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.
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.
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.
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.
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.
`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.
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.
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?
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.
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.
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.
- 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.