When the name of an alias global variable collides with a global
declaration, MSL would emit inconsistent names, sometimes with the
naming fix, sometimes without, because names were being tracked in two
separate meta blocks. Fix this by always redirecting parameter naming to
the original base variable as necessary.
MSL would force thread const& which would not work if the input argument
came from a different storage class.
Emit proper non-reference arguments for such values.
Add CompilerMSL::Options::disable_rasterization input/output API flag.
Disable rasterization via API flag or when writing to textures.
Disable rasterization when shader declares no output.
Add test shaders for vertex no output and write texture forcing void output.
Add CompilerMSL::Options::texture_width_max.
Emit and use spvTexelBufferCoord() function to convert 1D
texel buffer coordinates to 2D Metal texture coordinates.
Support flattening StorageOutput & StorageInput matrices and arrays.
No longer move matrix & array inputs to separate buffer.
Add separate SPIRFunction::fixup_statements_in & SPIRFunction::fixup_statements_out
instead of just SPIRFunction::fixup_statements.
Emit SPIRFunction::fixup_statements at beginning of functions.
CompilerMSL track vars_needing_early_declaration.
Pass global output variables as variables to functions that access them.
Sort input structs by location, same as output structs.
Emit struct declarations in order output, input, uniforms.
Regenerate reference shaders to new formats defined by above.
OSX 10.14 broke (?) how overload resolution works,
so overloading e.g. dot(float3, packed_float3) no longer works.
Fix this by unpacking expressions before various func ops.
This fix might need to be applied elsewhere, but do so later if needed.
- The HLSL compiler now has its own list of keywords in addition to
the ones from GLSL.
- Added "buffer", "precise", and "shared" to the GLSL keywords.
Update SPIRV-Tools/glslang commits.
Use vulkan1.1 environment for testing.
Found new "errors" in SPIRV-Tools, so disable validation on those shaders
for now.