Merge pull request #1400 from KhronosGroup/fix-1399
MSL: Remove the old VertexAttr API.
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commit
9eb615c63b
@ -1019,11 +1019,11 @@ spvc_result spvc_compiler_msl_add_vertex_attribute(spvc_compiler compiler, const
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}
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auto &msl = *static_cast<CompilerMSL *>(compiler->compiler.get());
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MSLVertexAttr attr;
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MSLShaderInput attr;
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attr.location = va->location;
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attr.format = static_cast<MSLVertexFormat>(va->format);
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attr.format = static_cast<MSLShaderInputFormat>(va->format);
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attr.builtin = static_cast<spv::BuiltIn>(va->builtin);
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msl.add_msl_vertex_attribute(attr);
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msl.add_msl_shader_input(attr);
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return SPVC_SUCCESS;
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#else
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(void)va;
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@ -1163,7 +1163,7 @@ spvc_result spvc_compiler_msl_set_argument_buffer_device_address_space(spvc_comp
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#endif
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}
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spvc_bool spvc_compiler_msl_is_vertex_attribute_used(spvc_compiler compiler, unsigned location)
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spvc_bool spvc_compiler_msl_is_shader_input_used(spvc_compiler compiler, unsigned location)
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{
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#if SPIRV_CROSS_C_API_MSL
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if (compiler->backend != SPVC_BACKEND_MSL)
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@ -1173,7 +1173,7 @@ spvc_bool spvc_compiler_msl_is_vertex_attribute_used(spvc_compiler compiler, uns
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}
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auto &msl = *static_cast<CompilerMSL *>(compiler->compiler.get());
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return msl.is_msl_vertex_attribute_used(location) ? SPVC_TRUE : SPVC_FALSE;
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return msl.is_msl_shader_input_used(location) ? SPVC_TRUE : SPVC_FALSE;
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#else
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(void)location;
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compiler->context->report_error("MSL function used on a non-MSL backend.");
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@ -1181,6 +1181,11 @@ spvc_bool spvc_compiler_msl_is_vertex_attribute_used(spvc_compiler compiler, uns
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#endif
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}
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spvc_bool spvc_compiler_msl_is_vertex_attribute_used(spvc_compiler compiler, unsigned location)
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{
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return spvc_compiler_msl_is_shader_input_used(compiler, location);
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}
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spvc_bool spvc_compiler_msl_is_resource_used(spvc_compiler compiler, SpvExecutionModel model, unsigned set,
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unsigned binding)
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{
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@ -2282,7 +2287,7 @@ void spvc_msl_vertex_attribute_init(spvc_msl_vertex_attribute *attr)
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{
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#if SPIRV_CROSS_C_API_MSL
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// Crude, but works.
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MSLVertexAttr attr_default;
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MSLShaderInput attr_default;
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attr->location = attr_default.location;
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attr->format = static_cast<spvc_msl_vertex_format>(attr_default.format);
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attr->builtin = static_cast<SpvBuiltIn>(attr_default.builtin);
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@ -268,7 +268,9 @@ typedef enum spvc_msl_shader_input_format
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/* Deprecated names. */
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SPVC_MSL_VERTEX_FORMAT_OTHER = SPVC_MSL_SHADER_INPUT_FORMAT_OTHER,
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SPVC_MSL_VERTEX_FORMAT_UINT8 = SPVC_MSL_SHADER_INPUT_FORMAT_UINT8,
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SPVC_MSL_VERTEX_FORMAT_UINT16 = SPVC_MSL_SHADER_INPUT_FORMAT_UINT16
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SPVC_MSL_VERTEX_FORMAT_UINT16 = SPVC_MSL_SHADER_INPUT_FORMAT_UINT16,
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SPVC_MSL_SHADER_INPUT_FORMAT_INT_MAX = 0x7fffffff
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} spvc_msl_shader_input_format, spvc_msl_vertex_format;
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/* Maps to C++ API. Deprecated; use spvc_msl_shader_input. */
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@ -721,7 +723,11 @@ SPVC_PUBLIC_API spvc_result spvc_compiler_msl_add_shader_input(spvc_compiler com
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const spvc_msl_shader_input *input);
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SPVC_PUBLIC_API spvc_result spvc_compiler_msl_add_discrete_descriptor_set(spvc_compiler compiler, unsigned desc_set);
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SPVC_PUBLIC_API spvc_result spvc_compiler_msl_set_argument_buffer_device_address_space(spvc_compiler compiler, unsigned desc_set, spvc_bool device_address);
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/* Obsolete, use is_shader_input_used. */
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SPVC_PUBLIC_API spvc_bool spvc_compiler_msl_is_vertex_attribute_used(spvc_compiler compiler, unsigned location);
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SPVC_PUBLIC_API spvc_bool spvc_compiler_msl_is_shader_input_used(spvc_compiler compiler, unsigned location);
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SPVC_PUBLIC_API spvc_bool spvc_compiler_msl_is_resource_used(spvc_compiler compiler,
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SpvExecutionModel model,
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unsigned set,
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@ -56,15 +56,6 @@ void CompilerMSL::add_msl_shader_input(const MSLShaderInput &si)
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inputs_by_builtin[si.builtin] = si;
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}
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void CompilerMSL::add_msl_vertex_attribute(const MSLVertexAttr &va)
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{
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MSLShaderInput si;
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si.location = va.location;
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si.format = va.format;
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si.builtin = va.builtin;
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add_msl_shader_input(si);
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}
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void CompilerMSL::add_msl_resource_binding(const MSLResourceBinding &binding)
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{
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StageSetBinding tuple = { binding.stage, binding.desc_set, binding.binding };
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@ -100,11 +91,6 @@ void CompilerMSL::set_argument_buffer_device_address_space(uint32_t desc_set, bo
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}
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}
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bool CompilerMSL::is_msl_vertex_attribute_used(uint32_t location)
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{
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return is_msl_shader_input_used(location);
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}
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bool CompilerMSL::is_msl_shader_input_used(uint32_t location)
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{
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return inputs_in_use.count(location) != 0;
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@ -43,16 +43,6 @@ enum MSLShaderInputFormat
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MSL_SHADER_INPUT_FORMAT_INT_MAX = 0x7fffffff
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};
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SPIRV_CROSS_DEPRECATED("Use MSLShaderInputFormat.") typedef MSLShaderInputFormat MSLVertexFormat;
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// Defines MSL characteristics of a vertex attribute at a particular location.
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// After compilation, it is possible to query whether or not this location was used.
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struct SPIRV_CROSS_DEPRECATED("Use MSLShaderInput.") MSLVertexAttr
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{
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uint32_t location = 0;
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MSLShaderInputFormat format = MSL_SHADER_INPUT_FORMAT_OTHER;
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spv::BuiltIn builtin = spv::BuiltInMax;
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};
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// Defines MSL characteristics of an input variable at a particular location.
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// After compilation, it is possible to query whether or not this location was used.
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@ -438,13 +428,6 @@ public:
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explicit CompilerMSL(const ParsedIR &ir);
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explicit CompilerMSL(ParsedIR &&ir);
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// attr is a vertex attribute binding used to match
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// vertex content locations to MSL attributes. If vertex attributes are provided,
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// is_msl_vertex_attribute_used() will return true after calling ::compile() if
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// the location was used by the MSL code.
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SPIRV_CROSS_DEPRECATED("Use add_msl_shader_input().")
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void add_msl_vertex_attribute(const MSLVertexAttr &attr);
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// input is a shader input description used to fix up shader input variables.
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// If shader inputs are provided, is_msl_shader_input_used() will return true after
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// calling ::compile() if the location was used by the MSL code.
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@ -480,10 +463,6 @@ public:
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// constant. Opt-in to this behavior here on a per set basis.
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void set_argument_buffer_device_address_space(uint32_t desc_set, bool device_storage);
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// Query after compilation is done. This allows you to check if a location or set/binding combination was used by the shader.
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SPIRV_CROSS_DEPRECATED("Use is_msl_shader_input_used().")
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bool is_msl_vertex_attribute_used(uint32_t location);
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// Query after compilation is done. This allows you to check if an input location was used by the shader.
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bool is_msl_shader_input_used(uint32_t location);
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