Opt-in, since user need to know about a cbuffer.
Conflicts a bit with the GLSL option for base instance,
since that one is enabled by default, but the HLSL one isn't (because
user needs to know about a magic cbuffer, whereas GLSL can only get
default initialized uniform).
This is a large refactor which splits out the SPIR-V parser from
Compiler and moves it into its more appropriately named Parser module.
The Parser is responsible for building a ParsedIR structure which is
then consumed by one or more compilers.
Compiler can take a ParsedIR by value or move reference. This should
allow for optimal case for both multiple compilations and single
compilation scenarios.
Even as of Metal 2.1, MSL still doesn't support arrays of buffers
directly. Therefore, we must manually expand them. In the prologue, we
define arrays holding the argument pointers; these arrays are what the
transpiled code ends up referencing. We might be able to do similar
things for textures and samplers prior to MSL 2.0.
Speaking of which, also enable texture arrays on iOS MSL 1.2.
It's intended to be used with MoltenVK to support arbitrary
`VkComponentMapping` settings. The idea is that MoltenVK will pass a
buffer (which it set to some buffer index that isn't being used)
containing packed versions of the `VkComponentMapping` struct, one for
each sampled image.
Yes, this is horribly ugly. It is unfortunately necessary. Much of the
ugliness is to support swizzling gather operations, where we need to
alter the component that the gather operates on--something complicated
by the `gather()` method requiring the passed-in component to be a
constant expression. It doesn't even support swizzling gathers on depth
textures, though I could add that if it turns out we need it.
- Do not emit set = in GLSL, even when non-zero.
- Fix warning on tautological comparison.
- Expose get_buffer_block_flags as mentioned in reflection guide.
Replace with common/hlsl/msl instead. The old interface had some bad
interaction with overloading which meant you had to up-cast to base
class to be able to use set_options, which was awkward.
SPIR-V allows names to alias if they implement different stages.
Deprecate the old interface and replace it with a new one which takes
execution modes into account.
Remove unsupported sampler1DShadow from shaders-msl/frag/texture-proj-shadow.frag.
Improve error message response from unsupported depth texture formats.
Fix several integer cast warnings in unrelated code.
Run ./format_all.sh on unrelated files.
write_string_to_file would try to write the error message that it failed to open a file stream to the very same file stream it just tried to open.
Fix this by writing to stderr instead.
Remove unnecessary use of std:: prefix in spirv_msl.cpp.
Use typedef instead of #define.
spirv-cross deprecate --metal CLI option and replace with --msl option.
CompilerMSL accesses options using same design pattern as CompilerGLSL and CompilerHLSL.
CompilerMSL support setting VA & rez binding specs via either constructor or compile() method overload.
CompilerMSL support single UBO packing and padding in single pass.
spriv_cross app (main.cpp) supports turning off UBO packing and padding via command line option.
Add MSL UBO alignment test shader.
- Only consider I/O variables if part of OpEntryPoint.
- Keep a safe fallback if #entry-points is 1 to avoid potentially
breaking previously working shaders.
type_id was not intuitive and did not allow for parsing array sizes of
variables.
Expose another member, base_type_id which will provide the base type
suitable for parsing metadata such as decorations and type_id will now
point to the actual type which includes full type information such as
arrays and so on.