Commit Graph

203 Commits

Author SHA1 Message Date
Sebastián Aedo
f099d714f3 Removing logic in the parser
Moving out the logic from the parser as requested because it's sensitive
to try to keep the parsing the most simple process as said.

For that, the load_types is now tracked in the ParsedIR, which can be
accessed in the Compiler struct. The switch cases are fixed in the CFG
stage since that's the point where the nullptr is deref.

Signed-off-by: Sebastián Aedo <saedo@codeweavers.com>
2021-11-02 17:17:13 -03:00
Hans-Kristian Arntzen
cb613eb675 Handle value access in terminators.
Fixes case where value is created inside loop body and consumed by a
return outside it.
2021-07-29 15:27:52 +02:00
Jon Leech
f2a65545b8 Finish adding SPDX tags and setup a reuse checked in Github Actions CI 2021-06-29 11:03:52 +02:00
Hans-Kristian Arntzen
ae9ca7d73c MSL: Fix copy of arrays to/from stage IO variables.
Need to take into account effective storage classes and whether or not
we target stage IO blocks since native arrays are conditionally enabled.
2021-04-19 12:10:49 +02:00
Hans-Kristian Arntzen
406af8ff4d c: Add C API for builtin stage IO reflection. 2021-04-19 12:10:49 +02:00
Hans-Kristian Arntzen
b4a380a04c Support reflecting builtins.
They were ignored in input/output variables.
2021-04-19 12:10:49 +02:00
Hans-Kristian Arntzen
4ca06c7278 Handle edge cases in OpCopyMemory.
Implement this by synthesizing an OpLoad/OpStore pair instead.
2021-03-08 14:15:27 +01:00
Bill Hollings
8e03cb60a5 Expose position invariance.
Used with MSL to determine whether to compile with invariance preserved.
2021-01-28 16:13:20 -05:00
Hans-Kristian Arntzen
4704482bbc meta: Update copyright headers to 2021. 2021-01-14 16:07:49 +01:00
Hans-Kristian Arntzen
014b3bc5ea MSL: Make sure initialized output builtins are considered active. 2021-01-07 15:32:13 +01:00
Hans-Kristian Arntzen
cf1e9e0643 Add MIT dual license for the SPIRV-Cross API. 2020-12-01 16:47:08 +01:00
Hans-Kristian Arntzen
5ea576ece2 Allow flip_vert_y in all relevant stages. 2020-09-28 14:10:08 +02:00
Hans-Kristian Arntzen
66afe8c499 Implement a simple evaluator of specialization constants.
In some cases, we need to get a literal value from a spec constant op.
Mostly relevant when emitting buffers, so implement a 32-bit integer
scalar subset of the evaluator. Can be extended as needed to support
evaluating any specialization constant operation.
2020-09-14 11:45:59 +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
7314f51a32 MSL: Deal with loading non-value-type arrays. 2020-06-18 12:46:39 +02:00
Hans-Kristian Arntzen
58dad82fcb Handle physical pointers in reflection API. 2020-05-25 13:45:49 +02:00
Hans-Kristian Arntzen
f9818f0804 Update license headers to 2020. 2020-01-16 15:24:37 +01:00
Bill Hollings
ef8260dea6 Expose as public Compiler::update_active_builtins() and has_active_builtin().
MoltenVK tessellation needs to be able to identify when a shader has declared
an output built-in, but does not populate it, in order to keep the expectations
about how intermediary buffers are populated aligned between tessellation stages.
2019-11-25 16:53:54 -05:00
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
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
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
Lukas Hermanns
50ac6862ac Rearranged all 'UE Change' comments to match to project's coding style. 2019-09-18 14:03:54 -04:00
Lukas Hermanns
a9f3c981d9 Adjustments after rebase of ue4_dev branch. 2019-09-13 14:03:02 -04:00
Mark Satterthwaite
869d628521 The result of an AccessChain intrinsic in SPIRV can be referenced by multiple blocks but when they are loops that can result in compilation problems because the source variables might not be declared early enough. This forces us to hoist those variables high enough to make it work. 2019-09-11 14:01:40 -04:00
Mark Satterthwaite
32557e9093 SPIRV doesn't distinguish depth textures from regular textures, but Metal does, so if we've ever seen a depth comparison operation we must ensure that the texture is specified as a depth-texture. 2019-09-06 16:58:27 -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
Hans-Kristian Arntzen
36c433bd92 Deal with call stacks when analyzing access. 2019-09-04 11:42:29 +02:00
Hans-Kristian Arntzen
3f2ce375e1 Analyze complex cases for fragment interlocks.
If we are using interlocks in split functions or in control flow, we
have some serious workarounds we need to employ.
2019-09-04 11:20:25 +02:00
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
Hans-Kristian Arntzen
3ccfbce264 Run format_all.sh. 2019-08-28 14:25:26 +02:00
Hans-Kristian Arntzen
d5a65b4190 GLSL: Assume image and sampler can be RelaxedPrecision.
When merging combined image samplers, we only looked at sampler, but DXC
emits RelaxedPrecision only for texture. Does not hurt to check for more
things.
2019-08-27 17:15:19 +02:00
Hans-Kristian Arntzen
9436cd3036 MSL: Deal with array copies from and to threadgroup. 2019-08-27 13:18:01 +02:00
Hans-Kristian Arntzen
5d97dae1eb Move branchless analysis to CFG.
Traverse backwards instead, far more robust. Should elide basically all
redundant continue; statements now.
2019-08-27 10:19:19 +02:00
Hans-Kristian Arntzen
b97e9b0499 Fix severe performance issue with invariant expression invalidation.
We were going down a tree of expressions multiple times and this caused
an exponential explosion in time, which was not caught until recently.

Fix this by blocking any traversal going through an ID more than one
time.

This fix overall improves performance by almost an order of magnitude on a
particular test shader rather than slowing it down by ~75x.
2019-08-01 09:55:21 +02:00
Hans-Kristian Arntzen
e06efb7259 Missed case where DoWhile continue block deals with Phi. 2019-07-25 12:30:50 +02:00
Hans-Kristian Arntzen
18bcc9b790 Do not disable temporary forwarding when we suppress usage tracking.
This subtle bug removed any expression validation for trivially swizzled
variables. Make usage suppression a more explicit concept rather than
just hacking off forwarded_temporaries.

There is some fallout here with loop generation since our expression
invalidation is currently a bit too naive to handle loops properly.
The forwarding bug masked this problem until now.

If part of the loop condition is also used in the body, we end up
reading an invalid expression, which in turn forces a temporary to be
generated in the condition block, not good. We'll need to be smarter
here ...
2019-07-23 19:18:44 +02:00
Hans-Kristian Arntzen
a86308bce1 MSL: Begin rewrite of buffer packing logic. 2019-07-19 10:06:19 +02:00
Hans-Kristian Arntzen
45805857e5 MSL: De-virtualize get_declared_struct_member_size.
It does not make sense to use a virtual call in the Compiler base class
here. Make it clearer by renaming the MSL-specific version to _msl.
2019-06-26 19:11:38 +02:00
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
457eba355e Employ heuristics to figure out how to emit SSBO/UAV reflection names.
This is rather shaky, but we don't have many choices here except add a
lot of awkward and unintuitive options. Try to deduce this from OpSource
and fallback to heuristic.
2019-06-10 11:24:24 +02:00
Hans-Kristian Arntzen
03d93abc1a Deal with case where a variable is dominated by inner part of a loop.
There is a risk that we try to preserve a loop variable through multiple
iterations, even though the dominating block is inside a loop.

Fix this by analyzing if a block starts off by writing to a variable. In
that case, there cannot be any preservation going on. If we don't, pretend the
loop header is reading the variable, which moves the variable to an
appropriate scope.
2019-06-06 11:11:44 +02:00
Hans-Kristian Arntzen
96492648d4 MSL: Fix struct declaration order with complex type aliases.
MSL generally emits the aliases, which means we cannot always place the
master type first, unlike GLSL and HLSL. The logic fix is just to
reorder after we have tagged types with packing information, rather than
doing it in the parser fixup.
2019-05-23 14:54:04 +02:00
Hans-Kristian Arntzen
6f091e7c8f GLSL: Support GL_EXT_scalar_block_layout. 2019-04-26 15:43:37 +02:00
Hans-Kristian Arntzen
2cc374a0c8 GLSL: Implement GL_EXT_buffer_reference.
Buffer objects can contain arbitrary pointers to blocks.
We can also implement ConvertPtrToU and ConvertUToPtr.
The latter can cast a uint64_t to any type as it pleases,
so we will need to generate fake buffer reference blocks to be able to
cast the type.
2019-04-26 11:43:51 +02:00
Hans-Kristian Arntzen
e23c9ea700 Force complex loop in certain rare access chain scenarios.
If we generate an access chain in a loop body, and it is consumed in the
loop continue block, we have a problem because we cannot emit a
temporary here holding the access chain reference. Force a complex loop
body to workaround this exceptionally rare case.
2019-04-10 16:02:03 +02:00
Hans-Kristian Arntzen
3fe57d3798 Do not use SmallVector as input type in public interfaces.
This is an API break, which we need to be careful with.
Handing out SmallVectors is easier since the interface is basically the
same.
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