Merge pull request #2103 from cdavis5e/msl-sample-dref-lod-array-workaround

MSL: Add a workaround for broken `level()` arguments.
This commit is contained in:
Hans-Kristian Arntzen 2023-02-03 16:36:44 +01:00 committed by GitHub
commit 388431604a
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GPG Key ID: 4AEE18F83AFDEB23
32 changed files with 213 additions and 74 deletions

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@ -332,7 +332,7 @@ if (SPIRV_CROSS_STATIC)
endif()
set(spirv-cross-abi-major 0)
set(spirv-cross-abi-minor 54)
set(spirv-cross-abi-minor 55)
set(spirv-cross-abi-patch 0)
if (SPIRV_CROSS_SHARED)

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@ -675,6 +675,7 @@ struct CLIArguments
bool msl_force_sample_rate_shading = false;
bool msl_manual_helper_invocation_updates = true;
bool msl_check_discarded_frag_stores = false;
bool msl_sample_dref_lod_array_as_grad = false;
const char *msl_combined_sampler_suffix = nullptr;
bool glsl_emit_push_constant_as_ubo = false;
bool glsl_emit_ubo_as_plain_uniforms = false;
@ -947,6 +948,10 @@ static void print_help_msl()
"\t\tSome Metal devices have a bug where stores to resources from a fragment shader\n"
"\t\tcontinue to execute, even when the fragment is discarded. These checks\n"
"\t\tprevent these stores from executing.\n"
"\t[--msl-sample-dref-lod-array-as-grad]:\n\t\tUse a gradient instead of a level argument.\n"
"\t\tSome Metal devices have a bug where the level() argument to\n"
"\t\tdepth2d_array<T>::sample_compare() in a fragment shader is biased by some\n"
"\t\tunknown amount. This prevents the bias from being added.\n"
"\t[--msl-combined-sampler-suffix <suffix>]:\n\t\tUses a custom suffix for combined samplers.\n");
// clang-format on
}
@ -1221,6 +1226,7 @@ static string compile_iteration(const CLIArguments &args, std::vector<uint32_t>
msl_opts.force_sample_rate_shading = args.msl_force_sample_rate_shading;
msl_opts.manual_helper_invocation_updates = args.msl_manual_helper_invocation_updates;
msl_opts.check_discarded_frag_stores = args.msl_check_discarded_frag_stores;
msl_opts.sample_dref_lod_array_as_grad = args.msl_sample_dref_lod_array_as_grad;
msl_opts.ios_support_base_vertex_instance = true;
msl_comp->set_msl_options(msl_opts);
for (auto &v : args.msl_discrete_descriptor_sets)
@ -1774,6 +1780,8 @@ static int main_inner(int argc, char *argv[])
cbs.add("--msl-no-manual-helper-invocation-updates",
[&args](CLIParser &) { args.msl_manual_helper_invocation_updates = false; });
cbs.add("--msl-check-discarded-frag-stores", [&args](CLIParser &) { args.msl_check_discarded_frag_stores = true; });
cbs.add("--msl-sample-dref-lod-array-as-grad",
[&args](CLIParser &) { args.msl_sample_dref_lod_array_as_grad = true; });
cbs.add("--msl-combined-sampler-suffix", [&args](CLIParser &parser) {
args.msl_combined_sampler_suffix = parser.next_string();
});

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@ -0,0 +1,23 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 o_color [[color(0)]];
};
struct main0_in
{
float3 v_texCoord [[user(locn0)]];
float v_lodBias [[user(locn1)]];
};
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> u_sampler [[texture(0)]], sampler u_samplerSmplr [[sampler(0)]])
{
main0_out out = {};
out.o_color = float4(u_sampler.sample_compare(u_samplerSmplr, float2(in.v_texCoord.x, 0.5), uint(rint(in.v_texCoord.y)), in.v_texCoord.z, gradient2d(exp2(in.v_lodBias - 0.5) / float2(u_sampler.get_width(), 1.0), exp2(in.v_lodBias - 0.5) / float2(u_sampler.get_width(), 1.0))), 0.0, 0.0, 1.0);
return out;
}

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@ -13,7 +13,7 @@ fragment main0_out main0(texture2d_array<float> tex [[texture(0)]], sampler texS
main0_out out = {};
gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
float3 _28 = float3(gl_FragCoord.xy, float(gl_SampleID));
out.FragColor = tex.sample(texSmplr, _28.xy, uint(round(_28.z)));
out.FragColor = tex.sample(texSmplr, _28.xy, uint(rint(_28.z)));
return out;
}

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@ -18,7 +18,7 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d_array<float> tex [[
main0_out out = {};
gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
float3 _26 = float3(gl_FragCoord.xy, in.foo);
out.FragColor = tex.sample(texSmplr, _26.xy, uint(round(_26.z)));
out.FragColor = tex.sample(texSmplr, _26.xy, uint(rint(_26.z)));
return out;
}

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@ -16,7 +16,7 @@ struct main0_in
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
{
main0_out out = {};
out.FragColor = uTex.sample_compare(uShadow, float2(in.vUV.x, 0.5), uint(round(in.vUV.y)), in.vUV.z, bias(1.0));
out.FragColor = uTex.sample_compare(uShadow, float2(in.vUV.x, 0.5), uint(rint(in.vUV.y)), in.vUV.z, bias(1.0));
return out;
}

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@ -16,7 +16,7 @@ struct main0_in
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
{
main0_out out = {};
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, level(0));
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, level(0));
return out;
}

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@ -16,7 +16,7 @@ struct main0_in
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
{
main0_out out = {};
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, gradient2d(float2(0.0), float2(0.0)));
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, gradient2d(float2(0.0), float2(0.0)));
return out;
}

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@ -16,7 +16,7 @@ struct main0_in
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
{
main0_out out = {};
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, level(0)) + uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, gradient2d(float2(1.0), float2(1.0)));
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, level(0)) + uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, gradient2d(float2(1.0), float2(1.0)));
return out;
}

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@ -16,7 +16,7 @@ struct main0_in
fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSampler [[texture(0)]], texturecube_array<float> cubeArraySampler [[texture(1)]], texture2d_array<float> texArraySampler [[texture(2)]], sampler cubeSamplerSmplr [[sampler(0)]], sampler cubeArraySamplerSmplr [[sampler(1)]], sampler texArraySamplerSmplr [[sampler(2)]])
{
main0_out out = {};
out.FragColor = (cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz) + cubeArraySampler.sample(cubeArraySamplerSmplr, in.vUV.xyz, uint(round(in.vUV.w)))) + texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z)));
out.FragColor = (cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz) + cubeArraySampler.sample(cubeArraySamplerSmplr, in.vUV.xyz, uint(rint(in.vUV.w)))) + texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(rint(in.vUV.xyz.z)));
return out;
}

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@ -52,7 +52,7 @@ struct main0_in
fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSampler [[texture(0)]], texture2d_array<float> cubeArraySampler [[texture(1)]], texture2d_array<float> texArraySampler [[texture(2)]], sampler cubeSamplerSmplr [[sampler(0)]], sampler cubeArraySamplerSmplr [[sampler(1)]], sampler texArraySamplerSmplr [[sampler(2)]])
{
main0_out out = {};
out.FragColor = (cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz) + cubeArraySampler.sample(cubeArraySamplerSmplr, spvCubemapTo2DArrayFace(in.vUV.xyz).xy, uint(spvCubemapTo2DArrayFace(in.vUV.xyz).z) + (uint(round(in.vUV.w)) * 6u))) + texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z)));
out.FragColor = (cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz) + cubeArraySampler.sample(cubeArraySamplerSmplr, spvCubemapTo2DArrayFace(in.vUV.xyz).xy, uint(spvCubemapTo2DArrayFace(in.vUV.xyz).z) + (uint(rint(in.vUV.w)) * 6u))) + texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(rint(in.vUV.xyz.z)));
return out;
}

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@ -148,12 +148,12 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
c = spvTextureSwizzle(tex2d.sample(tex2dSamp, float2(0.0)), tex2dSwzl);
c = spvTextureSwizzle(tex3d.sample(tex3dSamp, float3(0.0)), tex3dSwzl);
c = spvTextureSwizzle(texCube.sample(texCubeSamp, float3(0.0)), texCubeSwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySamp, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySamp, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySamp, float3(0.0).xy, uint(rint(float3(0.0).z))), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySamp, float4(0.0).xyz, uint(rint(float4(0.0).w))), texCubeArraySwzl);
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSamp, float3(0.0, 0.0, 1.0).xy, 1.0), depth2dSwzl);
c.x = spvTextureSwizzle(depthCube.sample_compare(depthCubeSamp, float4(0.0, 0.0, 0.0, 1.0).xyz, 1.0), depthCubeSwzl);
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySamp, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), depth2dArraySwzl);
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySamp, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), depthCubeArraySwzl);
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySamp, float4(0.0, 0.0, 0.0, 1.0).xy, uint(rint(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), depth2dArraySwzl);
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySamp, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0), depthCubeArraySwzl);
c = spvTextureSwizzle(tex1d.sample(tex1dSamp, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
c = spvTextureSwizzle(tex2d.sample(tex2dSamp, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl);
c = spvTextureSwizzle(tex3d.sample(tex3dSamp, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl);
@ -164,8 +164,8 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
c = spvTextureSwizzle(tex2d.sample(tex2dSamp, float2(0.0), level(0.0)), tex2dSwzl);
c = spvTextureSwizzle(tex3d.sample(tex3dSamp, float3(0.0), level(0.0)), tex3dSwzl);
c = spvTextureSwizzle(texCube.sample(texCubeSamp, float3(0.0), level(0.0)), texCubeSwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySamp, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySamp, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySamp, float3(0.0).xy, uint(rint(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySamp, float4(0.0).xyz, uint(rint(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSamp, float3(0.0, 0.0, 1.0).xy, 1.0, level(0.0)), depth2dSwzl);
c = spvTextureSwizzle(tex1d.sample(tex1dSamp, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
c = spvTextureSwizzle(tex2d.sample(tex2dSamp, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl);
@ -180,11 +180,11 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
c = texBuffer.read(spvTexelBufferCoord(0));
c = spvGatherSwizzle(tex2d, tex2dSamp, tex2dSwzl, component::x, float2(0.0), int2(0));
c = spvGatherSwizzle(texCube, texCubeSamp, texCubeSwzl, component::y, float3(0.0));
c = spvGatherSwizzle(tex2dArray, tex2dArraySamp, tex2dArraySwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0));
c = spvGatherSwizzle(texCubeArray, texCubeArraySamp, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w)));
c = spvGatherSwizzle(tex2dArray, tex2dArraySamp, tex2dArraySwzl, component::z, float3(0.0).xy, uint(rint(float3(0.0).z)), int2(0));
c = spvGatherSwizzle(texCubeArray, texCubeArraySamp, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(rint(float4(0.0).w)));
c = spvGatherCompareSwizzle(depth2d, depth2dSamp, depth2dSwzl, float2(0.0), 1.0);
c = spvGatherCompareSwizzle(depthCube, depthCubeSamp, depthCubeSwzl, float3(0.0), 1.0);
c = spvGatherCompareSwizzle(depth2dArray, depth2dArraySamp, depth2dArraySwzl, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0);
c = spvGatherCompareSwizzle(depthCubeArray, depthCubeArraySamp, depthCubeArraySwzl, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0);
c = spvGatherCompareSwizzle(depth2dArray, depth2dArraySamp, depth2dArraySwzl, float3(0.0).xy, uint(rint(float3(0.0).z)), 1.0);
c = spvGatherCompareSwizzle(depthCubeArray, depthCubeArraySamp, depthCubeArraySwzl, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0);
}

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@ -121,8 +121,8 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl));
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), tex3dSwzl));
c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), texCubeSwzl));
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl));
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl));
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z))), tex2dArraySwzl));
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w))), texCubeArraySwzl));
c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl));
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl));
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl));
@ -130,8 +130,8 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), tex2dSwzl));
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), tex3dSwzl));
c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), texCubeSwzl));
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl));
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl));
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z)), level(0.0)), tex2dArraySwzl));
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), level(0.0)), texCubeArraySwzl));
c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl));
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl));
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w, level(0.0)), tex3dSwzl));
@ -142,7 +142,7 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
c = float4(texBuffer.read(spvTexelBufferCoord(0)));
c = float4(spvGatherSwizzle(tex2d, tex2dSmplr, tex2dSwzl, component::x, float2(0.0), int2(0)));
c = float4(spvGatherSwizzle(texCube, texCubeSmplr, texCubeSwzl, component::y, float3(0.0)));
c = float4(spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0)));
c = float4(spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w))));
c = float4(spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(rint(float3(0.0).z)), int2(0)));
c = float4(spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(rint(float4(0.0).w))));
}

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@ -139,12 +139,12 @@ float4 doSwizzle(texture1d<float> tex1d, sampler tex1dSmplr, constant uint& tex1
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), tex3dSwzl);
c = spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), texCubeSwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z))), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w))), texCubeArraySwzl);
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, float3(0.0, 0.0, 1.0).xy, 1.0), depth2dSwzl);
c.x = spvTextureSwizzle(depthCube.sample_compare(depthCubeSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz, 1.0), depthCubeSwzl);
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySmplr, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), depth2dArraySwzl);
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), depthCubeArraySwzl);
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySmplr, float4(0.0, 0.0, 0.0, 1.0).xy, uint(rint(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), depth2dArraySwzl);
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0), depthCubeArraySwzl);
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl);
@ -155,8 +155,8 @@ float4 doSwizzle(texture1d<float> tex1d, sampler tex1dSmplr, constant uint& tex1
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), tex2dSwzl);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), tex3dSwzl);
c = spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), texCubeSwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, float3(0.0, 0.0, 1.0).xy, 1.0, level(0.0)), depth2dSwzl);
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl);
@ -171,12 +171,12 @@ float4 doSwizzle(texture1d<float> tex1d, sampler tex1dSmplr, constant uint& tex1
c = texBuffer.read(spvTexelBufferCoord(0));
c = spvGatherSwizzle(tex2d, tex2dSmplr, tex2dSwzl, component::x, float2(0.0), int2(0));
c = spvGatherSwizzle(texCube, texCubeSmplr, texCubeSwzl, component::y, float3(0.0));
c = spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0));
c = spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w)));
c = spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(rint(float3(0.0).z)), int2(0));
c = spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(rint(float4(0.0).w)));
c = spvGatherCompareSwizzle(depth2d, depth2dSmplr, depth2dSwzl, float2(0.0), 1.0);
c = spvGatherCompareSwizzle(depthCube, depthCubeSmplr, depthCubeSwzl, float3(0.0), 1.0);
c = spvGatherCompareSwizzle(depth2dArray, depth2dArraySmplr, depth2dArraySwzl, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0);
c = spvGatherCompareSwizzle(depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0);
c = spvGatherCompareSwizzle(depth2dArray, depth2dArraySmplr, depth2dArraySwzl, float3(0.0).xy, uint(rint(float3(0.0).z)), 1.0);
c = spvGatherCompareSwizzle(depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0);
return c;
}

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@ -121,8 +121,8 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl));
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), tex3dSwzl));
c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), texCubeSwzl));
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl));
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl));
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z))), tex2dArraySwzl));
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w))), texCubeArraySwzl));
c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl));
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl));
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl));
@ -130,8 +130,8 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), tex2dSwzl));
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), tex3dSwzl));
c = float4(spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), texCubeSwzl));
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl));
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl));
c = float4(spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z)), level(0.0)), tex2dArraySwzl));
c = float4(spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), level(0.0)), texCubeArraySwzl));
c = float4(spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl));
c = float4(spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl));
c = float4(spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w, level(0.0)), tex3dSwzl));
@ -142,7 +142,7 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
c = float4(texBuffer.read(spvTexelBufferCoord(0)));
c = float4(spvGatherSwizzle(tex2d, tex2dSmplr, tex2dSwzl, component::x, float2(0.0), int2(0)));
c = float4(spvGatherSwizzle(texCube, texCubeSmplr, texCubeSwzl, component::y, float3(0.0)));
c = float4(spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0)));
c = float4(spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w))));
c = float4(spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(rint(float3(0.0).z)), int2(0)));
c = float4(spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(rint(float4(0.0).w))));
}

View File

@ -148,12 +148,12 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), tex2dSwzl);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), tex3dSwzl);
c = spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), texCubeSwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), texCubeArraySwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z))), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w))), texCubeArraySwzl);
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, float3(0.0, 0.0, 1.0).xy, 1.0), depth2dSwzl);
c.x = spvTextureSwizzle(depthCube.sample_compare(depthCubeSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz, 1.0), depthCubeSwzl);
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySmplr, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), depth2dArraySwzl);
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), depthCubeArraySwzl);
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySmplr, float4(0.0, 0.0, 0.0, 1.0).xy, uint(rint(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), depth2dArraySwzl);
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0), depthCubeArraySwzl);
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), tex2dSwzl);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), tex3dSwzl);
@ -164,8 +164,8 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), tex2dSwzl);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), tex3dSwzl);
c = spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), texCubeSwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(rint(float3(0.0).z)), level(0.0)), tex2dArraySwzl);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), level(0.0)), texCubeArraySwzl);
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, float3(0.0, 0.0, 1.0).xy, 1.0, level(0.0)), depth2dSwzl);
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), tex1dSwzl);
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), tex2dSwzl);
@ -180,11 +180,11 @@ fragment void main0(constant uint* spvSwizzleConstants [[buffer(30)]], texture1d
c = texBuffer.read(spvTexelBufferCoord(0));
c = spvGatherSwizzle(tex2d, tex2dSmplr, tex2dSwzl, component::x, float2(0.0), int2(0));
c = spvGatherSwizzle(texCube, texCubeSmplr, texCubeSwzl, component::y, float3(0.0));
c = spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0));
c = spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w)));
c = spvGatherSwizzle(tex2dArray, tex2dArraySmplr, tex2dArraySwzl, component::z, float3(0.0).xy, uint(rint(float3(0.0).z)), int2(0));
c = spvGatherSwizzle(texCubeArray, texCubeArraySmplr, texCubeArraySwzl, component::w, float4(0.0).xyz, uint(rint(float4(0.0).w)));
c = spvGatherCompareSwizzle(depth2d, depth2dSmplr, depth2dSwzl, float2(0.0), 1.0);
c = spvGatherCompareSwizzle(depthCube, depthCubeSmplr, depthCubeSwzl, float3(0.0), 1.0);
c = spvGatherCompareSwizzle(depth2dArray, depth2dArraySmplr, depth2dArraySwzl, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0);
c = spvGatherCompareSwizzle(depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0);
c = spvGatherCompareSwizzle(depth2dArray, depth2dArraySmplr, depth2dArraySwzl, float3(0.0).xy, uint(rint(float3(0.0).z)), 1.0);
c = spvGatherCompareSwizzle(depthCubeArray, depthCubeArraySmplr, depthCubeArraySwzl, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0);
}

View File

@ -144,12 +144,12 @@ float4 do_samples(texture1d<float> t1, sampler t1Smplr, constant uint& t1Swzl, t
c = spvTextureSwizzle(t2.sample(defaultSampler, float2(0.0)), t2Swzl);
c = spvTextureSwizzle(t3.sample(t3Smplr, float3(0.0)), t3Swzl);
c = spvTextureSwizzle(tc.sample(defaultSampler, float3(0.0)), tcSwzl);
c = spvTextureSwizzle(t2a.sample(t2aSmplr, float3(0.0).xy, uint(round(float3(0.0).z))), t2aSwzl);
c = spvTextureSwizzle(tca.sample(tcaSmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), tcaSwzl);
c = spvTextureSwizzle(t2a.sample(t2aSmplr, float3(0.0).xy, uint(rint(float3(0.0).z))), t2aSwzl);
c = spvTextureSwizzle(tca.sample(tcaSmplr, float4(0.0).xyz, uint(rint(float4(0.0).w))), tcaSwzl);
c.x = spvTextureSwizzle(d2.sample_compare(d2Smplr, float3(0.0, 0.0, 1.0).xy, 1.0), d2Swzl);
c.x = spvTextureSwizzle(dc.sample_compare(dcSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz, 1.0), dcSwzl);
c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), d2aSwzl);
c.x = spvTextureSwizzle(dca.sample_compare(dcaSmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), dcaSwzl);
c.x = spvTextureSwizzle(d2a.sample_compare(shadowSampler, float4(0.0, 0.0, 0.0, 1.0).xy, uint(rint(float4(0.0, 0.0, 0.0, 1.0).z)), 1.0), d2aSwzl);
c.x = spvTextureSwizzle(dca.sample_compare(dcaSmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0), dcaSwzl);
c = spvTextureSwizzle(t1.sample(t1Smplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), t1Swzl);
c = spvTextureSwizzle(t2.sample(defaultSampler, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), t2Swzl);
c = spvTextureSwizzle(t3.sample(t3Smplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), t3Swzl);
@ -160,8 +160,8 @@ float4 do_samples(texture1d<float> t1, sampler t1Smplr, constant uint& t1Swzl, t
c = spvTextureSwizzle(t2.sample(defaultSampler, float2(0.0), level(0.0)), t2Swzl);
c = spvTextureSwizzle(t3.sample(t3Smplr, float3(0.0), level(0.0)), t3Swzl);
c = spvTextureSwizzle(tc.sample(defaultSampler, float3(0.0), level(0.0)), tcSwzl);
c = spvTextureSwizzle(t2a.sample(t2aSmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), t2aSwzl);
c = spvTextureSwizzle(tca.sample(tcaSmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), tcaSwzl);
c = spvTextureSwizzle(t2a.sample(t2aSmplr, float3(0.0).xy, uint(rint(float3(0.0).z)), level(0.0)), t2aSwzl);
c = spvTextureSwizzle(tca.sample(tcaSmplr, float4(0.0).xyz, uint(rint(float4(0.0).w)), level(0.0)), tcaSwzl);
c.x = spvTextureSwizzle(d2.sample_compare(d2Smplr, float3(0.0, 0.0, 1.0).xy, 1.0, level(0.0)), d2Swzl);
c = spvTextureSwizzle(t1.sample(t1Smplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), t1Swzl);
c = spvTextureSwizzle(t2.sample(defaultSampler, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), t2Swzl);
@ -176,12 +176,12 @@ float4 do_samples(texture1d<float> t1, sampler t1Smplr, constant uint& t1Swzl, t
c = tb.read(spvTexelBufferCoord(0));
c = spvGatherSwizzle(t2, defaultSampler, t2Swzl, component::x, float2(0.0), int2(0));
c = spvGatherSwizzle(tc, defaultSampler, tcSwzl, component::y, float3(0.0));
c = spvGatherSwizzle(t2a, t2aSmplr, t2aSwzl, component::z, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0));
c = spvGatherSwizzle(tca, tcaSmplr, tcaSwzl, component::w, float4(0.0).xyz, uint(round(float4(0.0).w)));
c = spvGatherSwizzle(t2a, t2aSmplr, t2aSwzl, component::z, float3(0.0).xy, uint(rint(float3(0.0).z)), int2(0));
c = spvGatherSwizzle(tca, tcaSmplr, tcaSwzl, component::w, float4(0.0).xyz, uint(rint(float4(0.0).w)));
c = spvGatherCompareSwizzle(d2, d2Smplr, d2Swzl, float2(0.0), 1.0);
c = spvGatherCompareSwizzle(dc, dcSmplr, dcSwzl, float3(0.0), 1.0);
c = spvGatherCompareSwizzle(d2a, shadowSampler, d2aSwzl, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0);
c = spvGatherCompareSwizzle(dca, dcaSmplr, dcaSwzl, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0);
c = spvGatherCompareSwizzle(d2a, shadowSampler, d2aSwzl, float3(0.0).xy, uint(rint(float3(0.0).z)), 1.0);
c = spvGatherCompareSwizzle(dca, dcaSmplr, dcaSwzl, float4(0.0).xyz, uint(rint(float4(0.0).w)), 1.0);
return c;
}

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@ -0,0 +1,33 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct buf0
{
float4 u_scale;
};
struct buf1
{
float4 u_bias;
};
struct main0_out
{
float4 o_color [[color(0)]];
};
struct main0_in
{
float3 v_texCoord [[user(locn0)]];
float v_lodBias [[user(locn1)]];
};
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> u_sampler [[texture(0)]], sampler u_samplerSmplr [[sampler(0)]])
{
main0_out out = {};
out.o_color = float4(u_sampler.sample_compare(u_samplerSmplr, float2(in.v_texCoord.x, 0.5), uint(rint(in.v_texCoord.y)), in.v_texCoord.z, gradient2d(exp2(in.v_lodBias - 0.5) / float2(u_sampler.get_width(), 1.0), exp2(in.v_lodBias - 0.5) / float2(u_sampler.get_width(), 1.0))), 0.0, 0.0, 1.0);
return out;
}

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@ -13,7 +13,7 @@ fragment main0_out main0(texture2d_array<float> tex [[texture(0)]], sampler texS
main0_out out = {};
gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
float3 _28 = float3(gl_FragCoord.xy, float(gl_SampleID));
out.FragColor = tex.sample(texSmplr, _28.xy, uint(round(_28.z)));
out.FragColor = tex.sample(texSmplr, _28.xy, uint(rint(_28.z)));
return out;
}

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@ -18,7 +18,7 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d_array<float> tex [[
main0_out out = {};
gl_FragCoord.xy += get_sample_position(gl_SampleID) - 0.5;
float3 _26 = float3(gl_FragCoord.xy, in.foo);
out.FragColor = tex.sample(texSmplr, _26.xy, uint(round(_26.z)));
out.FragColor = tex.sample(texSmplr, _26.xy, uint(rint(_26.z)));
return out;
}

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@ -16,7 +16,7 @@ struct main0_in
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
{
main0_out out = {};
out.FragColor = uTex.sample_compare(uShadow, float2(in.vUV.x, 0.5), uint(round(in.vUV.y)), in.vUV.z, bias(1.0));
out.FragColor = uTex.sample_compare(uShadow, float2(in.vUV.x, 0.5), uint(rint(in.vUV.y)), in.vUV.z, bias(1.0));
return out;
}

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@ -16,7 +16,7 @@ struct main0_in
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
{
main0_out out = {};
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, level(0));
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, level(0));
return out;
}

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@ -16,7 +16,7 @@ struct main0_in
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
{
main0_out out = {};
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, gradient2d(float2(0.0), float2(0.0)));
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, gradient2d(float2(0.0), float2(0.0)));
return out;
}

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@ -16,7 +16,7 @@ struct main0_in
fragment main0_out main0(main0_in in [[stage_in]], depth2d_array<float> uTex [[texture(0)]], sampler uShadow [[sampler(0)]])
{
main0_out out = {};
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, level(0)) + uTex.sample_compare(uShadow, in.vUV.xy, uint(round(in.vUV.z)), in.vUV.w, gradient2d(float2(1.0), float2(1.0)));
out.FragColor = uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, level(0)) + uTex.sample_compare(uShadow, in.vUV.xy, uint(rint(in.vUV.z)), in.vUV.w, gradient2d(float2(1.0), float2(1.0)));
return out;
}

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@ -17,8 +17,8 @@ fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSample
{
main0_out out = {};
float4 a = cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz);
float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, in.vUV.xyz, uint(round(in.vUV.w)));
float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z)));
float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, in.vUV.xyz, uint(rint(in.vUV.w)));
float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(rint(in.vUV.xyz.z)));
out.FragColor = (a + b) + c;
return out;
}

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@ -53,8 +53,8 @@ fragment main0_out main0(main0_in in [[stage_in]], texturecube<float> cubeSample
{
main0_out out = {};
float4 a = cubeSampler.sample(cubeSamplerSmplr, in.vUV.xyz);
float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, spvCubemapTo2DArrayFace(in.vUV.xyz).xy, uint(spvCubemapTo2DArrayFace(in.vUV.xyz).z) + (uint(round(in.vUV.w)) * 6u));
float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(round(in.vUV.xyz.z)));
float4 b = cubeArraySampler.sample(cubeArraySamplerSmplr, spvCubemapTo2DArrayFace(in.vUV.xyz).xy, uint(spvCubemapTo2DArrayFace(in.vUV.xyz).z) + (uint(rint(in.vUV.w)) * 6u));
float4 c = texArraySampler.sample(texArraySamplerSmplr, in.vUV.xyz.xy, uint(rint(in.vUV.xyz.z)));
out.FragColor = (a + b) + c;
return out;
}

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@ -0,0 +1,12 @@
#version 450 core
layout(location = 0) out mediump vec4 o_color;
layout(location = 0) in highp vec3 v_texCoord;
layout(location = 1) in highp float v_lodBias;
layout(set = 0, binding = 0) uniform highp sampler1DArrayShadow u_sampler;
layout(set = 0, binding = 1) uniform buf0 { highp vec4 u_scale; };
layout(set = 0, binding = 2) uniform buf1 { highp vec4 u_bias; };
void main()
{
o_color = vec4(textureLod(u_sampler, v_texCoord, v_lodBias), 0.0, 0.0, 1.0);
}

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@ -738,6 +738,10 @@ spvc_result spvc_compiler_options_set_uint(spvc_compiler_options options, spvc_c
case SPVC_COMPILER_OPTION_MSL_ARGUMENT_BUFFERS_TIER:
options->msl.argument_buffers_tier = static_cast<CompilerMSL::Options::ArgumentBuffersTier>(value);
break;
case SPVC_COMPILER_OPTION_MSL_SAMPLE_DREF_LOD_ARRAY_AS_GRAD:
options->msl.sample_dref_lod_array_as_grad = value != 0;
break;
#endif
default:

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@ -40,7 +40,7 @@ extern "C" {
/* Bumped if ABI or API breaks backwards compatibility. */
#define SPVC_C_API_VERSION_MAJOR 0
/* Bumped if APIs or enumerations are added in a backwards compatible way. */
#define SPVC_C_API_VERSION_MINOR 54
#define SPVC_C_API_VERSION_MINOR 55
/* Bumped if internal implementation details change. */
#define SPVC_C_API_VERSION_PATCH 0
@ -724,6 +724,7 @@ typedef enum spvc_compiler_option
SPVC_COMPILER_OPTION_GLSL_ENABLE_ROW_MAJOR_LOAD_WORKAROUND = 83 | SPVC_COMPILER_OPTION_GLSL_BIT,
SPVC_COMPILER_OPTION_MSL_ARGUMENT_BUFFERS_TIER = 84 | SPVC_COMPILER_OPTION_MSL_BIT,
SPVC_COMPILER_OPTION_MSL_SAMPLE_DREF_LOD_ARRAY_AS_GRAD = 85 | SPVC_COMPILER_OPTION_MSL_BIT,
SPVC_COMPILER_OPTION_INT_MAX = 0x7fffffff
} spvc_compiler_option;

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@ -10823,7 +10823,8 @@ string CompilerMSL::to_function_args(const TextureFunctionArguments &args, bool
// 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)
if (constant_zero_x && constant_zero_y &&
(!imgtype.image.arrayed || !msl_options.sample_dref_lod_array_as_grad))
{
lod = 0;
grad_x = 0;
@ -10869,6 +10870,52 @@ string CompilerMSL::to_function_args(const TextureFunctionArguments &args, bool
{
farg_str += ", " + to_expression(lod);
}
else if (msl_options.sample_dref_lod_array_as_grad && args.dref && imgtype.image.arrayed)
{
if (msl_options.is_macos() && !msl_options.supports_msl_version(2, 3))
SPIRV_CROSS_THROW("Using non-constant 0.0 gradient() qualifier for sample_compare. This is not "
"supported on macOS prior to MSL 2.3.");
// Some Metal devices have a bug where the LoD is erroneously biased upward
// when using a level() argument. Since this doesn't happen as much with gradient2d(),
// if we perform the LoD calculation in reverse, we can pass a gradient
// instead.
// lod = log2(rhoMax/eta) -> exp2(lod) = rhoMax/eta
// If we make all of the scale factors the same, eta will be 1 and
// exp2(lod) = rho.
// rhoX = dP/dx * extent; rhoY = dP/dy * extent
// Therefore, dP/dx = dP/dy = exp2(lod)/extent.
// (Subtracting 0.5 before exponentiation gives better results.)
string grad_opt, extent;
switch (imgtype.image.dim)
{
case Dim1D:
grad_opt = "2d";
extent = join("float2(", to_expression(img), ".get_width(), 1.0)");
break;
case Dim2D:
grad_opt = "2d";
extent = join("float2(", to_expression(img), ".get_width(), ", to_expression(img), ".get_height())");
break;
case DimCube:
if (imgtype.image.arrayed && msl_options.emulate_cube_array)
{
grad_opt = "2d";
extent = join("float2(", to_expression(img), ".get_width())");
}
else
{
grad_opt = "cube";
extent = join("float3(", to_expression(img), ".get_width())");
}
break;
default:
grad_opt = "unsupported_gradient_dimension";
extent = "float3(1.0)";
break;
}
farg_str += join(", gradient", grad_opt, "(exp2(", to_expression(lod), " - 0.5) / ", extent, ", exp2(",
to_expression(lod), " - 0.5) / ", extent, ")");
}
else
{
farg_str += ", level(" + to_expression(lod) + ")";
@ -11002,7 +11049,7 @@ string CompilerMSL::to_function_args(const TextureFunctionArguments &args, bool
// 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;
return coord_is_fp ? ("rint(" + tex_coords + ")") : tex_coords;
}
// Returns a string to use in an image sampling function argument.

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@ -487,6 +487,15 @@ public:
// only when the bug is present.
bool check_discarded_frag_stores = false;
// If set, Lod operands to OpImageSample*DrefExplicitLod for 1D and 2D array images
// will be implemented using a gradient instead of passing the level operand directly.
// Some Metal devices have a bug where the level() argument to depth2d_array<T>::sample_compare()
// in a fragment shader is biased by some unknown amount, possibly dependent on the
// partial derivatives of the texture coordinates. This is a workaround that is only
// expected to be needed until the bug is fixed in Metal; it is provided as an option
// so it can be enabled only when the bug is present.
bool sample_dref_lod_array_as_grad = false;
bool is_ios() const
{
return platform == iOS;

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@ -344,6 +344,8 @@ def cross_compile_msl(shader, spirv, opt, iterations, paths):
msl_args.append('--msl-force-sample-rate-shading')
if '.discard-checks.' in shader:
msl_args.append('--msl-check-discarded-frag-stores')
if '.lod-as-grad.' in shader:
msl_args.append('--msl-sample-dref-lod-array-as-grad')
if '.decoration-binding.' in shader:
msl_args.append('--msl-decoration-binding')
if '.mask-location-0.' in shader: