In MSL, these only have an effect on fragment `[[stage_in]]` members.
They have no effect in vertex shaders. The Khronos front end doesn't
even emit the SPIR-V decorations for them.
This roughly matches their semantics in SPIR-V and MSL. For `FMin`,
`FMax`, and `FClamp`, and the Metal functions `fast::min()`,
`fast::max()`, and `fast::clamp()`, the result is undefined if any
operand is NaN. For the 'N' operations and their corresponding MSL
`precise::` functions, the result is consistent with IEEE 754 (first
non-NaN wins; result is NaN if all operands are NaN).
We can only do this with 32-bit floats, though, because Metal only
provides these variants for `float`. `half` only has one variant of
these functions that is presumably consistent with IEEE 754. I guess
that's OK; the SPIR-V spec only says that `F{Min,Max,Clamp}` are
undefined for NaNs. Performance might suffer, though.
The SPIR-V spec says that these check if the operands either are
unordered or satisfy the given condition. So that's just what we'll do,
using Metal's `isunordered()` stdlib function. Apple's optimizers ought
to be able to collapse that to a single unordered compare.
When the name of an alias global variable collides with a global
declaration, MSL would emit inconsistent names, sometimes with the
naming fix, sometimes without, because names were being tracked in two
separate meta blocks. Fix this by always redirecting parameter naming to
the original base variable as necessary.
MSL would force thread const& which would not work if the input argument
came from a different storage class.
Emit proper non-reference arguments for such values.
Add CompilerMSL::Options::disable_rasterization input/output API flag.
Disable rasterization via API flag or when writing to textures.
Disable rasterization when shader declares no output.
Add test shaders for vertex no output and write texture forcing void output.
Add CompilerMSL::Options::texture_width_max.
Emit and use spvTexelBufferCoord() function to convert 1D
texel buffer coordinates to 2D Metal texture coordinates.
Support flattening StorageOutput & StorageInput matrices and arrays.
No longer move matrix & array inputs to separate buffer.
Add separate SPIRFunction::fixup_statements_in & SPIRFunction::fixup_statements_out
instead of just SPIRFunction::fixup_statements.
Emit SPIRFunction::fixup_statements at beginning of functions.
CompilerMSL track vars_needing_early_declaration.
Pass global output variables as variables to functions that access them.
Sort input structs by location, same as output structs.
Emit struct declarations in order output, input, uniforms.
Regenerate reference shaders to new formats defined by above.
OSX 10.14 broke (?) how overload resolution works,
so overloading e.g. dot(float3, packed_float3) no longer works.
Fix this by unpacking expressions before various func ops.
This fix might need to be applied elsewhere, but do so later if needed.
- The HLSL compiler now has its own list of keywords in addition to
the ones from GLSL.
- Added "buffer", "precise", and "shared" to the GLSL keywords.
Update SPIRV-Tools/glslang commits.
Use vulkan1.1 environment for testing.
Found new "errors" in SPIRV-Tools, so disable validation on those shaders
for now.
Support MSL typedefs to declare 3-row row-major matrices as 3-column matrices.
Allow those matrices to be decorated as packed.
Support transposing those matrices when used.
Modify how member alignments are calculated.
Certain patterns with OpVectorShuffle (and probably others) will cascade
to so large, that they can cause OOM. After we have observed
force_recompile, don't spend unnecessary memory emitting code which will
never be used.
Normally, temporary declaration must dominate any use of it,
so we generally did not need to analyze the CFG for these variables,
but there is an edge case where you have an inliner doing:
do {
create_temporary;
break;
} while(0);
use_temporary;
The inside of the loop dominates the outer scope, but we cannot emit
code like this in GLSL, so make sure we hoist these temporaries outside
the "loop".
Allow function calls to include globals as arguments.
Allow function calls to include built-ins as arguments.
Include all meta info when creating function args from globals.
Do not manufacture a sampler for Buffer-type sampled images.
Add code option to test_shaders.py to preserve SPIR-V code for interactive debugging.
Bug: OpLoad fails when loading an interface struct directly, followed by
OpCompositeExtract. This should be fixed, but not critical enough to
block this PR.
Support Workgroup (threadgroup) variables.
Mark if SPIRConstant is used as an array length, since it cannot be specialized.
Resolve specialized array length constants.
Support passing an array to MSL function.
Support emitting GLSL array assignments in MSL via an array copy function.
Support for memory and control barriers.
Struct packing enhancements, including packing nested structs.
Enhancements to replacing illegal MSL variable and function names.
Add Compiler::get_entry_point_name_map() function to retrieve entry point renamings.
Remove CompilerGLSL::clean_func_name() as obsolete.
Fixes to types in bitcast MSL functions.
Add Variant::get_id() member function.
Add CompilerMSL::Options::msl_version option.
Add numerous MSL compute tests.
Emit input struct assignment by assigning member by member from stage_in struct.
Map qualified member name from pointer type, not base type.
Add Comiler::expression_type_id() function, similar to expression_type().
Remove unsupported sampler1DShadow from shaders-msl/frag/texture-proj-shadow.frag.
Improve error message response from unsupported depth texture formats.
Fix several integer cast warnings in unrelated code.
Run ./format_all.sh on unrelated files.
Support BuiltInFragDepth.
Emit interface block for StorageClassUniformConstant.
Throw exception when output or fragment input structs contain matrix or array.
Dynamically created interface structs sorted by location number instead of alphabetically.
Add Compiler::is_array() function.
CompilerMSL add emit_custom_functions() function.
CompilerMSL restrict use of as_type<> cast to necessary conditions.
CompilerMSL refactor get_declared_struct_member_size() and
get_declared_struct_member_alignment() functions, and remove
unnecessary get_declared_type_size() functions.
Add test shaders-msl/vulkan/frag/spec-constant.vk.frag.
Add bool members is_read and is_written to SPIRType::Image.
Output correct texture read/write access by marking whether textures
are read from and written to by the shader.
Override bitcast_glsl_op() to use Metal as_type<type> functions.
Add implementations of SPIR-V functions inverse(), degrees() & radians().
Map inverseSqrt() to rsqrt().
Map roundEven() to rint().
GLSL functions imageSize() and textureSize() map to equivalent
expression using MSL get_width() & get_height() functions.
Map several SPIR-V integer bitfield functions to MSL equivalents.
Map SPIR-V atomic functions to MSL equivalents.
Map texture packing and unpacking functions to MSL equivalents.
Refactor existing, and add new, image query functions.
Reorganize header lines into includes and pragmas.
Simplify type_to_glsl() logic.
Add MSL test case vert/functions.vert for added function implementations.
Add MSL test case comp/atomic.comp for added function implementations.
test_shaders.py use macOS compilation for MSL shader compilation validations.
CompilerMSL accesses options using same design pattern as CompilerGLSL and CompilerHLSL.
CompilerMSL support setting VA & rez binding specs via either constructor or compile() method overload.
CompilerMSL support single UBO packing and padding in single pass.
spriv_cross app (main.cpp) supports turning off UBO packing and padding via command line option.
Add MSL UBO alignment test shader.
Compiler MSL support DimBuffer as image dimension.
CompilerMSL check texture coordinate result type dimension before adding swizzles.
Update MSL reference shaders affected by this update.
In some cases, the compiler decided to emit continue block first,
which invalidated the expressions used by the condition.
Parameters to functions can be evaluated in any order which caused
"random" behavior.
Add to suite of MSL tests and references any existing GLSL tests
that successfully convert GLSL->SPIRV->MSL and compile as MSL.
test_shaders_helper() ignores hidden files that start with '.',
to avoid accidentally finding hidden OSX files such as .DS_Store.
Use xcrun to compile MSL shaders instead of hard-coded path to Metal compiler.
Wrap calls to xcrun in exception handling to ignore if Xcode not installed.
For MSL tests, move call to validate_shader_msl() to after call to
regression_check() to allow a converted MSL shader to be saved for
manual review even if it doesn't successfully compile as MSL.
If we run on a system with Xcode installed to a default path, run Xcode
Metal shader compiler to validate the generated MSL shader.
This uncovers an issue in the existing MSL test - MSL backend currently
does not auto-assign attribute locations, which means that translating
GLSL shader without location layout produces an invalid MSL which
generates "error: 'attribute' index '0' is used more than once".