Commit Graph

623 Commits

Author SHA1 Message Date
Chip Davis
3e6010d8c5 MSL: Don't use a bitcast for tessellation levels in tesc shaders.
`half` cannot be bitcasted to `float`, because the two types are not the
same size. Use an expanding cast instead.

We were already doing this for stores to the tessellation levels; why I
didn't also do this for loads is beyond me.
2020-10-14 18:35:59 -05:00
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
7a5d0d6b29 MSL: Add missing interlock handling to atomic image buffers. 2020-10-13 11:44:17 -05:00
Hans-Kristian Arntzen
fab6ad234e
Merge pull request #1486 from cdavis5e/atomic-image-argument-buffer
MSL: Support atomic access to images from argument buffers.
2020-10-13 12:55:43 +02:00
Chip Davis
9cafea6cf8 MSL: Support atomic access to images from argument buffers.
This was not added when Epic contributed atomic image support.

Fixes #1484.
2020-10-13 02:37:18 -05:00
Chip Davis
2219c4a392 MSL: Support SPV_EXT_demote_to_helper_invocation for MSL 2.3.
MSL 2.3 has everything needed to support this extension on all
platforms. The existing `discard_fragment()` function was given demote
semantics, similar to Direct3D, and the `simd_is_helper_thread()`
function was finally added to iOS.

I've left the old test alone. Should I remove it in favor of these?
2020-10-13 00:25:32 -05:00
Hans-Kristian Arntzen
e0c9aad934 GLSL: Add support for transform_feedback3 geometry streams. 2020-09-30 13:01:35 +02:00
dan sinclair
9880b05572 Roll dependencies.
This CL rolls the spirv-tools, spirv-headers and glslang dependencies.
2020-09-22 12:31:38 -04:00
Hans-Kristian Arntzen
54cc0b01f6 Deal with case where a selection construct conditionally merges/breaks. 2020-09-17 12:02:43 +02:00
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
Chip Davis
53080ecca8 MSL: Fix multiview view index calculation with a non-zero base instance.
Account for a non-zero base instance when calculating the view index and
the "real" instance index. Before, it was likely broken with a non-zero
base instance, since the calculated instance index could be less than
the base instance.
2020-08-31 20:33:44 -05:00
Hans-Kristian Arntzen
a07441568e Overhaul how we deal with reserved identifiers.
- Do not silently drop reserved identifiers in the parser. This makes it
  possible to reflect identifiers which are reserved by the
  cross-compiler module.
- Instead of dropping the name, emit _RESERVED_IDENTIFIER_FIXUP in the
  source to make it clear that a name has been rewritten.
- Document what is reserved and not.
2020-08-21 16:33:27 +02:00
Hans-Kristian Arntzen
fdbc80d131 HLSL: Fix FragCoord.w.
Need to invert it, SM 4.0+ uses W, not 1/W (like Vulkan/GL).
2020-08-20 16:22:48 +02:00
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
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
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
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
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
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
dan sinclair
171c646474 Roll GLSLang, SPIRV-Tools and SPIRV-Headers.
This CL rolls the various dependencies and updates tests to match.
2020-04-23 10:53:49 -04:00
Hans-Kristian Arntzen
7b9cba7424 HLSL: Add parens in unpackUint2x32 for clarity. 2020-04-21 11:49:26 +02:00
Hans-Kristian Arntzen
a396744f89 Ensure unpack/pack2x32 tests are compatible with test suite. 2020-04-21 11:48:58 +02:00
Hans-Kristian Arntzen
17ad62eea4 MSL: Support edge case with DX layout in scalar block layout.
DX may emit ArrayStride and MatrixStride of 16, but the size of the
object does not align with that and expect to pack other members inside
its last member.

The workaround is to emit array size/col/row one less than we expect and
rely on padding to carve out a "dead zone" for the last member.
2020-04-20 15:29:24 +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
96f7008aa8 MSL: Force disabled fragment builtins to have the right name.
DXVK emits SPIR-V where fragment shader builtins have names derived from
DXBC assembly, e.g. `oDepth` for `FragDepth`. When we declared the
disabled output, we used this name, but when referencing it, we
continued to use the GLSL name. This breaks compilation.
2020-04-15 19:25:18 -05:00
Chip Davis
495e48de44 MSL: Only disable output variables in fragment shaders.
Forgot to do this in #1319.

Fixes #1322.
2020-04-15 12:14:57 -05:00
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
Hans-Kristian Arntzen
28bf9057df HLSL: Add support for treating NonWritable UAV texture as SRV instead. 2020-04-03 11:50:50 +02:00
dan sinclair
32307df73a Roll GLSLang, SPIRV-Tools and SPIRV-Headers
This CL rolls the various dependencies and updates tests as needed.
2020-03-30 11:03:43 -04:00
Hans-Kristian Arntzen
185551bfaf HLSL: Do not emit globallycoherent for SRV ByteAddressBuffer. 2020-03-05 10:37:36 +01:00
Hans-Kristian Arntzen
95cd20f1c7 Add test for disable-storage-image-qualifier-deduction. 2020-03-04 16:42:31 +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
d91e134500 MSL: Add native array test for composite array initialization. 2020-02-24 13:34:51 +01:00
Hans-Kristian Arntzen
20b28f72fa MSL: Reinstate workaround for returning arrays. 2020-02-24 13:04:10 +01:00
Hans-Kristian Arntzen
c9d4f9cd74 MSL: Add a workaround path to force native arrays for everything. 2020-02-24 12:47:14 +01:00
Dan Sinclair
7ec16b64c8 Roll GLSLang, SPIRV-Tools and SPIRV-Headers
This CL rolls the various dependencies of SPIRV-Cross and updates the
tests as needed.
2020-02-19 10:13:52 -05:00
Hans-Kristian Arntzen
e81c1b1d98 HLSL: Declare undef variables as static.
Undef variables would somehow become cbuffer variables without any
warning ...
2020-02-08 13:39:50 +01:00
Hans-Kristian Arntzen
655312cb47 GLSL: Support GL_ARB_enchanced_layouts for XFB. 2020-01-27 13:11:38 +01:00
Chip Davis
ae6c05f6f4 MSL: Move inline uniform blocks to the end of the argument buffer.
Limit inline blocks to one per descriptor set.

This should avoid the need for complicated code to calculate the
argument buffer ID stride of an inline uniform block. If there's demand
for more inline blocks, we can revisit this.
2020-01-25 13:40:51 -06:00
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
55fe6050fe GLSL: Implement geometry shader passthrough extension. 2020-01-15 16:18:29 +01:00
Hans-Kristian Arntzen
1cbd71b354 HLSL: Fix bug when reading and writing structs from SSBO. 2020-01-08 14:27:02 +01:00
Hans-Kristian Arntzen
ca9398c122 HLSL: Support loading complex composites from ByteAddressBuffer. 2020-01-08 13:05:56 +01:00
Hans-Kristian Arntzen
93f3265fe0 MSL: Deal with packing vectors for vertex input/fragment output. 2020-01-07 14:14:31 +01:00
Hans-Kristian Arntzen
7c1e34f3b9 GLSL: Fix array of input patch variables.
Hoist out the hack to make array sizes unsized to a place where we can
differentiate patch variables from control point variables.
2019-12-10 12:02:12 +01:00
Hans-Kristian Arntzen
d7e612f91a GLSL: Fix EmitStreamVertex/Primitive. 2019-12-09 10:49:48 +01:00
Hans-Kristian Arntzen
67b2991451 Don't emit memoryBarrierShared() in workgroup control barriers.
This is implied in both GL and GLES. Emitting memoryBarrierShared() was
based on earlier confusion in the spec which has since been fixed and
clarified.
2019-12-04 15:06:19 +01:00
Dan Sinclair
b77be9f347 Update graphics robust access results
The robust access code was fixed to use a signed clamp which generates
different results in the SPIR-V cross test.
2019-12-03 16:49:43 -05:00
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
a3fe9756d2 MSL: Support ClipDistance as an input stage variable.
MSL does not support this, so we have to emulate it by passing it around
as a varying between stages. We use a special "user(clipN)" attribute
for this rather than locN which is used for user varyings.
2019-12-02 13:19:42 +01:00
Hans-Kristian Arntzen
b85ab5f5ff MSL: Fix automatic binding allocation for image atomic buffers.
The Primary decoration was used by the atomic buffer, causing the
texture binding to be potentially overlapping with other resources.
2019-11-28 11:07:44 +01:00
Hans-Kristian Arntzen
b56c2f4271 Merge branch 'deps' of git://github.com/dj2/SPIRV-Cross 2019-11-06 10:43:17 +01:00
Dan Sinclair
d409210ee5 Move all .invalid shaders into no-opt folders. 2019-11-05 13:19:19 -05:00
Dan Sinclair
e5af41255c Only run spirv-opt if the spirv is valid.
This CL updates the test runner to only run spirv-opt if the generated
SPIR-V is valid. If validation is skipped it's possible to hit aborts
and other memory errors in the optimizer as it assumes the SPIR-V is
valid.
2019-11-05 11:00:49 -05:00
Dan Sinclair
9da21c24a4 Roll GLSLang and SPIRV-Tools
This CL rolls the GLSLang and SPIRV-Tools dependencies to tip-of-tree
and updates the tests as required.
2019-11-05 10:07:15 -05:00
Hans-Kristian Arntzen
a8d676f2e4 GLSL: Fix issue with array-of-array inputs in tess.
Only one dimension can be unsized and wrong dimension was used for
unrolling purposes.
2019-11-04 10:34:49 +01:00
Hans-Kristian Arntzen
42e6ce073b MSL: Add missing reference output. 2019-10-29 11:17:38 +01:00
Hans-Kristian Arntzen
1d5eba67f8 MSL: Remove hacky workaround for patch constant passing.
There was a hack to workaround a bug in DXC where control point -> patch
constant phase was passed in Function storage, but we have to use
Workgroup here. We will not support these kinds of hacks for invalid
SPIR-V, so hack the reference files to use the "proper" fix and remove
the hack for time being.
2019-10-28 12:52:28 +01:00
Hans-Kristian Arntzen
8670f7cbab Remove some more dead reference files. 2019-10-28 11:49:57 +01:00
Hans-Kristian Arntzen
b2c6362c4b Remove another dead reference file. 2019-10-28 11:33:09 +01:00
Hans-Kristian Arntzen
93ceead289 Remove dead reference file. 2019-10-28 11:31:04 +01:00
Hans-Kristian Arntzen
e1919744e9 Hack some constants in UE4 tests.
Need to make output 100% exact for MSVC and GCC libc testing, but they are 1 ULP
off when converting fp32 to string in some weird corner cases.
Roundtrip should be correct though, but that outside the scope of
SPIRV-Cross.
2019-10-28 11:20:41 +01:00
Hans-Kristian Arntzen
648dfa5070 MSL: Ensure stable output for access chain CFG workarounds.
We had output dependent on complex_continue being set, but setting that
flag was dependent on unordered_set declaration order. Make it invariant
to ordering and change the implementation so it knows about the new
temporary hoisting for access chains.
2019-10-28 10:57:51 +01:00
Hans-Kristian Arntzen
fa011f8547 MSL: Declare arrays with proper type wrapper.
Need to construct with value type spvUnsafeArray<T, N>({ elem0, elem1 })
to make array initialization work in complex scenarios.
2019-10-26 17:57:34 +02:00
Hans-Kristian Arntzen
2745959646 MSL: Deal with chained access chains for tessellation IO variables.
Need to specially deal with this since we might have to split up access
chain and deal with indexing into IB struct.
2019-10-26 17:26:56 +02:00
Hans-Kristian Arntzen
e1acbd3dcf MSL: Declare struct type explicitly.
Disambiguates initializer list.
2019-10-26 16:21:46 +02:00
Hans-Kristian Arntzen
1fc3347873 MSL: Fix array of array declaration.
Arrays-of-arrays were declared in wrong order.
2019-10-26 16:10:12 +02:00
Hans-Kristian Arntzen
27d6d45671 MSL: Rewrite tessellation_access_chain.
To support loading array of array properly in tessellation, we need a
rewrite of how tessellation access chains are handled.

The major change is to remove the implicit unflatten step inside
access_chain which does not take into account the case where you load
directly from a control point array variable.

We defer unflatten step until OpLoad time instead.
This fixes cases where we load array of {array,matrix,struct}.

Removes the hacky path for MSL access chain index workaround.
2019-10-26 16:10:12 +02:00
Hans-Kristian Arntzen
d0953f6e4c MSL: Do not declare variables which will not be unflattened.
Non-patch arrays of IO variables in tesc/tese have their array index
stripped, and access chains are specially handled, we shouldn't attempt
to create "normal" arrays of these.
2019-10-26 16:10:12 +02:00