Commit Graph

109 Commits

Author SHA1 Message Date
SpaceIm
d74eaabde0 fix cross-build to iOS/tvOS/watchOS
see https://cmake.org/cmake/help/latest/policy/CMP0006.html
2021-07-11 15:22:43 +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
d75666b170 GLSL: Emit num_views for OVR_multiview2. 2021-06-28 12:56:27 +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
b4aa6dacfa MSVC: Add /bigobj for debug builds. 2021-04-19 12:10:23 +02:00
lukas.taparauskas
215f31b33f c: Add missing API to query active builtins. 2021-04-14 15:44:00 +03:00
Hans-Kristian Arntzen
09dc76f68a c: Add missing IOS_SUPPORT_BASE_VERTEX_INSTANCE option. 2021-02-15 11:43:46 +01:00
Hans-Kristian Arntzen
4704482bbc meta: Update copyright headers to 2021. 2021-01-14 16:07:49 +01:00
Hans-Kristian Arntzen
3a85d1c80c CMake: Disable compiler extensions explicitly.
Compiles fine with just -std=c++11.
2021-01-04 10:17:59 +01:00
Hans-Kristian Arntzen
cf1e9e0643 Add MIT dual license for the SPIRV-Cross API. 2020-12-01 16:47:08 +01:00
Chip Davis
fd738e3387 MSL: Adjust FragCoord for sample-rate shading.
In Metal, the `[[position]]` input to a fragment shader remains at
fragment center, even at sample rate, like OpenGL and Direct3D. In
Vulkan, however, when the fragment shader runs at sample rate, the
`FragCoord` builtin moves to the sample position in the framebuffer,
instead of the fragment center. To account for this difference, adjust
the `FragCoord`, if present, by the sample position. The -0.5 offset is
because the fragment center is at (0.5, 0.5).

Also, add an option to force sample-rate shading in a fragment shader.
Since Metal has no explicit control for this, this is done by adding a
dummy `[[sample_id]]` which is otherwise unused, if none is already
present. This is intended to be used from e.g. MoltenVK when a
pipeline's `minSampleShading` value is nonzero.

Instead of checking if any `Input` variables have `Sample`
interpolation, I've elected to check that the `SampleRateShading`
capability is present. Since `SampleId`, `SamplePosition`, and the
`Sample` interpolation decoration require this cap, this should be
equivalent for any valid SPIR-V module. If this isn't acceptable, let me
know.
2020-11-23 10:30:24 -06:00
Hans-Kristian Arntzen
35d3b9c3e7 Merge branch 'msl-subgroup-ops-2' of git://github.com/cdavis5e/SPIRV-Cross 2020-11-23 14:20:06 +01:00
scribam
1eb4852856 CMake: Set minimum required version to 3.0 2020-11-21 17:38:54 +01:00
Chip Davis
68908355a9 MSL: Expand subgroup support.
Add support for declaring a fixed subgroup size. Metal, like Vulkan with
`VK_EXT_subgroup_size_control`, allows the thread execution width to
vary depending on factors such as register usage. Unfortunately, this
breaks several tests that depend on the subgroup size being what the
device says it is. So we'll fix the subgroup size at the size the device
declares. The extra invocations in the subgroup will appear to be
inactive. Because of this, the ballot mask builtins are now ANDed with
the active subgroup mask.

Add support for emulating a subgroup of size 1. This is intended to be
used by Vulkan Portability implementations (e.g. MoltenVK) when the
hardware/software combo provides insufficient support for subgroups.
Luckily for us, Vulkan 1.1 only requires that the subgroup size be at
least 1.

Add support for quadgroup and SIMD-group functions which were added to
iOS in Metal 2.2 and 2.3. This will allow clients to take advantage of
expanded quadgroup and SIMD-group support in recent Metal versions and
on recent Apple GPUs (families 6 and 7).

Gut emulation of subgroup builtins in fragment shaders. It turns out
codegen for the SIMD-group functions in fragment wasn't implemented for
AMD on Mojave; it's a safe bet that it wasn't implemented for the other
drivers either. Subgroup support in fragment shaders now requires Metal
2.2.
2020-11-20 15:55:49 -06:00
Hans-Kristian Arntzen
b3344174f7 HLSL: Add option to flatten matrix vertex input semantics.
Helps translation layers where we expect inputs to be multiple float
vectors rather than an indexed matrix.
2020-11-03 11:18:32 +01:00
Hans-Kristian Arntzen
bd1ee4344e MSL: Support querying and modifying generated combined sampler suffix. 2020-10-14 14:52:18 +02:00
Chip Davis
21d38f74ce MSL: Fix calculation of atomic image buffer address.
Fix reversed coordinates: `y` should be used to calculate the row
address. Align row address to the row stride.

I've made the row alignment a function constant; this makes it possible
to override it at pipeline compile time.

Honestly, I don't know how this worked at all for Epic. It definitely
didn't work in the CTS prior to this.
2020-10-13 20:51:56 -05:00
Chip Davis
4cf840ee7b MSL: Support layered input attachments.
These need to use arrayed texture types, or Metal will complain when
binding the resource. The target layer is addressed relative to the
Layer output by the vertex pipeline, or to the ViewIndex if in a
multiview pipeline. Unlike with the s/t coordinates, Vulkan does not
forbid non-zero layer coordinates here, though this cannot be expressed
in Vulkan GLSL.

Supporting 3D textures will require additional work. Part of the problem
is that Metal does not allow texture views to subset a 3D texture, so we
need some way to pass the base depth to the shader.
2020-09-02 09:18:25 -05:00
Chip Davis
cab7335e64 MSL: Don't set the layer for multiview if the device doesn't support it.
Some older iOS devices don't support layered rendering. In that case,
don't set `[[render_target_array_index]]`, because the compiler will
reject the shader in that case. The client will then have to unroll the
render pass manually.
2020-09-01 19:30:28 -05:00
Hans-Kristian Arntzen
57c93d44ac GLSL: Add option to force flattening IO blocks.
It is not always desirable to use actual blocks.
A prime example in the case where EXT_shader_io_blocks is not supported
on the target implementation.
2020-07-28 15:16:06 +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
Chip Davis
5281d9997e MSL: Fix up input variables' vector lengths in all stages.
Metal is picky about interface matching. If the types don't match
exactly, down to the number of vector components, Metal fails pipline
compilation. To support pipelines where the number of components
consumed by the fragment shader is less than that produced by the vertex
shader, we have to fix up the fragment shader to accept all the
components produced.
2020-06-16 14:50:30 -05:00
Hans-Kristian Arntzen
2d5200650a HLSL: Add native support for 16-bit types.
Adds support for templated load/store in SM 6.2 to deal with small
types.
2020-06-04 12:33:56 +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
Hans-Kristian Arntzen
ebf463674d MSL: Allow removing clip distance user varyings.
Only safe if user knows that subsequent shader stage will not read clip
distance.
2020-04-20 09:58:40 +02:00
Chip Davis
b29f83c383 MSL: Add options to control emission of fragment outputs.
Like with `point_size` when not rendering points, Metal complains when
writing to a variable using the `[[depth]]` qualifier when no depth
buffer be attached. In that case, we must avoid emitting `FragDepth`,
just like with `PointSize`.

I assume it will also complain if there be no stencil attachment and the
shader write to `[[stencil]]`, or it write to `[[color(n)]]` but there
be no color attachment at n.
2020-04-13 15:29:11 -05:00
Hanno
4560ee24fd Improve compatibility with clang-cl 2020-04-09 17:30:20 +02:00
Hans-Kristian Arntzen
941cceedb4 Expose a query if samplers or images are comparison resources. 2020-04-03 17:43:42 +02:00
Hans-Kristian Arntzen
28bf9057df HLSL: Add support for treating NonWritable UAV texture as SRV instead. 2020-04-03 11:50:50 +02:00
Hans-Kristian Arntzen
b8905bbd95 Add support for forcefully zero-initialized variables.
Useful to better support certain platforms which require all variables
to be initialized to something.
2020-03-26 13:38:27 +01:00
Hans-Kristian Arntzen
c27e1efbf1 HLSL: Add option to always treat SSBO as UAV, even with readonly.
This can make codegen more predictable since ByteAddressBuffer is SRV
and not UAV.
2020-03-04 16:42:31 +01:00
Hans-Kristian Arntzen
01968c4486 Add option to disable storage image qualifier deduction. 2020-03-04 16:42:31 +01:00
Hans-Kristian Arntzen
16796e92be MSL: Add C API for force native arrays. 2020-02-24 13:51:08 +01:00
Hans-Kristian Arntzen
6b2add8e2c
Merge pull request #1272 from KhronosGroup/fix-1271
CMake: Avoid warning when parent project uses VERSION in project().
2020-02-03 10:54:26 +01:00
Hans-Kristian Arntzen
6f5cb00148 Use GNUInstallDirs for include path as well. 2020-02-03 10:53:30 +01:00
orbea
8b90526911 cmake: Don't hardcode the pkg-config file. 2020-02-02 06:17:04 -08:00
orbea
74544caa16 cmake: Use GNUInstallDirs. 2020-02-01 17:56:37 -08:00
Hans-Kristian Arntzen
d67c3393da CMake: Avoid warning when parent project uses VERSION in project(). 2020-02-01 23:14:06 +01:00
Chip Davis
fedbc35315 MSL: Support inline uniform blocks in argument buffers.
Here, the inline uniform block is explicit: we instantiate the buffer
block itself in the argument buffer, instead of a pointer to the buffer.
I just hope this will work with the `MTLArgumentDescriptor` API...

Note that Metal recursively assigns individual members of embedded
structs IDs. This means for automatic assignment that we have to
calculate the binding stride for a given buffer block. For MoltenVK,
we'll simply increment the ID by the size of the inline uniform block.
Then the later IDs will never conflict with the inline uniform block. We
can get away with this because Metal doesn't require that IDs be
contiguous, only monotonically increasing.
2020-01-24 18:51:24 -06:00
Hans-Kristian Arntzen
8bbb5fb763 Make SmallVector noexcept.
Fixes a linting error from cppcheck where reserve() calls can throw, but
caller is marked noexcept to allow proper move semantics.

Only real place to throw would be if allocations fail, but these
allocations tend to be small, and if allocation actually fails here,
we're basically OOM anyways, so just terminate. Constructors and assignment
could also fail, but the only way that could happen is memory related in
SPIRV-Cross' case, so just terminate if that happens as well.

Also, for good measure, add missing -fno-exceptions to EXCEPTIONS_TO_ASSERTIONS
path in CMake.
2020-01-23 10:52:37 +01:00
Hans-Kristian Arntzen
f9818f0804 Update license headers to 2020. 2020-01-16 15:24:37 +01:00
Hans-Kristian Arntzen
c3bd136df1 MSL: Add support for force-activating IAB resources.
Important for ABI compatibility on MSL in certain cases.
2020-01-16 11:12:06 +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
daemyung jang
0b5691394c Add debug prefix on Windows 2019-12-21 08:59:03 +09:00
Dan Sinclair
f40c629821 Roll SPIRV-Tools, SPIRV-Headers and GLSLang
This CL updates the three depdencies and updates the tests to handle the
new validation errors which are produced.
2019-12-02 16:17:21 -05:00
Hans-Kristian Arntzen
fd5aa3ad51 CMake: Clarify some warning messages.
When used as a submodule, testing is generally not used, so don't
confuse a user too much, thinking that missing testing is a problem.
2019-11-12 16:14:26 +01:00
Hans-Kristian Arntzen
b9e5fe01b0 HLSL: Add support to remove register() bindings.
Sometimes it's useful to get automatic binding assignment from the D3D
compiler instead.
2019-11-11 11:23:21 +01:00
Hans-Kristian Arntzen
e9ad6398de C API: Add missing boolean options. 2019-11-04 10:42:20 +01:00
Hans-Kristian Arntzen
b1fd6c1990 Add new UE4 folders to CMake testing as well. 2019-10-24 10:54:32 +02:00
Hans-Kristian Arntzen
4bb673a626 MSL: Add opt-in support for huge IABs.
If there are enough members in an IAB, we cannot use the constant
address space as MSL compiler complains about there being too many
members. Support emitting the device address space instead.
2019-10-14 16:20:34 +02:00