A block name cannot alias with any name in its own scope,
and it cannot alias with any other "global" name.
To solve this, we need to complicate the name cache updates a little bit
where we have a "primary" namespace and "secondary" namespace.
Don't use `addsat()`/`subsat()`; that'll erroneously flag cases where
the sum is exactly the maximum integer value, or the difference is
exactly 0. Also, correct the condition for the `select()` function; it's
basically `mix()` with a boolean factor.
(What was I *thinking*?)
In GLSL, 8-bit types require GL_EXT_shader_8bit_storage. 16-bit types
can use either GL_AMD_gpu_shader_int16/GL_AMD_gpu_shader_half_float or
GL_EXT_shader_16bit_storage.
When trying to validate buffer sizes, we usually need to bail out when
using SpecConstantOps, but for some very specific cases where we allow
unsized arrays currently, we can safely allow "unknown" sized arrays as
well.
This is probably the best we can do, when we have even more difficult
cases than this, we throw a more sensible error message.
- Add new Windows support
- Use CMake/CTest instead of Make + shell scripts
- Use --parallel in CTest
- Fix CTest on Windows
- Cleanups in test_shaders.py
- Force specific commit for SPIRV-Headers
- Fix Inf/NaN odd-ball case by moving to ASM
A lot of changes in spirv-opt output.
Some new invalid SPIR-V was found but most of them were not significant
for SPIRV-Cross, so just marked them as invalid.
Even as of Metal 2.1, MSL still doesn't support arrays of buffers
directly. Therefore, we must manually expand them. In the prologue, we
define arrays holding the argument pointers; these arrays are what the
transpiled code ends up referencing. We might be able to do similar
things for textures and samplers prior to MSL 2.0.
Speaking of which, also enable texture arrays on iOS MSL 1.2.
This requires MSL 2.0+.
Also, force `ViewportIndex` and `Layer` to be defined as the correct
type, which is always `uint` in MSL.
Since Metal doesn't yet have geometry shaders, the vertex shader (or
tessellation evaluation shader == "post-tessellation vertex shader" in
Metal jargon) is the only kind of shader that can set this output. This
currently requires an extension to Vulkan, which causes validation of
the SPIR-V binaries for the test cases to fail. Therefore, the test
cases are marked "invalid", even though they're actually perfectly valid
SPIR-V--they just won't work without the
`SPV_EXT_shader_viewport_index_layer` extension.
This is somewhat tricky, because in MSL this value is obtained through a
function, `get_sample_position()`. Since the call expression is an
rvalue, it can't be passed by reference, so functions get a copy
instead.
This was the last piece preventing us from turning on sample-rate
shading support in MoltenVK.
Implement this by flattening outputs and unflattening inputs explicitly.
This allows us to pass down a single struct instead of dealing with the
insanity that would be passing down each flattened member separately.
Remove stage_uniforms_var_id.
Seems to be dead code. Naked uniforms do not exist in SPIR-V for Vulkan,
which this seems to have been intended for. It was also unused elsewhere.
We were passing a constant '1' to `emit_atomic_func_op()`--which caused
us to refer to SPIR-V value `%1`, which is almost certainly not what we
want! What we really want is to add/subtract the literal constant '1'
to/from the memory location.
This only affects the builtin when it is used, and not when it's passed
to a function. It's a lot cleaner than the way I was doing it before.
Remove the `to_expression()` hack.
In SPIR-V, builtin integral vectors can be either signed or unsigned,
but in MSL they're always unsigned. Unfortunately, the MSL spec forbids
implicit conversions between vector types--even if the corresponding
scalar types would implicitly convert. If you try, the result is a
cryptic error message such as:
```
program_source:37:60: error: cannot convert between vector values of different size ('int4' (aka 'vector_int4') and 'vector_uint4' (vector of 4 'unsigned int' values))
float4 r3 = as_type<float4>((as_type<int4>(r0) * gl_LocalInvocationID.xyyy) + as_type<int4>(r2));
~~~~~~~~~~~~~~~~~ ^ ~~~~~~~~~~~~~~~~~~~~~~~~~
```
Therefore, uses of these builtins must be explicitly cast, since the
rest of the binary likely assumes that the builtin is of its declared
type.
Two varyings (vertex outputs/fragment inputs) might have the same
location but be in different components--e.g. the compiler may have
packed what were two different varyings into a single varying vector.
Giving both varyings the same `[[user]]` attribute won't work--it may
yield unexpected results, or flat out fail to link. We could eventually
pack such varyings into a single vector, but that would require us to
handle the case where the varyings are different types--e.g. a `float`
and a `uint` packed into the same vector. For now, it seems most
prudent to give them unique `[[user]]` locations and let Apple's
compiler work out the best way to pack them.
In MSL, these only have an effect on fragment `[[stage_in]]` members.
They have no effect in vertex shaders. The Khronos front end doesn't
even emit the SPIR-V decorations for them.