Commit Graph

961 Commits

Author SHA1 Message Date
Le Hoang Quyen
ab8eb70af1 Fix #1445: MSL: Enclose args when convert distance(a,b) to abs(a-b) 2020-08-13 21:16:08 +08:00
Chip Davis
3347b1076d MSL: Fix handling of matrices and structs in the output control point array.
Prior to this point, we were treating them as flattened, as they are in
old-style tessellation control shaders, and still are for structs in
new-style shaders. This is not true for outputs; output composites are
not flattened at all. This semantic mismatch broke a Vulkan CTS test.
It should now pass.
2020-08-03 17:18:18 -05:00
Hans-Kristian Arntzen
8a1843ab20 Add some test cases for complex type aliasing scenario. 2020-07-29 13:02:52 +02:00
Hans-Kristian Arntzen
aac6885950 GLSL: Be more aggressive about using type_alias.
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.
2020-07-29 12:48:41 +02:00
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
Hans-Kristian Arntzen
f5e9f4a172
Merge pull request #1432 from ponitka/hlsl-sample-mask
Adding BuiltInSampleMask in HLSL
2020-07-28 14:40:40 +02:00
Tomek Ponitka
ba58f78395 Adding BuiltInSampleMask in HLSL 2020-07-27 14:14:26 +02:00
Tomek Ponitka
18f23c47d9 Enabling setting a fixed sampleMask in Metal fragment shaders.
In Metal render pipelines don't have an option to set a sampleMask
parameter, the only way to get that functionality is to set the
sample_mask output of the fragment shader to this value directly.
We also need to take care to combine the fixed sample mask with the
one that the shader might possibly output.
2020-07-24 11:19:46 +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
dan sinclair
c4f3d4ae29 Roll GLSLang, SPIRV-Headers and SPIRV-Tools.
This Cl updates the various dependencies and the test file outputs.
2020-07-22 23:03:11 -04:00
dan sinclair
63fbdaca93 Roll deps.
This CL updates the GLSLang and SPIRV-Tools depedencies and updates test
files as needed.
2020-07-06 11:24:30 -04:00
Hans-Kristian Arntzen
711300baed MSL: Do not emit swizzled writes in packing fixups.
Similar to scalar access chain fix, this causes a read-modify-write on
memory we're not supposed to write to.
2020-07-06 10:03:46 +02:00
Hans-Kristian Arntzen
fa5b206d97 MSL: Workaround broken vector -> scalar access chain in MSL.
On MSL, the compiler refuses to allow access chains into a normal vector type.
What happens in practice instead is a read-modify-write where a vector type is
loaded, modified and written back.

The workaround is to convert a vector into a pointer-to-scalar before
the access chain continues to add the scalar index.
2020-07-06 10:03:44 +02:00
Hans-Kristian Arntzen
e1600d4df8 MSL: Use input attachment index directly for resource index fallback. 2020-07-06 09:49:46 +02:00
Hans-Kristian Arntzen
2ac8f51b06 GLSL: Support I/O flattening with arrays as final type. 2020-07-06 09:18:30 +02:00
Hans-Kristian Arntzen
2d43103a55 GLSL: Support multi-level struct flattening for I/O. 2020-07-03 14:38:51 +02:00
Hans-Kristian Arntzen
70f17142de GLSL: Fix nested legacy switch workarounds. 2020-06-30 12:02:24 +02:00
Hans-Kristian Arntzen
b1082c10af
Merge pull request #1410 from KhronosGroup/fix-1406
GLSL: Support switch more properly in legacy ESSL
2020-06-29 15:22:39 +02:00
Hans-Kristian Arntzen
4d79d634f5 GLSL: Implement switch on ESSL 1.0.
Cannot use switch on legacy ESSL, fallback to plain branches.
2020-06-29 13:35:46 +02:00
Hans-Kristian Arntzen
bae76d7915 GLSL: Use for-loop fallback instead of do/while for legacy ESSL.
do/while loops are not guaranteed to be supported in ESSL 1.0 / OpenGLES
2.0 implementations.
2020-06-29 12:50:31 +02:00
Hans-Kristian Arntzen
3afbfdb090 Implement context-sensitive expression read tracking.
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.
2020-06-29 12:20:35 +02:00
Hans-Kristian Arntzen
05188aca69 Fix bug with control dependent expression tracking.
For a direct branch without merge, we lost control dependent
expressions.
2020-06-29 10:55:50 +02:00
Hans-Kristian Arntzen
eb0f0323d3 HLSL: Workaround FXC bugs with degenerate switch blocks.
When we see a switch block which only contains one default block, emit a
do {} while(false) statement instead, which is far more idiomatic and
readable anyways.
2020-06-23 15:39:04 +02:00
dan sinclair
0abc017501 Roll deps and update tests.
This CL rolls the GLSlang, SPIRV-Tools and SPIRV-Headers dependencies
and updates the various test files.
2020-06-22 09:33:29 -04:00
Hans-Kristian Arntzen
f141521ebe Fix duplicated initialization for loop variables with initializers. 2020-06-19 10:51:00 +02:00
Hans-Kristian Arntzen
ace4d25222 MSL: Add test case for constructing struct with non-value-type array. 2020-06-18 12:55:59 +02:00
Hans-Kristian Arntzen
7314f51a32 MSL: Deal with loading non-value-type arrays. 2020-06-18 12:46:39 +02:00
Hans-Kristian Arntzen
02db4c1f16 MSL: Add tests for array copies in and out of buffers. 2020-06-18 11:59:02 +02:00
Hans-Kristian Arntzen
a64484f62b
Merge pull request #1392 from cdavis5e/msl-frag-input-vecsize
MSL: Fix up input variables' vector lengths in all stages.
2020-06-17 09:41:04 +02:00
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
d13dc0ce47 HLSL: Fix texProj in legacy HLSL. 2020-06-16 12:54:22 +02:00
Hans-Kristian Arntzen
f383cc98f2 GLSL: Handle the rest of GL_ARB_sparse_texture_clamp.
Missed these in initial sparse implementation.
2020-06-08 13:40:11 +02:00
Hans-Kristian Arntzen
857e1c445c GLSL: Support uint code for sparse residency query. 2020-06-08 11:40:02 +02:00
Hans-Kristian Arntzen
553a7f959b
Merge pull request #1385 from KhronosGroup/fix-1237
GLSL: Implement sparse feedback.
2020-06-08 11:12:00 +02:00
Hans-Kristian Arntzen
275974e062 GLSL: Implement sparse feedback. 2020-06-04 15:50:28 +02:00
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
58dad82fcb Handle physical pointers in reflection API. 2020-05-25 13:45:49 +02:00
Hans-Kristian Arntzen
ef247e75ec GLSL: Improve support for GL_ARB_shader_draw_parameters in desktop GLSL.
Opt-in to using the extension to support gl_InstanceIndex.
2020-05-22 12:53:34 +02:00
dan sinclair
3d01d1bf50 Roll SPIRV-Tools, SPIRV-Headers and GLSLang.
This CL rolls the various dependencies and updates the test files.
2020-05-21 15:21:41 -04:00
Hans-Kristian Arntzen
287e93ff80
Merge pull request #1370 from dj2/roll_deps_20
Roll dependencies
2020-05-21 13:18:50 +02:00
dan sinclair
8bf916f575 Roll dependencies
This CL updates the GLSLang, SPIRV-Tools and SPIRV-Headers dependencies.
2020-05-20 10:27:51 -04:00
Hans-Kristian Arntzen
b4dd0b6fb1 GLSL: Add more test shaders for hit attribute types. 2020-05-20 15:07:50 +02:00
Hans-Kristian Arntzen
66ec3e3e54 GLSL: Support ray payloads and hit attributes declared as Block. 2020-05-20 15:07:47 +02:00
Hans-Kristian Arntzen
271ad33380 GLSL: Add some more focused RT test shaders. 2020-05-20 14:11:28 +02:00
Hans-Kristian Arntzen
f3a362b1aa HLSL: Implement image queries for UAV images.
This was completely unimplemented for some reason.
2020-05-19 13:53:04 +02:00
Hans-Kristian Arntzen
86380acf4d Support gl_InstanceID in RT shaders. 2020-05-08 13:39:43 +02:00
Hans-Kristian Arntzen
107ab7c2b7 MSL: Avoid packed arrays in more cases.
Extend the array stride relaxation to non-packed arrays as well, as
long as the array in question contains a single array element.
2020-05-06 10:27:12 +02:00
Hans-Kristian Arntzen
de3698f0e0 Add missing reference files from PR merge. 2020-05-06 10:08:01 +02:00
Le Hoang Quyen
9ddfe6db6d Fix #1359: MSL: If the packed type is scalar, don't emit "pack_" prefix.
Scalar type is already packed in metal.
2020-05-06 00:43:34 +08:00
Hans-Kristian Arntzen
0ebb88cc39 MSL: Redirect member indices when buffer has been sorted by Offset.
If a buffer rewrites its Offsets, all member references to that struct
are invalidated, and must be redirected, do so in to_member_reference,
but there might be other places where this is needed. Fix as required.
SPIR-V code relying on this is somewhat questionable, but seems to be
in-spec.
2020-04-30 11:48:53 +02:00