MSL: Always use input_attachment_index for framebuffer fetch binding.
--msl-decoration-binding would end up overriding the input attachment index to binding which is very unexpected and broken.
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@ -0,0 +1,23 @@
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct spvDescriptorSetBuffer0
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{
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sampler uSampler [[id(8)]];
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texture2d<float> uTex [[id(9)]];
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};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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fragment main0_out main0(constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]], float4 uSub [[color(1)]])
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{
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main0_out out = {};
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out.FragColor = uSub + spvDescriptorSet0.uTex.sample(spvDescriptorSet0.uSampler, float2(0.5));
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return out;
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}
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@ -0,0 +1,12 @@
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#version 450
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layout(set = 0, binding = 10, input_attachment_index = 1) uniform subpassInput uSub;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 9) uniform texture2D uTex;
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layout(set = 0, binding = 8) uniform sampler uSampler;
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void main()
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{
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FragColor = subpassLoad(uSub) + texture(sampler2D(uTex, uSampler), vec2(0.5));
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}
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@ -11723,10 +11723,18 @@ uint32_t CompilerMSL::get_metal_resource_index(SPIRVariable &var, SPIRType::Base
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if (has_extended_decoration(var.self, resource_decoration))
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return get_extended_decoration(var.self, resource_decoration);
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// Allow user to enable decoration binding
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if (msl_options.enable_decoration_binding)
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auto &type = get<SPIRType>(var.basetype);
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if (type_is_msl_framebuffer_fetch(type))
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{
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// If there is no explicit mapping of bindings to MSL, use the declared binding.
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// Frame-buffer fetch gets its fallback resource index from the input attachment index,
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// which is then treated as color index.
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return get_decoration(var.self, DecorationInputAttachmentIndex);
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}
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else if (msl_options.enable_decoration_binding)
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{
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// Allow user to enable decoration binding.
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// If there is no explicit mapping of bindings to MSL, use the declared binding as a fallback.
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if (has_decoration(var.self, DecorationBinding))
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{
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var_binding = get_decoration(var.self, DecorationBinding);
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@ -11745,7 +11753,6 @@ uint32_t CompilerMSL::get_metal_resource_index(SPIRVariable &var, SPIRType::Base
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allocate_argument_buffer_ids = descriptor_set_is_argument_buffer(var_desc_set);
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uint32_t binding_stride = 1;
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auto &type = get<SPIRType>(var.basetype);
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for (uint32_t i = 0; i < uint32_t(type.array.size()); i++)
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binding_stride *= to_array_size_literal(type, i);
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@ -11754,13 +11761,7 @@ uint32_t CompilerMSL::get_metal_resource_index(SPIRVariable &var, SPIRType::Base
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// If a binding has not been specified, revert to incrementing resource indices.
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uint32_t resource_index;
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if (type_is_msl_framebuffer_fetch(type))
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{
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// Frame-buffer fetch gets its fallback resource index from the input attachment index,
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// which is then treated as color index.
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resource_index = get_decoration(var.self, DecorationInputAttachmentIndex);
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}
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else if (allocate_argument_buffer_ids)
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if (allocate_argument_buffer_ids)
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{
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// Allocate from a flat ID binding space.
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resource_index = next_metal_resource_ids[var_desc_set];
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@ -321,6 +321,8 @@ def cross_compile_msl(shader, spirv, opt, iterations, paths):
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msl_args.append('32')
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if '.force-sample.' in shader:
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msl_args.append('--msl-force-sample-rate-shading')
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if '.decoration-binding.' in shader:
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msl_args.append('--msl-decoration-binding')
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subprocess.check_call(msl_args)
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