This is a fairly fundamental change on how IDs are handled.
It serves many purposes:
- Improve performance. We only need to iterate over IDs which are
relevant at any one time.
- Makes sure we iterate through IDs in SPIR-V module declaration order
rather than ID space. IDs don't have to be monotonically increasing,
which was an assumption SPIRV-Cross used to have. It has apparently
never been a problem until now.
- Support LUTs of structs. We do this by interleaving declaration of
constants and struct types in SPIR-V module order.
To support this, the ParsedIR interface needed to change slightly.
Before setting any ID with variant_set<T> we let ParsedIR know
that an ID with a specific type has been added. The surface for change
should be minimal.
ParsedIR will maintain a per-type list of IDs which the cross-compiler
will need to consider for later.
Instead of looping over ir.ids[] (which can be extremely large), we loop
over types now, using:
ir.for_each_typed_id<SPIRVariable>([&](uint32_t id, SPIRVariable &var) {
handle_variable(var);
});
Now we make sure that we're never looking at irrelevant types.
Even as of Metal 2.1, MSL still doesn't support arrays of buffers
directly. Therefore, we must manually expand them. In the prologue, we
define arrays holding the argument pointers; these arrays are what the
transpiled code ends up referencing. We might be able to do similar
things for textures and samplers prior to MSL 2.0.
Speaking of which, also enable texture arrays on iOS MSL 1.2.
This requires MSL 2.0+.
Also, force `ViewportIndex` and `Layer` to be defined as the correct
type, which is always `uint` in MSL.
Since Metal doesn't yet have geometry shaders, the vertex shader (or
tessellation evaluation shader == "post-tessellation vertex shader" in
Metal jargon) is the only kind of shader that can set this output. This
currently requires an extension to Vulkan, which causes validation of
the SPIR-V binaries for the test cases to fail. Therefore, the test
cases are marked "invalid", even though they're actually perfectly valid
SPIR-V--they just won't work without the
`SPV_EXT_shader_viewport_index_layer` extension.
Implement this by flattening outputs and unflattening inputs explicitly.
This allows us to pass down a single struct instead of dealing with the
insanity that would be passing down each flattened member separately.
Remove stage_uniforms_var_id.
Seems to be dead code. Naked uniforms do not exist in SPIR-V for Vulkan,
which this seems to have been intended for. It was also unused elsewhere.
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.
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.
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.
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.
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.
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.