In GLSL, 8-bit types require GL_EXT_shader_8bit_storage. 16-bit types
can use either GL_AMD_gpu_shader_int16/GL_AMD_gpu_shader_half_float or
GL_EXT_shader_16bit_storage.
When trying to validate buffer sizes, we usually need to bail out when
using SpecConstantOps, but for some very specific cases where we allow
unsized arrays currently, we can safely allow "unknown" sized arrays as
well.
This is probably the best we can do, when we have even more difficult
cases than this, we throw a more sensible error message.
Previously, when generating non-Vulkan GLSL, each use of a spec constant
would be subsituted for its default value and the declaration of the constant
itself would be omitted completely.
This change slightly alters this behavior. The uses of the constant are kept,
as well as the declaration, although the latter is stripped of the layout
qualifier. The declaration is also prepended with the following code:
#ifndef <constant name>_value
#define <constant name> <default constant value>
#endif
and the constant itself now looks like
const <constant type> <constant name> = <constant name>_value;
The rationale for this change is that it gives the user a way to provide
custom values for specialization constants even when the target does not
support them.
Setting force_temporary to true produces invalid GLSL because sampler
variables are copied:
highp sampler2D _377 = DiffuseMapTexture;
This change fixes the problem by always forwarding forwardable
variables. I also took an opportunity to restructure the code to make
it easier to read and add extra conditions to in the future.
- Add new Windows support
- Use CMake/CTest instead of Make + shell scripts
- Use --parallel in CTest
- Fix CTest on Windows
- Cleanups in test_shaders.py
- Force specific commit for SPIRV-Headers
- Fix Inf/NaN odd-ball case by moving to ASM
HLSL just picked the variable name which did not work as expected for
some users. Use the same logic as GLSL and set up declared_block_names,
so the actual name can be queried later.
This is a large refactor which splits out the SPIR-V parser from
Compiler and moves it into its more appropriately named Parser module.
The Parser is responsible for building a ParsedIR structure which is
then consumed by one or more compilers.
Compiler can take a ParsedIR by value or move reference. This should
allow for optimal case for both multiple compilations and single
compilation scenarios.
A lot of changes in spirv-opt output.
Some new invalid SPIR-V was found but most of them were not significant
for SPIRV-Cross, so just marked them as invalid.
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.