planes == 2)
add_spv_func_and_recompile(SPVFuncImplChromaReconstructLinear420XMidpointYMidpoint2Plane);
else
add_spv_func_and_recompile(SPVFuncImplChromaReconstructLinear420XMidpointYMidpoint3Plane);
fname += "XMidpointYMidpoint";
break;
default:
SPIRV_CROSS_THROW("Invalid Y chroma location.");
}
break;
default:
SPIRV_CROSS_THROW("Invalid X chroma location.");
}
break;
default:
SPIRV_CROSS_THROW("Invalid format resolution.");
}
}
}
else
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
{
fname = to_expression(combined ? combined->image : img) + ".";
// Texture function and sampler
if (args.base.is_fetch)
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
fname += "read";
else if (args.base.is_gather)
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
fname += "gather";
else
fname += "sample";
if (args.has_dref)
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
fname += "_compare";
}
return fname;
}
string CompilerMSL::convert_to_f32(const string &expr, uint32_t components)
{
SPIRType t;
t.basetype = SPIRType::Float;
t.vecsize = components;
t.columns = 1;
return join(type_to_glsl_constructor(t), "(", expr, ")");
}
static inline bool sampling_type_needs_f32_conversion(const SPIRType &type)
{
// Double is not supported to begin with, but doesn't hurt to check for completion.
return type.basetype == SPIRType::Half || type.basetype == SPIRType::Double;
}
// Returns the function args for a texture sampling function for the specified image and sampling characteristics.
string CompilerMSL::to_function_args(const TextureFunctionArguments &args, bool *p_forward)
{
VariableID img = args.base.img;
auto &imgtype = *args.base.imgtype;
uint32_t lod = args.lod;
uint32_t grad_x = args.grad_x;
uint32_t grad_y = args.grad_y;
uint32_t bias = args.bias;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
const MSLConstexprSampler *constexpr_sampler = nullptr;
bool is_dynamic_img_sampler = false;
if (auto *var = maybe_get_backing_variable(img))
{
constexpr_sampler = find_constexpr_sampler(var->basevariable ? var->basevariable : VariableID(var->self));
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
is_dynamic_img_sampler = has_extended_decoration(var->self, SPIRVCrossDecorationDynamicImageSampler);
}
string farg_str;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
bool forward = true;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (!is_dynamic_img_sampler)
{
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
// Texture reference (for some cases)
if (needs_chroma_reconstruction(constexpr_sampler))
{
// Multiplanar images need two or three textures.
farg_str += to_expression(img);
for (uint32_t i = 1; i < constexpr_sampler->planes; i++)
farg_str += join(", ", to_expression(img), plane_name_suffix, i);
}
else if ((!constexpr_sampler || !constexpr_sampler->ycbcr_conversion_enable) &&
msl_options.swizzle_texture_samples && args.base.is_gather)
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
{
auto *combined = maybe_get<SPIRCombinedImageSampler>(img);
farg_str += to_expression(combined ? combined->image : img);
}
// Sampler reference
if (!args.base.is_fetch)
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
{
if (!farg_str.empty())
farg_str += ", ";
farg_str += to_sampler_expression(img);
}
if ((!constexpr_sampler || !constexpr_sampler->ycbcr_conversion_enable) &&
msl_options.swizzle_texture_samples && args.base.is_gather)
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
{
// Add the swizzle constant from the swizzle buffer.
farg_str += ", " + to_swizzle_expression(img);
used_swizzle_buffer = true;
}
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
// Swizzled gather puts the component before the other args, to allow template
// deduction to work.
if (args.component && msl_options.swizzle_texture_samples)
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
{
forward = should_forward(args.component);
farg_str += ", " + to_component_argument(args.component);
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
}
}
// Texture coordinates
forward = forward && should_forward(args.coord);
auto coord_expr = to_enclosed_expression(args.coord);
auto &coord_type = expression_type(args.coord);
2018-03-06 16:07:59 +00:00
bool coord_is_fp = type_is_floating_point(coord_type);
bool is_cube_fetch = false;
string tex_coords = coord_expr;
uint32_t alt_coord_component = 0;
switch (imgtype.image.dim)
{
case Dim1D:
if (coord_type.vecsize > 1)
tex_coords = enclose_expression(tex_coords) + ".x";
if (args.base.is_fetch)
tex_coords = "uint(" + round_fp_tex_coords(tex_coords, coord_is_fp) + ")";
else if (sampling_type_needs_f32_conversion(coord_type))
tex_coords = convert_to_f32(tex_coords, 1);
if (msl_options.texture_1D_as_2D)
{
if (args.base.is_fetch)
tex_coords = "uint2(" + tex_coords + ", 0)";
else
tex_coords = "float2(" + tex_coords + ", 0.5)";
}
alt_coord_component = 1;
break;
case DimBuffer:
if (coord_type.vecsize > 1)
tex_coords = enclose_expression(tex_coords) + ".x";
if (msl_options.texture_buffer_native)
{
tex_coords = "uint(" + round_fp_tex_coords(tex_coords, coord_is_fp) + ")";
}
else
{
// Metal texel buffer textures are 2D, so convert 1D coord to 2D.
// Support for Metal 2.1's new texture_buffer type.
if (args.base.is_fetch)
{
if (msl_options.texel_buffer_texture_width > 0)
{
tex_coords = "spvTexelBufferCoord(" + round_fp_tex_coords(tex_coords, coord_is_fp) + ")";
}
else
{
2019-09-23 22:05:04 +00:00
tex_coords = "spvTexelBufferCoord(" + round_fp_tex_coords(tex_coords, coord_is_fp) + ", " +
to_expression(img) + ")";
}
}
}
alt_coord_component = 1;
break;
2018-02-09 10:27:23 +00:00
case DimSubpassData:
// If we're using Metal's native frame-buffer fetch API for subpass inputs,
// this path will not be hit.
tex_coords = "uint2(gl_FragCoord.xy)";
alt_coord_component = 2;
2018-02-09 10:27:23 +00:00
break;
case Dim2D:
if (coord_type.vecsize > 2)
tex_coords = enclose_expression(tex_coords) + ".xy";
if (args.base.is_fetch)
tex_coords = "uint2(" + round_fp_tex_coords(tex_coords, coord_is_fp) + ")";
else if (sampling_type_needs_f32_conversion(coord_type))
tex_coords = convert_to_f32(tex_coords, 2);
alt_coord_component = 2;
break;
case Dim3D:
if (coord_type.vecsize > 3)
tex_coords = enclose_expression(tex_coords) + ".xyz";
if (args.base.is_fetch)
tex_coords = "uint3(" + round_fp_tex_coords(tex_coords, coord_is_fp) + ")";
else if (sampling_type_needs_f32_conversion(coord_type))
tex_coords = convert_to_f32(tex_coords, 3);
alt_coord_component = 3;
break;
case DimCube:
if (args.base.is_fetch)
{
is_cube_fetch = true;
tex_coords += ".xy";
tex_coords = "uint2(" + round_fp_tex_coords(tex_coords, coord_is_fp) + ")";
}
else
{
if (coord_type.vecsize > 3)
tex_coords = enclose_expression(tex_coords) + ".xyz";
}
if (sampling_type_needs_f32_conversion(coord_type))
tex_coords = convert_to_f32(tex_coords, 3);
alt_coord_component = 3;
break;
default:
break;
}
if (args.base.is_fetch && args.offset)
{
// Fetch offsets must be applied directly to the coordinate.
forward = forward && should_forward(args.offset);
auto &type = expression_type(args.offset);
if (type.basetype != SPIRType::UInt)
tex_coords += " + " + bitcast_expression(SPIRType::UInt, args.offset);
else
tex_coords += " + " + to_enclosed_expression(args.offset);
}
else if (args.base.is_fetch && args.coffset)
{
// Fetch offsets must be applied directly to the coordinate.
forward = forward && should_forward(args.coffset);
auto &type = expression_type(args.coffset);
if (type.basetype != SPIRType::UInt)
tex_coords += " + " + bitcast_expression(SPIRType::UInt, args.coffset);
else
tex_coords += " + " + to_enclosed_expression(args.coffset);
}
// If projection, use alt coord as divisor
if (args.base.is_proj)
{
if (sampling_type_needs_f32_conversion(coord_type))
tex_coords += " / " + convert_to_f32(to_extract_component_expression(args.coord, alt_coord_component), 1);
else
tex_coords += " / " + to_extract_component_expression(args.coord, alt_coord_component);
}
if (!farg_str.empty())
farg_str += ", ";
if (imgtype.image.dim == DimCube && imgtype.image.arrayed && msl_options.emulate_cube_array)
{
farg_str += "spvCubemapTo2DArrayFace(" + tex_coords + ").xy";
if (is_cube_fetch)
farg_str += ", uint(" + to_extract_component_expression(args.coord, 2) + ")";
else
2020-07-01 09:42:58 +00:00
farg_str +=
", uint(spvCubemapTo2DArrayFace(" + tex_coords + ").z) + (uint(" +
round_fp_tex_coords(to_extract_component_expression(args.coord, alt_coord_component), coord_is_fp) +
") * 6u)";
2019-09-23 22:05:04 +00:00
add_spv_func_and_recompile(SPVFuncImplCubemapTo2DArrayFace);
}
else
{
farg_str += tex_coords;
2019-09-23 22:05:04 +00:00
// If fetch from cube, add face explicitly
if (is_cube_fetch)
{
// Special case for cube arrays, face and layer are packed in one dimension.
if (imgtype.image.arrayed)
farg_str += ", uint(" + to_extract_component_expression(args.coord, 2) + ") % 6u";
else
2019-09-23 22:05:04 +00:00
farg_str +=
", uint(" + round_fp_tex_coords(to_extract_component_expression(args.coord, 2), coord_is_fp) + ")";
}
2019-09-23 22:05:04 +00:00
// If array, use alt coord
if (imgtype.image.arrayed)
{
// Special case for cube arrays, face and layer are packed in one dimension.
if (imgtype.image.dim == DimCube && args.base.is_fetch)
{
farg_str += ", uint(" + to_extract_component_expression(args.coord, 2) + ") / 6u";
}
else
{
2019-09-23 22:05:04 +00:00
farg_str +=
", uint(" +
2020-07-01 09:42:58 +00:00
round_fp_tex_coords(to_extract_component_expression(args.coord, alt_coord_component), coord_is_fp) +
")";
if (imgtype.image.dim == DimSubpassData)
{
if (msl_options.multiview)
farg_str += " + gl_ViewIndex";
else if (msl_options.arrayed_subpass_input)
farg_str += " + gl_Layer";
}
}
}
else if (imgtype.image.dim == DimSubpassData)
{
if (msl_options.multiview)
farg_str += ", gl_ViewIndex";
else if (msl_options.arrayed_subpass_input)
farg_str += ", gl_Layer";
}
}
// Depth compare reference value
if (args.dref)
{
forward = forward && should_forward(args.dref);
farg_str += ", ";
auto &dref_type = expression_type(args.dref);
string dref_expr;
if (args.base.is_proj)
2020-07-01 09:42:58 +00:00
dref_expr = join(to_enclosed_expression(args.dref), " / ",
to_extract_component_expression(args.coord, alt_coord_component));
else
dref_expr = to_expression(args.dref);
if (sampling_type_needs_f32_conversion(dref_type))
dref_expr = convert_to_f32(dref_expr, 1);
farg_str += dref_expr;
if (msl_options.is_macos() && (grad_x || grad_y))
{
// For sample compare, MSL does not support gradient2d for all targets (only iOS apparently according to docs).
// However, the most common case here is to have a constant gradient of 0, as that is the only way to express
// LOD == 0 in GLSL with sampler2DArrayShadow (cascaded shadow mapping).
// We will detect a compile-time constant 0 value for gradient and promote that to level(0) on MSL.
bool constant_zero_x = !grad_x || expression_is_constant_null(grad_x);
bool constant_zero_y = !grad_y || expression_is_constant_null(grad_y);
if (constant_zero_x && constant_zero_y)
{
lod = 0;
grad_x = 0;
grad_y = 0;
farg_str += ", level(0)";
}
else
{
2019-01-07 09:01:28 +00:00
SPIRV_CROSS_THROW("Using non-constant 0.0 gradient() qualifier for sample_compare. This is not "
"supported in MSL macOS.");
}
}
if (msl_options.is_macos() && bias)
{
// Bias is not supported either on macOS with sample_compare.
// Verify it is compile-time zero, and drop the argument.
if (expression_is_constant_null(bias))
{
bias = 0;
}
else
{
SPIRV_CROSS_THROW(
2019-01-07 09:01:28 +00:00
"Using non-constant 0.0 bias() qualifier for sample_compare. This is not supported in MSL macOS.");
}
}
}
// LOD Options
// Metal does not support LOD for 1D textures.
if (bias && (imgtype.image.dim != Dim1D || msl_options.texture_1D_as_2D))
{
forward = forward && should_forward(bias);
farg_str += ", bias(" + to_expression(bias) + ")";
}
// Metal does not support LOD for 1D textures.
if (lod && (imgtype.image.dim != Dim1D || msl_options.texture_1D_as_2D))
{
forward = forward && should_forward(lod);
if (args.base.is_fetch)
{
farg_str += ", " + to_expression(lod);
}
else
{
farg_str += ", level(" + to_expression(lod) + ")";
}
}
else if (args.base.is_fetch && !lod && (imgtype.image.dim != Dim1D || msl_options.texture_1D_as_2D) &&
imgtype.image.dim != DimBuffer && !imgtype.image.ms && imgtype.image.sampled != 2)
{
// Lod argument is optional in OpImageFetch, but we require a LOD value, pick 0 as the default.
// Check for sampled type as well, because is_fetch is also used for OpImageRead in MSL.
farg_str += ", 0";
}
// Metal does not support LOD for 1D textures.
if ((grad_x || grad_y) && (imgtype.image.dim != Dim1D || msl_options.texture_1D_as_2D))
{
forward = forward && should_forward(grad_x);
forward = forward && should_forward(grad_y);
string grad_opt;
switch (imgtype.image.dim)
{
case Dim2D:
grad_opt = "2d";
break;
case Dim3D:
grad_opt = "3d";
break;
case DimCube:
if (imgtype.image.arrayed && msl_options.emulate_cube_array)
grad_opt = "2d";
else
grad_opt = "cube";
break;
default:
grad_opt = "unsupported_gradient_dimension";
break;
}
farg_str += ", gradient" + grad_opt + "(" + to_expression(grad_x) + ", " + to_expression(grad_y) + ")";
}
if (args.min_lod)
2019-06-11 09:10:16 +00:00
{
if (msl_options.is_macos())
{
if (!msl_options.supports_msl_version(2, 2))
SPIRV_CROSS_THROW("min_lod_clamp() is only supported in MSL 2.2+ and up on macOS.");
}
else if (msl_options.is_ios())
SPIRV_CROSS_THROW("min_lod_clamp() is not supported on iOS.");
forward = forward && should_forward(args.min_lod);
farg_str += ", min_lod_clamp(" + to_expression(args.min_lod) + ")";
2019-06-11 09:10:16 +00:00
}
// Add offsets
string offset_expr;
if (args.coffset && !args.base.is_fetch)
{
forward = forward && should_forward(args.coffset);
offset_expr = to_expression(args.coffset);
}
else if (args.offset && !args.base.is_fetch)
{
forward = forward && should_forward(args.offset);
offset_expr = to_expression(args.offset);
}
if (!offset_expr.empty())
{
switch (imgtype.image.dim)
{
case Dim2D:
if (coord_type.vecsize > 2)
offset_expr = enclose_expression(offset_expr) + ".xy";
farg_str += ", " + offset_expr;
break;
case Dim3D:
if (coord_type.vecsize > 3)
offset_expr = enclose_expression(offset_expr) + ".xyz";
farg_str += ", " + offset_expr;
break;
default:
break;
}
}
if (args.component)
{
// If 2D has gather component, ensure it also has an offset arg
if (imgtype.image.dim == Dim2D && offset_expr.empty())
farg_str += ", int2(0)";
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (!msl_options.swizzle_texture_samples || is_dynamic_img_sampler)
{
forward = forward && should_forward(args.component);
farg_str += ", " + to_component_argument(args.component);
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
}
}
if (args.sample)
{
forward = forward && should_forward(args.sample);
farg_str += ", ";
farg_str += to_expression(args.sample);
}
*p_forward = forward;
return farg_str;
}
// If the texture coordinates are floating point, invokes MSL round() function to round them.
string CompilerMSL::round_fp_tex_coords(string tex_coords, bool coord_is_fp)
{
return coord_is_fp ? ("round(" + tex_coords + ")") : tex_coords;
}
// Returns a string to use in an image sampling function argument.
// The ID must be a scalar constant.
string CompilerMSL::to_component_argument(uint32_t id)
{
uint32_t component_index = evaluate_constant_u32(id);
switch (component_index)
{
case 0:
return "component::x";
case 1:
return "component::y";
case 2:
return "component::z";
case 3:
return "component::w";
default:
SPIRV_CROSS_THROW("The value (" + to_string(component_index) + ") of OpConstant ID " + to_string(id) +
" is not a valid Component index, which must be one of 0, 1, 2, or 3.");
return "component::x";
}
}
// Establish sampled image as expression object and assign the sampler to it.
void CompilerMSL::emit_sampled_image_op(uint32_t result_type, uint32_t result_id, uint32_t image_id, uint32_t samp_id)
{
set<SPIRCombinedImageSampler>(result_id, result_type, image_id, samp_id);
}
2020-07-01 09:42:58 +00:00
string CompilerMSL::to_texture_op(const Instruction &i, bool sparse, bool *forward,
SmallVector<uint32_t> &inherited_expressions)
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
{
auto *ops = stream(i);
uint32_t result_type_id = ops[0];
uint32_t img = ops[2];
auto &result_type = get<SPIRType>(result_type_id);
auto op = static_cast<Op>(i.op);
bool is_gather = (op == OpImageGather || op == OpImageDrefGather);
// Bypass pointers because we need the real image struct
auto &type = expression_type(img);
auto &imgtype = get<SPIRType>(type.self);
const MSLConstexprSampler *constexpr_sampler = nullptr;
bool is_dynamic_img_sampler = false;
if (auto *var = maybe_get_backing_variable(img))
{
constexpr_sampler = find_constexpr_sampler(var->basevariable ? var->basevariable : VariableID(var->self));
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
is_dynamic_img_sampler = has_extended_decoration(var->self, SPIRVCrossDecorationDynamicImageSampler);
}
string expr;
if (constexpr_sampler && constexpr_sampler->ycbcr_conversion_enable && !is_dynamic_img_sampler)
{
// If this needs sampler Y'CbCr conversion, we need to do some additional
// processing.
switch (constexpr_sampler->ycbcr_model)
{
case MSL_SAMPLER_YCBCR_MODEL_CONVERSION_RGB_IDENTITY:
case MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_IDENTITY:
// Default
break;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
case MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_BT_709:
add_spv_func_and_recompile(SPVFuncImplConvertYCbCrBT709);
expr += "spvConvertYCbCrBT709(";
break;
case MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_BT_601:
add_spv_func_and_recompile(SPVFuncImplConvertYCbCrBT601);
expr += "spvConvertYCbCrBT601(";
break;
case MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_BT_2020:
add_spv_func_and_recompile(SPVFuncImplConvertYCbCrBT2020);
expr += "spvConvertYCbCrBT2020(";
break;
default:
SPIRV_CROSS_THROW("Invalid Y'CbCr model conversion.");
}
if (constexpr_sampler->ycbcr_model != MSL_SAMPLER_YCBCR_MODEL_CONVERSION_RGB_IDENTITY)
{
switch (constexpr_sampler->ycbcr_range)
{
case MSL_SAMPLER_YCBCR_RANGE_ITU_FULL:
add_spv_func_and_recompile(SPVFuncImplExpandITUFullRange);
expr += "spvExpandITUFullRange(";
break;
case MSL_SAMPLER_YCBCR_RANGE_ITU_NARROW:
add_spv_func_and_recompile(SPVFuncImplExpandITUNarrowRange);
expr += "spvExpandITUNarrowRange(";
break;
default:
SPIRV_CROSS_THROW("Invalid Y'CbCr range.");
}
}
}
else if (msl_options.swizzle_texture_samples && !is_gather && is_sampled_image_type(imgtype) &&
!is_dynamic_img_sampler)
{
add_spv_func_and_recompile(SPVFuncImplTextureSwizzle);
expr += "spvTextureSwizzle(";
}
2020-06-04 13:50:28 +00:00
string inner_expr = CompilerGLSL::to_texture_op(i, sparse, forward, inherited_expressions);
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (constexpr_sampler && constexpr_sampler->ycbcr_conversion_enable && !is_dynamic_img_sampler)
{
if (!constexpr_sampler->swizzle_is_identity())
{
static const char swizzle_names[] = "rgba";
if (!constexpr_sampler->swizzle_has_one_or_zero())
{
// If we can, do it inline.
expr += inner_expr + ".";
for (uint32_t c = 0; c < 4; c++)
{
switch (constexpr_sampler->swizzle[c])
{
case MSL_COMPONENT_SWIZZLE_IDENTITY:
expr += swizzle_names[c];
break;
case MSL_COMPONENT_SWIZZLE_R:
case MSL_COMPONENT_SWIZZLE_G:
case MSL_COMPONENT_SWIZZLE_B:
case MSL_COMPONENT_SWIZZLE_A:
expr += swizzle_names[constexpr_sampler->swizzle[c] - MSL_COMPONENT_SWIZZLE_R];
break;
default:
SPIRV_CROSS_THROW("Invalid component swizzle.");
}
}
}
else
{
// Otherwise, we need to emit a temporary and swizzle that.
uint32_t temp_id = ir.increase_bound_by(1);
emit_op(result_type_id, temp_id, inner_expr, false);
for (auto &inherit : inherited_expressions)
inherit_expression_dependencies(temp_id, inherit);
inherited_expressions.clear();
inherited_expressions.push_back(temp_id);
switch (op)
{
case OpImageSampleDrefImplicitLod:
case OpImageSampleImplicitLod:
case OpImageSampleProjImplicitLod:
case OpImageSampleProjDrefImplicitLod:
register_control_dependent_expression(temp_id);
break;
default:
break;
}
expr += type_to_glsl(result_type) + "(";
for (uint32_t c = 0; c < 4; c++)
{
switch (constexpr_sampler->swizzle[c])
{
case MSL_COMPONENT_SWIZZLE_IDENTITY:
expr += to_expression(temp_id) + "." + swizzle_names[c];
break;
case MSL_COMPONENT_SWIZZLE_ZERO:
expr += "0";
break;
case MSL_COMPONENT_SWIZZLE_ONE:
expr += "1";
break;
case MSL_COMPONENT_SWIZZLE_R:
case MSL_COMPONENT_SWIZZLE_G:
case MSL_COMPONENT_SWIZZLE_B:
case MSL_COMPONENT_SWIZZLE_A:
expr += to_expression(temp_id) + "." +
swizzle_names[constexpr_sampler->swizzle[c] - MSL_COMPONENT_SWIZZLE_R];
break;
default:
SPIRV_CROSS_THROW("Invalid component swizzle.");
}
if (c < 3)
expr += ", ";
}
expr += ")";
}
}
else
expr += inner_expr;
if (constexpr_sampler->ycbcr_model != MSL_SAMPLER_YCBCR_MODEL_CONVERSION_RGB_IDENTITY)
{
expr += join(", ", constexpr_sampler->bpc, ")");
if (constexpr_sampler->ycbcr_model != MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_IDENTITY)
expr += ")";
}
}
else
{
expr += inner_expr;
if (msl_options.swizzle_texture_samples && !is_gather && is_sampled_image_type(imgtype) &&
!is_dynamic_img_sampler)
{
// Add the swizzle constant from the swizzle buffer.
expr += ", " + to_swizzle_expression(img) + ")";
used_swizzle_buffer = true;
}
}
return expr;
}
static string create_swizzle(MSLComponentSwizzle swizzle)
{
switch (swizzle)
{
case MSL_COMPONENT_SWIZZLE_IDENTITY:
return "spvSwizzle::none";
case MSL_COMPONENT_SWIZZLE_ZERO:
return "spvSwizzle::zero";
case MSL_COMPONENT_SWIZZLE_ONE:
return "spvSwizzle::one";
case MSL_COMPONENT_SWIZZLE_R:
return "spvSwizzle::red";
case MSL_COMPONENT_SWIZZLE_G:
return "spvSwizzle::green";
case MSL_COMPONENT_SWIZZLE_B:
return "spvSwizzle::blue";
case MSL_COMPONENT_SWIZZLE_A:
return "spvSwizzle::alpha";
default:
SPIRV_CROSS_THROW("Invalid component swizzle.");
return "";
}
}
// Returns a string representation of the ID, usable as a function arg.
// Manufacture automatic sampler arg for SampledImage texture.
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
string CompilerMSL::to_func_call_arg(const SPIRFunction::Parameter &arg, uint32_t id)
{
string arg_str;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
auto &type = expression_type(id);
bool is_dynamic_img_sampler = has_extended_decoration(arg.id, SPIRVCrossDecorationDynamicImageSampler);
// If the argument *itself* is a "dynamic" combined-image sampler, then we can just pass that around.
bool arg_is_dynamic_img_sampler = has_extended_decoration(id, SPIRVCrossDecorationDynamicImageSampler);
if (is_dynamic_img_sampler && !arg_is_dynamic_img_sampler)
arg_str = join("spvDynamicImageSampler<", type_to_glsl(get<SPIRType>(type.image.type)), ">(");
auto *c = maybe_get<SPIRConstant>(id);
if (msl_options.force_native_arrays && c && !get<SPIRType>(c->constant_type).array.empty())
{
// If we are passing a constant array directly to a function for some reason,
// the callee will expect an argument in thread const address space
// (since we can only bind to arrays with references in MSL).
// To resolve this, we must emit a copy in this address space.
// This kind of code gen should be rare enough that performance is not a real concern.
// Inline the SPIR-V to avoid this kind of suboptimal codegen.
//
// We risk calling this inside a continue block (invalid code),
// so just create a thread local copy in the current function.
arg_str = join("_", id, "_array_copy");
auto &constants = current_function->constant_arrays_needed_on_stack;
auto itr = find(begin(constants), end(constants), ID(id));
if (itr == end(constants))
{
force_recompile();
constants.push_back(id);
}
}
else
arg_str += CompilerGLSL::to_func_call_arg(arg, id);
// Need to check the base variable in case we need to apply a qualified alias.
uint32_t var_id = 0;
auto *var = maybe_get<SPIRVariable>(id);
if (var)
var_id = var->basevariable;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (!arg_is_dynamic_img_sampler)
{
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
auto *constexpr_sampler = find_constexpr_sampler(var_id ? var_id : id);
if (type.basetype == SPIRType::SampledImage)
{
// Manufacture automatic plane args for multiplanar texture
uint32_t planes = 1;
if (constexpr_sampler && constexpr_sampler->ycbcr_conversion_enable)
{
planes = constexpr_sampler->planes;
// If this parameter isn't aliasing a global, then we need to use
// the special "dynamic image-sampler" class to pass it--and we need
// to use it for *every* non-alias parameter, in case a combined
// image-sampler with a Y'CbCr conversion is passed. Hopefully, this
// pathological case is so rare that it should never be hit in practice.
if (!arg.alias_global_variable)
add_spv_func_and_recompile(SPVFuncImplDynamicImageSampler);
}
for (uint32_t i = 1; i < planes; i++)
arg_str += join(", ", CompilerGLSL::to_func_call_arg(arg, id), plane_name_suffix, i);
// Manufacture automatic sampler arg if the arg is a SampledImage texture.
if (type.image.dim != DimBuffer)
arg_str += ", " + to_sampler_expression(var_id ? var_id : id);
// Add sampler Y'CbCr conversion info if we have it
if (is_dynamic_img_sampler && constexpr_sampler && constexpr_sampler->ycbcr_conversion_enable)
{
SmallVector<string> samp_args;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
switch (constexpr_sampler->resolution)
{
case MSL_FORMAT_RESOLUTION_444:
// Default
break;
case MSL_FORMAT_RESOLUTION_422:
samp_args.push_back("spvFormatResolution::_422");
break;
case MSL_FORMAT_RESOLUTION_420:
samp_args.push_back("spvFormatResolution::_420");
break;
default:
SPIRV_CROSS_THROW("Invalid format resolution.");
}
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (constexpr_sampler->chroma_filter != MSL_SAMPLER_FILTER_NEAREST)
samp_args.push_back("spvChromaFilter::linear");
if (constexpr_sampler->x_chroma_offset != MSL_CHROMA_LOCATION_COSITED_EVEN)
samp_args.push_back("spvXChromaLocation::midpoint");
if (constexpr_sampler->y_chroma_offset != MSL_CHROMA_LOCATION_COSITED_EVEN)
samp_args.push_back("spvYChromaLocation::midpoint");
switch (constexpr_sampler->ycbcr_model)
{
case MSL_SAMPLER_YCBCR_MODEL_CONVERSION_RGB_IDENTITY:
// Default
break;
case MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_IDENTITY:
samp_args.push_back("spvYCbCrModelConversion::ycbcr_identity");
break;
case MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_BT_709:
samp_args.push_back("spvYCbCrModelConversion::ycbcr_bt_709");
break;
case MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_BT_601:
samp_args.push_back("spvYCbCrModelConversion::ycbcr_bt_601");
break;
case MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_BT_2020:
samp_args.push_back("spvYCbCrModelConversion::ycbcr_bt_2020");
break;
default:
SPIRV_CROSS_THROW("Invalid Y'CbCr model conversion.");
}
if (constexpr_sampler->ycbcr_range != MSL_SAMPLER_YCBCR_RANGE_ITU_FULL)
samp_args.push_back("spvYCbCrRange::itu_narrow");
samp_args.push_back(join("spvComponentBits(", constexpr_sampler->bpc, ")"));
arg_str += join(", spvYCbCrSampler(", merge(samp_args), ")");
}
}
if (is_dynamic_img_sampler && constexpr_sampler && constexpr_sampler->ycbcr_conversion_enable)
arg_str += join(", (uint(", create_swizzle(constexpr_sampler->swizzle[3]), ") << 24) | (uint(",
create_swizzle(constexpr_sampler->swizzle[2]), ") << 16) | (uint(",
create_swizzle(constexpr_sampler->swizzle[1]), ") << 8) | uint(",
create_swizzle(constexpr_sampler->swizzle[0]), ")");
else if (msl_options.swizzle_texture_samples && has_sampled_images && is_sampled_image_type(type))
arg_str += ", " + to_swizzle_expression(var_id ? var_id : id);
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (buffers_requiring_array_length.count(var_id))
arg_str += ", " + to_buffer_size_expression(var_id ? var_id : id);
if (is_dynamic_img_sampler)
arg_str += ")";
}
// Emulate texture2D atomic operations
auto *backing_var = maybe_get_backing_variable(var_id);
if (backing_var && atomic_image_vars.count(backing_var->self))
{
arg_str += ", " + to_expression(var_id) + "_atomic";
}
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2016-10-24 13:24:24 +00:00
return arg_str;
}
// If the ID represents a sampled image that has been assigned a sampler already,
// generate an expression for the sampler, otherwise generate a fake sampler name
// by appending a suffix to the expression constructed from the ID.
string CompilerMSL::to_sampler_expression(uint32_t id)
{
auto *combined = maybe_get<SPIRCombinedImageSampler>(id);
auto expr = to_expression(combined ? combined->image : VariableID(id));
auto index = expr.find_first_of('[');
uint32_t samp_id = 0;
if (combined)
samp_id = combined->sampler;
if (index == string::npos)
return samp_id ? to_expression(samp_id) : expr + sampler_name_suffix;
else
{
auto image_expr = expr.substr(0, index);
auto array_expr = expr.substr(index);
return samp_id ? to_expression(samp_id) : (image_expr + sampler_name_suffix + array_expr);
}
}
string CompilerMSL::to_swizzle_expression(uint32_t id)
{
auto *combined = maybe_get<SPIRCombinedImageSampler>(id);
auto expr = to_expression(combined ? combined->image : VariableID(id));
auto index = expr.find_first_of('[');
// If an image is part of an argument buffer translate this to a legal identifier.
for (auto &c : expr)
if (c == '.')
c = '_';
if (index == string::npos)
return expr + swizzle_name_suffix;
else
{
auto image_expr = expr.substr(0, index);
auto array_expr = expr.substr(index);
return image_expr + swizzle_name_suffix + array_expr;
}
}
string CompilerMSL::to_buffer_size_expression(uint32_t id)
{
auto expr = to_expression(id);
auto index = expr.find_first_of('[');
// This is quite crude, but we need to translate the reference name (*spvDescriptorSetN.name) to
// the pointer expression spvDescriptorSetN.name to make a reasonable expression here.
// This only happens if we have argument buffers and we are using OpArrayLength on a lone SSBO in that set.
if (expr.size() >= 3 && expr[0] == '(' && expr[1] == '*')
expr = address_of_expression(expr);
// If a buffer is part of an argument buffer translate this to a legal identifier.
for (auto &c : expr)
if (c == '.')
c = '_';
if (index == string::npos)
return expr + buffer_size_name_suffix;
else
{
auto buffer_expr = expr.substr(0, index);
auto array_expr = expr.substr(index);
return buffer_expr + buffer_size_name_suffix + array_expr;
}
}
// Checks whether the type is a Block all of whose members have DecorationPatch.
bool CompilerMSL::is_patch_block(const SPIRType &type)
{
if (!has_decoration(type.self, DecorationBlock))
return false;
for (uint32_t i = 0; i < type.member_types.size(); i++)
{
if (!has_member_decoration(type.self, i, DecorationPatch))
return false;
}
return true;
}
// Checks whether the ID is a row_major matrix that requires conversion before use
bool CompilerMSL::is_non_native_row_major_matrix(uint32_t id)
{
auto *e = maybe_get<SPIRExpression>(id);
if (e)
return e->need_transpose;
else
return has_decoration(id, DecorationRowMajor);
}
// Checks whether the member is a row_major matrix that requires conversion before use
bool CompilerMSL::member_is_non_native_row_major_matrix(const SPIRType &type, uint32_t index)
{
return has_member_decoration(type.self, index, DecorationRowMajor);
}
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string CompilerMSL::convert_row_major_matrix(string exp_str, const SPIRType &exp_type, uint32_t physical_type_id,
bool is_packed)
{
if (!is_matrix(exp_type))
{
return CompilerGLSL::convert_row_major_matrix(move(exp_str), exp_type, physical_type_id, is_packed);
}
else
{
strip_enclosed_expression(exp_str);
if (physical_type_id != 0 || is_packed)
exp_str = unpack_expression_type(exp_str, exp_type, physical_type_id, is_packed, true);
return join("transpose(", exp_str, ")");
}
}
// Called automatically at the end of the entry point function
void CompilerMSL::emit_fixup()
{
if (is_vertex_like_shader() && stage_out_var_id && !qual_pos_var_name.empty() && !capture_output_to_buffer)
{
if (options.vertex.fixup_clipspace)
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statement(qual_pos_var_name, ".z = (", qual_pos_var_name, ".z + ", qual_pos_var_name,
".w) * 0.5; // Adjust clip-space for Metal");
if (options.vertex.flip_vert_y)
statement(qual_pos_var_name, ".y = -(", qual_pos_var_name, ".y);", " // Invert Y-axis for Metal");
}
}
// Return a string defining a structure member, with padding and packing.
string CompilerMSL::to_struct_member(const SPIRType &type, uint32_t member_type_id, uint32_t index,
const string &qualifier)
{
if (member_is_remapped_physical_type(type, index))
member_type_id = get_extended_member_decoration(type.self, index, SPIRVCrossDecorationPhysicalTypeID);
auto &physical_type = get<SPIRType>(member_type_id);
// If this member is packed, mark it as so.
string pack_pfx;
// Allow Metal to use the array<T> template to make arrays a value type
uint32_t orig_id = 0;
if (has_extended_member_decoration(type.self, index, SPIRVCrossDecorationInterfaceOrigID))
orig_id = get_extended_member_decoration(type.self, index, SPIRVCrossDecorationInterfaceOrigID);
bool row_major = false;
if (is_matrix(physical_type))
row_major = has_member_decoration(type.self, index, DecorationRowMajor);
SPIRType row_major_physical_type;
const SPIRType *declared_type = &physical_type;
// If a struct is being declared with physical layout,
// do not use array<T> wrappers.
// This avoids a lot of complicated cases with packed vectors and matrices,
// and generally we cannot copy full arrays in and out of buffers into Function
// address space.
// Array of resources should also be declared as builtin arrays.
if (has_member_decoration(type.self, index, DecorationOffset))
is_using_builtin_array = true;
else if (has_extended_member_decoration(type.self, index, SPIRVCrossDecorationResourceIndexPrimary))
is_using_builtin_array = true;
if (member_is_packed_physical_type(type, index))
{
// If we're packing a matrix, output an appropriate typedef
if (physical_type.basetype == SPIRType::Struct)
{
SPIRV_CROSS_THROW("Cannot emit a packed struct currently.");
}
else if (is_matrix(physical_type))
{
uint32_t rows = physical_type.vecsize;
uint32_t cols = physical_type.columns;
pack_pfx = "packed_";
if (row_major)
{
// These are stored transposed.
rows = physical_type.columns;
cols = physical_type.vecsize;
pack_pfx = "packed_rm_";
}
string base_type = physical_type.width == 16 ? "half" : "float";
string td_line = "typedef ";
td_line += "packed_" + base_type + to_string(rows);
td_line += " " + pack_pfx;
// Use the actual matrix size here.
td_line += base_type + to_string(physical_type.columns) + "x" + to_string(physical_type.vecsize);
td_line += "[" + to_string(cols) + "]";
td_line += ";";
add_typedef_line(td_line);
}
else if (!is_scalar(physical_type)) // scalar type is already packed.
pack_pfx = "packed_";
}
else if (row_major)
{
// Need to declare type with flipped vecsize/columns.
row_major_physical_type = physical_type;
swap(row_major_physical_type.vecsize, row_major_physical_type.columns);
declared_type = &row_major_physical_type;
}
// Very specifically, image load-store in argument buffers are disallowed on MSL on iOS.
if (msl_options.is_ios() && physical_type.basetype == SPIRType::Image && physical_type.image.sampled == 2)
{
if (!has_decoration(orig_id, DecorationNonWritable))
SPIRV_CROSS_THROW("Writable images are not allowed in argument buffers on iOS.");
}
// Array information is baked into these types.
string array_type;
if (physical_type.basetype != SPIRType::Image && physical_type.basetype != SPIRType::Sampler &&
physical_type.basetype != SPIRType::SampledImage)
{
BuiltIn builtin = BuiltInMax;
if (is_member_builtin(type, index, &builtin))
is_using_builtin_array = true;
array_type = type_to_array_glsl(physical_type);
}
auto result = join(pack_pfx, type_to_glsl(*declared_type, orig_id), " ", qualifier, to_member_name(type, index),
member_attribute_qualifier(type, index), array_type, ";");
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is_using_builtin_array = false;
return result;
}
// Emit a structure member, padding and packing to maintain the correct memeber alignments.
void CompilerMSL::emit_struct_member(const SPIRType &type, uint32_t member_type_id, uint32_t index,
const string &qualifier, uint32_t)
{
// If this member requires padding to maintain its declared offset, emit a dummy padding member before it.
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if (has_extended_member_decoration(type.self, index, SPIRVCrossDecorationPaddingTarget))
{
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uint32_t pad_len = get_extended_member_decoration(type.self, index, SPIRVCrossDecorationPaddingTarget);
statement("char _m", index, "_pad", "[", pad_len, "];");
}
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// Handle HLSL-style 0-based vertex/instance index.
builtin_declaration = true;
statement(to_struct_member(type, member_type_id, index, qualifier));
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builtin_declaration = false;
}
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void CompilerMSL::emit_struct_padding_target(const SPIRType &type)
{
uint32_t struct_size = get_declared_struct_size_msl(type, true, true);
uint32_t target_size = get_extended_decoration(type.self, SPIRVCrossDecorationPaddingTarget);
if (target_size < struct_size)
SPIRV_CROSS_THROW("Cannot pad with negative bytes.");
else if (target_size > struct_size)
statement("char _m0_final_padding[", target_size - struct_size, "];");
}
// Return a MSL qualifier for the specified function attribute member
string CompilerMSL::member_attribute_qualifier(const SPIRType &type, uint32_t index)
{
auto &execution = get_entry_point();
uint32_t mbr_type_id = type.member_types[index];
auto &mbr_type = get<SPIRType>(mbr_type_id);
BuiltIn builtin = BuiltInMax;
bool is_builtin = is_member_builtin(type, index, &builtin);
if (has_extended_member_decoration(type.self, index, SPIRVCrossDecorationResourceIndexPrimary))
Support the SPV_EXT_fragment_shader_interlock extension. This was straightforward to implement in GLSL. The `ShadingRateInterlockOrderedEXT` and `ShadingRateInterlockUnorderedEXT` modes aren't implemented yet, because we don't support `SPV_NV_shading_rate` or `SPV_EXT_fragment_invocation_density` yet. HLSL and MSL were more interesting. They don't support this directly, but they do support marking resources as "rasterizer ordered," which does roughly the same thing. So this implementation scans all accesses inside the critical section and marks all storage resources found therein as rasterizer ordered. They also don't support the fine-grained controls on pixel- vs. sample-level interlock and disabling ordering guarantees that GLSL and SPIR-V do, but that's OK. "Unordered" here merely means the order is undefined; that it just so happens to be the same as rasterizer order is immaterial. As for pixel- vs. sample-level interlock, Vulkan explicitly states: > With sample shading enabled, [the `PixelInterlockOrderedEXT` and > `PixelInterlockUnorderedEXT`] execution modes are treated like > `SampleInterlockOrderedEXT` or `SampleInterlockUnorderedEXT` > respectively. and: > If [the `SampleInterlockOrderedEXT` or `SampleInterlockUnorderedEXT`] > execution modes are used in single-sample mode they are treated like > `PixelInterlockOrderedEXT` or `PixelInterlockUnorderedEXT` > respectively. So this will DTRT for MoltenVK and gfx-rs, at least. MSL additionally supports multiple raster order groups; resources that are not accessed together can be placed in different ROGs to allow them to be synchronized separately. A more sophisticated analysis might be able to place resources optimally, but that's outside the scope of this change. For now, we assign all resources to group 0, which should do for our purposes. `glslang` doesn't support the `RasterizerOrdered` UAVs this implementation produces for HLSL, so the test case needs `fxc.exe`. It also insists on GLSL 4.50 for `GL_ARB_fragment_shader_interlock`, even though the spec says it needs either 4.20 or `GL_ARB_shader_image_load_store`; and it doesn't support the `GL_NV_fragment_shader_interlock` extension at all. So I haven't been able to test those code paths. Fixes #1002.
2019-08-04 05:07:20 +00:00
{
string quals = join(
" [[id(", get_extended_member_decoration(type.self, index, SPIRVCrossDecorationResourceIndexPrimary), ")");
if (interlocked_resources.count(
get_extended_member_decoration(type.self, index, SPIRVCrossDecorationInterfaceOrigID)))
quals += ", raster_order_group(0)";
quals += "]]";
return quals;
}
// Vertex function inputs
if (execution.model == ExecutionModelVertex && type.storage == StorageClassInput)
{
if (is_builtin)
{
switch (builtin)
{
case BuiltInVertexId:
case BuiltInVertexIndex:
case BuiltInBaseVertex:
case BuiltInInstanceId:
case BuiltInInstanceIndex:
case BuiltInBaseInstance:
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.
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if (msl_options.vertex_for_tessellation)
return "";
return string(" [[") + builtin_qualifier(builtin) + "]]";
case BuiltInDrawIndex:
SPIRV_CROSS_THROW("DrawIndex is not supported in MSL.");
default:
return "";
}
}
uint32_t locn = get_ordered_member_location(type.self, index);
if (locn != k_unknown_location)
return string(" [[attribute(") + convert_to_string(locn) + ")]]";
}
// Vertex and tessellation evaluation function outputs
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 (((execution.model == ExecutionModelVertex && !msl_options.vertex_for_tessellation) ||
execution.model == ExecutionModelTessellationEvaluation) &&
type.storage == StorageClassOutput)
{
if (is_builtin)
{
switch (builtin)
{
case BuiltInPointSize:
// Only mark the PointSize builtin if really rendering points.
// Some shaders may include a PointSize builtin even when used to render
// non-point topologies, and Metal will reject this builtin when compiling
// the shader into a render pipeline that uses a non-point topology.
return msl_options.enable_point_size_builtin ? (string(" [[") + builtin_qualifier(builtin) + "]]") : "";
case BuiltInViewportIndex:
if (!msl_options.supports_msl_version(2, 0))
SPIRV_CROSS_THROW("ViewportIndex requires Metal 2.0.");
/* fallthrough */
case BuiltInPosition:
case BuiltInLayer:
return string(" [[") + builtin_qualifier(builtin) + "]]" + (mbr_type.array.empty() ? "" : " ");
case BuiltInClipDistance:
if (has_member_decoration(type.self, index, DecorationLocation))
return join(" [[user(clip", get_member_decoration(type.self, index, DecorationLocation), ")]]");
else
return string(" [[") + builtin_qualifier(builtin) + "]]" + (mbr_type.array.empty() ? "" : " ");
default:
return "";
}
}
uint32_t comp;
uint32_t locn = get_ordered_member_location(type.self, index, &comp);
if (locn != k_unknown_location)
{
if (comp != k_unknown_component)
return string(" [[user(locn") + convert_to_string(locn) + "_" + convert_to_string(comp) + ")]]";
else
return string(" [[user(locn") + convert_to_string(locn) + ")]]";
}
}
// Tessellation control function inputs
if (execution.model == ExecutionModelTessellationControl && type.storage == StorageClassInput)
{
if (is_builtin)
{
switch (builtin)
{
case BuiltInInvocationId:
case BuiltInPrimitiveId:
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 (msl_options.multi_patch_workgroup)
return "";
/* fallthrough */
case BuiltInSubgroupLocalInvocationId: // FIXME: Should work in any stage
case BuiltInSubgroupSize: // FIXME: Should work in any stage
return string(" [[") + builtin_qualifier(builtin) + "]]" + (mbr_type.array.empty() ? "" : " ");
case BuiltInPatchVertices:
return "";
// Others come from stage input.
default:
break;
}
}
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 (msl_options.multi_patch_workgroup)
return "";
uint32_t locn = get_ordered_member_location(type.self, index);
if (locn != k_unknown_location)
return string(" [[attribute(") + convert_to_string(locn) + ")]]";
}
// Tessellation control function outputs
if (execution.model == ExecutionModelTessellationControl && type.storage == StorageClassOutput)
{
// For this type of shader, we always arrange for it to capture its
// output to a buffer. For this reason, qualifiers are irrelevant here.
return "";
}
// Tessellation evaluation function inputs
if (execution.model == ExecutionModelTessellationEvaluation && type.storage == StorageClassInput)
{
if (is_builtin)
{
switch (builtin)
{
case BuiltInPrimitiveId:
case BuiltInTessCoord:
return string(" [[") + builtin_qualifier(builtin) + "]]";
case BuiltInPatchVertices:
return "";
// Others come from stage input.
default:
break;
}
}
// The special control point array must not be marked with an attribute.
if (get_type(type.member_types[index]).basetype == SPIRType::ControlPointArray)
return "";
uint32_t locn = get_ordered_member_location(type.self, index);
if (locn != k_unknown_location)
return string(" [[attribute(") + convert_to_string(locn) + ")]]";
}
// Tessellation evaluation function outputs were handled above.
// Fragment function inputs
if (execution.model == ExecutionModelFragment && type.storage == StorageClassInput)
{
string quals;
if (is_builtin)
{
switch (builtin)
{
case BuiltInViewIndex:
if (!msl_options.multiview || !msl_options.multiview_layered_rendering)
break;
/* fallthrough */
case BuiltInFrontFacing:
case BuiltInPointCoord:
case BuiltInFragCoord:
case BuiltInSampleId:
case BuiltInSampleMask:
case BuiltInLayer:
case BuiltInBaryCoordNV:
case BuiltInBaryCoordNoPerspNV:
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quals = builtin_qualifier(builtin);
break;
case BuiltInClipDistance:
return join(" [[user(clip", get_member_decoration(type.self, index, DecorationLocation), ")]]");
default:
2018-09-04 21:08:22 +00:00
break;
}
}
2018-09-04 21:08:22 +00:00
else
{
uint32_t comp;
uint32_t locn = get_ordered_member_location(type.self, index, &comp);
2018-09-04 21:08:22 +00:00
if (locn != k_unknown_location)
{
// For user-defined attributes, this is fine. From Vulkan spec:
// A user-defined output variable is considered to match an input variable in the subsequent stage if
// the two variables are declared with the same Location and Component decoration and match in type
// and decoration, except that interpolation decorations are not required to match. For the purposes
// of interface matching, variables declared without a Component decoration are considered to have a
// Component decoration of zero.
if (comp != k_unknown_component && comp != 0)
quals = string("user(locn") + convert_to_string(locn) + "_" + convert_to_string(comp) + ")";
else
quals = string("user(locn") + convert_to_string(locn) + ")";
}
2018-09-04 21:08:22 +00:00
}
if (builtin == BuiltInBaryCoordNV || builtin == BuiltInBaryCoordNoPerspNV)
{
if (has_member_decoration(type.self, index, DecorationFlat) ||
has_member_decoration(type.self, index, DecorationCentroid) ||
has_member_decoration(type.self, index, DecorationSample) ||
has_member_decoration(type.self, index, DecorationNoPerspective))
{
// NoPerspective is baked into the builtin type.
2019-06-21 14:02:22 +00:00
SPIRV_CROSS_THROW(
"Flat, Centroid, Sample, NoPerspective decorations are not supported for BaryCoord inputs.");
}
}
2018-09-04 21:08:22 +00:00
// Don't bother decorating integers with the 'flat' attribute; it's
// the default (in fact, the only option). Also don't bother with the
// FragCoord builtin; it's always noperspective on Metal.
if (!type_is_integral(mbr_type) && (!is_builtin || builtin != BuiltInFragCoord))
{
if (has_member_decoration(type.self, index, DecorationFlat))
{
if (!quals.empty())
quals += ", ";
quals += "flat";
}
else if (has_member_decoration(type.self, index, DecorationCentroid))
{
if (!quals.empty())
quals += ", ";
if (has_member_decoration(type.self, index, DecorationNoPerspective))
quals += "centroid_no_perspective";
else
quals += "centroid_perspective";
}
else if (has_member_decoration(type.self, index, DecorationSample))
{
if (!quals.empty())
quals += ", ";
if (has_member_decoration(type.self, index, DecorationNoPerspective))
quals += "sample_no_perspective";
else
quals += "sample_perspective";
}
else if (has_member_decoration(type.self, index, DecorationNoPerspective))
{
if (!quals.empty())
quals += ", ";
quals += "center_no_perspective";
}
}
2018-09-04 21:08:22 +00:00
if (!quals.empty())
return " [[" + quals + "]]";
}
// Fragment function outputs
if (execution.model == ExecutionModelFragment && type.storage == StorageClassOutput)
{
if (is_builtin)
{
switch (builtin)
{
2019-06-12 08:06:59 +00:00
case BuiltInFragStencilRefEXT:
// Similar to PointSize, only mark FragStencilRef if there's a stencil buffer.
// Some shaders may include a FragStencilRef builtin even when used to render
// without a stencil attachment, and Metal will reject this builtin
// when compiling the shader into a render pipeline that does not set
// stencilAttachmentPixelFormat.
if (!msl_options.enable_frag_stencil_ref_builtin)
return "";
2019-06-12 08:06:59 +00:00
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("Stencil export only supported in MSL 2.1 and up.");
return string(" [[") + builtin_qualifier(builtin) + "]]";
case BuiltInFragDepth:
// Ditto FragDepth.
if (!msl_options.enable_frag_depth_builtin)
return "";
/* fallthrough */
case BuiltInSampleMask:
return string(" [[") + builtin_qualifier(builtin) + "]]";
default:
return "";
}
}
uint32_t locn = get_ordered_member_location(type.self, index);
// Metal will likely complain about missing color attachments, too.
if (locn != k_unknown_location && !(msl_options.enable_frag_output_mask & (1 << locn)))
return "";
if (locn != k_unknown_location && has_member_decoration(type.self, index, DecorationIndex))
2018-04-10 10:32:14 +00:00
return join(" [[color(", locn, "), index(", get_member_decoration(type.self, index, DecorationIndex),
")]]");
else if (locn != k_unknown_location)
return join(" [[color(", locn, ")]]");
else if (has_member_decoration(type.self, index, DecorationIndex))
return join(" [[index(", get_member_decoration(type.self, index, DecorationIndex), ")]]");
else
return "";
}
// Compute function inputs
if (execution.model == ExecutionModelGLCompute && type.storage == StorageClassInput)
{
if (is_builtin)
{
switch (builtin)
{
case BuiltInGlobalInvocationId:
case BuiltInWorkgroupId:
case BuiltInNumWorkgroups:
case BuiltInLocalInvocationId:
case BuiltInLocalInvocationIndex:
case BuiltInNumSubgroups:
case BuiltInSubgroupId:
case BuiltInSubgroupLocalInvocationId: // FIXME: Should work in any stage
case BuiltInSubgroupSize: // FIXME: Should work in any stage
return string(" [[") + builtin_qualifier(builtin) + "]]";
default:
return "";
}
}
}
return "";
}
// Returns the location decoration of the member with the specified index in the specified type.
// If the location of the member has been explicitly set, that location is used. If not, this
// function assumes the members are ordered in their location order, and simply returns the
// index as the location.
uint32_t CompilerMSL::get_ordered_member_location(uint32_t type_id, uint32_t index, uint32_t *comp)
{
auto &m = ir.meta[type_id];
if (index < m.members.size())
{
auto &dec = m.members[index];
if (comp)
{
if (dec.decoration_flags.get(DecorationComponent))
*comp = dec.component;
else
*comp = k_unknown_component;
}
if (dec.decoration_flags.get(DecorationLocation))
return dec.location;
}
return index;
}
// Returns the type declaration for a function, including the
// entry type if the current function is the entry point function
string CompilerMSL::func_type_decl(SPIRType &type)
{
// The regular function return type. If not processing the entry point function, that's all we need
string return_type = type_to_glsl(type) + type_to_array_glsl(type);
if (!processing_entry_point)
return return_type;
// If an outgoing interface block has been defined, and it should be returned, override the entry point return type
bool ep_should_return_output = !get_is_rasterization_disabled();
if (stage_out_var_id && ep_should_return_output)
return_type = type_to_glsl(get_stage_out_struct_type()) + type_to_array_glsl(type);
// Prepend a entry type, based on the execution model
string entry_type;
auto &execution = get_entry_point();
2016-10-24 13:24:24 +00:00
switch (execution.model)
{
case ExecutionModelVertex:
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 (msl_options.vertex_for_tessellation && !msl_options.supports_msl_version(1, 2))
SPIRV_CROSS_THROW("Tessellation requires Metal 1.2.");
entry_type = msl_options.vertex_for_tessellation ? "kernel" : "vertex";
2016-10-24 13:24:24 +00:00
break;
case ExecutionModelTessellationEvaluation:
if (!msl_options.supports_msl_version(1, 2))
SPIRV_CROSS_THROW("Tessellation requires Metal 1.2.");
if (execution.flags.get(ExecutionModeIsolines))
SPIRV_CROSS_THROW("Metal does not support isoline tessellation.");
if (msl_options.is_ios())
entry_type =
join("[[ patch(", execution.flags.get(ExecutionModeTriangles) ? "triangle" : "quad", ") ]] vertex");
else
entry_type = join("[[ patch(", execution.flags.get(ExecutionModeTriangles) ? "triangle" : "quad", ", ",
execution.output_vertices, ") ]] vertex");
break;
2016-10-24 13:24:24 +00:00
case ExecutionModelFragment:
entry_type = execution.flags.get(ExecutionModeEarlyFragmentTests) ||
execution.flags.get(ExecutionModePostDepthCoverage) ?
"[[ early_fragment_tests ]] fragment" :
"fragment";
2016-10-24 13:24:24 +00:00
break;
case ExecutionModelTessellationControl:
if (!msl_options.supports_msl_version(1, 2))
SPIRV_CROSS_THROW("Tessellation requires Metal 1.2.");
if (execution.flags.get(ExecutionModeIsolines))
SPIRV_CROSS_THROW("Metal does not support isoline tessellation.");
/* fallthrough */
2016-10-24 13:24:24 +00:00
case ExecutionModelGLCompute:
case ExecutionModelKernel:
entry_type = "kernel";
break;
default:
entry_type = "unknown";
break;
}
return entry_type + " " + return_type;
}
// In MSL, address space qualifiers are required for all pointer or reference variables
string CompilerMSL::get_argument_address_space(const SPIRVariable &argument)
{
const auto &type = get<SPIRType>(argument.basetype);
return get_type_address_space(type, argument.self, true);
}
string CompilerMSL::get_type_address_space(const SPIRType &type, uint32_t id, bool argument)
{
// This can be called for variable pointer contexts as well, so be very careful about which method we choose.
Bitset flags;
auto *var = maybe_get<SPIRVariable>(id);
if (var && type.basetype == SPIRType::Struct &&
(has_decoration(type.self, DecorationBlock) || has_decoration(type.self, DecorationBufferBlock)))
flags = get_buffer_block_flags(id);
else
flags = get_decoration_bitset(id);
const char *addr_space = nullptr;
switch (type.storage)
{
case StorageClassWorkgroup:
addr_space = "threadgroup";
break;
case StorageClassStorageBuffer:
{
// For arguments from variable pointers, we use the write count deduction, so
// we should not assume any constness here. Only for global SSBOs.
bool readonly = false;
if (!var || has_decoration(type.self, DecorationBlock))
readonly = flags.get(DecorationNonWritable);
addr_space = readonly ? "const device" : "device";
break;
}
case StorageClassUniform:
case StorageClassUniformConstant:
case StorageClassPushConstant:
if (type.basetype == SPIRType::Struct)
{
bool ssbo = has_decoration(type.self, DecorationBufferBlock);
if (ssbo)
addr_space = flags.get(DecorationNonWritable) ? "const device" : "device";
else
addr_space = "constant";
}
else if (!argument)
{
addr_space = "constant";
}
else if (type_is_msl_framebuffer_fetch(type))
{
// Subpass inputs are passed around by value.
addr_space = "";
}
break;
case StorageClassFunction:
case StorageClassGeneric:
break;
case StorageClassInput:
if (get_execution_model() == ExecutionModelTessellationControl && var &&
var->basevariable == stage_in_ptr_var_id)
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
addr_space = msl_options.multi_patch_workgroup ? "constant" : "threadgroup";
break;
case StorageClassOutput:
if (capture_output_to_buffer)
addr_space = "device";
break;
default:
break;
}
if (!addr_space)
// No address space for plain values.
addr_space = type.pointer || (argument && type.basetype == SPIRType::ControlPointArray) ? "thread" : "";
return join(flags.get(DecorationVolatile) || flags.get(DecorationCoherent) ? "volatile " : "", addr_space);
}
const char *CompilerMSL::to_restrict(uint32_t id, bool space)
{
// This can be called for variable pointer contexts as well, so be very careful about which method we choose.
Bitset flags;
if (ir.ids[id].get_type() == TypeVariable)
{
uint32_t type_id = expression_type_id(id);
auto &type = expression_type(id);
if (type.basetype == SPIRType::Struct &&
(has_decoration(type_id, DecorationBlock) || has_decoration(type_id, DecorationBufferBlock)))
flags = get_buffer_block_flags(id);
else
flags = get_decoration_bitset(id);
}
else
flags = get_decoration_bitset(id);
return flags.get(DecorationRestrict) ? (space ? "restrict " : "restrict") : "";
}
string CompilerMSL::entry_point_arg_stage_in()
{
string decl;
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 (get_execution_model() == ExecutionModelTessellationControl && msl_options.multi_patch_workgroup)
return decl;
// Stage-in structure
uint32_t stage_in_id;
if (get_execution_model() == ExecutionModelTessellationEvaluation)
stage_in_id = patch_stage_in_var_id;
else
stage_in_id = stage_in_var_id;
if (stage_in_id)
{
auto &var = get<SPIRVariable>(stage_in_id);
auto &type = get_variable_data_type(var);
add_resource_name(var.self);
decl = join(type_to_glsl(type), " ", to_name(var.self), " [[stage_in]]");
}
return decl;
}
// Returns true if this input builtin should be a direct parameter on a shader function parameter list,
// and false for builtins that should be passed or calculated some other way.
bool CompilerMSL::is_direct_input_builtin(BuiltIn bi_type)
{
switch (bi_type)
{
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
// Vertex function in
case BuiltInVertexId:
case BuiltInVertexIndex:
case BuiltInBaseVertex:
case BuiltInInstanceId:
case BuiltInInstanceIndex:
case BuiltInBaseInstance:
return get_execution_model() != ExecutionModelVertex || !msl_options.vertex_for_tessellation;
// Tess. control function in
case BuiltInPosition:
case BuiltInPointSize:
case BuiltInClipDistance:
case BuiltInCullDistance:
case BuiltInPatchVertices:
return 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
case BuiltInInvocationId:
case BuiltInPrimitiveId:
return get_execution_model() != ExecutionModelTessellationControl || !msl_options.multi_patch_workgroup;
// Tess. evaluation function in
case BuiltInTessLevelInner:
case BuiltInTessLevelOuter:
return false;
// Fragment function in
case BuiltInSamplePosition:
case BuiltInHelperInvocation:
case BuiltInBaryCoordNV:
case BuiltInBaryCoordNoPerspNV:
return false;
case BuiltInViewIndex:
return get_execution_model() == ExecutionModelFragment && msl_options.multiview &&
msl_options.multiview_layered_rendering;
// Any stage function in
case BuiltInDeviceIndex:
case BuiltInSubgroupEqMask:
case BuiltInSubgroupGeMask:
case BuiltInSubgroupGtMask:
case BuiltInSubgroupLeMask:
case BuiltInSubgroupLtMask:
return false;
case BuiltInSubgroupLocalInvocationId:
case BuiltInSubgroupSize:
return get_execution_model() == ExecutionModelGLCompute ||
(get_execution_model() == ExecutionModelFragment && msl_options.supports_msl_version(2, 2));
default:
return true;
}
}
void CompilerMSL::entry_point_args_builtin(string &ep_args)
{
// Builtin variables
SmallVector<pair<SPIRVariable *, BuiltIn>, 8> active_builtins;
ir.for_each_typed_id<SPIRVariable>([&](uint32_t var_id, SPIRVariable &var) {
auto bi_type = BuiltIn(get_decoration(var_id, DecorationBuiltIn));
// Don't emit SamplePosition as a separate parameter. In the entry
// point, we get that by calling get_sample_position() on the sample ID.
if (var.storage == StorageClassInput && is_builtin_variable(var) &&
get_variable_data_type(var).basetype != SPIRType::Struct &&
get_variable_data_type(var).basetype != SPIRType::ControlPointArray)
{
// If the builtin is not part of the active input builtin set, don't emit it.
// Relevant for multiple entry-point modules which might declare unused builtins.
if (!active_input_builtins.get(bi_type) || !interface_variable_exists_in_entry_point(var_id))
return;
// Remember this variable. We may need to correct its type.
active_builtins.push_back(make_pair(&var, bi_type));
if (is_direct_input_builtin(bi_type))
{
if (!ep_args.empty())
ep_args += ", ";
// Handle HLSL-style 0-based vertex/instance index.
builtin_declaration = true;
ep_args += builtin_type_decl(bi_type, var_id) + " " + to_expression(var_id);
ep_args += " [[" + builtin_qualifier(bi_type);
if (bi_type == BuiltInSampleMask && get_entry_point().flags.get(ExecutionModePostDepthCoverage))
{
if (!msl_options.supports_msl_version(2))
SPIRV_CROSS_THROW("Post-depth coverage requires Metal 2.0.");
if (!msl_options.is_ios())
SPIRV_CROSS_THROW("Post-depth coverage is only supported on iOS.");
ep_args += ", post_depth_coverage";
}
ep_args += "]]";
2019-09-23 22:05:04 +00:00
builtin_declaration = false;
}
}
if (var.storage == StorageClassInput &&
has_extended_decoration(var_id, SPIRVCrossDecorationBuiltInDispatchBase))
{
// This is a special implicit builtin, not corresponding to any SPIR-V builtin,
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
// which holds the base that was passed to vkCmdDispatchBase() or vkCmdDrawIndexed(). If it's present,
// assume we emitted it for a good reason.
assert(msl_options.supports_msl_version(1, 2));
if (!ep_args.empty())
ep_args += ", ";
ep_args += type_to_glsl(get_variable_data_type(var)) + " " + to_expression(var_id) + " [[grid_origin]]";
}
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 (var.storage == StorageClassInput &&
has_extended_decoration(var_id, SPIRVCrossDecorationBuiltInStageInputSize))
{
// This is another special implicit builtin, not corresponding to any SPIR-V builtin,
// which holds the number of vertices and instances to draw. If it's present,
// assume we emitted it for a good reason.
assert(msl_options.supports_msl_version(1, 2));
if (!ep_args.empty())
ep_args += ", ";
ep_args += type_to_glsl(get_variable_data_type(var)) + " " + to_expression(var_id) + " [[grid_size]]";
}
});
// Correct the types of all encountered active builtins. We couldn't do this before
// because ensure_correct_builtin_type() may increase the bound, which isn't allowed
// while iterating over IDs.
for (auto &var : active_builtins)
var.first->basetype = ensure_correct_builtin_type(var.first->basetype, var.second);
// Handle HLSL-style 0-based vertex/instance index.
if (needs_base_vertex_arg == TriState::Yes)
ep_args += built_in_func_arg(BuiltInBaseVertex, !ep_args.empty());
if (needs_base_instance_arg == TriState::Yes)
ep_args += built_in_func_arg(BuiltInBaseInstance, !ep_args.empty());
if (capture_output_to_buffer)
{
// Add parameters to hold the indirect draw parameters and the shader output. This has to be handled
// specially because it needs to be a pointer, not a reference.
if (stage_out_var_id)
{
if (!ep_args.empty())
ep_args += ", ";
ep_args += join("device ", type_to_glsl(get_stage_out_struct_type()), "* ", output_buffer_var_name,
" [[buffer(", msl_options.shader_output_buffer_index, ")]]");
}
if (get_execution_model() == ExecutionModelTessellationControl)
{
if (!ep_args.empty())
ep_args += ", ";
ep_args +=
2019-04-23 10:21:53 +00:00
join("constant uint* spvIndirectParams [[buffer(", msl_options.indirect_params_buffer_index, ")]]");
2019-04-16 18:13:57 +00:00
}
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 (stage_out_var_id &&
!(get_execution_model() == ExecutionModelVertex && msl_options.vertex_for_tessellation))
2019-04-16 18:13:57 +00:00
{
if (!ep_args.empty())
ep_args += ", ";
ep_args +=
2019-04-23 10:21:53 +00:00
join("device uint* spvIndirectParams [[buffer(", msl_options.indirect_params_buffer_index, ")]]");
}
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 (get_execution_model() == ExecutionModelVertex && msl_options.vertex_for_tessellation &&
(active_input_builtins.get(BuiltInVertexIndex) || active_input_builtins.get(BuiltInVertexId)) &&
msl_options.vertex_index_type != Options::IndexType::None)
{
// Add the index buffer so we can set gl_VertexIndex correctly.
if (!ep_args.empty())
ep_args += ", ";
switch (msl_options.vertex_index_type)
{
case Options::IndexType::None:
break;
case Options::IndexType::UInt16:
ep_args += join("const device ushort* ", index_buffer_var_name, " [[buffer(",
msl_options.shader_index_buffer_index, ")]]");
break;
case Options::IndexType::UInt32:
ep_args += join("const device uint* ", index_buffer_var_name, " [[buffer(",
msl_options.shader_index_buffer_index, ")]]");
break;
}
}
// Tessellation control shaders get three additional parameters:
// a buffer to hold the per-patch data, a buffer to hold the per-patch
// tessellation levels, and a block of workgroup memory to hold the
// input control point data.
if (get_execution_model() == ExecutionModelTessellationControl)
{
if (patch_stage_out_var_id)
{
if (!ep_args.empty())
ep_args += ", ";
ep_args +=
join("device ", type_to_glsl(get_patch_stage_out_struct_type()), "* ", patch_output_buffer_var_name,
" [[buffer(", convert_to_string(msl_options.shader_patch_output_buffer_index), ")]]");
}
if (!ep_args.empty())
ep_args += ", ";
ep_args += join("device ", get_tess_factor_struct_name(), "* ", tess_factor_buffer_var_name, " [[buffer(",
convert_to_string(msl_options.shader_tess_factor_buffer_index), ")]]");
if (stage_in_var_id)
{
if (!ep_args.empty())
ep_args += ", ";
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 (msl_options.multi_patch_workgroup)
{
ep_args += join("device ", type_to_glsl(get_stage_in_struct_type()), "* ", input_buffer_var_name,
" [[buffer(", convert_to_string(msl_options.shader_input_buffer_index), ")]]");
}
else
{
ep_args += join("threadgroup ", type_to_glsl(get_stage_in_struct_type()), "* ", input_wg_var_name,
" [[threadgroup(", convert_to_string(msl_options.shader_input_wg_index), ")]]");
}
}
}
}
}
string CompilerMSL::entry_point_args_argument_buffer(bool append_comma)
{
string ep_args = entry_point_arg_stage_in();
Bitset claimed_bindings;
for (uint32_t i = 0; i < kMaxArgumentBuffers; i++)
{
uint32_t id = argument_buffer_ids[i];
if (id == 0)
continue;
add_resource_name(id);
auto &var = get<SPIRVariable>(id);
auto &type = get_variable_data_type(var);
if (!ep_args.empty())
ep_args += ", ";
// Check if the argument buffer binding itself has been remapped.
uint32_t buffer_binding;
auto itr = resource_bindings.find({ get_entry_point().model, i, kArgumentBufferBinding });
if (itr != end(resource_bindings))
{
buffer_binding = itr->second.first.msl_buffer;
itr->second.second = true;
}
else
{
// As a fallback, directly map desc set <-> binding.
// If that was taken, take the next buffer binding.
if (claimed_bindings.get(i))
buffer_binding = next_metal_resource_index_buffer;
else
buffer_binding = i;
}
claimed_bindings.set(buffer_binding);
ep_args += get_argument_address_space(var) + " " + type_to_glsl(type) + "& " + to_restrict(id) + to_name(id);
ep_args += " [[buffer(" + convert_to_string(buffer_binding) + ")]]";
next_metal_resource_index_buffer = max(next_metal_resource_index_buffer, buffer_binding + 1);
}
entry_point_args_discrete_descriptors(ep_args);
entry_point_args_builtin(ep_args);
if (!ep_args.empty() && append_comma)
ep_args += ", ";
return ep_args;
}
const MSLConstexprSampler *CompilerMSL::find_constexpr_sampler(uint32_t id) const
{
// Try by ID.
{
auto itr = constexpr_samplers_by_id.find(id);
if (itr != end(constexpr_samplers_by_id))
return &itr->second;
}
// Try by binding.
{
uint32_t desc_set = get_decoration(id, DecorationDescriptorSet);
uint32_t binding = get_decoration(id, DecorationBinding);
auto itr = constexpr_samplers_by_binding.find({ desc_set, binding });
if (itr != end(constexpr_samplers_by_binding))
return &itr->second;
}
return nullptr;
}
void CompilerMSL::entry_point_args_discrete_descriptors(string &ep_args)
{
// Output resources, sorted by resource index & type
// We need to sort to work around a bug on macOS 10.13 with NVidia drivers where switching between shaders
// with different order of buffers can result in issues with buffer assignments inside the driver.
struct Resource
{
SPIRVariable *var;
string name;
SPIRType::BaseType basetype;
uint32_t index;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
uint32_t plane;
uint32_t secondary_index;
};
SmallVector<Resource> resources;
ir.for_each_typed_id<SPIRVariable>([&](uint32_t var_id, SPIRVariable &var) {
if ((var.storage == StorageClassUniform || var.storage == StorageClassUniformConstant ||
var.storage == StorageClassPushConstant || var.storage == StorageClassStorageBuffer) &&
!is_hidden_variable(var))
{
auto &type = get_variable_data_type(var);
// Very specifically, image load-store in argument buffers are disallowed on MSL on iOS.
// But we won't know when the argument buffer is encoded whether this image will have
// a NonWritable decoration. So just use discrete arguments for all storage images
// on iOS.
if (!(msl_options.is_ios() && type.basetype == SPIRType::Image && type.image.sampled == 2) &&
var.storage != StorageClassPushConstant)
{
uint32_t desc_set = get_decoration(var_id, DecorationDescriptorSet);
if (descriptor_set_is_argument_buffer(desc_set))
return;
}
const MSLConstexprSampler *constexpr_sampler = nullptr;
if (type.basetype == SPIRType::SampledImage || type.basetype == SPIRType::Sampler)
{
constexpr_sampler = find_constexpr_sampler(var_id);
if (constexpr_sampler)
{
// Mark this ID as a constexpr sampler for later in case it came from set/bindings.
constexpr_samplers_by_id[var_id] = *constexpr_sampler;
}
}
// Emulate texture2D atomic operations
uint32_t secondary_index = 0;
if (atomic_image_vars.count(var.self))
{
secondary_index = get_metal_resource_index(var, SPIRType::AtomicCounter, 0);
}
2019-09-23 22:05:04 +00:00
if (type.basetype == SPIRType::SampledImage)
{
add_resource_name(var_id);
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
uint32_t plane_count = 1;
if (constexpr_sampler && constexpr_sampler->ycbcr_conversion_enable)
plane_count = constexpr_sampler->planes;
for (uint32_t i = 0; i < plane_count; i++)
resources.push_back({ &var, to_name(var_id), SPIRType::Image,
get_metal_resource_index(var, SPIRType::Image, i), i, secondary_index });
if (type.image.dim != DimBuffer && !constexpr_sampler)
{
resources.push_back({ &var, to_sampler_expression(var_id), SPIRType::Sampler,
get_metal_resource_index(var, SPIRType::Sampler), 0, 0 });
}
}
else if (!constexpr_sampler)
{
// constexpr samplers are not declared as resources.
add_resource_name(var_id);
2019-09-23 22:05:04 +00:00
resources.push_back({ &var, to_name(var_id), type.basetype,
get_metal_resource_index(var, type.basetype), 0, secondary_index });
}
}
});
sort(resources.begin(), resources.end(), [](const Resource &lhs, const Resource &rhs) {
2018-01-29 14:42:34 +00:00
return tie(lhs.basetype, lhs.index) < tie(rhs.basetype, rhs.index);
});
for (auto &r : resources)
{
auto &var = *r.var;
auto &type = get_variable_data_type(var);
uint32_t var_id = var.self;
switch (r.basetype)
{
case SPIRType::Struct:
{
auto &m = ir.meta[type.self];
if (m.members.size() == 0)
break;
if (!type.array.empty())
{
if (type.array.size() > 1)
SPIRV_CROSS_THROW("Arrays of arrays of buffers are not supported.");
// Metal doesn't directly support this, so we must expand the
// array. We'll declare a local array to hold these elements
// later.
uint32_t array_size = to_array_size_literal(type);
if (array_size == 0)
SPIRV_CROSS_THROW("Unsized arrays of buffers are not supported in MSL.");
// Allow Metal to use the array<T> template to make arrays a value type
is_using_builtin_array = true;
buffer_arrays.push_back(var_id);
for (uint32_t i = 0; i < array_size; ++i)
{
if (!ep_args.empty())
ep_args += ", ";
ep_args += get_argument_address_space(var) + " " + type_to_glsl(type) + "* " + to_restrict(var_id) +
r.name + "_" + convert_to_string(i);
Support the SPV_EXT_fragment_shader_interlock extension. This was straightforward to implement in GLSL. The `ShadingRateInterlockOrderedEXT` and `ShadingRateInterlockUnorderedEXT` modes aren't implemented yet, because we don't support `SPV_NV_shading_rate` or `SPV_EXT_fragment_invocation_density` yet. HLSL and MSL were more interesting. They don't support this directly, but they do support marking resources as "rasterizer ordered," which does roughly the same thing. So this implementation scans all accesses inside the critical section and marks all storage resources found therein as rasterizer ordered. They also don't support the fine-grained controls on pixel- vs. sample-level interlock and disabling ordering guarantees that GLSL and SPIR-V do, but that's OK. "Unordered" here merely means the order is undefined; that it just so happens to be the same as rasterizer order is immaterial. As for pixel- vs. sample-level interlock, Vulkan explicitly states: > With sample shading enabled, [the `PixelInterlockOrderedEXT` and > `PixelInterlockUnorderedEXT`] execution modes are treated like > `SampleInterlockOrderedEXT` or `SampleInterlockUnorderedEXT` > respectively. and: > If [the `SampleInterlockOrderedEXT` or `SampleInterlockUnorderedEXT`] > execution modes are used in single-sample mode they are treated like > `PixelInterlockOrderedEXT` or `PixelInterlockUnorderedEXT` > respectively. So this will DTRT for MoltenVK and gfx-rs, at least. MSL additionally supports multiple raster order groups; resources that are not accessed together can be placed in different ROGs to allow them to be synchronized separately. A more sophisticated analysis might be able to place resources optimally, but that's outside the scope of this change. For now, we assign all resources to group 0, which should do for our purposes. `glslang` doesn't support the `RasterizerOrdered` UAVs this implementation produces for HLSL, so the test case needs `fxc.exe`. It also insists on GLSL 4.50 for `GL_ARB_fragment_shader_interlock`, even though the spec says it needs either 4.20 or `GL_ARB_shader_image_load_store`; and it doesn't support the `GL_NV_fragment_shader_interlock` extension at all. So I haven't been able to test those code paths. Fixes #1002.
2019-08-04 05:07:20 +00:00
ep_args += " [[buffer(" + convert_to_string(r.index + i) + ")";
if (interlocked_resources.count(var_id))
ep_args += ", raster_order_group(0)";
ep_args += "]]";
}
is_using_builtin_array = false;
}
else
{
if (!ep_args.empty())
ep_args += ", ";
ep_args +=
get_argument_address_space(var) + " " + type_to_glsl(type) + "& " + to_restrict(var_id) + r.name;
Support the SPV_EXT_fragment_shader_interlock extension. This was straightforward to implement in GLSL. The `ShadingRateInterlockOrderedEXT` and `ShadingRateInterlockUnorderedEXT` modes aren't implemented yet, because we don't support `SPV_NV_shading_rate` or `SPV_EXT_fragment_invocation_density` yet. HLSL and MSL were more interesting. They don't support this directly, but they do support marking resources as "rasterizer ordered," which does roughly the same thing. So this implementation scans all accesses inside the critical section and marks all storage resources found therein as rasterizer ordered. They also don't support the fine-grained controls on pixel- vs. sample-level interlock and disabling ordering guarantees that GLSL and SPIR-V do, but that's OK. "Unordered" here merely means the order is undefined; that it just so happens to be the same as rasterizer order is immaterial. As for pixel- vs. sample-level interlock, Vulkan explicitly states: > With sample shading enabled, [the `PixelInterlockOrderedEXT` and > `PixelInterlockUnorderedEXT`] execution modes are treated like > `SampleInterlockOrderedEXT` or `SampleInterlockUnorderedEXT` > respectively. and: > If [the `SampleInterlockOrderedEXT` or `SampleInterlockUnorderedEXT`] > execution modes are used in single-sample mode they are treated like > `PixelInterlockOrderedEXT` or `PixelInterlockUnorderedEXT` > respectively. So this will DTRT for MoltenVK and gfx-rs, at least. MSL additionally supports multiple raster order groups; resources that are not accessed together can be placed in different ROGs to allow them to be synchronized separately. A more sophisticated analysis might be able to place resources optimally, but that's outside the scope of this change. For now, we assign all resources to group 0, which should do for our purposes. `glslang` doesn't support the `RasterizerOrdered` UAVs this implementation produces for HLSL, so the test case needs `fxc.exe`. It also insists on GLSL 4.50 for `GL_ARB_fragment_shader_interlock`, even though the spec says it needs either 4.20 or `GL_ARB_shader_image_load_store`; and it doesn't support the `GL_NV_fragment_shader_interlock` extension at all. So I haven't been able to test those code paths. Fixes #1002.
2019-08-04 05:07:20 +00:00
ep_args += " [[buffer(" + convert_to_string(r.index) + ")";
if (interlocked_resources.count(var_id))
ep_args += ", raster_order_group(0)";
ep_args += "]]";
}
break;
}
case SPIRType::Sampler:
if (!ep_args.empty())
ep_args += ", ";
2018-04-03 12:26:24 +00:00
ep_args += sampler_type(type) + " " + r.name;
ep_args += " [[sampler(" + convert_to_string(r.index) + ")]]";
break;
case SPIRType::Image:
{
if (!ep_args.empty())
ep_args += ", ";
2019-09-23 22:05:04 +00:00
// Use Metal's native frame-buffer fetch API for subpass inputs.
const auto &basetype = get<SPIRType>(var.basetype);
if (!type_is_msl_framebuffer_fetch(basetype))
2019-09-23 22:05:04 +00:00
{
ep_args += image_type_glsl(type, var_id) + " " + r.name;
2019-09-20 13:28:46 +00:00
if (r.plane > 0)
ep_args += join(plane_name_suffix, r.plane);
ep_args += " [[texture(" + convert_to_string(r.index) + ")";
if (interlocked_resources.count(var_id))
ep_args += ", raster_order_group(0)";
ep_args += "]]";
2019-09-23 22:05:04 +00:00
}
else
{
ep_args += image_type_glsl(type, var_id) + " " + r.name;
2019-09-23 22:05:04 +00:00
ep_args += " [[color(" + convert_to_string(r.index) + ")]]";
}
// Emulate texture2D atomic operations
if (atomic_image_vars.count(var.self))
2019-09-23 22:05:04 +00:00
{
ep_args += ", device atomic_" + type_to_glsl(get<SPIRType>(basetype.image.type), 0);
ep_args += "* " + r.name + "_atomic";
ep_args += " [[buffer(" + convert_to_string(r.secondary_index) + ")";
if (interlocked_resources.count(var_id))
ep_args += ", raster_order_group(0)";
ep_args += "]]";
2019-09-23 22:05:04 +00:00
}
break;
2019-09-23 22:05:04 +00:00
}
default:
if (!ep_args.empty())
ep_args += ", ";
if (!type.pointer)
ep_args += get_type_address_space(get<SPIRType>(var.basetype), var_id) + " " +
type_to_glsl(type, var_id) + "& " + r.name;
else
ep_args += type_to_glsl(type, var_id) + " " + r.name;
Support the SPV_EXT_fragment_shader_interlock extension. This was straightforward to implement in GLSL. The `ShadingRateInterlockOrderedEXT` and `ShadingRateInterlockUnorderedEXT` modes aren't implemented yet, because we don't support `SPV_NV_shading_rate` or `SPV_EXT_fragment_invocation_density` yet. HLSL and MSL were more interesting. They don't support this directly, but they do support marking resources as "rasterizer ordered," which does roughly the same thing. So this implementation scans all accesses inside the critical section and marks all storage resources found therein as rasterizer ordered. They also don't support the fine-grained controls on pixel- vs. sample-level interlock and disabling ordering guarantees that GLSL and SPIR-V do, but that's OK. "Unordered" here merely means the order is undefined; that it just so happens to be the same as rasterizer order is immaterial. As for pixel- vs. sample-level interlock, Vulkan explicitly states: > With sample shading enabled, [the `PixelInterlockOrderedEXT` and > `PixelInterlockUnorderedEXT`] execution modes are treated like > `SampleInterlockOrderedEXT` or `SampleInterlockUnorderedEXT` > respectively. and: > If [the `SampleInterlockOrderedEXT` or `SampleInterlockUnorderedEXT`] > execution modes are used in single-sample mode they are treated like > `PixelInterlockOrderedEXT` or `PixelInterlockUnorderedEXT` > respectively. So this will DTRT for MoltenVK and gfx-rs, at least. MSL additionally supports multiple raster order groups; resources that are not accessed together can be placed in different ROGs to allow them to be synchronized separately. A more sophisticated analysis might be able to place resources optimally, but that's outside the scope of this change. For now, we assign all resources to group 0, which should do for our purposes. `glslang` doesn't support the `RasterizerOrdered` UAVs this implementation produces for HLSL, so the test case needs `fxc.exe`. It also insists on GLSL 4.50 for `GL_ARB_fragment_shader_interlock`, even though the spec says it needs either 4.20 or `GL_ARB_shader_image_load_store`; and it doesn't support the `GL_NV_fragment_shader_interlock` extension at all. So I haven't been able to test those code paths. Fixes #1002.
2019-08-04 05:07:20 +00:00
ep_args += " [[buffer(" + convert_to_string(r.index) + ")";
if (interlocked_resources.count(var_id))
ep_args += ", raster_order_group(0)";
ep_args += "]]";
break;
}
}
}
// Returns a string containing a comma-delimited list of args for the entry point function
// This is the "classic" method of MSL 1 when we don't have argument buffer support.
string CompilerMSL::entry_point_args_classic(bool append_comma)
{
string ep_args = entry_point_arg_stage_in();
entry_point_args_discrete_descriptors(ep_args);
entry_point_args_builtin(ep_args);
if (!ep_args.empty() && append_comma)
ep_args += ", ";
return ep_args;
}
void CompilerMSL::fix_up_shader_inputs_outputs()
{
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
auto &entry_func = this->get<SPIRFunction>(ir.default_entry_point);
// Emit a guard to ensure we don't execute beyond the last vertex.
// Vertex shaders shouldn't have the problems with barriers in non-uniform control flow that
// tessellation control shaders do, so early returns should be OK. We may need to revisit this
// if it ever becomes possible to use barriers from a vertex shader.
if (get_execution_model() == ExecutionModelVertex && msl_options.vertex_for_tessellation)
{
entry_func.fixup_hooks_in.push_back([this]() {
statement("if (any(", to_expression(builtin_invocation_id_id),
" >= ", to_expression(builtin_stage_input_size_id), "))");
statement(" return;");
});
}
// Look for sampled images and buffer. Add hooks to set up the swizzle constants or array lengths.
ir.for_each_typed_id<SPIRVariable>([&](uint32_t, SPIRVariable &var) {
auto &type = get_variable_data_type(var);
uint32_t var_id = var.self;
bool ssbo = has_decoration(type.self, DecorationBufferBlock);
if (var.storage == StorageClassUniformConstant && !is_hidden_variable(var))
{
if (msl_options.swizzle_texture_samples && has_sampled_images && is_sampled_image_type(type))
{
entry_func.fixup_hooks_in.push_back([this, &type, &var, var_id]() {
bool is_array_type = !type.array.empty();
uint32_t desc_set = get_decoration(var_id, DecorationDescriptorSet);
if (descriptor_set_is_argument_buffer(desc_set))
{
statement("constant uint", is_array_type ? "* " : "& ", to_swizzle_expression(var_id),
is_array_type ? " = &" : " = ", to_name(argument_buffer_ids[desc_set]),
".spvSwizzleConstants", "[",
convert_to_string(get_metal_resource_index(var, SPIRType::Image)), "];");
}
else
{
// If we have an array of images, we need to be able to index into it, so take a pointer instead.
statement("constant uint", is_array_type ? "* " : "& ", to_swizzle_expression(var_id),
is_array_type ? " = &" : " = ", to_name(swizzle_buffer_id), "[",
convert_to_string(get_metal_resource_index(var, SPIRType::Image)), "];");
}
});
}
}
2019-05-27 14:54:13 +00:00
else if ((var.storage == StorageClassStorageBuffer || (var.storage == StorageClassUniform && ssbo)) &&
!is_hidden_variable(var))
{
if (buffers_requiring_array_length.count(var.self))
{
entry_func.fixup_hooks_in.push_back([this, &type, &var, var_id]() {
bool is_array_type = !type.array.empty();
uint32_t desc_set = get_decoration(var_id, DecorationDescriptorSet);
if (descriptor_set_is_argument_buffer(desc_set))
{
statement("constant uint", is_array_type ? "* " : "& ", to_buffer_size_expression(var_id),
is_array_type ? " = &" : " = ", to_name(argument_buffer_ids[desc_set]),
".spvBufferSizeConstants", "[",
convert_to_string(get_metal_resource_index(var, SPIRType::Image)), "];");
}
else
{
// If we have an array of images, we need to be able to index into it, so take a pointer instead.
statement("constant uint", is_array_type ? "* " : "& ", to_buffer_size_expression(var_id),
is_array_type ? " = &" : " = ", to_name(buffer_size_buffer_id), "[",
convert_to_string(get_metal_resource_index(var, type.basetype)), "];");
}
});
}
}
});
// Builtin variables
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
ir.for_each_typed_id<SPIRVariable>([this, &entry_func](uint32_t, SPIRVariable &var) {
uint32_t var_id = var.self;
BuiltIn bi_type = ir.meta[var_id].decoration.builtin_type;
if (var.storage == StorageClassInput && is_builtin_variable(var))
{
switch (bi_type)
{
case BuiltInSamplePosition:
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = get_sample_position(",
to_expression(builtin_sample_id_id), ");");
});
break;
case BuiltInHelperInvocation:
if (msl_options.is_ios())
SPIRV_CROSS_THROW("simd_is_helper_thread() is only supported on macOS.");
else if (msl_options.is_macos() && !msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("simd_is_helper_thread() requires version 2.1 on macOS.");
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = simd_is_helper_thread();");
});
break;
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
case BuiltInInvocationId:
// This is direct-mapped without multi-patch workgroups.
if (get_execution_model() != ExecutionModelTessellationControl || !msl_options.multi_patch_workgroup)
break;
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = ",
to_expression(builtin_invocation_id_id), ".x % ", this->get_entry_point().output_vertices,
";");
});
break;
case BuiltInPrimitiveId:
// This is natively supported by fragment and tessellation evaluation shaders.
// In tessellation control shaders, this is direct-mapped without multi-patch workgroups.
if (get_execution_model() != ExecutionModelTessellationControl || !msl_options.multi_patch_workgroup)
break;
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = min(",
to_expression(builtin_invocation_id_id), ".x / ", this->get_entry_point().output_vertices,
", spvIndirectParams[1]);");
});
break;
case BuiltInPatchVertices:
if (get_execution_model() == ExecutionModelTessellationEvaluation)
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = ",
to_expression(patch_stage_in_var_id), ".gl_in.size();");
});
else
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = spvIndirectParams[0];");
});
break;
case BuiltInTessCoord:
// Emit a fixup to account for the shifted domain. Don't do this for triangles;
// MoltenVK will just reverse the winding order instead.
if (msl_options.tess_domain_origin_lower_left && !get_entry_point().flags.get(ExecutionModeTriangles))
{
string tc = to_expression(var_id);
entry_func.fixup_hooks_in.push_back([=]() { statement(tc, ".y = 1.0 - ", tc, ".y;"); });
}
break;
case BuiltInSubgroupLocalInvocationId:
// This is natively supported in compute shaders.
if (get_execution_model() == ExecutionModelGLCompute)
break;
// This is natively supported in fragment shaders in MSL 2.2.
if (get_execution_model() == ExecutionModelFragment && msl_options.supports_msl_version(2, 2))
break;
if (msl_options.is_ios())
SPIRV_CROSS_THROW(
"SubgroupLocalInvocationId cannot be used outside of compute shaders before MSL 2.2 on iOS.");
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW(
"SubgroupLocalInvocationId cannot be used outside of compute shaders before MSL 2.1.");
// Shaders other than compute shaders don't support the SIMD-group
// builtins directly, but we can emulate them using the SIMD-group
// functions. This might break if some of the subgroup terminated
// before reaching the entry point.
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id),
" = simd_prefix_exclusive_sum(1);");
});
break;
case BuiltInSubgroupSize:
// This is natively supported in compute shaders.
if (get_execution_model() == ExecutionModelGLCompute)
break;
// This is natively supported in fragment shaders in MSL 2.2.
if (get_execution_model() == ExecutionModelFragment && msl_options.supports_msl_version(2, 2))
break;
if (msl_options.is_ios())
SPIRV_CROSS_THROW("SubgroupSize cannot be used outside of compute shaders on iOS.");
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("SubgroupSize cannot be used outside of compute shaders before Metal 2.1.");
entry_func.fixup_hooks_in.push_back(
[=]() { statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = simd_sum(1);"); });
break;
case BuiltInSubgroupEqMask:
if (msl_options.is_ios())
SPIRV_CROSS_THROW("Subgroup ballot functionality is unavailable on iOS.");
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("Subgroup ballot functionality requires Metal 2.1.");
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = ",
to_expression(builtin_subgroup_invocation_id_id), " > 32 ? uint4(0, (1 << (",
to_expression(builtin_subgroup_invocation_id_id), " - 32)), uint2(0)) : uint4(1 << ",
to_expression(builtin_subgroup_invocation_id_id), ", uint3(0));");
});
break;
case BuiltInSubgroupGeMask:
if (msl_options.is_ios())
SPIRV_CROSS_THROW("Subgroup ballot functionality is unavailable on iOS.");
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("Subgroup ballot functionality requires Metal 2.1.");
entry_func.fixup_hooks_in.push_back([=]() {
// Case where index < 32, size < 32:
// mask0 = bfe(0xFFFFFFFF, index, size - index);
// mask1 = bfe(0xFFFFFFFF, 0, 0); // Gives 0
// Case where index < 32 but size >= 32:
// mask0 = bfe(0xFFFFFFFF, index, 32 - index);
// mask1 = bfe(0xFFFFFFFF, 0, size - 32);
// Case where index >= 32:
// mask0 = bfe(0xFFFFFFFF, 32, 0); // Gives 0
// mask1 = bfe(0xFFFFFFFF, index - 32, size - index);
// This is expressed without branches to avoid divergent
// control flow--hence the complicated min/max expressions.
// This is further complicated by the fact that if you attempt
// to bfe out-of-bounds on Metal, undefined behavior is the
// result.
statement(builtin_type_decl(bi_type), " ", to_expression(var_id),
" = uint4(extract_bits(0xFFFFFFFF, min(",
to_expression(builtin_subgroup_invocation_id_id), ", 32u), (uint)max(min((int)",
to_expression(builtin_subgroup_size_id), ", 32) - (int)",
to_expression(builtin_subgroup_invocation_id_id),
", 0)), extract_bits(0xFFFFFFFF, (uint)max((int)",
to_expression(builtin_subgroup_invocation_id_id), " - 32, 0), (uint)max((int)",
to_expression(builtin_subgroup_size_id), " - (int)max(",
to_expression(builtin_subgroup_invocation_id_id), ", 32u), 0)), uint2(0));");
});
break;
case BuiltInSubgroupGtMask:
if (msl_options.is_ios())
SPIRV_CROSS_THROW("Subgroup ballot functionality is unavailable on iOS.");
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("Subgroup ballot functionality requires Metal 2.1.");
entry_func.fixup_hooks_in.push_back([=]() {
// The same logic applies here, except now the index is one
// more than the subgroup invocation ID.
statement(builtin_type_decl(bi_type), " ", to_expression(var_id),
" = uint4(extract_bits(0xFFFFFFFF, min(",
to_expression(builtin_subgroup_invocation_id_id), " + 1, 32u), (uint)max(min((int)",
to_expression(builtin_subgroup_size_id), ", 32) - (int)",
to_expression(builtin_subgroup_invocation_id_id),
" - 1, 0)), extract_bits(0xFFFFFFFF, (uint)max((int)",
to_expression(builtin_subgroup_invocation_id_id), " + 1 - 32, 0), (uint)max((int)",
to_expression(builtin_subgroup_size_id), " - (int)max(",
to_expression(builtin_subgroup_invocation_id_id), " + 1, 32u), 0)), uint2(0));");
});
break;
case BuiltInSubgroupLeMask:
if (msl_options.is_ios())
SPIRV_CROSS_THROW("Subgroup ballot functionality is unavailable on iOS.");
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("Subgroup ballot functionality requires Metal 2.1.");
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id),
" = uint4(extract_bits(0xFFFFFFFF, 0, min(",
to_expression(builtin_subgroup_invocation_id_id),
" + 1, 32u)), extract_bits(0xFFFFFFFF, 0, (uint)max((int)",
to_expression(builtin_subgroup_invocation_id_id), " + 1 - 32, 0)), uint2(0));");
});
break;
case BuiltInSubgroupLtMask:
if (msl_options.is_ios())
SPIRV_CROSS_THROW("Subgroup ballot functionality is unavailable on iOS.");
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("Subgroup ballot functionality requires Metal 2.1.");
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id),
" = uint4(extract_bits(0xFFFFFFFF, 0, min(",
to_expression(builtin_subgroup_invocation_id_id),
", 32u)), extract_bits(0xFFFFFFFF, 0, (uint)max((int)",
to_expression(builtin_subgroup_invocation_id_id), " - 32, 0)), uint2(0));");
});
break;
case BuiltInViewIndex:
if (!msl_options.multiview)
{
// According to the Vulkan spec, when not running under a multiview
// render pass, ViewIndex is 0.
entry_func.fixup_hooks_in.push_back([=]() {
statement("const ", builtin_type_decl(bi_type), " ", to_expression(var_id), " = 0;");
});
}
else if (msl_options.view_index_from_device_index)
{
// In this case, we take the view index from that of the device we're running on.
entry_func.fixup_hooks_in.push_back([=]() {
statement("const ", builtin_type_decl(bi_type), " ", to_expression(var_id), " = ",
msl_options.device_index, ";");
});
// We actually don't want to set the render_target_array_index here.
// Since every physical device is rendering a different view,
// there's no need for layered rendering here.
}
else if (!msl_options.multiview_layered_rendering)
{
// In this case, the views are rendered one at a time. The view index, then,
// is just the first part of the "view mask".
entry_func.fixup_hooks_in.push_back([=]() {
statement("const ", builtin_type_decl(bi_type), " ", to_expression(var_id), " = ",
to_expression(view_mask_buffer_id), "[0];");
});
}
else if (get_execution_model() == ExecutionModelFragment)
{
// Because we adjusted the view index in the vertex shader, we have to
// adjust it back here.
entry_func.fixup_hooks_in.push_back([=]() {
statement(to_expression(var_id), " += ", to_expression(view_mask_buffer_id), "[0];");
});
}
else if (get_execution_model() == ExecutionModelVertex)
{
// Metal provides no special support for multiview, so we smuggle
// the view index in the instance index.
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = ",
to_expression(view_mask_buffer_id), "[0] + (", to_expression(builtin_instance_idx_id),
" - ", to_expression(builtin_base_instance_id), ") % ",
to_expression(view_mask_buffer_id), "[1];");
statement(to_expression(builtin_instance_idx_id), " = (",
to_expression(builtin_instance_idx_id), " - ",
to_expression(builtin_base_instance_id), ") / ", to_expression(view_mask_buffer_id),
"[1] + ", to_expression(builtin_base_instance_id), ";");
});
// In addition to setting the variable itself, we also need to
// set the render_target_array_index with it on output. We have to
// offset this by the base view index, because Metal isn't in on
// our little game here.
entry_func.fixup_hooks_out.push_back([=]() {
statement(to_expression(builtin_layer_id), " = ", to_expression(var_id), " - ",
to_expression(view_mask_buffer_id), "[0];");
});
}
break;
case BuiltInDeviceIndex:
// Metal pipelines belong to the devices which create them, so we'll
// need to create a MTLPipelineState for every MTLDevice in a grouped
// VkDevice. We can assume, then, that the device index is constant.
entry_func.fixup_hooks_in.push_back([=]() {
statement("const ", builtin_type_decl(bi_type), " ", to_expression(var_id), " = ",
msl_options.device_index, ";");
});
break;
case BuiltInWorkgroupId:
if (!msl_options.dispatch_base || !active_input_builtins.get(BuiltInWorkgroupId))
break;
// The vkCmdDispatchBase() command lets the client set the base value
// of WorkgroupId. Metal has no direct equivalent; we must make this
// adjustment ourselves.
entry_func.fixup_hooks_in.push_back([=]() {
statement(to_expression(var_id), " += ", to_dereferenced_expression(builtin_dispatch_base_id), ";");
});
break;
case BuiltInGlobalInvocationId:
if (!msl_options.dispatch_base || !active_input_builtins.get(BuiltInGlobalInvocationId))
break;
// GlobalInvocationId is defined as LocalInvocationId + WorkgroupId * WorkgroupSize.
// This needs to be adjusted too.
entry_func.fixup_hooks_in.push_back([=]() {
2019-07-25 08:28:11 +00:00
auto &execution = this->get_entry_point();
uint32_t workgroup_size_id = execution.workgroup_size.constant;
if (workgroup_size_id)
statement(to_expression(var_id), " += ", to_dereferenced_expression(builtin_dispatch_base_id),
" * ", to_expression(workgroup_size_id), ";");
else
statement(to_expression(var_id), " += ", to_dereferenced_expression(builtin_dispatch_base_id),
" * uint3(", execution.workgroup_size.x, ", ", execution.workgroup_size.y, ", ",
execution.workgroup_size.z, ");");
});
break;
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
case BuiltInVertexId:
case BuiltInVertexIndex:
// This is direct-mapped normally.
if (!msl_options.vertex_for_tessellation)
break;
entry_func.fixup_hooks_in.push_back([=]() {
builtin_declaration = true;
switch (msl_options.vertex_index_type)
{
case Options::IndexType::None:
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = ",
to_expression(builtin_invocation_id_id), ".x + ",
to_expression(builtin_dispatch_base_id), ".x;");
break;
case Options::IndexType::UInt16:
case Options::IndexType::UInt32:
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = ", index_buffer_var_name,
"[", to_expression(builtin_invocation_id_id), ".x] + ",
to_expression(builtin_dispatch_base_id), ".x;");
break;
}
builtin_declaration = false;
});
break;
case BuiltInBaseVertex:
// This is direct-mapped normally.
if (!msl_options.vertex_for_tessellation)
break;
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = ",
to_expression(builtin_dispatch_base_id), ".x;");
});
break;
case BuiltInInstanceId:
case BuiltInInstanceIndex:
// This is direct-mapped normally.
if (!msl_options.vertex_for_tessellation)
break;
entry_func.fixup_hooks_in.push_back([=]() {
builtin_declaration = true;
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = ",
to_expression(builtin_invocation_id_id), ".y + ", to_expression(builtin_dispatch_base_id),
".y;");
builtin_declaration = false;
});
break;
case BuiltInBaseInstance:
// This is direct-mapped normally.
if (!msl_options.vertex_for_tessellation)
break;
entry_func.fixup_hooks_in.push_back([=]() {
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = ",
to_expression(builtin_dispatch_base_id), ".y;");
});
break;
default:
break;
}
}
else if (var.storage == StorageClassOutput && is_builtin_variable(var))
{
if (bi_type == BuiltInSampleMask && get_execution_model() == ExecutionModelFragment &&
2020-08-24 09:02:49 +00:00
msl_options.additional_fixed_sample_mask != 0xffffffff)
{
// If the additional fixed sample mask was set, we need to adjust the sample_mask
// output to reflect that. If the shader outputs the sample_mask itself too, we need
// to AND the two masks to get the final one.
if (does_shader_write_sample_mask)
{
entry_func.fixup_hooks_out.push_back([=]() {
2020-08-24 09:02:49 +00:00
statement(to_expression(builtin_sample_mask_id),
" &= ", msl_options.additional_fixed_sample_mask, ";");
});
}
else
{
entry_func.fixup_hooks_out.push_back([=]() {
statement(to_expression(builtin_sample_mask_id), " = ",
2020-08-24 09:02:49 +00:00
msl_options.additional_fixed_sample_mask, ";");
});
}
}
}
});
}
// Returns the Metal index of the resource of the specified type as used by the specified variable.
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
uint32_t CompilerMSL::get_metal_resource_index(SPIRVariable &var, SPIRType::BaseType basetype, uint32_t plane)
{
auto &execution = get_entry_point();
auto &var_dec = ir.meta[var.self].decoration;
auto &var_type = get<SPIRType>(var.basetype);
uint32_t var_desc_set = (var.storage == StorageClassPushConstant) ? kPushConstDescSet : var_dec.set;
uint32_t var_binding = (var.storage == StorageClassPushConstant) ? kPushConstBinding : var_dec.binding;
// If a matching binding has been specified, find and use it.
auto itr = resource_bindings.find({ execution.model, var_desc_set, var_binding });
// Atomic helper buffers for image atomics need to use secondary bindings as well.
bool use_secondary_binding = (var_type.basetype == SPIRType::SampledImage && basetype == SPIRType::Sampler) ||
basetype == SPIRType::AtomicCounter;
2020-01-08 09:48:30 +00:00
auto resource_decoration =
use_secondary_binding ? SPIRVCrossDecorationResourceIndexSecondary : SPIRVCrossDecorationResourceIndexPrimary;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (plane == 1)
resource_decoration = SPIRVCrossDecorationResourceIndexTertiary;
if (plane == 2)
resource_decoration = SPIRVCrossDecorationResourceIndexQuaternary;
if (itr != end(resource_bindings))
{
auto &remap = itr->second;
remap.second = true;
2019-03-04 09:08:31 +00:00
switch (basetype)
{
case SPIRType::Image:
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
set_extended_decoration(var.self, resource_decoration, remap.first.msl_texture + plane);
return remap.first.msl_texture + plane;
2019-03-04 09:08:31 +00:00
case SPIRType::Sampler:
set_extended_decoration(var.self, resource_decoration, remap.first.msl_sampler);
return remap.first.msl_sampler;
2019-03-04 09:08:31 +00:00
default:
set_extended_decoration(var.self, resource_decoration, remap.first.msl_buffer);
return remap.first.msl_buffer;
2019-03-04 09:08:31 +00:00
}
}
// If we have already allocated an index, keep using it.
if (has_extended_decoration(var.self, resource_decoration))
return get_extended_decoration(var.self, resource_decoration);
// Allow user to enable decoration binding
if (msl_options.enable_decoration_binding)
{
// If there is no explicit mapping of bindings to MSL, use the declared binding.
if (has_decoration(var.self, DecorationBinding))
{
var_binding = get_decoration(var.self, DecorationBinding);
// Avoid emitting sentinel bindings.
if (var_binding < 0x80000000u)
return var_binding;
}
}
// If we did not explicitly remap, allocate bindings on demand.
// We cannot reliably use Binding decorations since SPIR-V and MSL's binding models are very different.
bool allocate_argument_buffer_ids = false;
if (var.storage != StorageClassPushConstant)
allocate_argument_buffer_ids = descriptor_set_is_argument_buffer(var_desc_set);
uint32_t binding_stride = 1;
auto &type = get<SPIRType>(var.basetype);
for (uint32_t i = 0; i < uint32_t(type.array.size()); i++)
binding_stride *= to_array_size_literal(type, i);
assert(binding_stride != 0);
// If a binding has not been specified, revert to incrementing resource indices.
uint32_t resource_index;
if (type_is_msl_framebuffer_fetch(type))
{
// Frame-buffer fetch gets its fallback resource index from the input attachment index,
// which is then treated as color index.
resource_index = get_decoration(var.self, DecorationInputAttachmentIndex);
}
else if (allocate_argument_buffer_ids)
{
// Allocate from a flat ID binding space.
resource_index = next_metal_resource_ids[var_desc_set];
next_metal_resource_ids[var_desc_set] += binding_stride;
}
else
{
// Allocate from plain bindings which are allocated per resource type.
switch (basetype)
{
case SPIRType::Image:
resource_index = next_metal_resource_index_texture;
next_metal_resource_index_texture += binding_stride;
break;
case SPIRType::Sampler:
resource_index = next_metal_resource_index_sampler;
next_metal_resource_index_sampler += binding_stride;
break;
default:
resource_index = next_metal_resource_index_buffer;
next_metal_resource_index_buffer += binding_stride;
break;
}
}
set_extended_decoration(var.self, resource_decoration, resource_index);
return resource_index;
}
bool CompilerMSL::type_is_msl_framebuffer_fetch(const SPIRType &type) const
{
2020-07-01 09:42:58 +00:00
return type.basetype == SPIRType::Image && type.image.dim == DimSubpassData && msl_options.is_ios() &&
msl_options.ios_use_framebuffer_fetch_subpasses;
}
string CompilerMSL::argument_decl(const SPIRFunction::Parameter &arg)
{
auto &var = get<SPIRVariable>(arg.id);
auto &type = get_variable_data_type(var);
auto &var_type = get<SPIRType>(arg.type);
StorageClass storage = var_type.storage;
bool is_pointer = var_type.pointer;
// If we need to modify the name of the variable, make sure we use the original variable.
// Our alias is just a shadow variable.
uint32_t name_id = var.self;
if (arg.alias_global_variable && var.basevariable)
name_id = var.basevariable;
bool constref = !arg.alias_global_variable && is_pointer && arg.write_count == 0;
// Framebuffer fetch is plain value, const looks out of place, but it is not wrong.
if (type_is_msl_framebuffer_fetch(type))
constref = false;
2017-01-15 15:39:03 +00:00
2018-04-03 12:08:15 +00:00
bool type_is_image = type.basetype == SPIRType::Image || type.basetype == SPIRType::SampledImage ||
type.basetype == SPIRType::Sampler;
// Arrays of images/samplers in MSL are always const.
if (!type.array.empty() && type_is_image)
constref = true;
string decl;
if (constref)
decl += "const ";
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
// If this is a combined image-sampler for a 2D image with floating-point type,
// we emitted the 'spvDynamicImageSampler' type, and this is *not* an alias parameter
// for a global, then we need to emit a "dynamic" combined image-sampler.
// Unfortunately, this is necessary to properly support passing around
// combined image-samplers with Y'CbCr conversions on them.
bool is_dynamic_img_sampler = !arg.alias_global_variable && type.basetype == SPIRType::SampledImage &&
type.image.dim == Dim2D && type_is_floating_point(get<SPIRType>(type.image.type)) &&
spv_function_implementations.count(SPVFuncImplDynamicImageSampler);
// Allow Metal to use the array<T> template to make arrays a value type
string address_space = get_argument_address_space(var);
bool builtin = is_builtin_variable(var);
is_using_builtin_array = builtin;
if (address_space == "threadgroup")
is_using_builtin_array = true;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (var.basevariable && (var.basevariable == stage_in_ptr_var_id || var.basevariable == stage_out_ptr_var_id))
decl += type_to_glsl(type, arg.id);
else if (builtin)
decl += builtin_type_decl(static_cast<BuiltIn>(get_decoration(arg.id, DecorationBuiltIn)), arg.id);
else if ((storage == StorageClassUniform || storage == StorageClassStorageBuffer) && is_array(type))
{
is_using_builtin_array = true;
decl += join(type_to_glsl(type, arg.id), "*");
}
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
else if (is_dynamic_img_sampler)
{
decl += join("spvDynamicImageSampler<", type_to_glsl(get<SPIRType>(type.image.type)), ">");
// Mark the variable so that we can handle passing it to another function.
set_extended_decoration(arg.id, SPIRVCrossDecorationDynamicImageSampler);
}
else
decl += type_to_glsl(type, arg.id);
bool opaque_handle = storage == StorageClassUniformConstant;
if (!builtin && !opaque_handle && !is_pointer &&
(storage == StorageClassFunction || storage == StorageClassGeneric))
{
// If the argument is a pure value and not an opaque type, we will pass by value.
if (msl_options.force_native_arrays && is_array(type))
{
// We are receiving an array by value. This is problematic.
// We cannot be sure of the target address space since we are supposed to receive a copy,
// but this is not possible with MSL without some extra work.
// We will have to assume we're getting a reference in thread address space.
// If we happen to get a reference in constant address space, the caller must emit a copy and pass that.
// Thread const therefore becomes the only logical choice, since we cannot "create" a constant array from
// non-constant arrays, but we can create thread const from constant.
decl = string("thread const ") + decl;
decl += " (&";
const char *restrict_kw = to_restrict(name_id);
if (*restrict_kw)
{
decl += " ";
decl += restrict_kw;
}
decl += to_expression(name_id);
decl += ")";
decl += type_to_array_glsl(type);
}
else
{
if (!address_space.empty())
decl = join(address_space, " ", decl);
decl += " ";
decl += to_expression(name_id);
}
}
else if (is_array(type) && !type_is_image)
{
// Arrays of images and samplers are special cased.
if (!address_space.empty())
decl = join(address_space, " ", decl);
if (msl_options.argument_buffers)
{
uint32_t desc_set = get_decoration(name_id, DecorationDescriptorSet);
if ((storage == StorageClassUniform || storage == StorageClassStorageBuffer) &&
descriptor_set_is_argument_buffer(desc_set))
{
// An awkward case where we need to emit *more* address space declarations (yay!).
// An example is where we pass down an array of buffer pointers to leaf functions.
// It's a constant array containing pointers to constants.
// The pointer array is always constant however. E.g.
// device SSBO * constant (&array)[N].
// const device SSBO * constant (&array)[N].
// constant SSBO * constant (&array)[N].
// However, this only matters for argument buffers, since for MSL 1.0 style codegen,
// we emit the buffer array on stack instead, and that seems to work just fine apparently.
// If the argument was marked as being in device address space, any pointer to member would
// be const device, not constant.
if (argument_buffer_device_storage_mask & (1u << desc_set))
decl += " const device";
else
decl += " constant";
}
}
decl += " (&";
const char *restrict_kw = to_restrict(name_id);
if (*restrict_kw)
{
decl += " ";
decl += restrict_kw;
}
decl += to_expression(name_id);
decl += ")";
decl += type_to_array_glsl(type);
}
else if (!opaque_handle)
{
// If this is going to be a reference to a variable pointer, the address space
// for the reference has to go before the '&', but after the '*'.
if (!address_space.empty())
{
if (decl.back() == '*')
decl += join(" ", address_space, " ");
else
decl = join(address_space, " ", decl);
}
decl += "&";
decl += " ";
decl += to_restrict(name_id);
decl += to_expression(name_id);
}
else
{
if (!address_space.empty())
decl = join(address_space, " ", decl);
decl += " ";
decl += to_expression(name_id);
}
// Emulate texture2D atomic operations
auto *backing_var = maybe_get_backing_variable(name_id);
if (backing_var && atomic_image_vars.count(backing_var->self))
{
decl += ", device atomic_" + type_to_glsl(get<SPIRType>(var_type.image.type), 0);
decl += "* " + to_expression(name_id) + "_atomic";
}
2019-09-23 22:05:04 +00:00
is_using_builtin_array = false;
return decl;
}
// If we're currently in the entry point function, and the object
// has a qualified name, use it, otherwise use the standard name.
string CompilerMSL::to_name(uint32_t id, bool allow_alias) const
{
if (current_function && (current_function->self == ir.default_entry_point))
2016-10-24 13:24:24 +00:00
{
auto *m = ir.find_meta(id);
if (m && !m->decoration.qualified_alias.empty())
return m->decoration.qualified_alias;
2016-10-24 13:24:24 +00:00
}
return Compiler::to_name(id, allow_alias);
}
// Returns a name that combines the name of the struct with the name of the member, except for Builtins
string CompilerMSL::to_qualified_member_name(const SPIRType &type, uint32_t index)
{
// Don't qualify Builtin names because they are unique and are treated as such when building expressions
BuiltIn builtin = BuiltInMax;
if (is_member_builtin(type, index, &builtin))
return builtin_to_glsl(builtin, type.storage);
// Strip any underscore prefix from member name
string mbr_name = to_member_name(type, index);
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size_t startPos = mbr_name.find_first_not_of("_");
mbr_name = (startPos != string::npos) ? mbr_name.substr(startPos) : "";
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return join(to_name(type.self), "_", mbr_name);
}
// Ensures that the specified name is permanently usable by prepending a prefix
// if the first chars are _ and a digit, which indicate a transient name.
string CompilerMSL::ensure_valid_name(string name, string pfx)
{
return (name.size() >= 2 && name[0] == '_' && isdigit(name[1])) ? (pfx + name) : name;
}
// Replace all names that match MSL keywords or Metal Standard Library functions.
void CompilerMSL::replace_illegal_names()
{
// FIXME: MSL and GLSL are doing two different things here.
// Agree on convention and remove this override.
static const unordered_set<string> keywords = {
"kernel",
"vertex",
"fragment",
"compute",
"bias",
"assert",
"VARIABLE_TRACEPOINT",
"STATIC_DATA_TRACEPOINT",
"STATIC_DATA_TRACEPOINT_V",
"METAL_ALIGN",
"METAL_ASM",
"METAL_CONST",
"METAL_DEPRECATED",
"METAL_ENABLE_IF",
"METAL_FUNC",
"METAL_INTERNAL",
"METAL_NON_NULL_RETURN",
"METAL_NORETURN",
"METAL_NOTHROW",
"METAL_PURE",
"METAL_UNAVAILABLE",
"METAL_IMPLICIT",
"METAL_EXPLICIT",
"METAL_CONST_ARG",
"METAL_ARG_UNIFORM",
"METAL_ZERO_ARG",
"METAL_VALID_LOD_ARG",
"METAL_VALID_LEVEL_ARG",
"METAL_VALID_STORE_ORDER",
"METAL_VALID_LOAD_ORDER",
"METAL_VALID_COMPARE_EXCHANGE_FAILURE_ORDER",
"METAL_COMPATIBLE_COMPARE_EXCHANGE_ORDERS",
"METAL_VALID_RENDER_TARGET",
"is_function_constant_defined",
"CHAR_BIT",
"SCHAR_MAX",
"SCHAR_MIN",
"UCHAR_MAX",
"CHAR_MAX",
"CHAR_MIN",
"USHRT_MAX",
"SHRT_MAX",
"SHRT_MIN",
"UINT_MAX",
"INT_MAX",
"INT_MIN",
"FLT_DIG",
"FLT_MANT_DIG",
"FLT_MAX_10_EXP",
"FLT_MAX_EXP",
"FLT_MIN_10_EXP",
"FLT_MIN_EXP",
"FLT_RADIX",
"FLT_MAX",
"FLT_MIN",
"FLT_EPSILON",
"FP_ILOGB0",
"FP_ILOGBNAN",
"MAXFLOAT",
"HUGE_VALF",
"INFINITY",
"NAN",
"M_E_F",
"M_LOG2E_F",
"M_LOG10E_F",
"M_LN2_F",
"M_LN10_F",
"M_PI_F",
"M_PI_2_F",
"M_PI_4_F",
"M_1_PI_F",
"M_2_PI_F",
"M_2_SQRTPI_F",
"M_SQRT2_F",
"M_SQRT1_2_F",
"HALF_DIG",
"HALF_MANT_DIG",
"HALF_MAX_10_EXP",
"HALF_MAX_EXP",
"HALF_MIN_10_EXP",
"HALF_MIN_EXP",
"HALF_RADIX",
"HALF_MAX",
"HALF_MIN",
"HALF_EPSILON",
"MAXHALF",
"HUGE_VALH",
"M_E_H",
"M_LOG2E_H",
"M_LOG10E_H",
"M_LN2_H",
"M_LN10_H",
"M_PI_H",
"M_PI_2_H",
"M_PI_4_H",
"M_1_PI_H",
"M_2_PI_H",
"M_2_SQRTPI_H",
"M_SQRT2_H",
"M_SQRT1_2_H",
"DBL_DIG",
"DBL_MANT_DIG",
"DBL_MAX_10_EXP",
"DBL_MAX_EXP",
"DBL_MIN_10_EXP",
"DBL_MIN_EXP",
"DBL_RADIX",
"DBL_MAX",
"DBL_MIN",
"DBL_EPSILON",
"HUGE_VAL",
"M_E",
"M_LOG2E",
"M_LOG10E",
"M_LN2",
"M_LN10",
"M_PI",
"M_PI_2",
"M_PI_4",
"M_1_PI",
"M_2_PI",
"M_2_SQRTPI",
"M_SQRT2",
"M_SQRT1_2",
"quad_broadcast",
};
static const unordered_set<string> illegal_func_names = {
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"main",
"saturate",
"assert",
"VARIABLE_TRACEPOINT",
"STATIC_DATA_TRACEPOINT",
"STATIC_DATA_TRACEPOINT_V",
"METAL_ALIGN",
"METAL_ASM",
"METAL_CONST",
"METAL_DEPRECATED",
"METAL_ENABLE_IF",
"METAL_FUNC",
"METAL_INTERNAL",
"METAL_NON_NULL_RETURN",
"METAL_NORETURN",
"METAL_NOTHROW",
"METAL_PURE",
"METAL_UNAVAILABLE",
"METAL_IMPLICIT",
"METAL_EXPLICIT",
"METAL_CONST_ARG",
"METAL_ARG_UNIFORM",
"METAL_ZERO_ARG",
"METAL_VALID_LOD_ARG",
"METAL_VALID_LEVEL_ARG",
"METAL_VALID_STORE_ORDER",
"METAL_VALID_LOAD_ORDER",
"METAL_VALID_COMPARE_EXCHANGE_FAILURE_ORDER",
"METAL_COMPATIBLE_COMPARE_EXCHANGE_ORDERS",
"METAL_VALID_RENDER_TARGET",
"is_function_constant_defined",
"CHAR_BIT",
"SCHAR_MAX",
"SCHAR_MIN",
"UCHAR_MAX",
"CHAR_MAX",
"CHAR_MIN",
"USHRT_MAX",
"SHRT_MAX",
"SHRT_MIN",
"UINT_MAX",
"INT_MAX",
"INT_MIN",
"FLT_DIG",
"FLT_MANT_DIG",
"FLT_MAX_10_EXP",
"FLT_MAX_EXP",
"FLT_MIN_10_EXP",
"FLT_MIN_EXP",
"FLT_RADIX",
"FLT_MAX",
"FLT_MIN",
"FLT_EPSILON",
"FP_ILOGB0",
"FP_ILOGBNAN",
"MAXFLOAT",
"HUGE_VALF",
"INFINITY",
"NAN",
"M_E_F",
"M_LOG2E_F",
"M_LOG10E_F",
"M_LN2_F",
"M_LN10_F",
"M_PI_F",
"M_PI_2_F",
"M_PI_4_F",
"M_1_PI_F",
"M_2_PI_F",
"M_2_SQRTPI_F",
"M_SQRT2_F",
"M_SQRT1_2_F",
"HALF_DIG",
"HALF_MANT_DIG",
"HALF_MAX_10_EXP",
"HALF_MAX_EXP",
"HALF_MIN_10_EXP",
"HALF_MIN_EXP",
"HALF_RADIX",
"HALF_MAX",
"HALF_MIN",
"HALF_EPSILON",
"MAXHALF",
"HUGE_VALH",
"M_E_H",
"M_LOG2E_H",
"M_LOG10E_H",
"M_LN2_H",
"M_LN10_H",
"M_PI_H",
"M_PI_2_H",
"M_PI_4_H",
"M_1_PI_H",
"M_2_PI_H",
"M_2_SQRTPI_H",
"M_SQRT2_H",
"M_SQRT1_2_H",
"DBL_DIG",
"DBL_MANT_DIG",
"DBL_MAX_10_EXP",
"DBL_MAX_EXP",
"DBL_MIN_10_EXP",
"DBL_MIN_EXP",
"DBL_RADIX",
"DBL_MAX",
"DBL_MIN",
"DBL_EPSILON",
"HUGE_VAL",
"M_E",
"M_LOG2E",
"M_LOG10E",
"M_LN2",
"M_LN10",
"M_PI",
"M_PI_2",
"M_PI_4",
"M_1_PI",
"M_2_PI",
"M_2_SQRTPI",
"M_SQRT2",
"M_SQRT1_2",
};
ir.for_each_typed_id<SPIRVariable>([&](uint32_t self, SPIRVariable &) {
auto *meta = ir.find_meta(self);
if (!meta)
return;
auto &dec = meta->decoration;
if (keywords.find(dec.alias) != end(keywords))
dec.alias += "0";
});
ir.for_each_typed_id<SPIRFunction>([&](uint32_t self, SPIRFunction &) {
auto *meta = ir.find_meta(self);
if (!meta)
return;
auto &dec = meta->decoration;
if (illegal_func_names.find(dec.alias) != end(illegal_func_names))
dec.alias += "0";
});
ir.for_each_typed_id<SPIRType>([&](uint32_t self, SPIRType &) {
auto *meta = ir.find_meta(self);
if (!meta)
return;
for (auto &mbr_dec : meta->members)
if (keywords.find(mbr_dec.alias) != end(keywords))
mbr_dec.alias += "0";
});
for (auto &entry : ir.entry_points)
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{
// Change both the entry point name and the alias, to keep them synced.
string &ep_name = entry.second.name;
if (illegal_func_names.find(ep_name) != end(illegal_func_names))
ep_name += "0";
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// Always write this because entry point might have been renamed earlier.
ir.meta[entry.first].decoration.alias = ep_name;
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}
CompilerGLSL::replace_illegal_names();
}
string CompilerMSL::to_member_reference(uint32_t base, const SPIRType &type, uint32_t index, bool ptr_chain)
{
if (index < uint32_t(type.member_type_index_redirection.size()))
index = type.member_type_index_redirection[index];
auto *var = maybe_get<SPIRVariable>(base);
// If this is a buffer array, we have to dereference the buffer pointers.
// Otherwise, if this is a pointer expression, dereference it.
bool declared_as_pointer = false;
if (var)
{
// Only allow -> dereference for block types. This is so we get expressions like
// buffer[i]->first_member.second_member, rather than buffer[i]->first->second.
bool is_block = has_decoration(type.self, DecorationBlock) || has_decoration(type.self, DecorationBufferBlock);
bool is_buffer_variable =
is_block && (var->storage == StorageClassUniform || var->storage == StorageClassStorageBuffer);
declared_as_pointer = is_buffer_variable && is_array(get<SPIRType>(var->basetype));
}
if (declared_as_pointer || (!ptr_chain && should_dereference(base)))
return join("->", to_member_name(type, index));
else
return join(".", to_member_name(type, index));
}
string CompilerMSL::to_qualifiers_glsl(uint32_t id)
{
string quals;
auto &type = expression_type(id);
if (type.storage == StorageClassWorkgroup)
quals += "threadgroup ";
return quals;
}
// The optional id parameter indicates the object whose type we are trying
// to find the description for. It is optional. Most type descriptions do not
// depend on a specific object's use of that type.
string CompilerMSL::type_to_glsl(const SPIRType &type, uint32_t id)
{
string type_name;
// Pointer?
if (type.pointer)
{
const char *restrict_kw;
type_name = join(get_type_address_space(type, id), " ", type_to_glsl(get<SPIRType>(type.parent_type), id));
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switch (type.basetype)
{
case SPIRType::Image:
case SPIRType::SampledImage:
case SPIRType::Sampler:
// These are handles.
break;
default:
// Anything else can be a raw pointer.
type_name += "*";
restrict_kw = to_restrict(id);
if (*restrict_kw)
{
type_name += " ";
type_name += restrict_kw;
}
break;
}
return type_name;
}
switch (type.basetype)
{
case SPIRType::Struct:
// Need OpName lookup here to get a "sensible" name for a struct.
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// Allow Metal to use the array<T> template to make arrays a value type
type_name = to_name(type.self);
break;
case SPIRType::Image:
case SPIRType::SampledImage:
return image_type_glsl(type, id);
case SPIRType::Sampler:
return sampler_type(type);
case SPIRType::Void:
return "void";
case SPIRType::AtomicCounter:
return "atomic_uint";
case SPIRType::ControlPointArray:
return join("patch_control_point<", type_to_glsl(get<SPIRType>(type.parent_type), id), ">");
// Scalars
case SPIRType::Boolean:
type_name = "bool";
break;
case SPIRType::Char:
case SPIRType::SByte:
type_name = "char";
break;
case SPIRType::UByte:
type_name = "uchar";
break;
case SPIRType::Short:
type_name = "short";
break;
case SPIRType::UShort:
type_name = "ushort";
break;
case SPIRType::Int:
type_name = "int";
break;
case SPIRType::UInt:
type_name = "uint";
break;
case SPIRType::Int64:
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if (!msl_options.supports_msl_version(2, 2))
SPIRV_CROSS_THROW("64-bit integers are only supported in MSL 2.2 and above.");
type_name = "long";
break;
case SPIRType::UInt64:
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if (!msl_options.supports_msl_version(2, 2))
SPIRV_CROSS_THROW("64-bit integers are only supported in MSL 2.2 and above.");
type_name = "ulong";
break;
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case SPIRType::Half:
type_name = "half";
break;
case SPIRType::Float:
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type_name = "float";
break;
case SPIRType::Double:
type_name = "double"; // Currently unsupported
break;
default:
return "unknown_type";
}
// Matrix?
if (type.columns > 1)
type_name += to_string(type.columns) + "x";
// Vector or Matrix?
if (type.vecsize > 1)
type_name += to_string(type.vecsize);
if (type.array.empty() || using_builtin_array())
{
return type_name;
}
else
{
// Allow Metal to use the array<T> template to make arrays a value type
add_spv_func_and_recompile(SPVFuncImplUnsafeArray);
string res;
string sizes;
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for (uint32_t i = 0; i < uint32_t(type.array.size()); i++)
{
res += "spvUnsafeArray<";
sizes += ", ";
sizes += to_array_size(type, i);
sizes += ">";
}
res += type_name + sizes;
return res;
}
}
string CompilerMSL::type_to_array_glsl(const SPIRType &type)
{
// Allow Metal to use the array<T> template to make arrays a value type
switch (type.basetype)
{
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case SPIRType::AtomicCounter:
case SPIRType::ControlPointArray:
{
return CompilerGLSL::type_to_array_glsl(type);
}
default:
{
if (using_builtin_array())
return CompilerGLSL::type_to_array_glsl(type);
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else
return "";
}
}
}
// Threadgroup arrays can't have a wrapper type
std::string CompilerMSL::variable_decl(const SPIRVariable &variable)
{
if (variable.storage == StorageClassWorkgroup)
{
is_using_builtin_array = true;
}
std::string expr = CompilerGLSL::variable_decl(variable);
if (variable.storage == StorageClassWorkgroup)
{
is_using_builtin_array = false;
}
return expr;
}
// GCC workaround of lambdas calling protected funcs
std::string CompilerMSL::variable_decl(const SPIRType &type, const std::string &name, uint32_t id)
{
return CompilerGLSL::variable_decl(type, name, id);
}
std::string CompilerMSL::sampler_type(const SPIRType &type)
{
if (!type.array.empty())
{
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if (!msl_options.supports_msl_version(2))
SPIRV_CROSS_THROW("MSL 2.0 or greater is required for arrays of samplers.");
if (type.array.size() > 1)
SPIRV_CROSS_THROW("Arrays of arrays of samplers are not supported in MSL.");
// Arrays of samplers in MSL must be declared with a special array<T, N> syntax ala C++11 std::array.
uint32_t array_size = to_array_size_literal(type);
if (array_size == 0)
SPIRV_CROSS_THROW("Unsized array of samplers is not supported in MSL.");
auto &parent = get<SPIRType>(get_pointee_type(type).parent_type);
return join("array<", sampler_type(parent), ", ", array_size, ">");
}
else
return "sampler";
}
// Returns an MSL string describing the SPIR-V image type
string CompilerMSL::image_type_glsl(const SPIRType &type, uint32_t id)
{
auto *var = maybe_get<SPIRVariable>(id);
if (var && var->basevariable)
{
// For comparison images, check against the base variable,
// and not the fake ID which might have been generated for this variable.
id = var->basevariable;
}
if (!type.array.empty())
{
uint32_t major = 2, minor = 0;
if (msl_options.is_ios())
{
major = 1;
minor = 2;
}
if (!msl_options.supports_msl_version(major, minor))
{
if (msl_options.is_ios())
SPIRV_CROSS_THROW("MSL 1.2 or greater is required for arrays of textures.");
else
SPIRV_CROSS_THROW("MSL 2.0 or greater is required for arrays of textures.");
}
if (type.array.size() > 1)
SPIRV_CROSS_THROW("Arrays of arrays of textures are not supported in MSL.");
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// Arrays of images in MSL must be declared with a special array<T, N> syntax ala C++11 std::array.
uint32_t array_size = to_array_size_literal(type);
if (array_size == 0)
SPIRV_CROSS_THROW("Unsized array of images is not supported in MSL.");
auto &parent = get<SPIRType>(get_pointee_type(type).parent_type);
return join("array<", image_type_glsl(parent, id), ", ", array_size, ">");
}
string img_type_name;
// Bypass pointers because we need the real image struct
auto &img_type = get<SPIRType>(type.self).image;
if (image_is_comparison(type, id))
{
switch (img_type.dim)
{
case Dim1D:
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case Dim2D:
if (img_type.dim == Dim1D && !msl_options.texture_1D_as_2D)
{
// Use a native Metal 1D texture
img_type_name += "depth1d_unsupported_by_metal";
break;
}
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if (img_type.ms && img_type.arrayed)
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{
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("Multisampled array textures are supported from 2.1.");
img_type_name += "depth2d_ms_array";
}
else if (img_type.ms)
img_type_name += "depth2d_ms";
else if (img_type.arrayed)
img_type_name += "depth2d_array";
else
img_type_name += "depth2d";
break;
case Dim3D:
img_type_name += "depth3d_unsupported_by_metal";
break;
case DimCube:
if (!msl_options.emulate_cube_array)
img_type_name += (img_type.arrayed ? "depthcube_array" : "depthcube");
else
img_type_name += (img_type.arrayed ? "depth2d_array" : "depthcube");
break;
default:
img_type_name += "unknown_depth_texture_type";
break;
}
}
else
{
switch (img_type.dim)
{
case DimBuffer:
if (img_type.ms || img_type.arrayed)
SPIRV_CROSS_THROW("Cannot use texel buffers with multisampling or array layers.");
if (msl_options.texture_buffer_native)
{
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("Native texture_buffer type is only supported in MSL 2.1.");
img_type_name = "texture_buffer";
}
else
img_type_name += "texture2d";
break;
case Dim1D:
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case Dim2D:
case DimSubpassData:
{
bool subpass_array =
img_type.dim == DimSubpassData && (msl_options.multiview || msl_options.arrayed_subpass_input);
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if (img_type.dim == Dim1D && !msl_options.texture_1D_as_2D)
{
// Use a native Metal 1D texture
img_type_name += (img_type.arrayed ? "texture1d_array" : "texture1d");
break;
}
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// Use Metal's native frame-buffer fetch API for subpass inputs.
if (type_is_msl_framebuffer_fetch(type))
{
auto img_type_4 = get<SPIRType>(img_type.type);
img_type_4.vecsize = 4;
return type_to_glsl(img_type_4);
}
if (img_type.ms && (img_type.arrayed || subpass_array))
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{
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("Multisampled array textures are supported from 2.1.");
img_type_name += "texture2d_ms_array";
}
else if (img_type.ms)
img_type_name += "texture2d_ms";
else if (img_type.arrayed || subpass_array)
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img_type_name += "texture2d_array";
else
img_type_name += "texture2d";
break;
}
case Dim3D:
img_type_name += "texture3d";
break;
case DimCube:
if (!msl_options.emulate_cube_array)
img_type_name += (img_type.arrayed ? "texturecube_array" : "texturecube");
else
img_type_name += (img_type.arrayed ? "texture2d_array" : "texturecube");
break;
default:
img_type_name += "unknown_texture_type";
break;
}
}
// Append the pixel type
img_type_name += "<";
img_type_name += type_to_glsl(get<SPIRType>(img_type.type));
// For unsampled images, append the sample/read/write access qualifier.
// For kernel images, the access qualifier my be supplied directly by SPIR-V.
// Otherwise it may be set based on whether the image is read from or written to within the shader.
2018-02-09 10:27:23 +00:00
if (type.basetype == SPIRType::Image && type.image.sampled == 2 && type.image.dim != DimSubpassData)
{
switch (img_type.access)
{
case AccessQualifierReadOnly:
img_type_name += ", access::read";
break;
case AccessQualifierWriteOnly:
img_type_name += ", access::write";
break;
case AccessQualifierReadWrite:
img_type_name += ", access::read_write";
break;
default:
{
auto *p_var = maybe_get_backing_variable(id);
if (p_var && p_var->basevariable)
p_var = maybe_get<SPIRVariable>(p_var->basevariable);
if (p_var && !has_decoration(p_var->self, DecorationNonWritable))
{
img_type_name += ", access::";
if (!has_decoration(p_var->self, DecorationNonReadable))
img_type_name += "read_";
img_type_name += "write";
}
break;
}
}
}
img_type_name += ">";
return img_type_name;
}
void CompilerMSL::emit_subgroup_op(const Instruction &i)
{
const uint32_t *ops = stream(i);
auto op = static_cast<Op>(i.op);
// Metal 2.0 is required. iOS only supports quad ops. macOS only supports
// broadcast and shuffle on 10.13 (2.0), with full support in 10.14 (2.1).
// Note that iOS makes no distinction between a quad-group and a subgroup;
// all subgroups are quad-groups there.
if (!msl_options.supports_msl_version(2))
SPIRV_CROSS_THROW("Subgroups are only supported in Metal 2.0 and up.");
2020-01-09 11:28:16 +00:00
// If we need to do implicit bitcasts, make sure we do it with the correct type.
uint32_t integer_width = get_integer_width_for_instruction(i);
auto int_type = to_signed_basetype(integer_width);
auto uint_type = to_unsigned_basetype(integer_width);
if (msl_options.is_ios())
{
switch (op)
{
default:
SPIRV_CROSS_THROW("iOS only supports quad-group operations.");
case OpGroupNonUniformBroadcast:
case OpGroupNonUniformShuffle:
case OpGroupNonUniformShuffleXor:
case OpGroupNonUniformShuffleUp:
case OpGroupNonUniformShuffleDown:
case OpGroupNonUniformQuadSwap:
case OpGroupNonUniformQuadBroadcast:
break;
}
}
if (msl_options.is_macos() && !msl_options.supports_msl_version(2, 1))
{
switch (op)
{
default:
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SPIRV_CROSS_THROW("Subgroup ops beyond broadcast and shuffle on macOS require Metal 2.1 and up.");
case OpGroupNonUniformBroadcast:
case OpGroupNonUniformShuffle:
case OpGroupNonUniformShuffleXor:
case OpGroupNonUniformShuffleUp:
case OpGroupNonUniformShuffleDown:
break;
}
}
uint32_t result_type = ops[0];
uint32_t id = ops[1];
auto scope = static_cast<Scope>(evaluate_constant_u32(ops[2]));
if (scope != ScopeSubgroup)
SPIRV_CROSS_THROW("Only subgroup scope is supported.");
switch (op)
{
case OpGroupNonUniformElect:
emit_op(result_type, id, "simd_is_first()", true);
break;
case OpGroupNonUniformBroadcast:
emit_binary_func_op(result_type, id, ops[3], ops[4],
msl_options.is_ios() ? "quad_broadcast" : "simd_broadcast");
break;
case OpGroupNonUniformBroadcastFirst:
emit_unary_func_op(result_type, id, ops[3], "simd_broadcast_first");
break;
case OpGroupNonUniformBallot:
emit_unary_func_op(result_type, id, ops[3], "spvSubgroupBallot");
break;
case OpGroupNonUniformInverseBallot:
emit_binary_func_op(result_type, id, ops[3], builtin_subgroup_invocation_id_id, "spvSubgroupBallotBitExtract");
break;
case OpGroupNonUniformBallotBitExtract:
emit_binary_func_op(result_type, id, ops[3], ops[4], "spvSubgroupBallotBitExtract");
break;
case OpGroupNonUniformBallotFindLSB:
emit_unary_func_op(result_type, id, ops[3], "spvSubgroupBallotFindLSB");
break;
case OpGroupNonUniformBallotFindMSB:
emit_unary_func_op(result_type, id, ops[3], "spvSubgroupBallotFindMSB");
break;
case OpGroupNonUniformBallotBitCount:
{
auto operation = static_cast<GroupOperation>(ops[3]);
if (operation == GroupOperationReduce)
emit_unary_func_op(result_type, id, ops[4], "spvSubgroupBallotBitCount");
else if (operation == GroupOperationInclusiveScan)
emit_binary_func_op(result_type, id, ops[4], builtin_subgroup_invocation_id_id,
"spvSubgroupBallotInclusiveBitCount");
else if (operation == GroupOperationExclusiveScan)
emit_binary_func_op(result_type, id, ops[4], builtin_subgroup_invocation_id_id,
"spvSubgroupBallotExclusiveBitCount");
else
SPIRV_CROSS_THROW("Invalid BitCount operation.");
break;
}
case OpGroupNonUniformShuffle:
emit_binary_func_op(result_type, id, ops[3], ops[4], msl_options.is_ios() ? "quad_shuffle" : "simd_shuffle");
break;
case OpGroupNonUniformShuffleXor:
emit_binary_func_op(result_type, id, ops[3], ops[4],
msl_options.is_ios() ? "quad_shuffle_xor" : "simd_shuffle_xor");
break;
case OpGroupNonUniformShuffleUp:
emit_binary_func_op(result_type, id, ops[3], ops[4],
msl_options.is_ios() ? "quad_shuffle_up" : "simd_shuffle_up");
break;
case OpGroupNonUniformShuffleDown:
emit_binary_func_op(result_type, id, ops[3], ops[4],
msl_options.is_ios() ? "quad_shuffle_down" : "simd_shuffle_down");
break;
case OpGroupNonUniformAll:
emit_unary_func_op(result_type, id, ops[3], "simd_all");
break;
case OpGroupNonUniformAny:
emit_unary_func_op(result_type, id, ops[3], "simd_any");
break;
case OpGroupNonUniformAllEqual:
emit_unary_func_op(result_type, id, ops[3], "spvSubgroupAllEqual");
break;
// clang-format off
#define MSL_GROUP_OP(op, msl_op) \
case OpGroupNonUniform##op: \
{ \
auto operation = static_cast<GroupOperation>(ops[3]); \
if (operation == GroupOperationReduce) \
emit_unary_func_op(result_type, id, ops[4], "simd_" #msl_op); \
else if (operation == GroupOperationInclusiveScan) \
emit_unary_func_op(result_type, id, ops[4], "simd_prefix_inclusive_" #msl_op); \
else if (operation == GroupOperationExclusiveScan) \
emit_unary_func_op(result_type, id, ops[4], "simd_prefix_exclusive_" #msl_op); \
else if (operation == GroupOperationClusteredReduce) \
{ \
/* Only cluster sizes of 4 are supported. */ \
uint32_t cluster_size = evaluate_constant_u32(ops[5]); \
if (cluster_size != 4) \
SPIRV_CROSS_THROW("Metal only supports quad ClusteredReduce."); \
emit_unary_func_op(result_type, id, ops[4], "quad_" #msl_op); \
} \
else \
SPIRV_CROSS_THROW("Invalid group operation."); \
break; \
}
MSL_GROUP_OP(FAdd, sum)
MSL_GROUP_OP(FMul, product)
MSL_GROUP_OP(IAdd, sum)
MSL_GROUP_OP(IMul, product)
#undef MSL_GROUP_OP
// The others, unfortunately, don't support InclusiveScan or ExclusiveScan.
2020-01-09 11:28:16 +00:00
#define MSL_GROUP_OP(op, msl_op) \
case OpGroupNonUniform##op: \
{ \
auto operation = static_cast<GroupOperation>(ops[3]); \
if (operation == GroupOperationReduce) \
emit_unary_func_op(result_type, id, ops[4], "simd_" #msl_op); \
else if (operation == GroupOperationInclusiveScan) \
SPIRV_CROSS_THROW("Metal doesn't support InclusiveScan for OpGroupNonUniform" #op "."); \
else if (operation == GroupOperationExclusiveScan) \
SPIRV_CROSS_THROW("Metal doesn't support ExclusiveScan for OpGroupNonUniform" #op "."); \
else if (operation == GroupOperationClusteredReduce) \
{ \
/* Only cluster sizes of 4 are supported. */ \
uint32_t cluster_size = evaluate_constant_u32(ops[5]); \
if (cluster_size != 4) \
SPIRV_CROSS_THROW("Metal only supports quad ClusteredReduce."); \
emit_unary_func_op(result_type, id, ops[4], "quad_" #msl_op); \
} \
else \
SPIRV_CROSS_THROW("Invalid group operation."); \
break; \
}
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#define MSL_GROUP_OP_CAST(op, msl_op, type) \
case OpGroupNonUniform##op: \
{ \
auto operation = static_cast<GroupOperation>(ops[3]); \
if (operation == GroupOperationReduce) \
emit_unary_func_op_cast(result_type, id, ops[4], "simd_" #msl_op, type, type); \
else if (operation == GroupOperationInclusiveScan) \
SPIRV_CROSS_THROW("Metal doesn't support InclusiveScan for OpGroupNonUniform" #op "."); \
else if (operation == GroupOperationExclusiveScan) \
SPIRV_CROSS_THROW("Metal doesn't support ExclusiveScan for OpGroupNonUniform" #op "."); \
else if (operation == GroupOperationClusteredReduce) \
{ \
/* Only cluster sizes of 4 are supported. */ \
uint32_t cluster_size = evaluate_constant_u32(ops[5]); \
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if (cluster_size != 4) \
SPIRV_CROSS_THROW("Metal only supports quad ClusteredReduce."); \
emit_unary_func_op_cast(result_type, id, ops[4], "quad_" #msl_op, type, type); \
} \
else \
SPIRV_CROSS_THROW("Invalid group operation."); \
break; \
}
MSL_GROUP_OP(FMin, min)
MSL_GROUP_OP(FMax, max)
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MSL_GROUP_OP_CAST(SMin, min, int_type)
MSL_GROUP_OP_CAST(SMax, max, int_type)
MSL_GROUP_OP_CAST(UMin, min, uint_type)
MSL_GROUP_OP_CAST(UMax, max, uint_type)
MSL_GROUP_OP(BitwiseAnd, and)
MSL_GROUP_OP(BitwiseOr, or)
MSL_GROUP_OP(BitwiseXor, xor)
MSL_GROUP_OP(LogicalAnd, and)
MSL_GROUP_OP(LogicalOr, or)
MSL_GROUP_OP(LogicalXor, xor)
// clang-format on
2020-01-09 11:28:16 +00:00
#undef MSL_GROUP_OP
#undef MSL_GROUP_OP_CAST
case OpGroupNonUniformQuadSwap:
{
// We can implement this easily based on the following table giving
// the target lane ID from the direction and current lane ID:
// Direction
// | 0 | 1 | 2 |
// ---+---+---+---+
// L 0 | 1 2 3
// a 1 | 0 3 2
// n 2 | 3 0 1
// e 3 | 2 1 0
// Notice that target = source ^ (direction + 1).
uint32_t mask = evaluate_constant_u32(ops[4]) + 1;
uint32_t mask_id = ir.increase_bound_by(1);
set<SPIRConstant>(mask_id, expression_type_id(ops[4]), mask, false);
emit_binary_func_op(result_type, id, ops[3], mask_id, "quad_shuffle_xor");
break;
}
case OpGroupNonUniformQuadBroadcast:
emit_binary_func_op(result_type, id, ops[3], ops[4], "quad_broadcast");
break;
default:
SPIRV_CROSS_THROW("Invalid opcode for subgroup.");
}
register_control_dependent_expression(id);
}
string CompilerMSL::bitcast_glsl_op(const SPIRType &out_type, const SPIRType &in_type)
{
if (out_type.basetype == in_type.basetype)
return "";
assert(out_type.basetype != SPIRType::Boolean);
assert(in_type.basetype != SPIRType::Boolean);
bool integral_cast = type_is_integral(out_type) && type_is_integral(in_type);
bool same_size_cast = out_type.width == in_type.width;
if (integral_cast && same_size_cast)
{
// Trivial bitcast case, casts between integers.
return type_to_glsl(out_type);
}
else
{
// Fall back to the catch-all bitcast in MSL.
return "as_type<" + type_to_glsl(out_type) + ">";
}
}
bool CompilerMSL::emit_complex_bitcast(uint32_t, uint32_t, uint32_t)
{
return false;
}
// Returns an MSL string identifying the name of a SPIR-V builtin.
// Output builtins are qualified with the name of the stage out structure.
string CompilerMSL::builtin_to_glsl(BuiltIn builtin, StorageClass storage)
{
switch (builtin)
{
// Handle HLSL-style 0-based vertex/instance index.
// Override GLSL compiler strictness
case BuiltInVertexId:
ensure_builtin(StorageClassInput, BuiltInVertexId);
2019-09-23 22:05:04 +00:00
if (msl_options.enable_base_index_zero && msl_options.supports_msl_version(1, 1) &&
(msl_options.ios_support_base_vertex_instance || msl_options.is_macos()))
{
if (builtin_declaration)
{
if (needs_base_vertex_arg != TriState::No)
needs_base_vertex_arg = TriState::Yes;
return "gl_VertexID";
}
else
{
ensure_builtin(StorageClassInput, BuiltInBaseVertex);
return "(gl_VertexID - gl_BaseVertex)";
}
}
else
{
return "gl_VertexID";
}
case BuiltInInstanceId:
ensure_builtin(StorageClassInput, BuiltInInstanceId);
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if (msl_options.enable_base_index_zero && msl_options.supports_msl_version(1, 1) &&
(msl_options.ios_support_base_vertex_instance || msl_options.is_macos()))
{
if (builtin_declaration)
{
if (needs_base_instance_arg != TriState::No)
needs_base_instance_arg = TriState::Yes;
return "gl_InstanceID";
}
else
{
ensure_builtin(StorageClassInput, BuiltInBaseInstance);
return "(gl_InstanceID - gl_BaseInstance)";
}
}
else
{
return "gl_InstanceID";
}
case BuiltInVertexIndex:
ensure_builtin(StorageClassInput, BuiltInVertexIndex);
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if (msl_options.enable_base_index_zero && msl_options.supports_msl_version(1, 1) &&
(msl_options.ios_support_base_vertex_instance || msl_options.is_macos()))
{
if (builtin_declaration)
{
if (needs_base_vertex_arg != TriState::No)
needs_base_vertex_arg = TriState::Yes;
return "gl_VertexIndex";
}
else
{
ensure_builtin(StorageClassInput, BuiltInBaseVertex);
return "(gl_VertexIndex - gl_BaseVertex)";
}
}
else
{
return "gl_VertexIndex";
}
case BuiltInInstanceIndex:
ensure_builtin(StorageClassInput, BuiltInInstanceIndex);
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if (msl_options.enable_base_index_zero && msl_options.supports_msl_version(1, 1) &&
(msl_options.ios_support_base_vertex_instance || msl_options.is_macos()))
{
if (builtin_declaration)
{
if (needs_base_instance_arg != TriState::No)
needs_base_instance_arg = TriState::Yes;
return "gl_InstanceIndex";
}
else
{
ensure_builtin(StorageClassInput, BuiltInBaseInstance);
return "(gl_InstanceIndex - gl_BaseInstance)";
}
}
else
{
return "gl_InstanceIndex";
}
case BuiltInBaseVertex:
2019-09-23 22:05:04 +00:00
if (msl_options.supports_msl_version(1, 1) &&
(msl_options.ios_support_base_vertex_instance || msl_options.is_macos()))
{
needs_base_vertex_arg = TriState::No;
return "gl_BaseVertex";
}
else
{
SPIRV_CROSS_THROW("BaseVertex requires Metal 1.1 and Mac or Apple A9+ hardware.");
}
case BuiltInBaseInstance:
2019-09-23 22:05:04 +00:00
if (msl_options.supports_msl_version(1, 1) &&
(msl_options.ios_support_base_vertex_instance || msl_options.is_macos()))
{
needs_base_instance_arg = TriState::No;
return "gl_BaseInstance";
}
else
{
SPIRV_CROSS_THROW("BaseInstance requires Metal 1.1 and Mac or Apple A9+ hardware.");
}
case BuiltInDrawIndex:
SPIRV_CROSS_THROW("DrawIndex is not supported in MSL.");
// When used in the entry function, output builtins are qualified with output struct name.
// Test storage class as NOT Input, as output builtins might be part of generic type.
// Also don't do this for tessellation control shaders.
case BuiltInViewportIndex:
if (!msl_options.supports_msl_version(2, 0))
SPIRV_CROSS_THROW("ViewportIndex requires Metal 2.0.");
/* fallthrough */
case BuiltInFragDepth:
case BuiltInFragStencilRefEXT:
if ((builtin == BuiltInFragDepth && !msl_options.enable_frag_depth_builtin) ||
(builtin == BuiltInFragStencilRefEXT && !msl_options.enable_frag_stencil_ref_builtin))
break;
/* fallthrough */
case BuiltInPosition:
case BuiltInPointSize:
case BuiltInClipDistance:
case BuiltInCullDistance:
case BuiltInLayer:
case BuiltInSampleMask:
if (get_execution_model() == ExecutionModelTessellationControl)
break;
if (storage != StorageClassInput && current_function && (current_function->self == ir.default_entry_point))
return stage_out_var_name + "." + CompilerGLSL::builtin_to_glsl(builtin, storage);
break;
case BuiltInBaryCoordNV:
case BuiltInBaryCoordNoPerspNV:
if (storage == StorageClassInput && current_function && (current_function->self == ir.default_entry_point))
return stage_in_var_name + "." + CompilerGLSL::builtin_to_glsl(builtin, storage);
break;
case BuiltInTessLevelOuter:
if (get_execution_model() == ExecutionModelTessellationEvaluation)
{
if (storage != StorageClassOutput && !get_entry_point().flags.get(ExecutionModeTriangles) &&
current_function && (current_function->self == ir.default_entry_point))
return join(patch_stage_in_var_name, ".", CompilerGLSL::builtin_to_glsl(builtin, storage));
else
break;
}
if (storage != StorageClassInput && current_function && (current_function->self == ir.default_entry_point))
return join(tess_factor_buffer_var_name, "[", to_expression(builtin_primitive_id_id),
"].edgeTessellationFactor");
break;
case BuiltInTessLevelInner:
if (get_execution_model() == ExecutionModelTessellationEvaluation)
{
if (storage != StorageClassOutput && !get_entry_point().flags.get(ExecutionModeTriangles) &&
current_function && (current_function->self == ir.default_entry_point))
return join(patch_stage_in_var_name, ".", CompilerGLSL::builtin_to_glsl(builtin, storage));
else
break;
}
if (storage != StorageClassInput && current_function && (current_function->self == ir.default_entry_point))
return join(tess_factor_buffer_var_name, "[", to_expression(builtin_primitive_id_id),
"].insideTessellationFactor");
break;
default:
break;
}
return CompilerGLSL::builtin_to_glsl(builtin, storage);
}
// Returns an MSL string attribute qualifer for a SPIR-V builtin
string CompilerMSL::builtin_qualifier(BuiltIn builtin)
{
auto &execution = get_entry_point();
switch (builtin)
{
// Vertex function in
case BuiltInVertexId:
return "vertex_id";
case BuiltInVertexIndex:
return "vertex_id";
case BuiltInBaseVertex:
return "base_vertex";
case BuiltInInstanceId:
return "instance_id";
case BuiltInInstanceIndex:
return "instance_id";
case BuiltInBaseInstance:
return "base_instance";
case BuiltInDrawIndex:
SPIRV_CROSS_THROW("DrawIndex is not supported in MSL.");
// Vertex function out
case BuiltInClipDistance:
return "clip_distance";
case BuiltInPointSize:
return "point_size";
case BuiltInPosition:
if (position_invariant)
{
if (!msl_options.supports_msl_version(2, 1))
SPIRV_CROSS_THROW("Invariant position is only supported on MSL 2.1 and up.");
return "position, invariant";
}
else
return "position";
case BuiltInLayer:
return "render_target_array_index";
case BuiltInViewportIndex:
if (!msl_options.supports_msl_version(2, 0))
SPIRV_CROSS_THROW("ViewportIndex requires Metal 2.0.");
return "viewport_array_index";
// Tess. control function in
case BuiltInInvocationId:
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 (msl_options.multi_patch_workgroup)
{
// Shouldn't be reached.
SPIRV_CROSS_THROW("InvocationId is computed manually with multi-patch workgroups in MSL.");
}
return "thread_index_in_threadgroup";
case BuiltInPatchVertices:
// Shouldn't be reached.
SPIRV_CROSS_THROW("PatchVertices is derived from the auxiliary buffer in MSL.");
case BuiltInPrimitiveId:
switch (execution.model)
{
case ExecutionModelTessellationControl:
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 (msl_options.multi_patch_workgroup)
{
// Shouldn't be reached.
SPIRV_CROSS_THROW("PrimitiveId is computed manually with multi-patch workgroups in MSL.");
}
return "threadgroup_position_in_grid";
case ExecutionModelTessellationEvaluation:
return "patch_id";
case ExecutionModelFragment:
if (msl_options.is_ios())
SPIRV_CROSS_THROW("PrimitiveId is not supported in fragment on iOS.");
else if (msl_options.is_macos() && !msl_options.supports_msl_version(2, 2))
SPIRV_CROSS_THROW("PrimitiveId on macOS requires MSL 2.2.");
return "primitive_id";
default:
SPIRV_CROSS_THROW("PrimitiveId is not supported in this execution model.");
}
// Tess. control function out
case BuiltInTessLevelOuter:
case BuiltInTessLevelInner:
// Shouldn't be reached.
SPIRV_CROSS_THROW("Tessellation levels are handled specially in MSL.");
// Tess. evaluation function in
case BuiltInTessCoord:
return "position_in_patch";
// Fragment function in
case BuiltInFrontFacing:
return "front_facing";
case BuiltInPointCoord:
return "point_coord";
case BuiltInFragCoord:
return "position";
case BuiltInSampleId:
return "sample_id";
case BuiltInSampleMask:
return "sample_mask";
case BuiltInSamplePosition:
// Shouldn't be reached.
SPIRV_CROSS_THROW("Sample position is retrieved by a function in MSL.");
case BuiltInViewIndex:
if (execution.model != ExecutionModelFragment)
SPIRV_CROSS_THROW("ViewIndex is handled specially outside fragment shaders.");
// The ViewIndex was implicitly used in the prior stages to set the render_target_array_index,
// so we can get it from there.
return "render_target_array_index";
// Fragment function out
case BuiltInFragDepth:
if (execution.flags.get(ExecutionModeDepthGreater))
return "depth(greater)";
else if (execution.flags.get(ExecutionModeDepthLess))
return "depth(less)";
2017-06-17 07:35:42 +00:00
else
return "depth(any)";
2019-06-12 08:06:59 +00:00
case BuiltInFragStencilRefEXT:
return "stencil";
// Compute function in
case BuiltInGlobalInvocationId:
return "thread_position_in_grid";
case BuiltInWorkgroupId:
return "threadgroup_position_in_grid";
case BuiltInNumWorkgroups:
return "threadgroups_per_grid";
case BuiltInLocalInvocationId:
return "thread_position_in_threadgroup";
case BuiltInLocalInvocationIndex:
return "thread_index_in_threadgroup";
case BuiltInSubgroupSize:
if (execution.model == ExecutionModelFragment)
{
if (!msl_options.supports_msl_version(2, 2))
SPIRV_CROSS_THROW("threads_per_simdgroup requires Metal 2.2 in fragment shaders.");
return "threads_per_simdgroup";
}
else
{
// thread_execution_width is an alias for threads_per_simdgroup, and it's only available since 1.0,
// but not in fragment.
return "thread_execution_width";
}
case BuiltInNumSubgroups:
if (!msl_options.supports_msl_version(2))
SPIRV_CROSS_THROW("Subgroup builtins require Metal 2.0.");
return msl_options.is_ios() ? "quadgroups_per_threadgroup" : "simdgroups_per_threadgroup";
case BuiltInSubgroupId:
if (!msl_options.supports_msl_version(2))
SPIRV_CROSS_THROW("Subgroup builtins require Metal 2.0.");
return msl_options.is_ios() ? "quadgroup_index_in_threadgroup" : "simdgroup_index_in_threadgroup";
case BuiltInSubgroupLocalInvocationId:
if (execution.model == ExecutionModelFragment)
{
if (!msl_options.supports_msl_version(2, 2))
SPIRV_CROSS_THROW("thread_index_in_simdgroup requires Metal 2.2 in fragment shaders.");
return "thread_index_in_simdgroup";
}
else
{
if (!msl_options.supports_msl_version(2))
SPIRV_CROSS_THROW("Subgroup builtins require Metal 2.0.");
return msl_options.is_ios() ? "thread_index_in_quadgroup" : "thread_index_in_simdgroup";
}
case BuiltInSubgroupEqMask:
case BuiltInSubgroupGeMask:
case BuiltInSubgroupGtMask:
case BuiltInSubgroupLeMask:
case BuiltInSubgroupLtMask:
// Shouldn't be reached.
SPIRV_CROSS_THROW("Subgroup ballot masks are handled specially in MSL.");
case BuiltInBaryCoordNV:
// TODO: AMD barycentrics as well? Seem to have different swizzle and 2 components rather than 3.
if (msl_options.is_ios())
SPIRV_CROSS_THROW("Barycentrics not supported on iOS.");
else if (!msl_options.supports_msl_version(2, 2))
SPIRV_CROSS_THROW("Barycentrics are only supported in MSL 2.2 and above on macOS.");
return "barycentric_coord, center_perspective";
case BuiltInBaryCoordNoPerspNV:
// TODO: AMD barycentrics as well? Seem to have different swizzle and 2 components rather than 3.
if (msl_options.is_ios())
SPIRV_CROSS_THROW("Barycentrics not supported on iOS.");
else if (!msl_options.supports_msl_version(2, 2))
SPIRV_CROSS_THROW("Barycentrics are only supported in MSL 2.2 and above on macOS.");
return "barycentric_coord, center_no_perspective";
default:
return "unsupported-built-in";
}
}
// Returns an MSL string type declaration for a SPIR-V builtin
string CompilerMSL::builtin_type_decl(BuiltIn builtin, uint32_t id)
{
const SPIREntryPoint &execution = get_entry_point();
switch (builtin)
{
// Vertex function in
case BuiltInVertexId:
return "uint";
case BuiltInVertexIndex:
return "uint";
case BuiltInBaseVertex:
return "uint";
case BuiltInInstanceId:
return "uint";
case BuiltInInstanceIndex:
return "uint";
case BuiltInBaseInstance:
return "uint";
case BuiltInDrawIndex:
SPIRV_CROSS_THROW("DrawIndex is not supported in MSL.");
// Vertex function out
case BuiltInClipDistance:
return "float";
case BuiltInPointSize:
return "float";
case BuiltInPosition:
return "float4";
case BuiltInLayer:
return "uint";
case BuiltInViewportIndex:
if (!msl_options.supports_msl_version(2, 0))
SPIRV_CROSS_THROW("ViewportIndex requires Metal 2.0.");
return "uint";
// Tess. control function in
case BuiltInInvocationId:
return "uint";
case BuiltInPatchVertices:
return "uint";
case BuiltInPrimitiveId:
return "uint";
// Tess. control function out
case BuiltInTessLevelInner:
if (execution.model == ExecutionModelTessellationEvaluation)
return !execution.flags.get(ExecutionModeTriangles) ? "float2" : "float";
return "half";
case BuiltInTessLevelOuter:
if (execution.model == ExecutionModelTessellationEvaluation)
return !execution.flags.get(ExecutionModeTriangles) ? "float4" : "float";
return "half";
// Tess. evaluation function in
case BuiltInTessCoord:
return execution.flags.get(ExecutionModeTriangles) ? "float3" : "float2";
// Fragment function in
case BuiltInFrontFacing:
return "bool";
case BuiltInPointCoord:
return "float2";
case BuiltInFragCoord:
return "float4";
case BuiltInSampleId:
return "uint";
case BuiltInSampleMask:
return "uint";
case BuiltInSamplePosition:
return "float2";
case BuiltInViewIndex:
return "uint";
case BuiltInHelperInvocation:
return "bool";
case BuiltInBaryCoordNV:
case BuiltInBaryCoordNoPerspNV:
// Use the type as declared, can be 1, 2 or 3 components.
return type_to_glsl(get_variable_data_type(get<SPIRVariable>(id)));
// Fragment function out
case BuiltInFragDepth:
return "float";
2019-06-12 08:06:59 +00:00
case BuiltInFragStencilRefEXT:
return "uint";
// Compute function in
case BuiltInGlobalInvocationId:
case BuiltInLocalInvocationId:
case BuiltInNumWorkgroups:
case BuiltInWorkgroupId:
return "uint3";
case BuiltInLocalInvocationIndex:
case BuiltInNumSubgroups:
case BuiltInSubgroupId:
case BuiltInSubgroupSize:
case BuiltInSubgroupLocalInvocationId:
return "uint";
case BuiltInSubgroupEqMask:
case BuiltInSubgroupGeMask:
case BuiltInSubgroupGtMask:
case BuiltInSubgroupLeMask:
case BuiltInSubgroupLtMask:
return "uint4";
case BuiltInDeviceIndex:
return "int";
default:
return "unsupported-built-in-type";
}
}
// Returns the declaration of a built-in argument to a function
string CompilerMSL::built_in_func_arg(BuiltIn builtin, bool prefix_comma)
{
string bi_arg;
if (prefix_comma)
bi_arg += ", ";
// Handle HLSL-style 0-based vertex/instance index.
builtin_declaration = true;
bi_arg += builtin_type_decl(builtin);
bi_arg += " " + builtin_to_glsl(builtin, StorageClassInput);
bi_arg += " [[" + builtin_qualifier(builtin) + "]]";
builtin_declaration = false;
return bi_arg;
}
const SPIRType &CompilerMSL::get_physical_member_type(const SPIRType &type, uint32_t index) const
{
if (member_is_remapped_physical_type(type, index))
return get<SPIRType>(get_extended_member_decoration(type.self, index, SPIRVCrossDecorationPhysicalTypeID));
else
return get<SPIRType>(type.member_types[index]);
}
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
SPIRType CompilerMSL::get_presumed_input_type(const SPIRType &ib_type, uint32_t index) const
{
SPIRType type = get_physical_member_type(ib_type, index);
uint32_t loc = get_member_decoration(ib_type.self, index, DecorationLocation);
if (inputs_by_location.count(loc))
{
if (inputs_by_location.at(loc).vecsize > type.vecsize)
type.vecsize = inputs_by_location.at(loc).vecsize;
}
return type;
}
2019-07-23 10:23:41 +00:00
uint32_t CompilerMSL::get_declared_type_array_stride_msl(const SPIRType &type, bool is_packed, bool row_major) const
{
// Array stride in MSL is always size * array_size. sizeof(float3) == 16,
// unlike GLSL and HLSL where array stride would be 16 and size 12.
// We could use parent type here and recurse, but that makes creating physical type remappings
// far more complicated. We'd rather just create the final type, and ignore having to create the entire type
// hierarchy in order to compute this value, so make a temporary type on the stack.
auto basic_type = type;
basic_type.array.clear();
basic_type.array_size_literal.clear();
uint32_t value_size = get_declared_type_size_msl(basic_type, is_packed, row_major);
uint32_t dimensions = uint32_t(type.array.size());
assert(dimensions > 0);
dimensions--;
// Multiply together every dimension, except the last one.
for (uint32_t dim = 0; dim < dimensions; dim++)
{
uint32_t array_size = to_array_size_literal(type, dim);
value_size *= max(array_size, 1u);
}
return value_size;
}
uint32_t CompilerMSL::get_declared_struct_member_array_stride_msl(const SPIRType &type, uint32_t index) const
{
return get_declared_type_array_stride_msl(get_physical_member_type(type, index),
member_is_packed_physical_type(type, index),
has_member_decoration(type.self, index, DecorationRowMajor));
}
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
uint32_t CompilerMSL::get_declared_input_array_stride_msl(const SPIRType &type, uint32_t index) const
{
return get_declared_type_array_stride_msl(get_presumed_input_type(type, index), false,
has_member_decoration(type.self, index, DecorationRowMajor));
}
uint32_t CompilerMSL::get_declared_type_matrix_stride_msl(const SPIRType &type, bool packed, bool row_major) const
{
// For packed matrices, we just use the size of the vector type.
// Otherwise, MatrixStride == alignment, which is the size of the underlying vector type.
if (packed)
return (type.width / 8) * ((row_major && type.columns > 1) ? type.columns : type.vecsize);
else
return get_declared_type_alignment_msl(type, false, row_major);
}
uint32_t CompilerMSL::get_declared_struct_member_matrix_stride_msl(const SPIRType &type, uint32_t index) const
{
return get_declared_type_matrix_stride_msl(get_physical_member_type(type, index),
member_is_packed_physical_type(type, index),
has_member_decoration(type.self, index, DecorationRowMajor));
}
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
uint32_t CompilerMSL::get_declared_input_matrix_stride_msl(const SPIRType &type, uint32_t index) const
{
return get_declared_type_matrix_stride_msl(get_presumed_input_type(type, index), false,
has_member_decoration(type.self, index, DecorationRowMajor));
}
2019-07-23 10:23:41 +00:00
uint32_t CompilerMSL::get_declared_struct_size_msl(const SPIRType &struct_type, bool ignore_alignment,
bool ignore_padding) const
{
2019-07-22 08:23:39 +00:00
// If we have a target size, that is the declared size as well.
if (!ignore_padding && has_extended_decoration(struct_type.self, SPIRVCrossDecorationPaddingTarget))
return get_extended_decoration(struct_type.self, SPIRVCrossDecorationPaddingTarget);
if (struct_type.member_types.empty())
return 0;
uint32_t mbr_cnt = uint32_t(struct_type.member_types.size());
// In MSL, a struct's alignment is equal to the maximum alignment of any of its members.
uint32_t alignment = 1;
2019-07-22 08:23:39 +00:00
if (!ignore_alignment)
{
2019-07-22 08:23:39 +00:00
for (uint32_t i = 0; i < mbr_cnt; i++)
{
uint32_t mbr_alignment = get_declared_struct_member_alignment_msl(struct_type, i);
alignment = max(alignment, mbr_alignment);
}
}
// Last member will always be matched to the final Offset decoration, but size of struct in MSL now depends
// on physical size in MSL, and the size of the struct itself is then aligned to struct alignment.
uint32_t spirv_offset = type_struct_member_offset(struct_type, mbr_cnt - 1);
uint32_t msl_size = spirv_offset + get_declared_struct_member_size_msl(struct_type, mbr_cnt - 1);
msl_size = (msl_size + alignment - 1) & ~(alignment - 1);
return msl_size;
}
// Returns the byte size of a struct member.
uint32_t CompilerMSL::get_declared_type_size_msl(const SPIRType &type, bool is_packed, bool row_major) const
{
2016-10-24 13:24:24 +00:00
switch (type.basetype)
{
case SPIRType::Unknown:
case SPIRType::Void:
case SPIRType::AtomicCounter:
case SPIRType::Image:
case SPIRType::SampledImage:
case SPIRType::Sampler:
SPIRV_CROSS_THROW("Querying size of opaque object.");
2016-10-24 13:24:24 +00:00
default:
{
if (!type.array.empty())
{
uint32_t array_size = to_array_size_literal(type);
return get_declared_type_array_stride_msl(type, is_packed, row_major) * max(array_size, 1u);
}
if (type.basetype == SPIRType::Struct)
return get_declared_struct_size_msl(type);
if (is_packed)
{
return type.vecsize * type.columns * (type.width / 8);
}
else
{
// An unpacked 3-element vector or matrix column is the same memory size as a 4-element.
uint32_t vecsize = type.vecsize;
uint32_t columns = type.columns;
if (row_major && columns > 1)
swap(vecsize, columns);
if (vecsize == 3)
vecsize = 4;
return vecsize * columns * (type.width / 8);
}
}
2016-10-24 13:24:24 +00:00
}
}
uint32_t CompilerMSL::get_declared_struct_member_size_msl(const SPIRType &type, uint32_t index) const
{
return get_declared_type_size_msl(get_physical_member_type(type, index),
member_is_packed_physical_type(type, index),
has_member_decoration(type.self, index, DecorationRowMajor));
}
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
uint32_t CompilerMSL::get_declared_input_size_msl(const SPIRType &type, uint32_t index) const
{
return get_declared_type_size_msl(get_presumed_input_type(type, index), false,
has_member_decoration(type.self, index, DecorationRowMajor));
}
// Returns the byte alignment of a type.
uint32_t CompilerMSL::get_declared_type_alignment_msl(const SPIRType &type, bool is_packed, bool row_major) const
{
switch (type.basetype)
2016-10-24 13:24:24 +00:00
{
case SPIRType::Unknown:
case SPIRType::Void:
case SPIRType::AtomicCounter:
case SPIRType::Image:
case SPIRType::SampledImage:
case SPIRType::Sampler:
SPIRV_CROSS_THROW("Querying alignment of opaque object.");
case SPIRType::Int64:
SPIRV_CROSS_THROW("long types are not supported in buffers in MSL.");
case SPIRType::UInt64:
SPIRV_CROSS_THROW("ulong types are not supported in buffers in MSL.");
case SPIRType::Double:
SPIRV_CROSS_THROW("double types are not supported in buffers in MSL.");
case SPIRType::Struct:
{
// In MSL, a struct's alignment is equal to the maximum alignment of any of its members.
uint32_t alignment = 1;
for (uint32_t i = 0; i < type.member_types.size(); i++)
alignment = max(alignment, uint32_t(get_declared_struct_member_alignment_msl(type, i)));
return alignment;
}
default:
{
// Alignment of packed type is the same as the underlying component or column size.
// Alignment of unpacked type is the same as the vector size.
// Alignment of 3-elements vector is the same as 4-elements (including packed using column).
if (is_packed)
{
// If we have packed_T and friends, the alignment is always scalar.
return type.width / 8;
}
else
{
// This is the general rule for MSL. Size == alignment.
uint32_t vecsize = (row_major && type.columns > 1) ? type.columns : type.vecsize;
return (type.width / 8) * (vecsize == 3 ? 4 : vecsize);
}
}
2016-10-24 13:24:24 +00:00
}
}
uint32_t CompilerMSL::get_declared_struct_member_alignment_msl(const SPIRType &type, uint32_t index) const
{
return get_declared_type_alignment_msl(get_physical_member_type(type, index),
member_is_packed_physical_type(type, index),
has_member_decoration(type.self, index, DecorationRowMajor));
}
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
uint32_t CompilerMSL::get_declared_input_alignment_msl(const SPIRType &type, uint32_t index) const
{
return get_declared_type_alignment_msl(get_presumed_input_type(type, index), false,
has_member_decoration(type.self, index, DecorationRowMajor));
}
2017-05-07 10:36:14 +00:00
bool CompilerMSL::skip_argument(uint32_t) const
{
return false;
}
void CompilerMSL::analyze_sampled_image_usage()
{
if (msl_options.swizzle_texture_samples)
{
SampledImageScanner scanner(*this);
traverse_all_reachable_opcodes(get<SPIRFunction>(ir.default_entry_point), scanner);
}
}
bool CompilerMSL::SampledImageScanner::handle(spv::Op opcode, const uint32_t *args, uint32_t length)
{
switch (opcode)
{
case OpLoad:
case OpImage:
case OpSampledImage:
{
if (length < 3)
return false;
uint32_t result_type = args[0];
auto &type = compiler.get<SPIRType>(result_type);
if ((type.basetype != SPIRType::Image && type.basetype != SPIRType::SampledImage) || type.image.sampled != 1)
return true;
uint32_t id = args[1];
compiler.set<SPIRExpression>(id, "", result_type, true);
break;
}
case OpImageSampleExplicitLod:
case OpImageSampleProjExplicitLod:
case OpImageSampleDrefExplicitLod:
case OpImageSampleProjDrefExplicitLod:
case OpImageSampleImplicitLod:
case OpImageSampleProjImplicitLod:
case OpImageSampleDrefImplicitLod:
case OpImageSampleProjDrefImplicitLod:
case OpImageFetch:
case OpImageGather:
case OpImageDrefGather:
compiler.has_sampled_images =
compiler.has_sampled_images || compiler.is_sampled_image_type(compiler.expression_type(args[2]));
compiler.needs_swizzle_buffer_def = compiler.needs_swizzle_buffer_def || compiler.has_sampled_images;
break;
default:
break;
}
return true;
}
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
// If a needed custom function wasn't added before, add it and force a recompile.
void CompilerMSL::add_spv_func_and_recompile(SPVFuncImpl spv_func)
{
if (spv_function_implementations.count(spv_func) == 0)
{
spv_function_implementations.insert(spv_func);
suppress_missing_prototypes = true;
force_recompile();
}
}
bool CompilerMSL::OpCodePreprocessor::handle(Op opcode, const uint32_t *args, uint32_t length)
{
// Since MSL exists in a single execution scope, function prototype declarations are not
// needed, and clutter the output. If secondary functions are output (either as a SPIR-V
// function implementation or as indicated by the presence of OpFunctionCall), then set
// suppress_missing_prototypes to suppress compiler warnings of missing function prototypes.
// Mark if the input requires the implementation of an SPIR-V function that does not exist in Metal.
SPVFuncImpl spv_func = get_spv_func_impl(opcode, args);
if (spv_func != SPVFuncImplNone)
{
compiler.spv_function_implementations.insert(spv_func);
suppress_missing_prototypes = true;
}
switch (opcode)
{
2017-01-20 16:33:59 +00:00
case OpFunctionCall:
suppress_missing_prototypes = true;
break;
// Emulate texture2D atomic operations
case OpImageTexelPointer:
{
auto *var = compiler.maybe_get_backing_variable(args[2]);
image_pointers[args[1]] = var ? var->self : ID(0);
break;
}
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case OpImageWrite:
uses_resource_write = true;
break;
case OpStore:
check_resource_write(args[0]);
break;
// Emulate texture2D atomic operations
case OpAtomicExchange:
case OpAtomicCompareExchange:
case OpAtomicCompareExchangeWeak:
case OpAtomicIIncrement:
case OpAtomicIDecrement:
case OpAtomicIAdd:
case OpAtomicISub:
case OpAtomicSMin:
case OpAtomicUMin:
case OpAtomicSMax:
case OpAtomicUMax:
case OpAtomicAnd:
case OpAtomicOr:
case OpAtomicXor:
{
uses_atomics = true;
auto it = image_pointers.find(args[2]);
if (it != image_pointers.end())
{
compiler.atomic_image_vars.insert(it->second);
}
check_resource_write(args[2]);
break;
}
case OpAtomicStore:
{
uses_atomics = true;
auto it = image_pointers.find(args[0]);
if (it != image_pointers.end())
{
compiler.atomic_image_vars.insert(it->second);
}
check_resource_write(args[0]);
break;
}
case OpAtomicLoad:
{
uses_atomics = true;
auto it = image_pointers.find(args[2]);
if (it != image_pointers.end())
{
compiler.atomic_image_vars.insert(it->second);
}
break;
}
case OpGroupNonUniformInverseBallot:
needs_subgroup_invocation_id = true;
break;
case OpGroupNonUniformBallotBitCount:
if (args[3] != GroupOperationReduce)
needs_subgroup_invocation_id = true;
break;
case OpArrayLength:
{
auto *var = compiler.maybe_get_backing_variable(args[2]);
if (var)
compiler.buffers_requiring_array_length.insert(var->self);
break;
}
case OpInBoundsAccessChain:
case OpAccessChain:
case OpPtrAccessChain:
{
// OpArrayLength might want to know if taking ArrayLength of an array of SSBOs.
uint32_t result_type = args[0];
uint32_t id = args[1];
uint32_t ptr = args[2];
2019-09-23 22:05:04 +00:00
compiler.set<SPIRExpression>(id, "", result_type, true);
compiler.register_read(id, ptr, true);
compiler.ir.ids[id].set_allow_type_rewrite();
break;
}
default:
break;
}
// If it has one, keep track of the instruction's result type, mapped by ID
uint32_t result_type, result_id;
if (compiler.instruction_to_result_type(result_type, result_id, opcode, args, length))
result_types[result_id] = result_type;
return true;
}
// If the variable is a Uniform or StorageBuffer, mark that a resource has been written to.
void CompilerMSL::OpCodePreprocessor::check_resource_write(uint32_t var_id)
{
auto *p_var = compiler.maybe_get_backing_variable(var_id);
StorageClass sc = p_var ? p_var->storage : StorageClassMax;
if (sc == StorageClassUniform || sc == StorageClassStorageBuffer)
uses_resource_write = true;
}
// Returns an enumeration of a SPIR-V function that needs to be output for certain Op codes.
CompilerMSL::SPVFuncImpl CompilerMSL::OpCodePreprocessor::get_spv_func_impl(Op opcode, const uint32_t *args)
{
switch (opcode)
{
case OpFMod:
return SPVFuncImplMod;
case OpFAdd:
if (compiler.msl_options.invariant_float_math)
2018-09-11 10:58:03 +00:00
{
return SPVFuncImplFAdd;
2018-09-11 10:58:03 +00:00
}
break;
case OpFMul:
case OpOuterProduct:
case OpMatrixTimesVector:
case OpVectorTimesMatrix:
case OpMatrixTimesMatrix:
if (compiler.msl_options.invariant_float_math)
{
return SPVFuncImplFMul;
}
break;
case OpTypeArray:
{
// Allow Metal to use the array<T> template to make arrays a value type
return SPVFuncImplUnsafeArray;
}
// Emulate texture2D atomic operations
case OpAtomicExchange:
case OpAtomicCompareExchange:
case OpAtomicCompareExchangeWeak:
case OpAtomicIIncrement:
case OpAtomicIDecrement:
case OpAtomicIAdd:
case OpAtomicISub:
case OpAtomicSMin:
case OpAtomicUMin:
case OpAtomicSMax:
case OpAtomicUMax:
case OpAtomicAnd:
case OpAtomicOr:
case OpAtomicXor:
case OpAtomicLoad:
case OpAtomicStore:
{
auto it = image_pointers.find(args[opcode == OpAtomicStore ? 0 : 2]);
if (it != image_pointers.end())
2018-09-11 10:58:03 +00:00
{
uint32_t tid = compiler.get<SPIRVariable>(it->second).basetype;
if (tid && compiler.get<SPIRType>(tid).image.dim == Dim2D)
return SPVFuncImplImage2DAtomicCoords;
2018-09-11 10:58:03 +00:00
}
break;
}
case OpImageFetch:
case OpImageRead:
case OpImageWrite:
{
// Retrieve the image type, and if it's a Buffer, emit a texel coordinate function
uint32_t tid = result_types[args[opcode == OpImageWrite ? 0 : 2]];
if (tid && compiler.get<SPIRType>(tid).image.dim == DimBuffer && !compiler.msl_options.texture_buffer_native)
return SPVFuncImplTexelBufferCoords;
break;
}
case OpExtInst:
{
uint32_t extension_set = args[2];
if (compiler.get<SPIRExtension>(extension_set).ext == SPIRExtension::GLSL)
{
auto op_450 = static_cast<GLSLstd450>(args[3]);
switch (op_450)
{
case GLSLstd450Radians:
return SPVFuncImplRadians;
case GLSLstd450Degrees:
return SPVFuncImplDegrees;
case GLSLstd450FindILsb:
return SPVFuncImplFindILsb;
case GLSLstd450FindSMsb:
return SPVFuncImplFindSMsb;
case GLSLstd450FindUMsb:
return SPVFuncImplFindUMsb;
case GLSLstd450SSign:
return SPVFuncImplSSign;
case GLSLstd450Reflect:
{
auto &type = compiler.get<SPIRType>(args[0]);
if (type.vecsize == 1)
return SPVFuncImplReflectScalar;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
break;
}
case GLSLstd450Refract:
{
auto &type = compiler.get<SPIRType>(args[0]);
if (type.vecsize == 1)
return SPVFuncImplRefractScalar;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
break;
}
case GLSLstd450FaceForward:
{
auto &type = compiler.get<SPIRType>(args[0]);
if (type.vecsize == 1)
return SPVFuncImplFaceForwardScalar;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
break;
}
case GLSLstd450MatrixInverse:
{
auto &mat_type = compiler.get<SPIRType>(args[0]);
switch (mat_type.columns)
{
case 2:
return SPVFuncImplInverse2x2;
case 3:
return SPVFuncImplInverse3x3;
case 4:
return SPVFuncImplInverse4x4;
default:
break;
}
break;
}
default:
break;
}
}
break;
}
case OpGroupNonUniformBallot:
return SPVFuncImplSubgroupBallot;
case OpGroupNonUniformInverseBallot:
case OpGroupNonUniformBallotBitExtract:
return SPVFuncImplSubgroupBallotBitExtract;
case OpGroupNonUniformBallotFindLSB:
return SPVFuncImplSubgroupBallotFindLSB;
case OpGroupNonUniformBallotFindMSB:
return SPVFuncImplSubgroupBallotFindMSB;
case OpGroupNonUniformBallotBitCount:
return SPVFuncImplSubgroupBallotBitCount;
case OpGroupNonUniformAllEqual:
return SPVFuncImplSubgroupAllEqual;
default:
break;
}
return SPVFuncImplNone;
}
// Sort both type and meta member content based on builtin status (put builtins at end),
// then by the required sorting aspect.
void CompilerMSL::MemberSorter::sort()
{
// Create a temporary array of consecutive member indices and sort it based on how
// the members should be reordered, based on builtin and sorting aspect meta info.
size_t mbr_cnt = type.member_types.size();
SmallVector<uint32_t> mbr_idxs(mbr_cnt);
std::iota(mbr_idxs.begin(), mbr_idxs.end(), 0); // Fill with consecutive indices
std::stable_sort(mbr_idxs.begin(), mbr_idxs.end(), *this); // Sort member indices based on sorting aspect
bool sort_is_identity = true;
for (uint32_t mbr_idx = 0; mbr_idx < mbr_cnt; mbr_idx++)
{
if (mbr_idx != mbr_idxs[mbr_idx])
{
sort_is_identity = false;
break;
}
}
if (sort_is_identity)
return;
if (meta.members.size() < type.member_types.size())
{
// This should never trigger in normal circumstances, but to be safe.
meta.members.resize(type.member_types.size());
}
// Move type and meta member info to the order defined by the sorted member indices.
// This is done by creating temporary copies of both member types and meta, and then
// copying back to the original content at the sorted indices.
auto mbr_types_cpy = type.member_types;
auto mbr_meta_cpy = meta.members;
for (uint32_t mbr_idx = 0; mbr_idx < mbr_cnt; mbr_idx++)
{
type.member_types[mbr_idx] = mbr_types_cpy[mbr_idxs[mbr_idx]];
meta.members[mbr_idx] = mbr_meta_cpy[mbr_idxs[mbr_idx]];
}
if (sort_aspect == SortAspect::Offset)
{
// If we're sorting by Offset, this might affect user code which accesses a buffer block.
// We will need to redirect member indices from one index to sorted index.
type.member_type_index_redirection = std::move(mbr_idxs);
}
}
// Sort first by builtin status (put builtins at end), then by the sorting aspect.
bool CompilerMSL::MemberSorter::operator()(uint32_t mbr_idx1, uint32_t mbr_idx2)
{
auto &mbr_meta1 = meta.members[mbr_idx1];
auto &mbr_meta2 = meta.members[mbr_idx2];
if (mbr_meta1.builtin != mbr_meta2.builtin)
return mbr_meta2.builtin;
else
switch (sort_aspect)
{
case Location:
return mbr_meta1.location < mbr_meta2.location;
case LocationReverse:
return mbr_meta1.location > mbr_meta2.location;
case Offset:
return mbr_meta1.offset < mbr_meta2.offset;
case OffsetThenLocationReverse:
return (mbr_meta1.offset < mbr_meta2.offset) ||
((mbr_meta1.offset == mbr_meta2.offset) && (mbr_meta1.location > mbr_meta2.location));
2017-01-15 15:14:21 +00:00
case Alphabetical:
return mbr_meta1.alias < mbr_meta2.alias;
default:
return false;
}
}
CompilerMSL::MemberSorter::MemberSorter(SPIRType &t, Meta &m, SortAspect sa)
: type(t)
, meta(m)
, sort_aspect(sa)
{
// Ensure enough meta info is available
meta.members.resize(max(type.member_types.size(), meta.members.size()));
}
void CompilerMSL::remap_constexpr_sampler(VariableID id, const MSLConstexprSampler &sampler)
{
auto &type = get<SPIRType>(get<SPIRVariable>(id).basetype);
if (type.basetype != SPIRType::SampledImage && type.basetype != SPIRType::Sampler)
SPIRV_CROSS_THROW("Can only remap SampledImage and Sampler type.");
2018-04-17 15:47:15 +00:00
if (!type.array.empty())
SPIRV_CROSS_THROW("Can not remap array of samplers.");
constexpr_samplers_by_id[id] = sampler;
}
2019-06-21 14:02:22 +00:00
void CompilerMSL::remap_constexpr_sampler_by_binding(uint32_t desc_set, uint32_t binding,
const MSLConstexprSampler &sampler)
{
constexpr_samplers_by_binding[{ desc_set, binding }] = sampler;
}
void CompilerMSL::bitcast_from_builtin_load(uint32_t source_id, std::string &expr, const SPIRType &expr_type)
{
auto *var = maybe_get_backing_variable(source_id);
if (var)
source_id = var->self;
// Only interested in standalone builtin variables.
if (!has_decoration(source_id, DecorationBuiltIn))
return;
auto builtin = static_cast<BuiltIn>(get_decoration(source_id, DecorationBuiltIn));
auto expected_type = expr_type.basetype;
switch (builtin)
{
case BuiltInGlobalInvocationId:
case BuiltInLocalInvocationId:
case BuiltInWorkgroupId:
case BuiltInLocalInvocationIndex:
case BuiltInWorkgroupSize:
case BuiltInNumWorkgroups:
case BuiltInLayer:
case BuiltInViewportIndex:
2019-06-12 08:06:59 +00:00
case BuiltInFragStencilRefEXT:
case BuiltInPrimitiveId:
case BuiltInSubgroupSize:
case BuiltInSubgroupLocalInvocationId:
case BuiltInViewIndex:
case BuiltInVertexIndex:
case BuiltInInstanceIndex:
case BuiltInBaseInstance:
case BuiltInBaseVertex:
expected_type = SPIRType::UInt;
break;
case BuiltInTessLevelInner:
case BuiltInTessLevelOuter:
if (get_execution_model() == ExecutionModelTessellationControl)
expected_type = SPIRType::Half;
break;
default:
break;
}
if (expected_type != expr_type.basetype)
expr = bitcast_expression(expr_type, expected_type, expr);
if (builtin == BuiltInTessCoord && get_entry_point().flags.get(ExecutionModeQuads) && expr_type.vecsize == 3)
{
// In SPIR-V, this is always a vec3, even for quads. In Metal, though, it's a float2 for quads.
// The code is expecting a float3, so we need to widen this.
expr = join("float3(", expr, ", 0)");
}
}
void CompilerMSL::bitcast_to_builtin_store(uint32_t target_id, std::string &expr, const SPIRType &expr_type)
{
auto *var = maybe_get_backing_variable(target_id);
if (var)
target_id = var->self;
// Only interested in standalone builtin variables.
if (!has_decoration(target_id, DecorationBuiltIn))
return;
auto builtin = static_cast<BuiltIn>(get_decoration(target_id, DecorationBuiltIn));
auto expected_type = expr_type.basetype;
switch (builtin)
{
case BuiltInLayer:
case BuiltInViewportIndex:
2019-06-12 08:06:59 +00:00
case BuiltInFragStencilRefEXT:
case BuiltInPrimitiveId:
case BuiltInViewIndex:
expected_type = SPIRType::UInt;
break;
case BuiltInTessLevelInner:
case BuiltInTessLevelOuter:
expected_type = SPIRType::Half;
break;
default:
break;
}
if (expected_type != expr_type.basetype)
{
if (expected_type == SPIRType::Half && expr_type.basetype == SPIRType::Float)
{
// These are of different widths, so we cannot do a straight bitcast.
expr = join("half(", expr, ")");
}
else
{
auto type = expr_type;
type.basetype = expected_type;
expr = bitcast_expression(type, expr_type.basetype, expr);
}
}
}
string CompilerMSL::to_initializer_expression(const SPIRVariable &var)
{
// We risk getting an array initializer here with MSL. If we have an array.
// FIXME: We cannot handle non-constant arrays being initialized.
// We will need to inject spvArrayCopy here somehow ...
auto &type = get<SPIRType>(var.basetype);
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
string expr;
if (ir.ids[var.initializer].get_type() == TypeConstant &&
(!type.array.empty() || type.basetype == SPIRType::Struct))
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
expr = constant_expression(get<SPIRConstant>(var.initializer));
else
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
expr = CompilerGLSL::to_initializer_expression(var);
// If the initializer has more vector components than the variable, add a swizzle.
// FIXME: This can't handle arrays or structs.
auto &init_type = expression_type(var.initializer);
if (type.array.empty() && type.basetype != SPIRType::Struct && init_type.vecsize > type.vecsize)
expr = enclose_expression(expr + vector_swizzle(type.vecsize, 0));
return expr;
}
string CompilerMSL::to_zero_initialized_expression(uint32_t)
{
return "{}";
}
bool CompilerMSL::descriptor_set_is_argument_buffer(uint32_t desc_set) const
{
if (!msl_options.argument_buffers)
return false;
if (desc_set >= kMaxArgumentBuffers)
return false;
return (argument_buffer_discrete_mask & (1u << desc_set)) == 0;
}
void CompilerMSL::analyze_argument_buffers()
{
// Gather all used resources and sort them out into argument buffers.
// Each argument buffer corresponds to a descriptor set in SPIR-V.
// The [[id(N)]] values used correspond to the resource mapping we have for MSL.
// Otherwise, the binding number is used, but this is generally not safe some types like
// combined image samplers and arrays of resources. Metal needs different indices here,
// while SPIR-V can have one descriptor set binding. To use argument buffers in practice,
// you will need to use the remapping from the API.
for (auto &id : argument_buffer_ids)
id = 0;
// Output resources, sorted by resource index & type.
struct Resource
{
SPIRVariable *var;
string name;
SPIRType::BaseType basetype;
uint32_t index;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
uint32_t plane;
};
SmallVector<Resource> resources_in_set[kMaxArgumentBuffers];
SmallVector<uint32_t> inline_block_vars;
bool set_needs_swizzle_buffer[kMaxArgumentBuffers] = {};
bool set_needs_buffer_sizes[kMaxArgumentBuffers] = {};
bool needs_buffer_sizes = false;
ir.for_each_typed_id<SPIRVariable>([&](uint32_t self, SPIRVariable &var) {
if ((var.storage == StorageClassUniform || var.storage == StorageClassUniformConstant ||
var.storage == StorageClassStorageBuffer) &&
!is_hidden_variable(var))
{
uint32_t desc_set = get_decoration(self, DecorationDescriptorSet);
// Ignore if it's part of a push descriptor set.
if (!descriptor_set_is_argument_buffer(desc_set))
return;
uint32_t var_id = var.self;
auto &type = get_variable_data_type(var);
if (desc_set >= kMaxArgumentBuffers)
SPIRV_CROSS_THROW("Descriptor set index is out of range.");
const MSLConstexprSampler *constexpr_sampler = nullptr;
if (type.basetype == SPIRType::SampledImage || type.basetype == SPIRType::Sampler)
{
constexpr_sampler = find_constexpr_sampler(var_id);
if (constexpr_sampler)
{
// Mark this ID as a constexpr sampler for later in case it came from set/bindings.
constexpr_samplers_by_id[var_id] = *constexpr_sampler;
}
}
uint32_t binding = get_decoration(var_id, DecorationBinding);
if (type.basetype == SPIRType::SampledImage)
{
add_resource_name(var_id);
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
uint32_t plane_count = 1;
if (constexpr_sampler && constexpr_sampler->ycbcr_conversion_enable)
plane_count = constexpr_sampler->planes;
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
for (uint32_t i = 0; i < plane_count; i++)
{
uint32_t image_resource_index = get_metal_resource_index(var, SPIRType::Image, i);
resources_in_set[desc_set].push_back(
{ &var, to_name(var_id), SPIRType::Image, image_resource_index, i });
}
if (type.image.dim != DimBuffer && !constexpr_sampler)
{
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
uint32_t sampler_resource_index = get_metal_resource_index(var, SPIRType::Sampler);
resources_in_set[desc_set].push_back(
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
{ &var, to_sampler_expression(var_id), SPIRType::Sampler, sampler_resource_index, 0 });
}
}
else if (inline_uniform_blocks.count(SetBindingPair{ desc_set, binding }))
{
inline_block_vars.push_back(var_id);
}
else if (!constexpr_sampler)
{
// constexpr samplers are not declared as resources.
// Inline uniform blocks are always emitted at the end.
if (!msl_options.is_ios() || type.basetype != SPIRType::Image || type.image.sampled != 2)
{
add_resource_name(var_id);
resources_in_set[desc_set].push_back(
{ &var, to_name(var_id), type.basetype, get_metal_resource_index(var, type.basetype), 0 });
// Emulate texture2D atomic operations
if (atomic_image_vars.count(var.self))
{
uint32_t buffer_resource_index = get_metal_resource_index(var, SPIRType::AtomicCounter, 0);
resources_in_set[desc_set].push_back(
{ &var, to_name(var_id) + "_atomic", SPIRType::Struct, buffer_resource_index, 0 });
}
}
}
// Check if this descriptor set needs a swizzle buffer.
if (needs_swizzle_buffer_def && is_sampled_image_type(type))
set_needs_swizzle_buffer[desc_set] = true;
else if (buffers_requiring_array_length.count(var_id) != 0)
{
set_needs_buffer_sizes[desc_set] = true;
needs_buffer_sizes = true;
}
}
});
if (needs_swizzle_buffer_def || needs_buffer_sizes)
{
uint32_t uint_ptr_type_id = 0;
// We might have to add a swizzle buffer resource to the set.
for (uint32_t desc_set = 0; desc_set < kMaxArgumentBuffers; desc_set++)
{
if (!set_needs_swizzle_buffer[desc_set] && !set_needs_buffer_sizes[desc_set])
continue;
if (uint_ptr_type_id == 0)
{
uint_ptr_type_id = ir.increase_bound_by(1);
// Create a buffer to hold extra data, including the swizzle constants.
SPIRType uint_type_pointer = get_uint_type();
uint_type_pointer.pointer = true;
uint_type_pointer.pointer_depth = 1;
uint_type_pointer.parent_type = get_uint_type_id();
uint_type_pointer.storage = StorageClassUniform;
set<SPIRType>(uint_ptr_type_id, uint_type_pointer);
set_decoration(uint_ptr_type_id, DecorationArrayStride, 4);
}
if (set_needs_swizzle_buffer[desc_set])
{
uint32_t var_id = ir.increase_bound_by(1);
auto &var = set<SPIRVariable>(var_id, uint_ptr_type_id, StorageClassUniformConstant);
set_name(var_id, "spvSwizzleConstants");
set_decoration(var_id, DecorationDescriptorSet, desc_set);
set_decoration(var_id, DecorationBinding, kSwizzleBufferBinding);
resources_in_set[desc_set].push_back(
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
{ &var, to_name(var_id), SPIRType::UInt, get_metal_resource_index(var, SPIRType::UInt), 0 });
}
if (set_needs_buffer_sizes[desc_set])
{
uint32_t var_id = ir.increase_bound_by(1);
auto &var = set<SPIRVariable>(var_id, uint_ptr_type_id, StorageClassUniformConstant);
set_name(var_id, "spvBufferSizeConstants");
set_decoration(var_id, DecorationDescriptorSet, desc_set);
set_decoration(var_id, DecorationBinding, kBufferSizeBufferBinding);
resources_in_set[desc_set].push_back(
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
{ &var, to_name(var_id), SPIRType::UInt, get_metal_resource_index(var, SPIRType::UInt), 0 });
}
}
}
// Now add inline uniform blocks.
for (uint32_t var_id : inline_block_vars)
{
auto &var = get<SPIRVariable>(var_id);
uint32_t desc_set = get_decoration(var_id, DecorationDescriptorSet);
add_resource_name(var_id);
resources_in_set[desc_set].push_back(
{ &var, to_name(var_id), SPIRType::Struct, get_metal_resource_index(var, SPIRType::Struct), 0 });
}
for (uint32_t desc_set = 0; desc_set < kMaxArgumentBuffers; desc_set++)
{
auto &resources = resources_in_set[desc_set];
if (resources.empty())
continue;
assert(descriptor_set_is_argument_buffer(desc_set));
uint32_t next_id = ir.increase_bound_by(3);
uint32_t type_id = next_id + 1;
uint32_t ptr_type_id = next_id + 2;
argument_buffer_ids[desc_set] = next_id;
auto &buffer_type = set<SPIRType>(type_id);
buffer_type.basetype = SPIRType::Struct;
if ((argument_buffer_device_storage_mask & (1u << desc_set)) != 0)
{
buffer_type.storage = StorageClassStorageBuffer;
// Make sure the argument buffer gets marked as const device.
set_decoration(next_id, DecorationNonWritable);
// Need to mark the type as a Block to enable this.
set_decoration(type_id, DecorationBlock);
}
else
buffer_type.storage = StorageClassUniform;
set_name(type_id, join("spvDescriptorSetBuffer", desc_set));
auto &ptr_type = set<SPIRType>(ptr_type_id);
ptr_type = buffer_type;
ptr_type.pointer = true;
ptr_type.pointer_depth = 1;
ptr_type.parent_type = type_id;
uint32_t buffer_variable_id = next_id;
set<SPIRVariable>(buffer_variable_id, ptr_type_id, StorageClassUniform);
set_name(buffer_variable_id, join("spvDescriptorSet", desc_set));
// Ids must be emitted in ID order.
sort(begin(resources), end(resources), [&](const Resource &lhs, const Resource &rhs) -> bool {
return tie(lhs.index, lhs.basetype) < tie(rhs.index, rhs.basetype);
});
uint32_t member_index = 0;
for (auto &resource : resources)
{
auto &var = *resource.var;
auto &type = get_variable_data_type(var);
string mbr_name = ensure_valid_name(resource.name, "m");
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (resource.plane > 0)
mbr_name += join(plane_name_suffix, resource.plane);
set_member_name(buffer_type.self, member_index, mbr_name);
if (resource.basetype == SPIRType::Sampler && type.basetype != SPIRType::Sampler)
{
// Have to synthesize a sampler type here.
bool type_is_array = !type.array.empty();
uint32_t sampler_type_id = ir.increase_bound_by(type_is_array ? 2 : 1);
auto &new_sampler_type = set<SPIRType>(sampler_type_id);
new_sampler_type.basetype = SPIRType::Sampler;
new_sampler_type.storage = StorageClassUniformConstant;
if (type_is_array)
{
uint32_t sampler_type_array_id = sampler_type_id + 1;
auto &sampler_type_array = set<SPIRType>(sampler_type_array_id);
sampler_type_array = new_sampler_type;
sampler_type_array.array = type.array;
sampler_type_array.array_size_literal = type.array_size_literal;
sampler_type_array.parent_type = sampler_type_id;
buffer_type.member_types.push_back(sampler_type_array_id);
}
else
buffer_type.member_types.push_back(sampler_type_id);
}
else
{
uint32_t binding = get_decoration(var.self, DecorationBinding);
SetBindingPair pair = { desc_set, binding };
if (resource.basetype == SPIRType::Image || resource.basetype == SPIRType::Sampler ||
resource.basetype == SPIRType::SampledImage)
{
// Drop pointer information when we emit the resources into a struct.
buffer_type.member_types.push_back(get_variable_data_type_id(var));
MSL: Add support for sampler Y'CbCr conversion. This change introduces functions and in one case, a class, to support the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of GBGR8 and BGRG8 formats, for which Metal natively supports implicit chroma reconstruction, we're on our own here. We have to do everything ourselves. Much of the complexity comes from the need to support multiple planes, which must now be passed to functions that use the corresponding combined image-samplers. The rest is from the actual Y'CbCr conversion itself, which requires additional post-processing of the sample retrieved from the image. Passing sampled images to a function was a particular problem. To support this, I've added a new class which is emitted to MSL shaders that pass sampled images with Y'CbCr conversions attached around. It can handle sampled images with or without Y'CbCr conversion. This is an awful abomination that should not exist, but I'm worried that there's some shader out there which does this. This support requires Metal 2.0 to work properly, because it uses default-constructed texture objects, which were only added in MSL 2. I'm not even going to get into arrays of combined image-samplers--that's a whole other can of worms. They are deliberately unsupported in this change. I've taken the liberty of refactoring the support for texture swizzling while I'm at it. It's now treated as a post-processing step similar to Y'CbCr conversion. I'd like to think this is cleaner than having everything in `to_function_name()`/`to_function_args()`. It still looks really hairy, though. I did, however, get rid of the explicit type arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`. Update the C API. In addition to supporting this new functionality, add some compiler options that I added in previous changes, but for which I neglected to update the C API.
2019-08-02 20:11:19 +00:00
if (resource.plane == 0)
set_qualified_name(var.self, join(to_name(buffer_variable_id), ".", mbr_name));
}
else if (buffers_requiring_dynamic_offset.count(pair))
{
// Don't set the qualified name here; we'll define a variable holding the corrected buffer address later.
buffer_type.member_types.push_back(var.basetype);
buffers_requiring_dynamic_offset[pair].second = var.self;
}
else if (inline_uniform_blocks.count(pair))
{
// Put the buffer block itself into the argument buffer.
buffer_type.member_types.push_back(get_variable_data_type_id(var));
set_qualified_name(var.self, join(to_name(buffer_variable_id), ".", mbr_name));
}
else if (atomic_image_vars.count(var.self))
{
// Emulate texture2D atomic operations.
// Don't set the qualified name: it's already set for this variable,
// and the code that references the buffer manually appends "_atomic"
// to the name.
uint32_t offset = ir.increase_bound_by(2);
uint32_t atomic_type_id = offset;
uint32_t type_ptr_id = offset + 1;
SPIRType atomic_type;
atomic_type.basetype = SPIRType::AtomicCounter;
atomic_type.width = 32;
atomic_type.vecsize = 1;
set<SPIRType>(atomic_type_id, atomic_type);
atomic_type.pointer = true;
atomic_type.parent_type = atomic_type_id;
atomic_type.storage = StorageClassStorageBuffer;
auto &atomic_ptr_type = set<SPIRType>(type_ptr_id, atomic_type);
atomic_ptr_type.self = atomic_type_id;
buffer_type.member_types.push_back(type_ptr_id);
}
else
{
// Resources will be declared as pointers not references, so automatically dereference as appropriate.
buffer_type.member_types.push_back(var.basetype);
if (type.array.empty())
set_qualified_name(var.self, join("(*", to_name(buffer_variable_id), ".", mbr_name, ")"));
else
set_qualified_name(var.self, join(to_name(buffer_variable_id), ".", mbr_name));
}
}
set_extended_member_decoration(buffer_type.self, member_index, SPIRVCrossDecorationResourceIndexPrimary,
resource.index);
set_extended_member_decoration(buffer_type.self, member_index, SPIRVCrossDecorationInterfaceOrigID,
var.self);
member_index++;
}
}
}
void CompilerMSL::activate_argument_buffer_resources()
{
// For ABI compatibility, force-enable all resources which are part of argument buffers.
ir.for_each_typed_id<SPIRVariable>([&](uint32_t self, const SPIRVariable &) {
if (!has_decoration(self, DecorationDescriptorSet))
return;
uint32_t desc_set = get_decoration(self, DecorationDescriptorSet);
if (descriptor_set_is_argument_buffer(desc_set))
active_interface_variables.insert(self);
});
}
bool CompilerMSL::using_builtin_array() const
{
return msl_options.force_native_arrays || is_using_builtin_array;
}