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.
Speculate that we can modify the SSA value in-place. As long as it is
not used after the modify, this is fine.
Also need to make sure we don't attempt to RMW something that is
impossible to modify.
GLSL and RelaxedPrecision are quite different in what they affect.
RelaxedPrecision affects operations, while this is merely implied in
GLSL based on inputs.
This leads to situations where we have to promote mediump inputs to
highp, and the simplest approach is to force highp temporaries for
inputs which are consumed in a highp context. For completeness, we also
demote RelaxedPrecision inputs to mediump variables.
PHI is handled by copying the PHI into a temporary.
We have to be very careful with hoisted temporaries, since the child
temporary will not be analyzed up-front. We inherit the hoisted-ness
state and emit the hoisted child temporary as necessary. When faking the
temporaries with OpCopyObject, we make sure to block any variable
hoisting.
Hoisting children of PHI variables is fine, since PHIs are not hoisted with
the same framework as other temporaries.
Makes codegen from typical D3D emulation SPIR-V more readable.
Also makes cross compilation with NotEqual more sensible.
It's very rare to actually need the strict NaN-checks in practice.
Also, glslang now emits UnordNotEqual by default it seems, so give up
trying to assume OrdNotEqual. Harmonize for UnordNotEqual as the sane
default.
In cases where we know the size of the vector and the index at compile
time, we can check if it's accessing in bounds and rely in undefined
behavior otherwise.
Signed-off-by: Sebastián Aedo <saedo@codeweavers.com>
Subsequent stages can legally attempt to read from these variables,
which causes compilation failure.
Always make sure we emit user outputs in vertex shaders if they are
active in the entry point.
We have been interchanging spv and SPIRV_Cross_ for a while, which
causes weirdness since we don't explicitly ban SPIRV_Cross identifiers,
as these identifiers are generally used for interface variable
workarounds.
To facilitate an improved linking-by-name use case for older GL,
we will be more aggressive about merging struct definitions, even for
rather unrelated cases where we don't strictly need to use type aliases.
When inside a loop, treat any read of outer expressions to happen
multiple times, forcing a temporary of said outer expressions.
This avoids the problem where we can end up relying on loop-invariant code motion to happen in the
compiler when converting optimized shaders.
This is not necessary, as we must emit an invalidating store before we
potentially consume an invalid expression. In fact, we're a bit
conservative here in this case for example:
int tmp = variable;
if (...)
{
variable = 10;
}
else
{
// Consuming tmp here is fine, but it was
// invalidated while emitting other branch.
// Technically, we need to study if there is an invalidating store
// in the CFG between the loading block and this block, and the other
// branch will not be a part of that analysis.
int tmp2 = tmp * tmp;
}
Fixing this case means complex CFG traversal *everywhere*, and it feels like overkill.
Fixing this exposed a bug with access chains, so fix a bug where expression dependencies were not
inherited properly in access chains. Access chains are now considered forwarded if there
is at least one dependency which is also forwarded.
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.
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.
We have an edge case where the array is declared with a concrete size,
but in GLSL we must emit an unsized array, which breaks array copies.
Deal explicitly with this.
When we force recompile, the old var.self name we used as a fallback
name might have been disturbed, so we should recover certain names back
to their original form in case we are forced to take a recompile to make
the naming algorithm more deterministic.