Handling native array types is not really feasible since we need to fuse
the variable declaration with the type declaration.
This is feasible in something like variable_decl, but for plain SSA
pointers, this breaks down.
If we have emitted block IO lowering at the end of vertex shader, we
will end up using the wrong name. Forcing a v_ prefix does not solve any
actual problems since the intentifier already has to be valid.
It is possible in SPIR-V to declare multiple specialization constants
with the same constant ID. The most common cause of this in GLSL is
defining a spec constant, then declaring the workgroup size to use that
spec constant by its ID. But, MSL forbids defining multiple function
constants with the same function constant ID. So, we must only emit one
definition of the actual function constant (with the
`[[function_constant(id)]]` attribute); but we can point the other
variables at this one definition.
Fixes three tests in the Vulkan CTS under
`dEQP-VK.compute.basic.max_local_size_*`.
Some Metal devices have a bug with depth array textures using comparison
with explicit LoD, where the LoD given will be biased by some amount.
For these devices, we can use a gradient instead, which does not exhibit
this problem. As with the fragment demote workaround, this is only
expected to be needed until the bug is fixed in Metal.
Vulkan specifies round-to-nearest-even mode to round array coordinates.
But we were using `round()`, which is round-to-nearest-away-from-zero.
Instead, use `rint()`, which is specified to perform nearest-even
rounding in MSL.
Similar concern as access chains. Objects that we cannot lower to
temporaries must implicitly access all expression dependencies when they
are themselves accessed.
By default, the matrix would be declared as mediump, causing precision
issues. Need to dispatch to two separate functions since GLSL does not
support overload based on precision.
Undef values may be of struct type and may be used in constants.
Therefore, they must be interleaved with constants and types.
Fixes the rest of the Vulkan CTS test
`dEQP-VK.spirv_assembly.instruction.compute.opundef.undefined_spec_constant_composite`.
(Please excuse the churn in the reference output; it's an inevitable
result of this change.)
Fixes the CTS test
`dEQP-VK.spirv_assembly.instruction.compute.opundef.undefined_constant_composite`
and helps with another,
`dEQP-VK.spirv_assembly.instruction.compute.opundef.undefined_spec_constant_composite`.
Unfortunately, fixing the latter requires another change.
Some Metal devices have a bug where storage resources can still be
written to even if the fragment is discarded. This is obviously a bug in
Metal, but bothering Apple to fix it will only fix it for newer
versions; therefore, a workaround is needed for older versions. I have
made this an option so that, in case the bug is ever fixed, the
workaround can be disabled.
This workaround is simple: if a fragment shader may discard its fragment
and writes to a storage resource, a variable representing the
`HelperInvocation` built-in is created and passed to all functions. The
flag is checked on all resource writes; writes do not occur when
`HelperInvocation` is `true`. This relies on the earlier workaround to
update `HelperInvocation` when the fragment is discarded.
Fixes at least 3 failures in the CTS.
It is possible to pass unsigned integers to `OpSMulExtended`. In that
case, we want to do a signed multiply with sign extension, so make sure
the operands are forced to be interpreted as signed.
This was an oversight on my part when I added these instructions.
Fixes the CTS test
`dEQP-VK.spirv_assembly.instruction.compute.signed_op.uint_smulextended`.
Some Metal devices have a bug where `simd_is_helper_thread()` won't
return true after a fragment has been discarded. We can work around this
by manually setting `gl_HelperInvocation` upon discarding a fragment.
This is fairly unintrusive, so it is enabled by default. I've made it an
option so that, when the bug is fixed, we can disable it.
The array mechanism breaks DXC which needs to observe that all
components have been written.
Uninitialized outputs will be undefined. Resort to simple vector
instead.