Commit Graph

150 Commits

Author SHA1 Message Date
Bill Hollings
0c0fd98322 MSL: Use var name instead of var-type name for flattened interface members.
This allows two variables of the same struct type to be flattened
into the same interface struct without a member name conflict.

Add shaders-msl/frag/in_block_with_multiple_structs_of_same_type.frag
unit test shader to demonstrate this.
2022-03-04 11:38:53 -05:00
Hans-Kristian Arntzen
31be74a853 Add relax_nan_checks options.
Makes codegen from typical D3D emulation SPIR-V more readable.
Also makes cross compilation with NotEqual more sensible.
It's very rare to actually need the strict NaN-checks in practice.

Also, glslang now emits UnordNotEqual by default it seems, so give up
trying to assume OrdNotEqual. Harmonize for UnordNotEqual as the sane
default.
2022-03-03 14:50:56 +01:00
Hans-Kristian Arntzen
5b952d2cbf MSL: Rethink how opaque descriptors are passed to leaf functions.
We were passing arrays by value which the compiler fails to optimize,
causing abyssal performance. To fix this, we need to consider that
descriptors can be in constant or const device address spaces.

Also, lone descriptors are passed by value, so we explicitly remove address
space qualifiers.

One failure case is when shader passes a texture/sampler array as an
argument. It's all UniformConstant in SPIR-V, but in MSL it might be
thread, const device or constant, so that won't work ...
Global variable use works fine though, and that should cover 99.9999999%
of use cases.
2022-01-18 14:40:52 +01:00
Hans-Kristian Arntzen
fe8848a6f2 Roll dependencies. 2022-01-05 14:56:01 +01:00
Hans-Kristian Arntzen
be333e0cab MSL: Move float2->3 TessCoord fixup to a better location. 2022-01-05 13:32:17 +01:00
Nikita Fediuchin
2acf0e73dd Fix gl_TessCoord arguments presence. Update reference shaders.
* Added check for "gl_TessCoord" presence in the entry point arguments.
* Updated reference tessellation evaluation shaders.
2021-12-20 22:58:21 +02:00
Sebastián Aedo
6d8302ef14 MSL: Add 64 bit switch support
Add 64 bit switch support for MSL version 2.2.

* Also fixes a wrong endianness conversion.

Signed-off-by: Sebastián Aedo <saedo@codeweavers.com>
2021-11-26 15:54:56 -03:00
Bill Hollings
fd252b21ff Separate (partially) the tracking of depth images from depth compare ops.
SPIR-V allows an image to be marked as a depth image, but with a non-depth
format. Such images should be read or sampled as vectors instead of scalars,
except when they are subject to compare operations.

Don't mark an OpSampledImage as using a compare operation just because the
image contains a depth marker. Instead, require that a compare operation
is actually used on that image.

Compiler::image_is_comparison() was really testing whether an image is a
depth image, since it incorporates the depth marker. Rename that function
to is_depth_image(), to clarify what it is really testing.

In Compiler::is_depth_image(), do not treat an image  as a depth image
if it has been explicitly marked with a color format, unless the image
is subject to compare operations.

In CompilerMSL::to_function_name(), test for compare operations
specifically, rather than assuming them from the depth-image marker.

CompilerGLSL and CompilerMSL still contain a number of internal tests that
use is_depth_image() both for testing for a depth image, and for testing
whether compare operations are being used. I've left these as they are
for now, but these should be cleaned up at some point.

Add unit tests for fetch/sample depth images with color formats and no compare ops.
2021-11-08 15:59:45 -05:00
Bill Hollings
ec054dad7f MSL: Support synthetic functions in function constants.
Emit synthetic functions before function constants.
Support use of spvQuantizeToF16() in function constants for numerical
behavior consistency with the op code.
Ensure subnormal results from OpQuantizeToF16 are flushed to zero per SPIR-V spec.

Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
Any MSL reference shader that inclues a synthetic function is affected,
since the location it is emitted has changed.
2021-09-28 19:10:16 -04:00
Bill Hollings
ba66a91402 MSL: Use vec<T, n> in template SpvHalfTypeSelector for function spvQuantizeToF16().
Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
2021-09-25 14:36:42 -04:00
Bill Hollings
a2671e35b0 MSL: Consolidate spvQuantizeToF16() functions into a single template function.
Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
2021-09-24 14:41:15 -04:00
Bill Hollings
5742047b24 MSL: Honor infinities in OpQuantizeToF16 when compiling using fast-math.
Add spvQuantizeToF16() family of synthetic functions to convert
from float to half and back again, and add function attribute
[[clang::optnone]] to honor infinities during conversions.

Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
2021-09-24 11:22:05 -04:00
Bill Hollings
472f9d4f6d Add tests for OpSpecConstantOp ops OpQuantizeToF16 and OpSRem.
Tests provided by @cdavis5e.
2021-09-05 16:51:04 -04:00
Hans-Kristian Arntzen
8216e87f02 Handle SPIR-V 1.4 selection constructs.
Fix bug in to_trivial_mix_op, where we made a pre-1.4 assumption that
component count of selector is equal to value component count.
2021-06-28 12:23:44 +02:00
xndcn
02fb8f2a24 Add comment after inf/nan float number for clarifying. 2021-05-27 02:40:41 +08:00
Lukas Taparauskas
72a2ec4c1b
MSL: Fix '--msl-multi-patch-workgroup' out of bounds reads when dispatching more threads than control points (#1662)
* Fix '--msl-multi-patch-workgroup' cases where thread count exceeds data bounds

*Fix gl_PrimitiveID off by one error when computing last valid index
*Point gl_out to the last patch's data when threads exceed input data bounds
*Point patchOut to the last patch's data when threads exceed input data bounds

* Update MSL test expectations.

* Undo change to MSL multi-patch hull output bound checks

* Update MSL multi-patch test expectations.
2021-04-29 20:01:26 +02:00
Hans-Kristian Arntzen
82a77e534e MSL: Use proper array for quad tess levels.
We need to handle loads from array as well, so the float4 hack doesn't
work.
2021-04-23 14:12:00 +02:00
Hans-Kristian Arntzen
0997e81118 MSL: Sort builtin IO block members by builtin type.
Ensures consistent block matching.
2021-04-19 12:10:49 +02:00
Hans-Kristian Arntzen
5d82d32e0f Roll dependencies. 2021-01-08 10:41:51 +01:00
Hans-Kristian Arntzen
a4a9b53b5b MSL: Always enable Outputs in vertex stages.
Subsequent stages can legally attempt to read from these variables,
which causes compilation failure.

Always make sure we emit user outputs in vertex shaders if they are
active in the entry point.
2021-01-07 11:24:47 +01:00
Chip Davis
aca9b6879a MSL: Support pull-model interpolation on MSL 2.3+.
New in MSL 2.3 is a template that can be used in the place of a scalar
type in a stage-in struct. This template has methods which interpolate
the varying at the given points. Curiously, you can't set interpolation
attributes on such a varying; perspective-correctness is encoded in the
type, while interpolation must be done using one of the methods. This
makes using this somewhat awkward from SPIRV-Cross, requiring us to jump
through a bunch of hoops to make this all work.

Using varyings from functions in particular is a pain point, requiring
us to pass the stage-in struct itself around. An alternative is to pass
references to the interpolants; except this will fall over badly with
composite types, which naturally must be flattened.  As with
tessellation, dynamic indexing isn't supported with pull-model
interpolation. This is because of the need to reference the original
struct member in order to call one of the pull-model interpolation
methods on it. Also, this is done at the variable level; this means that
if one varying in a struct is used with the pull-model functions, then
the entire struct is emitted as pull-model interpolants.

For some reason, this was not documented in the MSL spec, though there
is a property on `MTLDevice`, `supportsPullModelInterpolation`,
indicating support for this, which *is* documented. This does not appear
to be implemented yet for AMD: it returns `NO` from
`supportsPullModelInterpolation`, and pipelines with shaders using the
templates fail to compile. It *is* implemeted for Intel. It's probably
also implemented for Apple GPUs: on Apple Silicon, OpenGL calls down to
Metal, and it wouldn't be possible to use the interpolation functions
without this implemented in Metal.

Based on my testing, where SPIR-V and GLSL have the offset relative to
the pixel center, in Metal it appears to be relative to the pixel's
upper-left corner, as in HLSL. Therefore, I've added an offset 0.4375,
i.e. one half minus one sixteenth, to all arguments to
`interpolate_at_offset()`.

This also fixes a long-standing bug: if a pull-model interpolation
function is used on a varying, make sure that varying is declared. We
were already doing this only for the AMD pull-model function,
`interpolateAtVertexAMD()`; for reasons which are completely beyond me,
we weren't doing this for the base interpolation functions. I also note
that there are no tests for the interpolation functions for GLSL or
HLSL.
2020-11-05 11:57:45 -06:00
Hans-Kristian Arntzen
a07441568e Overhaul how we deal with reserved identifiers.
- Do not silently drop reserved identifiers in the parser. This makes it
  possible to reflect identifiers which are reserved by the
  cross-compiler module.
- Instead of dropping the name, emit _RESERVED_IDENTIFIER_FIXUP in the
  source to make it clear that a name has been rewritten.
- Document what is reserved and not.
2020-08-21 16:33:27 +02:00
Chip Davis
688c5fcbda MSL: Add support for processing more than one patch per workgroup.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.

This also simplifies initialization by reading the buffer directly
instead of using Metal's vertex-attribute-in-compute support. It turns
out the only way in which shader stages are allowed to differ in their
interfaces is in the number of components per vector; the base type must
be the same. Since we are using the raw buffer instead of attributes, we
can now also emit arrays and matrices directly into the buffer, instead
of flattening them and then unpacking them. Structs are still flattened,
however; this is due to the need to handle vectors with fewer components
than were output, and I think handling this while also directly emitting
structs could get ugly.

Another advantage of this scheme is that the extra invocations needed to
read the attributes when there were more input than output points are
now no more. The number of threads per workgroup is now lcm(SIMD-size,
output control points). This should ensure we always process a whole
number of patches per workgroup.

To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader. This also fixes a long-standing
issue where if an index were greater than the number of vertices to
draw, the vertex shader would wind up writing outside the buffer, and
the vertex would be lost.

This is a breaking change, and I know SPIRV-Cross has other clients, so
I've hidden this behind an option for now. In the future, I want to
remove this option and make it the default.
2020-07-23 17:59:54 -05:00
dan sinclair
8bf916f575 Roll dependencies
This CL updates the GLSLang, SPIRV-Tools and SPIRV-Headers dependencies.
2020-05-20 10:27:51 -04:00
Hans-Kristian Arntzen
107ab7c2b7 MSL: Avoid packed arrays in more cases.
Extend the array stride relaxation to non-packed arrays as well, as
long as the array in question contains a single array element.
2020-05-06 10:27:12 +02:00
Hans-Kristian Arntzen
de3698f0e0 Add missing reference files from PR merge. 2020-05-06 10:08:01 +02:00
Hans-Kristian Arntzen
ebf463674d MSL: Allow removing clip distance user varyings.
Only safe if user knows that subsequent shader stage will not read clip
distance.
2020-04-20 09:58:40 +02:00
Chip Davis
96f7008aa8 MSL: Force disabled fragment builtins to have the right name.
DXVK emits SPIR-V where fragment shader builtins have names derived from
DXBC assembly, e.g. `oDepth` for `FragDepth`. When we declared the
disabled output, we used this name, but when referencing it, we
continued to use the GLSL name. This breaks compilation.
2020-04-15 19:25:18 -05:00
Hans-Kristian Arntzen
a3fe9756d2 MSL: Support ClipDistance as an input stage variable.
MSL does not support this, so we have to emulate it by passing it around
as a varying between stages. We use a special "user(clipN)" attribute
for this rather than locN which is used for user varyings.
2019-12-02 13:19:42 +01:00
Dan Sinclair
d409210ee5 Move all .invalid shaders into no-opt folders. 2019-11-05 13:19:19 -05:00
Dan Sinclair
e5af41255c Only run spirv-opt if the spirv is valid.
This CL updates the test runner to only run spirv-opt if the generated
SPIR-V is valid. If validation is skipped it's possible to hit aborts
and other memory errors in the optimizer as it assumes the SPIR-V is
valid.
2019-11-05 11:00:49 -05:00
Hans-Kristian Arntzen
b2c6362c4b Remove another dead reference file. 2019-10-28 11:33:09 +01:00
Hans-Kristian Arntzen
93ceead289 Remove dead reference file. 2019-10-28 11:31:04 +01:00
Hans-Kristian Arntzen
fa011f8547 MSL: Declare arrays with proper type wrapper.
Need to construct with value type spvUnsafeArray<T, N>({ elem0, elem1 })
to make array initialization work in complex scenarios.
2019-10-26 17:57:34 +02:00
Hans-Kristian Arntzen
2767257adc MSL: Do not declare array of UBO/SSBO as spvUnsafeArray<T>.
There is no need for these to be copied, and cuts down on template
stamping bloat.
2019-10-26 16:10:08 +02:00
Hans-Kristian Arntzen
d1479f871a MSL: Do not generate UnsafeArray<> for any array inside buffer objects.
This avoids a lot of huge code changes.
Arrays generally cannot be copied in and out of buffers, at least no
compiler frontend seems to do it.

Also avoids a lot of issues surrounding packed vectors and matrices.
2019-10-24 12:22:30 +02:00
Lukas Hermanns
c236ca4572 Moved all UE4 test shaders into 'shaders-ue4/' folder. 2019-10-23 17:39:05 -04:00
Lukas Hermanns
84351d3aed Merge remote-tracking branch 'upstream/master' 2019-10-21 18:55:36 -04:00
Lukas Hermanns
e1b161b54b Removed bounds checks in favor of SPIRV-Tools pass '--graphics-robust-access' 2019-10-21 16:39:53 -04:00
Hans-Kristian Arntzen
a9be92569f HLSL: Fix unrolled S/G LE/LT/GE/GT opcodes.
Need to bitcast the unrolled expressions as well.
2019-10-14 16:08:39 +02:00
Lukas Hermanns
f3a6d28a1d Further updates for pull request #1162; also added two test cases for spvCubemapTo2DArrayFace function and added '--msl-framebuffer-fetch'/ '--msl-emulate-cube-array' compiler options. 2019-09-27 15:49:54 -04:00
Lukas Hermanns
c3d6022956 Update for pull request #1162 rev. 1 2019-09-24 18:13:04 -04:00
Lukas Hermanns
7ad0a84778 Updates for pull request #1162 2019-09-24 14:35:25 -04:00
Lukas Hermanns
37df74035b Merge branch 'ue4_dev' 2019-09-20 09:42:42 -04:00
Lukas Hermanns
cb3ecb9e1b Updated reference Metal shaders. 2019-09-17 15:11:19 -04:00
Lukas Hermanns
0be20cd933 Renamed new test shaders to fit the naming convention in SPIRV-Cross. 2019-09-16 10:33:45 -04:00
Mark Satterthwaite
564cb3c08d Update the Metal shaders to account for changes in the shader compilation. 2019-09-11 15:06:05 -04:00
Mark Satterthwaite
b5ad5d4e2f UE4 shader reference for those shaders that will compile without the changes. 2019-09-04 13:02:34 -04:00
Thomas Roughton
91b2f34a3d Update tests to account for all non-entry-point functions being inlined 2019-08-30 09:39:06 +12:00
Hans-Kristian Arntzen
9436cd3036 MSL: Deal with array copies from and to threadgroup. 2019-08-27 13:18:01 +02:00