Commit Graph

189 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen
e0c9aad934 GLSL: Add support for transform_feedback3 geometry streams. 2020-09-30 13:01:35 +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
Hans-Kristian Arntzen
36c999ae3f MSVC 2013: Fix silently broken builds.
Anonymous structs with initializers apparently fail to compile in MSVC
2013, so just name the structs.
2020-07-11 13:35:44 +02:00
Hans-Kristian Arntzen
2d43103a55 GLSL: Support multi-level struct flattening for I/O. 2020-07-03 14:38:51 +02:00
Hans-Kristian Arntzen
d573a95a9c Run format_all.sh. 2020-07-01 11:42:58 +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
58dad82fcb Handle physical pointers in reflection API. 2020-05-25 13:45:49 +02:00
Hans-Kristian Arntzen
0ebb88cc39 MSL: Redirect member indices when buffer has been sorted by Offset.
If a buffer rewrites its Offsets, all member references to that struct
are invalidated, and must be redirected, do so in to_member_reference,
but there might be other places where this is needed. Fix as required.
SPIR-V code relying on this is somewhat questionable, but seems to be
in-spec.
2020-04-30 11:48:53 +02:00
Hans-Kristian Arntzen
137dbeb7f1
Merge pull request #1355 from Kangz/fix-microsoft-enum-value
Fix -Wmicrosoft-enum-value
2020-04-30 10:51:46 +02:00
Corentin Wallez
a3a590a82e Fix -Wmicrosoft-enum-value
This is triggered when building projects that depend on SPIRV-Cross with
clang-cl on Windows with `-pedantic`

../../third_party/spirv-cross/spirv_common.hpp(781,3): error: enumerator
value is not representable in the underlying type 'int'
[-Werror,-Wmicrosoft-enum-value]
                NoDominator = 0xffffffffu
2020-04-30 10:00:28 +02:00
Hans-Kristian Arntzen
6b0e558169 Handle RayQueryKHR type.
Do not error out in parsing in shaders which use ray queries.
2020-04-21 14:25:18 +02:00
Hanno
4560ee24fd Improve compatibility with clang-cl 2020-04-09 17:30:20 +02:00
Hans-Kristian Arntzen
30343f3e95 MSL: Reintroduce workaround for constant arrays being passed by value. 2020-02-24 13:22:52 +01:00
Hans-Kristian Arntzen
655312cb47 GLSL: Support GL_ARB_enchanced_layouts for XFB. 2020-01-27 13:11:38 +01:00
Hans-Kristian Arntzen
f9818f0804 Update license headers to 2020. 2020-01-16 15:24:37 +01:00
Hans-Kristian Arntzen
55fe6050fe GLSL: Implement geometry shader passthrough extension. 2020-01-15 16:18:29 +01:00
Hans-Kristian Arntzen
cc153f8d7f HLSL: Add a resource remapping API similar to MSL.
Allows more flexibility of how resources are assigned without having to
remap decorations.
2020-01-09 12:41:06 +01:00
Hans-Kristian Arntzen
ca9398c122 HLSL: Support loading complex composites from ByteAddressBuffer. 2020-01-08 13:05:56 +01:00
Hans-Kristian Arntzen
b522b409ae Run format_all.sh. 2020-01-08 10:48:30 +01:00
Hans-Kristian Arntzen
39bd5f1834 Run format_all.sh. 2019-10-28 12:55:14 +01:00
Hans-Kristian Arntzen
8f13a3f4b1 MSL: Remove workaround for passing constant arrays to functions.
Arrays are value-types now, so remove the old workaround.
2019-10-28 12:14:43 +01:00
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
Mark Satterthwaite
a80c74b40e There are occasions where phi-variable copies are introduced for original variables which are fully declared, which coud result in the phi-variable never being declared and the shader not compiling, so declare the phi-variables when this happens. Change made in two parts. 1. Ensure that we declare phi-variable copies even if the original declaration isn't deferred. 2. Only flush phi variables once, avoids duplicate definitions. 2019-09-11 14:00:49 -04:00
Hans-Kristian Arntzen
333980ae91 Refactor into stronger types in public API.
Some fallout where internal functions are using stronger types.
Overkill to move everything over to strong types right now, but perhaps
move over to it slowly over time.
2019-09-06 12:29:47 +02:00
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
3ccfbce264 Run format_all.sh. 2019-08-28 14:25:26 +02:00
Chip Davis
fb5ee4cb5c MSL: Adjust BuiltInWorkgroupId for vkCmdDispatchBase().
This command allows the caller to set the base value of
`BuiltInWorkgroupId`, and thus of `BuiltInGlobalInvocationId`. Metal
provides no direct support for this... but it does provide a builtin,
`[[grid_origin]]`, normally used to pass the base values for the stage
input region, which we will now abuse to pass the dispatch base and
avoid burning a buffer binding.

`[[grid_origin]]`, as part of Metal's support for compute stage input,
requires MSL 1.2. For 1.0 and 1.1, we're forced to provide a buffer.

(Curiously, this builtin was undocumented until the MSL 2.2 release. Go
figure.)
2019-07-24 08:56:15 -05:00
Hans-Kristian Arntzen
be2fccd837 Tests run clean. 2019-07-22 10:23:39 +02:00
Hans-Kristian Arntzen
e90d816cdd Deal with scalar layout of entire structs.
Mark all candidate struct types.
2019-07-19 14:18:14 +02:00
Hans-Kristian Arntzen
a86308bce1 MSL: Begin rewrite of buffer packing logic. 2019-07-19 10:06:19 +02:00
Lifeng Pan
5ca8779044 Parse SPIR-V debug information extended instructions, as well as OpNoLine.
No impact on result shader string.
2019-07-04 16:21:44 +08:00
Hans-Kristian Arntzen
2b11b331d6
Merge pull request #1036 from KhronosGroup/msl-auto-binding
MSL: Rewrite how resources are automatically assigned bindings.
2019-06-21 15:58:50 +02:00
Hans-Kristian Arntzen
c365cc1b43 Deal with OpPhi and case fallthrough.
This is quite complex since we cannot flush Phi inside the case labels,
we have to do it outside by emitting a lot of manual branches ourselves.

This should be extremely rare, but we need to handle this case.
2019-06-21 13:38:23 +02:00
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
Hans-Kristian Arntzen
65af09d2d1 Support emitting OpLine directive.
Facilitates easier mapping from source language to cross-compiled output
in tooling.
2019-05-28 13:44:24 +02:00
Hans-Kristian Arntzen
0262f601c3 Fix some minor copy constructor issues in Variant. 2019-04-09 15:25:11 +02:00
Hans-Kristian Arntzen
3fa00f9936 Run format_all.sh. 2019-04-09 15:10:02 +02:00
Hans-Kristian Arntzen
03ddea8eb1 Refactor out error handling and containers to new headers.
spirv_common.hpp got very crowded and it made more sense to split out
concerns to different headers.
2019-04-09 15:09:44 +02:00
Hans-Kristian Arntzen
02bb986839 Fix various bugs found in testing. 2019-04-09 15:09:44 +02:00
Hans-Kristian Arntzen
5b603e0166 Try another MSVC 2013 workaround. 2019-04-09 15:09:44 +02:00
Hans-Kristian Arntzen
3a57286595 Implement edge cases in insert/end and add a simple test case. 2019-04-09 15:09:44 +02:00
Hans-Kristian Arntzen
6f8982bf3f Fix GCC 4.x warnings. 2019-04-09 15:09:44 +02:00
Hans-Kristian Arntzen
b5db60297a Workaround lack of alignas on MSVC 2013. 2019-04-09 15:09:44 +02:00
Hans-Kristian Arntzen
a489ba7fd1 Reduce pressure on global allocation.
- Replace ostringstream with custom implementation.
  ~30% performance uplift on vector-shuffle-oom test.
  Allocations are measurably reduced in Valgrind.

- Replace std::vector with SmallVector.
  Classic malloc optimization, small vectors are backed by inline data.
  ~ 7-8% gain on vector-shuffle-oom on GCC 8 on Linux.

- Use an object pool for IVariant type.
  We generally allocate a lot of SPIR* objects. We can amortize these
  allocations neatly by pooling them.

- ~15% overall uplift on ./test_shaders.py --iterations 10000 shaders/.
2019-04-09 15:09:44 +02:00
Hans-Kristian Arntzen
9b92e68d71 Add an option to override the namespace used for spirv_cross.
This is a pragmatic trick to avoid symbol collision where a project
links against SPIRV-Cross statically, while linking to other projects
which also use SPIRV-Cross statically. We can end up with very awkward
symbol collisions which can resolve themselves silently because
SPIRV-Cross is pulled in as necessary. To fix this, we must use
different symbols and embed two copies of SPIRV-Cross in this scenario,
now with different namespaces, which in turn leads to different symbols.
2019-03-29 10:29:44 +01:00
Hans-Kristian Arntzen
88ce958a51 Add ray-tracing reflection to main.cpp and C API. 2019-03-27 10:21:30 +01:00
Patrick Mours
b2651d01e5 Merge branch master into SPV_NV_ray_tracing 2019-03-25 14:09:15 +01:00
Hans-Kristian Arntzen
e47a77d596 MSL: Implement Metal 2.0 indirect argument buffers. 2019-03-15 11:01:27 +01:00
Hans-Kristian Arntzen
9bbdccddb7 Add a stable C API for SPIRV-Cross.
This adds a new C API for SPIRV-Cross which is intended to be stable,
both API and ABI wise.

The C++ API has been refactored a bit to make the C wrapper easier and
cleaner to write. Especially the vertex attribute / resource interfaces
for MSL has been rewritten to avoid taking mutable pointers into the
interface. This would be very annoying to wrap and it didn't fit well
with the rest of the C++ API to begin with. While doing this, I went
ahead and removed all the old deprecated interfaces.

The CMake build system has also seen an overhaul.
It is now possible to build static/shared/CLI separately with -D
options.
The shared library only exposes the C API, as it is the only ABI-stable
API. pkg-configs as well as CMake modules are exported and installed for
the shared library configuration.
2019-03-01 11:53:51 +01:00