Commit Graph

505 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen
74b2acab9b MSL: Always emit block variable for block types. 2021-04-19 12:10:49 +02:00
Hans-Kristian Arntzen
ae7bb41ef4 MSL: Test that we can mask location writes in TESC. 2021-04-19 12:10:49 +02:00
Hans-Kristian Arntzen
ba93b6518d MSL: Fix masking of vertex block outputs. 2021-04-19 12:10:49 +02:00
Hans-Kristian Arntzen
857295a9ab MSL: Add tests for masking with --for-tess. 2021-04-19 12:10:49 +02:00
Hans-Kristian Arntzen
43b6ea2c9a MSL: Remove position mask tests. They will fail compilation. 2021-04-19 12:10:49 +02:00
Hans-Kristian Arntzen
65b5ff7ece MSL: Don't emit weird reference type for spvUnsafeArray types. 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
88b54f5dab MSL: Add tests for vertex output masking. 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
Hans-Kristian Arntzen
0ad12a0036 MSL: Always return [[position]] when required. 2021-02-15 12:57:37 +01:00
Hans-Kristian Arntzen
7ab3f3f74e Deal better with CompositeExtract from constant composite.
There is no good reason for applications to emit this kind of code, but
some do. Special case this scenario.
2021-01-22 12:30:16 +01:00
Hans-Kristian Arntzen
5d82d32e0f Roll dependencies. 2021-01-08 10:41:51 +01:00
Hans-Kristian Arntzen
a4a9b53b5b MSL: Always enable Outputs in vertex stages.
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.
2021-01-07 11:24:47 +01:00
Chip Davis
fd738e3387 MSL: Adjust FragCoord for sample-rate shading.
In Metal, the `[[position]]` input to a fragment shader remains at
fragment center, even at sample rate, like OpenGL and Direct3D. In
Vulkan, however, when the fragment shader runs at sample rate, the
`FragCoord` builtin moves to the sample position in the framebuffer,
instead of the fragment center. To account for this difference, adjust
the `FragCoord`, if present, by the sample position. The -0.5 offset is
because the fragment center is at (0.5, 0.5).

Also, add an option to force sample-rate shading in a fragment shader.
Since Metal has no explicit control for this, this is done by adding a
dummy `[[sample_id]]` which is otherwise unused, if none is already
present. This is intended to be used from e.g. MoltenVK when a
pipeline's `minSampleShading` value is nonzero.

Instead of checking if any `Input` variables have `Sample`
interpolation, I've elected to check that the `SampleRateShading`
capability is present. Since `SampleId`, `SamplePosition`, and the
`Sample` interpolation decoration require this cap, this should be
equivalent for any valid SPIR-V module. If this isn't acceptable, let me
know.
2020-11-23 10:30:24 -06:00
Hans-Kristian Arntzen
6a614cc7f7 Normalize all internal workaround methods to use spv prefix.
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.
2020-11-23 15:42:27 +01:00
Jan Sikorski
f0239bce05 MSL: extract global variables from subgroup ballot operations
Fixes #1513.
2020-11-09 11:23:01 +01:00
Chip Davis
aca9b6879a MSL: Support pull-model interpolation on MSL 2.3+.
New in MSL 2.3 is a template that can be used in the place of a scalar
type in a stage-in struct. This template has methods which interpolate
the varying at the given points. Curiously, you can't set interpolation
attributes on such a varying; perspective-correctness is encoded in the
type, while interpolation must be done using one of the methods. This
makes using this somewhat awkward from SPIRV-Cross, requiring us to jump
through a bunch of hoops to make this all work.

Using varyings from functions in particular is a pain point, requiring
us to pass the stage-in struct itself around. An alternative is to pass
references to the interpolants; except this will fall over badly with
composite types, which naturally must be flattened.  As with
tessellation, dynamic indexing isn't supported with pull-model
interpolation. This is because of the need to reference the original
struct member in order to call one of the pull-model interpolation
methods on it. Also, this is done at the variable level; this means that
if one varying in a struct is used with the pull-model functions, then
the entire struct is emitted as pull-model interpolants.

For some reason, this was not documented in the MSL spec, though there
is a property on `MTLDevice`, `supportsPullModelInterpolation`,
indicating support for this, which *is* documented. This does not appear
to be implemented yet for AMD: it returns `NO` from
`supportsPullModelInterpolation`, and pipelines with shaders using the
templates fail to compile. It *is* implemeted for Intel. It's probably
also implemented for Apple GPUs: on Apple Silicon, OpenGL calls down to
Metal, and it wouldn't be possible to use the interpolation functions
without this implemented in Metal.

Based on my testing, where SPIR-V and GLSL have the offset relative to
the pixel center, in Metal it appears to be relative to the pixel's
upper-left corner, as in HLSL. Therefore, I've added an offset 0.4375,
i.e. one half minus one sixteenth, to all arguments to
`interpolate_at_offset()`.

This also fixes a long-standing bug: if a pull-model interpolation
function is used on a varying, make sure that varying is declared. We
were already doing this only for the AMD pull-model function,
`interpolateAtVertexAMD()`; for reasons which are completely beyond me,
we weren't doing this for the base interpolation functions. I also note
that there are no tests for the interpolation functions for GLSL or
HLSL.
2020-11-05 11:57:45 -06:00
Chip Davis
547c29f7bb MSL: Allow Bias and Grad arguments with comparison on Mac in MSL 2.3.
I kept the code to replace constant zero arguments, because `Bias` and
`Grad` still have some problems on desktop GPUs.

`Bias` works on AMD GPUs. `Grad` does not. Both work on Intel. Still
needs testing on NV. It will definitely work with Apple GPUs.
2020-10-30 11:14:59 -05:00
Yuwen Wu
c8a43876c7
added metal keyworld: "level" (#1501)
* added metal keyworld: "level"

* added more metal keywords

* updated test case.
2020-10-30 08:07:25 +01:00
Chip Davis
d48d2a95c7 MSL: Allow post-depth coverage on Mac in MSL 2.3.
It's still only supported on Apple GPUs, but Macs will have those soon.
2020-10-27 22:07:01 -05:00
Chip Davis
064ed448b9 MSL: Don't remove periods from swizzle buffer index exprs. 2020-10-20 17:47:40 -05:00
Chip Davis
5845e009ea MSL: Handle Offset and Grad operands for 1D-as-2D textures. 2020-10-15 12:51:00 -05:00
Chip Davis
3e6010d8c5 MSL: Don't use a bitcast for tessellation levels in tesc shaders.
`half` cannot be bitcasted to `float`, because the two types are not the
same size. Use an expanding cast instead.

We were already doing this for stores to the tessellation levels; why I
didn't also do this for loads is beyond me.
2020-10-14 18:35:59 -05:00
Chip Davis
21d38f74ce MSL: Fix calculation of atomic image buffer address.
Fix reversed coordinates: `y` should be used to calculate the row
address. Align row address to the row stride.

I've made the row alignment a function constant; this makes it possible
to override it at pipeline compile time.

Honestly, I don't know how this worked at all for Epic. It definitely
didn't work in the CTS prior to this.
2020-10-13 20:51:56 -05:00
Chip Davis
7a5d0d6b29 MSL: Add missing interlock handling to atomic image buffers. 2020-10-13 11:44:17 -05:00
Hans-Kristian Arntzen
fab6ad234e
Merge pull request #1486 from cdavis5e/atomic-image-argument-buffer
MSL: Support atomic access to images from argument buffers.
2020-10-13 12:55:43 +02:00
Chip Davis
9cafea6cf8 MSL: Support atomic access to images from argument buffers.
This was not added when Epic contributed atomic image support.

Fixes #1484.
2020-10-13 02:37:18 -05:00
Chip Davis
2219c4a392 MSL: Support SPV_EXT_demote_to_helper_invocation for MSL 2.3.
MSL 2.3 has everything needed to support this extension on all
platforms. The existing `discard_fragment()` function was given demote
semantics, similar to Direct3D, and the `simd_is_helper_thread()`
function was finally added to iOS.

I've left the old test alone. Should I remove it in favor of these?
2020-10-13 00:25:32 -05:00
Chip Davis
4cf840ee7b MSL: Support layered input attachments.
These need to use arrayed texture types, or Metal will complain when
binding the resource. The target layer is addressed relative to the
Layer output by the vertex pipeline, or to the ViewIndex if in a
multiview pipeline. Unlike with the s/t coordinates, Vulkan does not
forbid non-zero layer coordinates here, though this cannot be expressed
in Vulkan GLSL.

Supporting 3D textures will require additional work. Part of the problem
is that Metal does not allow texture views to subset a 3D texture, so we
need some way to pass the base depth to the shader.
2020-09-02 09:18:25 -05:00
Chip Davis
cab7335e64 MSL: Don't set the layer for multiview if the device doesn't support it.
Some older iOS devices don't support layered rendering. In that case,
don't set `[[render_target_array_index]]`, because the compiler will
reject the shader in that case. The client will then have to unroll the
render pass manually.
2020-09-01 19:30:28 -05:00
Chip Davis
53080ecca8 MSL: Fix multiview view index calculation with a non-zero base instance.
Account for a non-zero base instance when calculating the view index and
the "real" instance index. Before, it was likely broken with a non-zero
base instance, since the calculated instance index could be less than
the base instance.
2020-08-31 20:33:44 -05:00
Hans-Kristian Arntzen
a07441568e Overhaul how we deal with reserved identifiers.
- Do not silently drop reserved identifiers in the parser. This makes it
  possible to reflect identifiers which are reserved by the
  cross-compiler module.
- Instead of dropping the name, emit _RESERVED_IDENTIFIER_FIXUP in the
  source to make it clear that a name has been rewritten.
- Document what is reserved and not.
2020-08-21 16:33:27 +02:00
Le Hoang Quyen
ab8eb70af1 Fix #1445: MSL: Enclose args when convert distance(a,b) to abs(a-b) 2020-08-13 21:16:08 +08:00
Chip Davis
3347b1076d MSL: Fix handling of matrices and structs in the output control point array.
Prior to this point, we were treating them as flattened, as they are in
old-style tessellation control shaders, and still are for structs in
new-style shaders. This is not true for outputs; output composites are
not flattened at all. This semantic mismatch broke a Vulkan CTS test.
It should now pass.
2020-08-03 17:18:18 -05:00
Tomek Ponitka
18f23c47d9 Enabling setting a fixed sampleMask in Metal fragment shaders.
In Metal render pipelines don't have an option to set a sampleMask
parameter, the only way to get that functionality is to set the
sample_mask output of the fragment shader to this value directly.
We also need to take care to combine the fixed sample mask with the
one that the shader might possibly output.
2020-07-24 11:19:46 +02:00
Chip Davis
688c5fcbda MSL: Add support for processing more than one patch per workgroup.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.

This also simplifies initialization by reading the buffer directly
instead of using Metal's vertex-attribute-in-compute support. It turns
out the only way in which shader stages are allowed to differ in their
interfaces is in the number of components per vector; the base type must
be the same. Since we are using the raw buffer instead of attributes, we
can now also emit arrays and matrices directly into the buffer, instead
of flattening them and then unpacking them. Structs are still flattened,
however; this is due to the need to handle vectors with fewer components
than were output, and I think handling this while also directly emitting
structs could get ugly.

Another advantage of this scheme is that the extra invocations needed to
read the attributes when there were more input than output points are
now no more. The number of threads per workgroup is now lcm(SIMD-size,
output control points). This should ensure we always process a whole
number of patches per workgroup.

To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader. This also fixes a long-standing
issue where if an index were greater than the number of vertices to
draw, the vertex shader would wind up writing outside the buffer, and
the vertex would be lost.

This is a breaking change, and I know SPIRV-Cross has other clients, so
I've hidden this behind an option for now. In the future, I want to
remove this option and make it the default.
2020-07-23 17:59:54 -05:00
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
Hans-Kristian Arntzen
711300baed MSL: Do not emit swizzled writes in packing fixups.
Similar to scalar access chain fix, this causes a read-modify-write on
memory we're not supposed to write to.
2020-07-06 10:03:46 +02:00
Hans-Kristian Arntzen
fa5b206d97 MSL: Workaround broken vector -> scalar access chain in MSL.
On MSL, the compiler refuses to allow access chains into a normal vector type.
What happens in practice instead is a read-modify-write where a vector type is
loaded, modified and written back.

The workaround is to convert a vector into a pointer-to-scalar before
the access chain continues to add the scalar index.
2020-07-06 10:03:44 +02:00
Hans-Kristian Arntzen
3afbfdb090 Implement context-sensitive expression read tracking.
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.
2020-06-29 12:20:35 +02:00
Hans-Kristian Arntzen
02db4c1f16 MSL: Add tests for array copies in and out of buffers. 2020-06-18 11:59:02 +02:00
Chip Davis
5281d9997e MSL: Fix up input variables' vector lengths in all stages.
Metal is picky about interface matching. If the types don't match
exactly, down to the number of vector components, Metal fails pipline
compilation. To support pipelines where the number of components
consumed by the fragment shader is less than that produced by the vertex
shader, we have to fix up the fragment shader to accept all the
components produced.
2020-06-16 14:50:30 -05:00
Hans-Kristian Arntzen
107ab7c2b7 MSL: Avoid packed arrays in more cases.
Extend the array stride relaxation to non-packed arrays as well, as
long as the array in question contains a single array element.
2020-05-06 10:27:12 +02:00
Le Hoang Quyen
9ddfe6db6d Fix #1359: MSL: If the packed type is scalar, don't emit "pack_" prefix.
Scalar type is already packed in metal.
2020-05-06 00:43:34 +08:00
Hans-Kristian Arntzen
17ad62eea4 MSL: Support edge case with DX layout in scalar block layout.
DX may emit ArrayStride and MatrixStride of 16, but the size of the
object does not align with that and expect to pack other members inside
its last member.

The workaround is to emit array size/col/row one less than we expect and
rely on padding to carve out a "dead zone" for the last member.
2020-04-20 15:29:24 +02:00
Hans-Kristian Arntzen
ebf463674d MSL: Allow removing clip distance user varyings.
Only safe if user knows that subsequent shader stage will not read clip
distance.
2020-04-20 09:58:40 +02:00
Chip Davis
96f7008aa8 MSL: Force disabled fragment builtins to have the right name.
DXVK emits SPIR-V where fragment shader builtins have names derived from
DXBC assembly, e.g. `oDepth` for `FragDepth`. When we declared the
disabled output, we used this name, but when referencing it, we
continued to use the GLSL name. This breaks compilation.
2020-04-15 19:25:18 -05:00
Chip Davis
495e48de44 MSL: Only disable output variables in fragment shaders.
Forgot to do this in #1319.

Fixes #1322.
2020-04-15 12:14:57 -05:00
Chip Davis
b29f83c383 MSL: Add options to control emission of fragment outputs.
Like with `point_size` when not rendering points, Metal complains when
writing to a variable using the `[[depth]]` qualifier when no depth
buffer be attached. In that case, we must avoid emitting `FragDepth`,
just like with `PointSize`.

I assume it will also complain if there be no stencil attachment and the
shader write to `[[stencil]]`, or it write to `[[color(n)]]` but there
be no color attachment at n.
2020-04-13 15:29:11 -05:00
Hans-Kristian Arntzen
d91e134500 MSL: Add native array test for composite array initialization. 2020-02-24 13:34:51 +01:00
Hans-Kristian Arntzen
20b28f72fa MSL: Reinstate workaround for returning arrays. 2020-02-24 13:04:10 +01:00
Hans-Kristian Arntzen
c9d4f9cd74 MSL: Add a workaround path to force native arrays for everything. 2020-02-24 12:47:14 +01:00
Chip Davis
ae6c05f6f4 MSL: Move inline uniform blocks to the end of the argument buffer.
Limit inline blocks to one per descriptor set.

This should avoid the need for complicated code to calculate the
argument buffer ID stride of an inline uniform block. If there's demand
for more inline blocks, we can revisit this.
2020-01-25 13:40:51 -06:00
Chip Davis
fedbc35315 MSL: Support inline uniform blocks in argument buffers.
Here, the inline uniform block is explicit: we instantiate the buffer
block itself in the argument buffer, instead of a pointer to the buffer.
I just hope this will work with the `MTLArgumentDescriptor` API...

Note that Metal recursively assigns individual members of embedded
structs IDs. This means for automatic assignment that we have to
calculate the binding stride for a given buffer block. For MoltenVK,
we'll simply increment the ID by the size of the inline uniform block.
Then the later IDs will never conflict with the inline uniform block. We
can get away with this because Metal doesn't require that IDs be
contiguous, only monotonically increasing.
2020-01-24 18:51:24 -06:00
Hans-Kristian Arntzen
93f3265fe0 MSL: Deal with packing vectors for vertex input/fragment output. 2020-01-07 14:14:31 +01:00
Hans-Kristian Arntzen
a3fe9756d2 MSL: Support ClipDistance as an input stage variable.
MSL does not support this, so we have to emulate it by passing it around
as a varying between stages. We use a special "user(clipN)" attribute
for this rather than locN which is used for user varyings.
2019-12-02 13:19:42 +01:00
Hans-Kristian Arntzen
b85ab5f5ff MSL: Fix automatic binding allocation for image atomic buffers.
The Primary decoration was used by the atomic buffer, causing the
texture binding to be potentially overlapping with other resources.
2019-11-28 11:07:44 +01:00
Hans-Kristian Arntzen
b56c2f4271 Merge branch 'deps' of git://github.com/dj2/SPIRV-Cross 2019-11-06 10:43:17 +01:00
Dan Sinclair
d409210ee5 Move all .invalid shaders into no-opt folders. 2019-11-05 13:19:19 -05:00
Dan Sinclair
9da21c24a4 Roll GLSLang and SPIRV-Tools
This CL rolls the GLSLang and SPIRV-Tools dependencies to tip-of-tree
and updates the tests as required.
2019-11-05 10:07:15 -05:00
Hans-Kristian Arntzen
32bd1329b6 Remove another dead reference file. 2019-10-28 11:51:31 +01:00
Hans-Kristian Arntzen
8670f7cbab Remove some more dead reference files. 2019-10-28 11:49:57 +01:00
Hans-Kristian Arntzen
fa011f8547 MSL: Declare arrays with proper type wrapper.
Need to construct with value type spvUnsafeArray<T, N>({ elem0, elem1 })
to make array initialization work in complex scenarios.
2019-10-26 17:57:34 +02:00
Hans-Kristian Arntzen
e1acbd3dcf MSL: Declare struct type explicitly.
Disambiguates initializer list.
2019-10-26 16:21:46 +02:00
Hans-Kristian Arntzen
1fc3347873 MSL: Fix array of array declaration.
Arrays-of-arrays were declared in wrong order.
2019-10-26 16:10:12 +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
Hans-Kristian Arntzen
3b5c4c7316 Implement constant empty struct correctly on all backends.
MSL actually supports empty structs, so enable that path as well.
2019-10-26 16:10:11 +02:00
Hans-Kristian Arntzen
8066d13599 MSL: Rewrite propagated depth comparison state handling.
Far cleaner, and more correct to run the traversal twice.
Fixes a case where we propagate depth state through multiple functions.
2019-10-26 16:10:11 +02:00
Hans-Kristian Arntzen
2767257adc MSL: Do not declare array of UBO/SSBO as spvUnsafeArray<T>.
There is no need for these to be copied, and cuts down on template
stamping bloat.
2019-10-26 16:10:08 +02:00
Hans-Kristian Arntzen
a82ecbeba9 MSL: Enable proper value types for return and value-passing of arrays.
Now that we have spvUnsafeArray<T> there is no need to deal with these
special purpose cases.
2019-10-24 13:03:38 +02:00
Hans-Kristian Arntzen
d1479f871a MSL: Do not generate UnsafeArray<> for any array inside buffer objects.
This avoids a lot of huge code changes.
Arrays generally cannot be copied in and out of buffers, at least no
compiler frontend seems to do it.

Also avoids a lot of issues surrounding packed vectors and matrices.
2019-10-24 12:22:30 +02:00
Hans-Kristian Arntzen
db55d474f9 MSL: Do not declare complex composite array in main for non-inlined.
Need to consider that complex composite arrays may be used in leaf
functions, and avoid the MSL library link fix unless everything is
nicely inlined.
2019-10-24 11:12:01 +02:00
Lukas Hermanns
c236ca4572 Moved all UE4 test shaders into 'shaders-ue4/' folder. 2019-10-23 17:39:05 -04:00
Lukas Hermanns
b0d616aa6d Removed 'argument_buffer_offset' and fixed packed matrix Metal output. 2019-10-23 16:28:32 -04:00
Lukas Hermanns
84351d3aed Merge remote-tracking branch 'upstream/master' 2019-10-21 18:55:36 -04:00
Lukas Hermanns
e1b161b54b Removed bounds checks in favor of SPIRV-Tools pass '--graphics-robust-access' 2019-10-21 16:39:53 -04:00
Hans-Kristian Arntzen
4d6a223cbe
Merge pull request #1175 from KhronosGroup/fix-1164
Implement unordered compare on GLSL/HLSL.
2019-10-14 19:01:00 +02:00
Hans-Kristian Arntzen
4bb673a626 MSL: Add opt-in support for huge IABs.
If there are enough members in an IAB, we cannot use the constant
address space as MSL compiler complains about there being too many
members. Support emitting the device address space instead.
2019-10-14 16:20:34 +02:00
Hans-Kristian Arntzen
a9be92569f HLSL: Fix unrolled S/G LE/LT/GE/GT opcodes.
Need to bitcast the unrolled expressions as well.
2019-10-14 16:08:39 +02:00
Lukas Hermanns
0853bcaee1 Disabled spvUnsafeArray<> type for packed vectors and added test cases for those arrays. 2019-10-09 17:59:47 -04:00
Lukas Hermanns
ffbd801853 Added '--msl-invariant-float-math' option and new test case for it. 2019-10-09 14:03:06 -04:00
Lukas Hermanns
f3a6d28a1d Further updates for pull request #1162; also added two test cases for spvCubemapTo2DArrayFace function and added '--msl-framebuffer-fetch'/ '--msl-emulate-cube-array' compiler options. 2019-09-27 15:49:54 -04:00
Lukas Hermanns
c3d6022956 Update for pull request #1162 rev. 1 2019-09-24 18:13:04 -04:00
Lukas Hermanns
7ad0a84778 Updates for pull request #1162 2019-09-24 14:35:25 -04:00
Lukas Hermanns
37df74035b Merge branch 'ue4_dev' 2019-09-20 09:42:42 -04:00
Hans-Kristian Arntzen
3c11254ece MSL: Fix 16-bit integer literals.
There is no suffix, so bitcasts failed.
2019-09-19 10:19:51 +02:00
Ryan Harrison
cf1bf1c6ae Update external/ to SPIR-V 1.5
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.
2019-09-18 16:04:27 -04:00
Lukas Hermanns
744cc3e595 Updated test shaders. 2019-09-18 14:18:22 -04:00
Lukas Hermanns
cb3ecb9e1b Updated reference Metal shaders. 2019-09-17 15:11:19 -04:00
Lukas Hermanns
0be20cd933 Renamed new test shaders to fit the naming convention in SPIRV-Cross. 2019-09-16 10:33:45 -04:00
Lukas Hermanns
9573faa56d Removed all '.DS_Store' files. 2019-09-13 14:04:32 -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
Chip Davis
cb35934248 MSL: Support dynamic offsets for buffers in argument buffers.
Vulkan has two types of buffer descriptors,
`VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC` and
`VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC`, which allow the client to
offset the buffers by an amount given when the descriptor set is bound
to a pipeline. Metal provides no direct support for this when the buffer
in question is in an argument buffer, so once again we're on our own.
These offsets cannot be stored or associated in any way with the
argument buffer itself, because they are set at bind time.  Different
pipelines may have different offsets set. Therefore, we must use a
separate buffer, not in any argument buffer, to hold these offsets. Then
the shader must manually offset the buffer pointer.

This change fully supports arrays, including arrays of arrays, even
though Vulkan forbids them. It does not, however, support runtime
arrays. Perhaps later.
2019-09-05 23:29:00 -05:00
Chip Davis
103817009c MSL: Force storage images on iOS to use discrete descriptors.
Writable textures cannot use argument buffers on iOS. They must be
passed as arguments directly to the shader function. Since we won't know
if a given storage image will have the `NonWritable` decoration at the
time we encode the argument buffer, we must therefore pass all storage
images as discrete arguments. Previously, we were throwing an error if
we encountered an argument buffer with a writable texture in it on iOS.
2019-09-05 11:01:05 -05:00
Mark Satterthwaite
b5ad5d4e2f UE4 shader reference for those shaders that will compile without the changes. 2019-09-04 13:02:34 -04:00
Chip Davis
2eff420d9a Support the SPV_EXT_fragment_shader_interlock extension.
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.
2019-09-02 12:31:10 -05:00
Chip Davis
39dce88d3b MSL: Add support for sampler Y'CbCr conversion.
This change introduces functions and in one case, a class, to support
the `VK_KHR_sampler_ycbcr_conversion` extension. Except in the case of
GBGR8 and BGRG8 formats, for which Metal natively supports implicit
chroma reconstruction, we're on our own here. We have to do everything
ourselves. Much of the complexity comes from the need to support
multiple planes, which must now be passed to functions that use the
corresponding combined image-samplers. The rest is from the actual
Y'CbCr conversion itself, which requires additional post-processing of
the sample retrieved from the image.

Passing sampled images to a function was a particular problem. To
support this, I've added a new class which is emitted to MSL shaders
that pass sampled images with Y'CbCr conversions attached around. It
can handle sampled images with or without Y'CbCr conversion. This is an
awful abomination that should not exist, but I'm worried that there's
some shader out there which does this. This support requires Metal 2.0
to work properly, because it uses default-constructed texture objects,
which were only added in MSL 2. I'm not even going to get into arrays of
combined image-samplers--that's a whole other can of worms.  They are
deliberately unsupported in this change.

I've taken the liberty of refactoring the support for texture swizzling
while I'm at it. It's now treated as a post-processing step similar to
Y'CbCr conversion. I'd like to think this is cleaner than having
everything in `to_function_name()`/`to_function_args()`. It still looks
really hairy, though. I did, however, get rid of the explicit type
arguments to `spvGatherSwizzle()`/`spvGatherCompareSwizzle()`.

Update the C API. In addition to supporting this new functionality, add
some compiler options that I added in previous changes, but for which I
neglected to update the C API.
2019-09-01 18:35:53 -05:00
Hans-Kristian Arntzen
9b845a4788
Merge pull request #1141 from troughton/inline-everything
MSL: Inline all non-entry-point functions
2019-08-30 11:05:04 +02:00
Thomas Roughton
91b2f34a3d Update tests to account for all non-entry-point functions being inlined 2019-08-30 09:39:06 +12:00