MSL: Add an option to set the tessellation domain origin.

This is intended to be used to support `VK_KHR_maintenance2`'s
tessellation domain origin feature. If `tess_domain_origin_lower_left`
is `true`, the `v` coordinate will be inverted with respect to the
domain. Additionally, in `Triangles` mode, the `v` and `w` coordinates
will be swapped. This is because the winding order is interpreted
differently in lower-left mode.
This commit is contained in:
Chip Davis 2019-02-05 23:47:50 -06:00
parent 1458bae62e
commit 41d9424233
10 changed files with 186 additions and 0 deletions

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@ -494,6 +494,7 @@ struct CLIArguments
bool msl_swizzle_texture_samples = false;
bool msl_ios = false;
bool msl_pad_fragment_output = false;
bool msl_domain_lower_left = false;
vector<PLSArg> pls_in;
vector<PLSArg> pls_out;
vector<Remap> remaps;
@ -550,6 +551,7 @@ static void print_help()
"\t[--msl-swizzle-texture-samples]\n"
"\t[--msl-ios]\n"
"\t[--msl-pad-fragment-output]\n"
"\t[--msl-domain-lower-left]\n"
"\t[--hlsl]\n"
"\t[--reflect]\n"
"\t[--shader-model]\n"
@ -720,6 +722,7 @@ static int main_inner(int argc, char *argv[])
cbs.add("--msl-swizzle-texture-samples", [&args](CLIParser &) { args.msl_swizzle_texture_samples = true; });
cbs.add("--msl-ios", [&args](CLIParser &) { args.msl_ios = true; });
cbs.add("--msl-pad-fragment-output", [&args](CLIParser &) { args.msl_pad_fragment_output = true; });
cbs.add("--msl-domain-lower-left", [&args](CLIParser &) { args.msl_domain_lower_left = true; });
cbs.add("--extension", [&args](CLIParser &parser) { args.extensions.push_back(parser.next_string()); });
cbs.add("--rename-entry-point", [&args](CLIParser &parser) {
auto old_name = parser.next_string();
@ -851,6 +854,7 @@ static int main_inner(int argc, char *argv[])
if (args.msl_ios)
msl_opts.platform = CompilerMSL::Options::iOS;
msl_opts.pad_fragment_output_components = args.msl_pad_fragment_output;
msl_opts.tess_domain_origin_lower_left = args.msl_domain_lower_left;
msl_comp->set_msl_options(msl_opts);
}
else if (args.hlsl)

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@ -0,0 +1,28 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_in
{
float4 gl_Position [[attribute(0)]];
};
struct main0_patchIn
{
patch_control_point<main0_in> gl_in;
};
[[ patch(triangle, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float3 gl_TessCoord [[position_in_patch]])
{
main0_out out = {};
gl_TessCoord.yz = float2(gl_TessCoord.y - gl_TessCoord.x, 1.0 - gl_TessCoord.y);
out.gl_Position = ((patchIn.gl_in[0].gl_Position * gl_TessCoord.x) + (patchIn.gl_in[1].gl_Position * gl_TessCoord.y)) + (patchIn.gl_in[2].gl_Position * gl_TessCoord.z);
return out;
}

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@ -0,0 +1,36 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_patchIn
{
float gl_TessLevelInner_0 [[attribute(0)]];
float gl_TessLevelInner_1 [[attribute(1)]];
float gl_TessLevelOuter_0 [[attribute(2)]];
float gl_TessLevelOuter_1 [[attribute(3)]];
float gl_TessLevelOuter_2 [[attribute(4)]];
float gl_TessLevelOuter_3 [[attribute(5)]];
};
[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float2 gl_TessCoord [[position_in_patch]])
{
main0_out out = {};
float gl_TessLevelInner[2] = {};
float gl_TessLevelOuter[4] = {};
gl_TessLevelInner[0] = patchIn.gl_TessLevelInner_0;
gl_TessLevelInner[1] = patchIn.gl_TessLevelInner_1;
gl_TessLevelOuter[0] = patchIn.gl_TessLevelOuter_0;
gl_TessLevelOuter[1] = patchIn.gl_TessLevelOuter_1;
gl_TessLevelOuter[2] = patchIn.gl_TessLevelOuter_2;
gl_TessLevelOuter[3] = patchIn.gl_TessLevelOuter_3;
gl_TessCoord.y = 1.0 - gl_TessCoord.y;
out.gl_Position = float4(((gl_TessCoord.x * as_type<float>(gl_TessLevelInner[0])) * as_type<float>(gl_TessLevelOuter[0])) + (((1.0 - gl_TessCoord.x) * as_type<float>(gl_TessLevelInner[0])) * as_type<float>(gl_TessLevelOuter[2])), ((gl_TessCoord.y * as_type<float>(gl_TessLevelInner[1])) * as_type<float>(gl_TessLevelOuter[3])) + (((1.0 - gl_TessCoord.y) * as_type<float>(gl_TessLevelInner[1])) * as_type<float>(gl_TessLevelOuter[1])), 0.0, 1.0);
return out;
}

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@ -0,0 +1,28 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_in
{
float4 gl_Position [[attribute(0)]];
};
struct main0_patchIn
{
patch_control_point<main0_in> gl_in;
};
[[ patch(triangle, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float3 gl_TessCoord [[position_in_patch]])
{
main0_out out = {};
gl_TessCoord.yz = float2(gl_TessCoord.y - gl_TessCoord.x, 1.0 - gl_TessCoord.y);
out.gl_Position = ((patchIn.gl_in[0].gl_Position * gl_TessCoord.x) + (patchIn.gl_in[1].gl_Position * gl_TessCoord.y)) + (patchIn.gl_in[2].gl_Position * gl_TessCoord.z);
return out;
}

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@ -0,0 +1,36 @@
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float4 gl_Position [[position]];
};
struct main0_patchIn
{
float gl_TessLevelInner_0 [[attribute(0)]];
float gl_TessLevelInner_1 [[attribute(1)]];
float gl_TessLevelOuter_0 [[attribute(2)]];
float gl_TessLevelOuter_1 [[attribute(3)]];
float gl_TessLevelOuter_2 [[attribute(4)]];
float gl_TessLevelOuter_3 [[attribute(5)]];
};
[[ patch(quad, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], float2 gl_TessCoord [[position_in_patch]])
{
main0_out out = {};
float gl_TessLevelInner[2] = {};
float gl_TessLevelOuter[4] = {};
gl_TessLevelInner[0] = patchIn.gl_TessLevelInner_0;
gl_TessLevelInner[1] = patchIn.gl_TessLevelInner_1;
gl_TessLevelOuter[0] = patchIn.gl_TessLevelOuter_0;
gl_TessLevelOuter[1] = patchIn.gl_TessLevelOuter_1;
gl_TessLevelOuter[2] = patchIn.gl_TessLevelOuter_2;
gl_TessLevelOuter[3] = patchIn.gl_TessLevelOuter_3;
gl_TessCoord.y = 1.0 - gl_TessCoord.y;
out.gl_Position = float4(((gl_TessCoord.x * as_type<float>(gl_TessLevelInner[0])) * as_type<float>(gl_TessLevelOuter[0])) + (((1.0 - gl_TessCoord.x) * as_type<float>(gl_TessLevelInner[0])) * as_type<float>(gl_TessLevelOuter[2])), ((gl_TessCoord.y * as_type<float>(gl_TessLevelInner[1])) * as_type<float>(gl_TessLevelOuter[3])) + (((1.0 - gl_TessCoord.y) * as_type<float>(gl_TessLevelInner[1])) * as_type<float>(gl_TessLevelOuter[1])), 0.0, 1.0);
return out;
}

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@ -0,0 +1,22 @@
#version 450
layout(cw, triangles, fractional_even_spacing) in;
in gl_PerVertex
{
vec4 gl_Position;
} gl_in[gl_MaxPatchVertices];
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position =
gl_in[0].gl_Position * gl_TessCoord.x +
gl_in[1].gl_Position * gl_TessCoord.y +
gl_in[2].gl_Position * gl_TessCoord.z;
}

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@ -0,0 +1,12 @@
#version 310 es
#extension GL_EXT_tessellation_shader : require
layout(cw, quads, fractional_even_spacing) in;
void main()
{
gl_Position = vec4(gl_TessCoord.x * gl_TessLevelInner[0] * gl_TessLevelOuter[0] + (1.0 - gl_TessCoord.x) * gl_TessLevelInner[0] * gl_TessLevelOuter[2],
gl_TessCoord.y * gl_TessLevelInner[1] * gl_TessLevelOuter[3] + (1.0 - gl_TessCoord.y) * gl_TessLevelInner[1] * gl_TessLevelOuter[1],
0, 1);
}

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@ -5552,6 +5552,23 @@ void CompilerMSL::fix_up_shader_inputs_outputs()
statement(builtin_type_decl(bi_type), " ", to_expression(var_id), " = spvIndirectParams[0];");
});
break;
case BuiltInTessCoord:
// Emit a fixup to account for the shifted domain. The fixup for triangles can be derived
// thus:
// u' = u
// w' = 1 - v
// v' = 1 - u' - w' = 1 - u - (1 - v) = v - u
// v and w are swapped because the winding must be reversed in lower-left mode.
if (msl_options.tess_domain_origin_lower_left)
{
string tc = to_expression(var_id);
if (get_entry_point().flags.get(ExecutionModeTriangles))
entry_func.fixup_hooks_in.push_back(
[=]() { statement(tc, ".yz = float2(", tc, ".y - ", tc, ".x, 1.0 - ", tc, ".y);"); });
else
entry_func.fixup_hooks_in.push_back([=]() { statement(tc, ".y = 1.0 - ", tc, ".y;"); });
}
break;
default:
break;
}

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@ -177,6 +177,7 @@ public:
bool disable_rasterization = false;
bool capture_output_to_buffer = false;
bool swizzle_texture_samples = false;
bool tess_domain_origin_lower_left = false;
// Fragment output in MSL must have at least as many components as the render pass.
// Add support to explicit pad out components.

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@ -156,6 +156,8 @@ def cross_compile_msl(shader, spirv, opt):
msl_args.append('--msl-pad-fragment-output')
if '.capture.' in shader:
msl_args.append('--msl-capture-output')
if '.domain.' in shader:
msl_args.append('--msl-domain-lower-left')
subprocess.check_call(msl_args)