Commit Graph

24 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
Bill Hollings
02d588b7e4 MSL: Fix var names in test shaders to avoid reserved identifiers. 2022-03-03 10:19:04 +01:00
Bill Hollings
3d4daab29d MSL: Support input/output blocks containing nested struct arrays
Fixes numerous CTS tests of types
dEQP-VK.pipeline.interface_matching.vector_length.member_of_*,
passing complex nested structs between stages as stage I/O.

- Make add_composite_member_variable_to_interface_block() recursive to allow
  struct members to contain nested structs, building up member names and access
  chains recursively, and only add the resulting flattened leaf members to the
  synthetic input and output interface blocks.
- Recursively generate individual location numbers for the flattened members
  of the input/output block.
- Replace to_qualified_member_name() with append_member_name().
- Update add_variable_to_interface_block() to support arrays as struct members,
  adding a member to input and output interface blocks for each element of the array.
- Pass name qualifiers to add_plain_member_variable_to_interface_block() to allow
  struct members to be arrays of structs, building up member names and access chains,
  and adding multiple distinct flattened leaf members to the synthetic input and
  output interface blocks.
- Generate individual location numbers for the individual array members
  of the input/output block.
- SPIRVCrossDecorationInterfaceMemberIndex references the index of a member
  of a variable that is a struct type. The value is relative to the variable,
  and for structs nested within that top-level struct, the index value needs
  to take into consideration the members within those nested structs.
- Pass var_mbr_idx to add_plain_member_variable_to_interface_block() and
  add_composite_member_variable_to_interface_block(), start at zero for each
  variable, and increment for each member or nested member within that variable.
- Add unit test shaders-msl/vert/out-block-with-nested-struct-array.vert
- Add unit test shaders-msl/vert/out-block-with-struct-array.vert
- Add unit test shaders-msl/tese/in-block-with-nested-struct.tese
2022-03-03 10:18:40 +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
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
c1edd35d57 MSL: Use spvUnsafeArray for builtin arrays after all.
It will get too messy to deal with constant initializers any other way,
so just deal with complexity in argument_decl instead ...
2021-04-19 12:10:49 +02:00
Hans-Kristian Arntzen
50a6bc058a MSL: Force builtin arrays for builtin array types.
Handles argument_decl() correctly.
2021-04-19 12:10:49 +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
dan sinclair
c4f3d4ae29 Roll GLSLang, SPIRV-Headers and SPIRV-Tools.
This Cl updates the various dependencies and the test file outputs.
2020-07-22 23:03:11 -04:00
dan sinclair
63fbdaca93 Roll deps.
This CL updates the GLSLang and SPIRV-Tools depedencies and updates test
files as needed.
2020-07-06 11:24:30 -04:00
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
e1acbd3dcf MSL: Declare struct type explicitly.
Disambiguates initializer list.
2019-10-26 16:21:46 +02:00
Hans-Kristian Arntzen
27d6d45671 MSL: Rewrite tessellation_access_chain.
To support loading array of array properly in tessellation, we need a
rewrite of how tessellation access chains are handled.

The major change is to remove the implicit unflatten step inside
access_chain which does not take into account the case where you load
directly from a control point array variable.

We defer unflatten step until OpLoad time instead.
This fixes cases where we load array of {array,matrix,struct}.

Removes the hacky path for MSL access chain index workaround.
2019-10-26 16:10:12 +02:00
Lukas Hermanns
7ad0a84778 Updates for pull request #1162 2019-09-24 14:35:25 -04:00
Lukas Hermanns
cb3ecb9e1b Updated reference Metal shaders. 2019-09-17 15:11:19 -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
Hans-Kristian Arntzen
e2c95bdcbc MSL: Rewrite how resource indices are fallback-assigned.
We used to use the Binding decoration for this, but this method is
hopelessly broken. If no explicit MSL resource remapping exists, we
remap automatically in a manner which should always "just work".
2019-06-21 12:54:08 +02:00
Chip Davis
f3c0942d10 MSL: Use vectors for the tessellation level builtins in tese shaders.
The tessellation levels in Metal are stored as a densely-packed array of
half-precision floating point values. But, stage-in attributes in Metal
have to have offsets and strides aligned to a multiple of four, so we
can't add them individually. Luckily for us, the arrays have lengths
less than 4. So, let's use vectors for them!

Triangles get a single attribute with a `float4`, where the outer levels
are in `.xyz` and the inner levels are in `.w`. The arrays are unpacked
as though we had added the elements individually. Quads get two: a
`float4` with the outer levels and a `float2` with the inner levels.
Further, since vectors can be indexed as arrays, there's no need to
unpack them in this case.

This also saves on precious vertex attributes. Before, we were using up
to 6 of them. Now we need two at most.
2019-02-22 12:18:51 -06:00
Chip Davis
c8ee9fbe76 MSL: Expand quad gl_TessCoord to a float3.
This is the actual SPIR-V type of the builtin. We forced to a `float2`
in the declaration because that's what Metal wants.
2019-02-20 09:11:24 -06:00
Chip Davis
41d9424233 MSL: Add an option to set the tessellation domain origin.
This is intended to be used to support `VK_KHR_maintenance2`'s
tessellation domain origin feature. If `tess_domain_origin_lower_left`
is `true`, the `v` coordinate will be inverted with respect to the
domain. Additionally, in `Triangles` mode, the `v` and `w` coordinates
will be swapped. This is because the winding order is interpreted
differently in lower-left mode.
2019-02-18 14:25:42 -06:00
Chip Davis
08863c1e28 Don't set any aliases or do any flattening for arrayed per-vertex I/O.
We already handle all that specially.
2019-02-15 17:24:16 -06:00
Chip Davis
6b7988046d Handle blocks of patch I/O.
In this case, each member of the block will be decorated with
`DecorationPatch`, rather than the block variable having the decoration.
2019-02-15 17:21:38 -06:00
Chip Davis
e75add42c9 MSL: Add support for tessellation evaluation shaders.
These are mapped to Metal's post-tessellation vertex functions. The
semantic difference is much less here, so this change should be simpler
than the previous one. There are still some hairy parts, though.

In MSL, the array of control point data is represented by a special
type, `patch_control_point<T>`, where `T` is a valid stage-input type.
This object must be embedded inside the patch-level stage input. For
this reason, I've added a new type to the type system to represent this.

On Mac, the number of input control points to the function must be
specified in the `patch()` attribute. This is optional on iOS.
SPIRV-Cross takes this from the `OutputVertices` execution mode; the
intent is that if it's not set in the shader itself, MoltenVK will set
it from the tessellation control shader. If you're translating these
offline, you'll have to update the control point count manually, since
this number must match the number that is passed to the
`drawPatches:...` family of methods.

Fixes #120.
2019-02-14 10:00:08 -06:00