To facilitate an improved linking-by-name use case for older GL,
we will be more aggressive about merging struct definitions, even for
rather unrelated cases where we don't strictly need to use type aliases.
When inside a loop, treat any read of outer expressions to happen
multiple times, forcing a temporary of said outer expressions.
This avoids the problem where we can end up relying on loop-invariant code motion to happen in the
compiler when converting optimized shaders.
When we see a switch block which only contains one default block, emit a
do {} while(false) statement instead, which is far more idiomatic and
readable anyways.
This is implied in both GL and GLES. Emitting memoryBarrierShared() was
based on earlier confusion in the spec which has since been fixed and
clarified.
It is possible for a shader to declare two plain struct types which
simply share the same OpName without there being an implicit
value/buffer alias relationship.
For to_member_name(), make sure to use the type alias master when
resolving member names. The member name may be different in a type alias
master if the SPIR-V is being intentionally difficult.
Rolled the hashes used for glslang, SPIRV-Tools, and SPIRV-Headers to
HEAD, which includes the update to 1.5.
Added passing '--amb' to glslang, so I didn't have to explicitly set
bindings in a large number of test shaders that currently don't, and
now glslang considers them invalid.
Marked all shaders that no longer pass spirv-val as .invalid.
This was straightforward to implement in GLSL. The
`ShadingRateInterlockOrderedEXT` and `ShadingRateInterlockUnorderedEXT`
modes aren't implemented yet, because we don't support
`SPV_NV_shading_rate` or `SPV_EXT_fragment_invocation_density` yet.
HLSL and MSL were more interesting. They don't support this directly,
but they do support marking resources as "rasterizer ordered," which
does roughly the same thing. So this implementation scans all accesses
inside the critical section and marks all storage resources found
therein as rasterizer ordered. They also don't support the fine-grained
controls on pixel- vs. sample-level interlock and disabling ordering
guarantees that GLSL and SPIR-V do, but that's OK. "Unordered" here
merely means the order is undefined; that it just so happens to be the
same as rasterizer order is immaterial. As for pixel- vs. sample-level
interlock, Vulkan explicitly states:
> With sample shading enabled, [the `PixelInterlockOrderedEXT` and
> `PixelInterlockUnorderedEXT`] execution modes are treated like
> `SampleInterlockOrderedEXT` or `SampleInterlockUnorderedEXT`
> respectively.
and:
> If [the `SampleInterlockOrderedEXT` or `SampleInterlockUnorderedEXT`]
> execution modes are used in single-sample mode they are treated like
> `PixelInterlockOrderedEXT` or `PixelInterlockUnorderedEXT`
> respectively.
So this will DTRT for MoltenVK and gfx-rs, at least.
MSL additionally supports multiple raster order groups; resources that
are not accessed together can be placed in different ROGs to allow them
to be synchronized separately. A more sophisticated analysis might be
able to place resources optimally, but that's outside the scope of this
change. For now, we assign all resources to group 0, which should do for
our purposes.
`glslang` doesn't support the `RasterizerOrdered` UAVs this
implementation produces for HLSL, so the test case needs `fxc.exe`.
It also insists on GLSL 4.50 for `GL_ARB_fragment_shader_interlock`,
even though the spec says it needs either 4.20 or
`GL_ARB_shader_image_load_store`; and it doesn't support the
`GL_NV_fragment_shader_interlock` extension at all. So I haven't been
able to test those code paths.
Fixes#1002.
ESSL does not support `GL_ARB_post_depth_coverage`. There, we must use
`GL_EXT_post_depth_coverage`. I've added this as a fallback for desktop
as well.
Note that `GL_EXT_post_depth_coverage` also requires the fragment shader
to set `early_fragment_tests` explicitly, while
`GL_ARB_post_depth_coverage` does not. It doesn't really matter either
way, since `SPV_KHR_post_depth_coverage` *also* requires both execution
modes to be explicitly set.