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.
In cases where we know the size of the vector and the index at compile
time, we can check if it's accessing in bounds and rely in undefined
behavior otherwise.
Signed-off-by: Sebastián Aedo <saedo@codeweavers.com>
This is somewhat awkward to support, but the best effort we can do here
is to analyze various Load/Store opcodes and deduce the ideal overall
alignment based on this. This is not a 100% perfect solution, but should
be correct for any reasonable use case.
Also fix various nitpicks with BDA support while I'm at it.
Add test shader for new functionality.
Add legacy test reference shader for unrelated buffer-bitcast
test, that doesn't seem to have been added previously.
We'll need to force a temporary and mark it as precise.
MSL is a little weird here, but we can piggyback on top of the invariant
float math option here to force fma() operations everywhere.
Fairly minor differences, so can keep them side by side without too much
effort. NV support is effectively deprecated now however.
- Add OpConvertUToAccelerationStructureKHR
- Ignore/Terminate ray is now a terminator in KHR, but a call in NV.
- Fix some bugs with reportIntersection.
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.
We have been interchanging spv and SPIRV_Cross_ for a while, which
causes weirdness since we don't explicitly ban SPIRV_Cross identifiers,
as these identifiers are generally used for interface variable
workarounds.
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.