Commit Graph

188 Commits

Author SHA1 Message Date
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
Hans-Kristian Arntzen
317144a59c Detect invalid DoWhileLoop early.
We had a bug where error conditions in DoWhileLoop emit path would not
detect that statements were being emitted due to the masking behavior
which happens when force_recompile is true. Fix this.

Also, refactor force_recompile into member functions so we can properly
break on any situation where this is set, without having to rely on
watchpoints in debuggers.
2019-04-05 12:19:32 +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
Patrick Mours
b2a667520d Add reflection support for ray tracing acceleration structures 2019-03-26 15:09:42 +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
Hans-Kristian Arntzen
d2cc43e667 Fix edge case where opaque types can be declared on stack.
In the bizarre case where the ID of a loaded opaque type aliased with a
literal which was used as part of another texturing instruction, we
could end up with a case where domination analysis assumed the loaded
opaque type needed to be moved to a different scope.

Fix the issue by never doing dominance analysis for opaque temporaries,
and be more robust when analyzing texturing instructions.

Also make sure reflection output is deterministic.
This patch slightly alterered output for some unknown reason, but it came from an
unordered_map, so it's fine.
2019-02-19 17:28:31 +01:00
Chip Davis
03b4d3c19f Make is_tessellation_shader() static method protected.
This is an internal helper used by the instance method.
2019-02-15 12:00:19 -06:00
Chip Davis
e75add42c9 MSL: Add support for tessellation evaluation shaders.
These are mapped to Metal's post-tessellation vertex functions. The
semantic difference is much less here, so this change should be simpler
than the previous one. There are still some hairy parts, though.

In MSL, the array of control point data is represented by a special
type, `patch_control_point<T>`, where `T` is a valid stage-input type.
This object must be embedded inside the patch-level stage input. For
this reason, I've added a new type to the type system to represent this.

On Mac, the number of input control points to the function must be
specified in the `patch()` attribute. This is optional on iOS.
SPIRV-Cross takes this from the `OutputVertices` execution mode; the
intent is that if it's not set in the shader itself, MoltenVK will set
it from the tessellation control shader. If you're translating these
offline, you'll have to update the control point count manually, since
this number must match the number that is passed to the
`drawPatches:...` family of methods.

Fixes #120.
2019-02-14 10:00:08 -06:00
Hans-Kristian Arntzen
9453b4638c Move some interfaces out of public.
They are internal, so should be protected:
2019-02-14 10:18:06 +01:00
Chip Davis
eb89c3a428 MSL: Add support for tessellation control shaders.
These are transpiled to kernel functions that write the output of the
shader to three buffers: one for per-vertex varyings, one for per-patch
varyings, and one for the tessellation levels. This structure is
mandated by the way Metal works, where the tessellation factors are
supplied to the draw method in their own buffer, while the per-patch and
per-vertex varyings are supplied as though they were vertex attributes;
since they have different step rates, they must be in separate buffers.

The kernel is expected to be run in a workgroup whose size is the
greater of the number of input or output control points. It uses Metal's
support for vertex-style stage input to a compute shader to get the
input values; therefore, at least one instance must run per input point.
Meanwhile, Vulkan mandates that it run at least once per output point.
Overrunning the output array is a concern, but any values written should
either be discarded or overwritten by subsequent patches. I'm probably
going to put some slop space in the buffer when I integrate this into
MoltenVK to be on the safe side.
2019-02-07 08:51:22 -06:00
Hans-Kristian Arntzen
3e584f2c3f Support LUTs in single-function CFGs on Private storage class.
Fairly common pattern in unoptimized SPIR-V. Support this case as well.
2019-02-06 10:38:59 +01:00
Hans-Kristian Arntzen
40e7723051 Run format_all.sh. 2019-01-17 11:29:50 +01:00
Hans-Kristian Arntzen
de7e5ccd8b Refactor out packed expressions to extended decorations.
Can't safely just cast to the original enum without lots of hacks.
2019-01-17 11:28:51 +01:00
Hans-Kristian Arntzen
72377366d3 Replace custom use of DecorationCPacked with an explicit one.
Will need to use more variants of this decoration, so might as well make
it clearer what is going on with CPacked.
2019-01-17 10:36:56 +01:00
Hans-Kristian Arntzen
b629878f45 Make meta a hashmap.
A flat array was consuming way too much memory and was far too slow to
initialize properly with a very large ID bound (8 million IDs, showed up as #1 hotspot in perf).

Meta struct does not have to be in-order as we never iterate over it in
a meaningful way, so using a hashmap here is reasonable. Very few IDs
should need decorations or meta-data, so this should also be a quite
decent memory save.

For the pathological case, a 6x uplift was observed.
2019-01-10 14:04:01 +01:00