diff --git a/CMakeLists.txt b/CMakeLists.txt index ccaedc90..ba678733 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -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) diff --git a/main.cpp b/main.cpp index 3605a54a..776fcd32 100644 --- a/main.cpp +++ b/main.cpp @@ -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::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 ]:\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 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(); }); diff --git a/reference/opt/shaders-msl/frag/depth-array-texture-lod.lod-as-grad.1d-as-2d.msl23.frag b/reference/opt/shaders-msl/frag/depth-array-texture-lod.lod-as-grad.1d-as-2d.msl23.frag new file mode 100644 index 00000000..f6751a42 --- /dev/null +++ b/reference/opt/shaders-msl/frag/depth-array-texture-lod.lod-as-grad.1d-as-2d.msl23.frag @@ -0,0 +1,23 @@ +#include +#include + +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 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; +} + diff --git a/reference/opt/shaders-msl/frag/sample-rate-frag-coord-sample-id.frag b/reference/opt/shaders-msl/frag/sample-rate-frag-coord-sample-id.frag index 5df60f90..77acb3f9 100644 --- a/reference/opt/shaders-msl/frag/sample-rate-frag-coord-sample-id.frag +++ b/reference/opt/shaders-msl/frag/sample-rate-frag-coord-sample-id.frag @@ -13,7 +13,7 @@ fragment main0_out main0(texture2d_array 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; } diff --git a/reference/opt/shaders-msl/frag/sample-rate-frag-coord-sample-input.frag b/reference/opt/shaders-msl/frag/sample-rate-frag-coord-sample-input.frag index 386230ef..0f78738e 100644 --- a/reference/opt/shaders-msl/frag/sample-rate-frag-coord-sample-input.frag +++ b/reference/opt/shaders-msl/frag/sample-rate-frag-coord-sample-input.frag @@ -18,7 +18,7 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d_array 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; } diff --git a/reference/opt/shaders-msl/frag/sampler-compare-bias.msl23.1d-as-2d.frag b/reference/opt/shaders-msl/frag/sampler-compare-bias.msl23.1d-as-2d.frag index 6aaffe53..924736eb 100644 --- a/reference/opt/shaders-msl/frag/sampler-compare-bias.msl23.1d-as-2d.frag +++ b/reference/opt/shaders-msl/frag/sampler-compare-bias.msl23.1d-as-2d.frag @@ -16,7 +16,7 @@ struct main0_in fragment main0_out main0(main0_in in [[stage_in]], depth2d_array 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; } diff --git a/reference/opt/shaders-msl/frag/sampler-compare-cascade-gradient.frag b/reference/opt/shaders-msl/frag/sampler-compare-cascade-gradient.frag index 630511b3..092b11d1 100644 --- a/reference/opt/shaders-msl/frag/sampler-compare-cascade-gradient.frag +++ b/reference/opt/shaders-msl/frag/sampler-compare-cascade-gradient.frag @@ -16,7 +16,7 @@ struct main0_in fragment main0_out main0(main0_in in [[stage_in]], depth2d_array 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; } diff --git a/reference/opt/shaders-msl/frag/sampler-compare-cascade-gradient.ios.frag b/reference/opt/shaders-msl/frag/sampler-compare-cascade-gradient.ios.frag index a29ebf08..fdd4d164 100644 --- a/reference/opt/shaders-msl/frag/sampler-compare-cascade-gradient.ios.frag +++ b/reference/opt/shaders-msl/frag/sampler-compare-cascade-gradient.ios.frag @@ -16,7 +16,7 @@ struct main0_in fragment main0_out main0(main0_in in [[stage_in]], depth2d_array 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; } diff --git a/reference/opt/shaders-msl/frag/sampler-compare-cascade-gradient.msl23.frag b/reference/opt/shaders-msl/frag/sampler-compare-cascade-gradient.msl23.frag index 07845691..f66f5d38 100644 --- a/reference/opt/shaders-msl/frag/sampler-compare-cascade-gradient.msl23.frag +++ b/reference/opt/shaders-msl/frag/sampler-compare-cascade-gradient.msl23.frag @@ -16,7 +16,7 @@ struct main0_in fragment main0_out main0(main0_in in [[stage_in]], depth2d_array 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; } diff --git a/reference/opt/shaders-msl/frag/texture-cube-array.frag b/reference/opt/shaders-msl/frag/texture-cube-array.frag index 0af8a047..1bf6433b 100644 --- a/reference/opt/shaders-msl/frag/texture-cube-array.frag +++ b/reference/opt/shaders-msl/frag/texture-cube-array.frag @@ -16,7 +16,7 @@ struct main0_in fragment main0_out main0(main0_in in [[stage_in]], texturecube cubeSampler [[texture(0)]], texturecube_array cubeArraySampler [[texture(1)]], texture2d_array 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; } diff --git a/reference/opt/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag b/reference/opt/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag index c057e217..f5af463e 100644 --- a/reference/opt/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag +++ b/reference/opt/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag @@ -52,7 +52,7 @@ struct main0_in fragment main0_out main0(main0_in in [[stage_in]], texturecube cubeSampler [[texture(0)]], texture2d_array cubeArraySampler [[texture(1)]], texture2d_array 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; } diff --git a/reference/shaders-msl-no-opt/asm/frag/texture-access.swizzle.asm.frag b/reference/shaders-msl-no-opt/asm/frag/texture-access.swizzle.asm.frag index 6c4cc724..32fdc297 100644 --- a/reference/shaders-msl-no-opt/asm/frag/texture-access.swizzle.asm.frag +++ b/reference/shaders-msl-no-opt/asm/frag/texture-access.swizzle.asm.frag @@ -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); } diff --git a/reference/shaders-msl-no-opt/frag/texture-access-int.swizzle.frag b/reference/shaders-msl-no-opt/frag/texture-access-int.swizzle.frag index ff4b8a91..8b56f333 100644 --- a/reference/shaders-msl-no-opt/frag/texture-access-int.swizzle.frag +++ b/reference/shaders-msl-no-opt/frag/texture-access-int.swizzle.frag @@ -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)))); } diff --git a/reference/shaders-msl-no-opt/frag/texture-access-leaf.swizzle.frag b/reference/shaders-msl-no-opt/frag/texture-access-leaf.swizzle.frag index 9e5dba8c..b60382ab 100644 --- a/reference/shaders-msl-no-opt/frag/texture-access-leaf.swizzle.frag +++ b/reference/shaders-msl-no-opt/frag/texture-access-leaf.swizzle.frag @@ -139,12 +139,12 @@ float4 doSwizzle(texture1d 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 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 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; } diff --git a/reference/shaders-msl-no-opt/frag/texture-access-uint.swizzle.frag b/reference/shaders-msl-no-opt/frag/texture-access-uint.swizzle.frag index 0ec278f9..70d4e447 100644 --- a/reference/shaders-msl-no-opt/frag/texture-access-uint.swizzle.frag +++ b/reference/shaders-msl-no-opt/frag/texture-access-uint.swizzle.frag @@ -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)))); } diff --git a/reference/shaders-msl-no-opt/frag/texture-access.swizzle.frag b/reference/shaders-msl-no-opt/frag/texture-access.swizzle.frag index 9366eeab..255a0532 100644 --- a/reference/shaders-msl-no-opt/frag/texture-access.swizzle.frag +++ b/reference/shaders-msl-no-opt/frag/texture-access.swizzle.frag @@ -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); } diff --git a/reference/shaders-msl-no-opt/vulkan/frag/texture-access-function.swizzle.vk.frag b/reference/shaders-msl-no-opt/vulkan/frag/texture-access-function.swizzle.vk.frag index e402bbb2..48dad417 100644 --- a/reference/shaders-msl-no-opt/vulkan/frag/texture-access-function.swizzle.vk.frag +++ b/reference/shaders-msl-no-opt/vulkan/frag/texture-access-function.swizzle.vk.frag @@ -144,12 +144,12 @@ float4 do_samples(texture1d 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 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 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; } diff --git a/reference/shaders-msl/frag/depth-array-texture-lod.lod-as-grad.1d-as-2d.msl23.frag b/reference/shaders-msl/frag/depth-array-texture-lod.lod-as-grad.1d-as-2d.msl23.frag new file mode 100644 index 00000000..924ba7ec --- /dev/null +++ b/reference/shaders-msl/frag/depth-array-texture-lod.lod-as-grad.1d-as-2d.msl23.frag @@ -0,0 +1,33 @@ +#include +#include + +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 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; +} + diff --git a/reference/shaders-msl/frag/sample-rate-frag-coord-sample-id.frag b/reference/shaders-msl/frag/sample-rate-frag-coord-sample-id.frag index 5df60f90..77acb3f9 100644 --- a/reference/shaders-msl/frag/sample-rate-frag-coord-sample-id.frag +++ b/reference/shaders-msl/frag/sample-rate-frag-coord-sample-id.frag @@ -13,7 +13,7 @@ fragment main0_out main0(texture2d_array 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; } diff --git a/reference/shaders-msl/frag/sample-rate-frag-coord-sample-input.frag b/reference/shaders-msl/frag/sample-rate-frag-coord-sample-input.frag index 386230ef..0f78738e 100644 --- a/reference/shaders-msl/frag/sample-rate-frag-coord-sample-input.frag +++ b/reference/shaders-msl/frag/sample-rate-frag-coord-sample-input.frag @@ -18,7 +18,7 @@ fragment main0_out main0(main0_in in [[stage_in]], texture2d_array 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; } diff --git a/reference/shaders-msl/frag/sampler-compare-bias.msl23.1d-as-2d.frag b/reference/shaders-msl/frag/sampler-compare-bias.msl23.1d-as-2d.frag index 6aaffe53..924736eb 100644 --- a/reference/shaders-msl/frag/sampler-compare-bias.msl23.1d-as-2d.frag +++ b/reference/shaders-msl/frag/sampler-compare-bias.msl23.1d-as-2d.frag @@ -16,7 +16,7 @@ struct main0_in fragment main0_out main0(main0_in in [[stage_in]], depth2d_array 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; } diff --git a/reference/shaders-msl/frag/sampler-compare-cascade-gradient.frag b/reference/shaders-msl/frag/sampler-compare-cascade-gradient.frag index 630511b3..092b11d1 100644 --- a/reference/shaders-msl/frag/sampler-compare-cascade-gradient.frag +++ b/reference/shaders-msl/frag/sampler-compare-cascade-gradient.frag @@ -16,7 +16,7 @@ struct main0_in fragment main0_out main0(main0_in in [[stage_in]], depth2d_array 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; } diff --git a/reference/shaders-msl/frag/sampler-compare-cascade-gradient.ios.frag b/reference/shaders-msl/frag/sampler-compare-cascade-gradient.ios.frag index a29ebf08..fdd4d164 100644 --- a/reference/shaders-msl/frag/sampler-compare-cascade-gradient.ios.frag +++ b/reference/shaders-msl/frag/sampler-compare-cascade-gradient.ios.frag @@ -16,7 +16,7 @@ struct main0_in fragment main0_out main0(main0_in in [[stage_in]], depth2d_array 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; } diff --git a/reference/shaders-msl/frag/sampler-compare-cascade-gradient.msl23.frag b/reference/shaders-msl/frag/sampler-compare-cascade-gradient.msl23.frag index 07845691..f66f5d38 100644 --- a/reference/shaders-msl/frag/sampler-compare-cascade-gradient.msl23.frag +++ b/reference/shaders-msl/frag/sampler-compare-cascade-gradient.msl23.frag @@ -16,7 +16,7 @@ struct main0_in fragment main0_out main0(main0_in in [[stage_in]], depth2d_array 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; } diff --git a/reference/shaders-msl/frag/texture-cube-array.frag b/reference/shaders-msl/frag/texture-cube-array.frag index 9f1832ec..ae5764e8 100644 --- a/reference/shaders-msl/frag/texture-cube-array.frag +++ b/reference/shaders-msl/frag/texture-cube-array.frag @@ -17,8 +17,8 @@ fragment main0_out main0(main0_in in [[stage_in]], texturecube 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; } diff --git a/reference/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag b/reference/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag index 02541f3c..a49604d5 100644 --- a/reference/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag +++ b/reference/shaders-msl/frag/texture-cube-array.ios.emulate-cube-array.frag @@ -53,8 +53,8 @@ fragment main0_out main0(main0_in in [[stage_in]], texturecube 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; } diff --git a/shaders-msl/frag/depth-array-texture-lod.lod-as-grad.1d-as-2d.msl23.frag b/shaders-msl/frag/depth-array-texture-lod.lod-as-grad.1d-as-2d.msl23.frag new file mode 100644 index 00000000..8f8c115b --- /dev/null +++ b/shaders-msl/frag/depth-array-texture-lod.lod-as-grad.1d-as-2d.msl23.frag @@ -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); +} diff --git a/spirv_cross_c.cpp b/spirv_cross_c.cpp index 72614d78..c8ebbe4c 100644 --- a/spirv_cross_c.cpp +++ b/spirv_cross_c.cpp @@ -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(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: diff --git a/spirv_cross_c.h b/spirv_cross_c.h index 826e25a7..e39ff2c4 100644 --- a/spirv_cross_c.h +++ b/spirv_cross_c.h @@ -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; diff --git a/spirv_msl.cpp b/spirv_msl.cpp index ac862c35..5f4c0add 100644 --- a/spirv_msl.cpp +++ b/spirv_msl.cpp @@ -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. diff --git a/spirv_msl.hpp b/spirv_msl.hpp index 9493219e..2bc17b12 100644 --- a/spirv_msl.hpp +++ b/spirv_msl.hpp @@ -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::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; diff --git a/test_shaders.py b/test_shaders.py index cf329e5e..c26f37a2 100755 --- a/test_shaders.py +++ b/test_shaders.py @@ -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: