Commit Graph

1682 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen
62db535b3f Update tests. 2018-11-01 11:23:48 +01:00
Hans-Kristian Arntzen
fd6ff3617a Support macro overrides for spec constants in HLSL. 2018-11-01 11:23:48 +01:00
Hans-Kristian Arntzen
fdfa7b0880
Merge pull request #733 from nicebyte/spec-const-glsl
Alter the handling of spec consts in non-Vulkan GLSL
2018-11-01 10:32:19 +01:00
Grigory Dzhavadyan
a5d82d1138 Alter the handling of spec consts in non-Vulkan GLSL
Previously, when generating non-Vulkan GLSL, each use of a spec constant
would be subsituted for its default value and the declaration of the constant
itself would be omitted completely.

This change slightly alters this behavior. The uses of the constant are kept,
as well as the declaration, although the latter is stripped of the layout
qualifier. The declaration is also prepended with the following code:

    #ifndef <constant name>_value
    #define <constant name> <default constant value>
    #endif

and the constant itself now looks like

    const <constant type> <constant name> = <constant name>_value;

The rationale for this change is that it gives the user a way to provide
custom values for specialization constants even when the target does not
support them.
2018-11-01 00:39:09 -07:00
Hans-Kristian Arntzen
dfd1bf8c56
Merge pull request #734 from zeux/master
Fix Options::force_temporary to work with OpenGL GLSL
2018-10-30 21:18:51 +01:00
Arseny Kapoulkine
7f055e8a68 Fix Options::force_temporary to work with OpenGL GLSL
Setting force_temporary to true produces invalid GLSL because sampler
variables are copied:

    highp sampler2D _377 = DiffuseMapTexture;

This change fixes the problem by always forwarding forwardable
variables. I also took an opportunity to restructure the code to make
it easier to read and add extra conditions to in the future.
2018-10-30 10:49:18 -07:00
Hans-Kristian Arntzen
236df43689 Try release build for Travis. 2018-10-27 14:02:09 +02:00
Hans-Kristian Arntzen
a89ab694e1
Merge pull request #732 from KhronosGroup/travis-release-build
Try release build for Travis.
2018-10-27 14:00:46 +02:00
Hans-Kristian Arntzen
6570038860 Try release build for Travis. 2018-10-27 12:26:35 +02:00
Hans-Kristian Arntzen
76d6238315
Merge pull request #731 from KhronosGroup/travis-windows
Add Windows support in Travis CI
2018-10-27 01:45:10 +02:00
Hans-Kristian Arntzen
6157bf3cae Add Windows support in Travis CI.
- 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
2018-10-27 00:22:30 +02:00
Hans-Kristian Arntzen
bfeb388edf
Merge pull request #729 from KhronosGroup/fix-728
HLSL: Use same logic as GLSL for picking cbuffer block name.
2018-10-23 09:10:55 +02:00
Hans-Kristian Arntzen
226d837d7e HLSL: Use same logic as GLSL for picking cbuffer block name.
HLSL just picked the variable name which did not work as expected for
some users. Use the same logic as GLSL and set up declared_block_names,
so the actual name can be queried later.
2018-10-22 09:50:04 +02:00
Hans-Kristian Arntzen
a8e5a0bb9c
Merge pull request #722 from KhronosGroup/parser-refactor
Hoist out parsing module from spirv_cross::Compiler
2018-10-19 12:50:12 +02:00
Hans-Kristian Arntzen
5bcf02f7c9 Hoist out parsing module from spirv_cross::Compiler.
This is a large refactor which splits out the SPIR-V parser from
Compiler and moves it into its more appropriately named Parser module.

The Parser is responsible for building a ParsedIR structure which is
then consumed by one or more compilers.

Compiler can take a ParsedIR by value or move reference. This should
allow for optimal case for both multiple compilations and single
compilation scenarios.
2018-10-19 12:01:31 +02:00
Khronos Group Webmaster
cc5c0204d8
Create CODE_OF_CONDUCT.md 2018-10-10 15:52:21 -04:00
Hans-Kristian Arntzen
d2928bda70
Merge pull request #721 from KhronosGroup/fix-720
Refactor MSL to use SPIRCombinedImageSampler.
2018-10-05 10:10:49 +02:00
Hans-Kristian Arntzen
a697299bc1 Refactor MSL to use SPIRCombinedImageSampler.
Avoids special "meta" data to express this type.
Makes MSL implementation in line with HLSL.
2018-10-05 09:49:57 +02:00
Hans-Kristian Arntzen
519565b030
Merge pull request #718 from cdavis5e/op-image-sampled-image
MSL: Handle OpImage on OpSampledImage expressions.
2018-10-04 21:30:08 +02:00
Hans-Kristian Arntzen
3c512d04b5
Merge pull request #717 from cdavis5e/depth-gather-swizzle
MSL: Swizzle gathers on depth textures as well.
2018-10-04 18:36:59 +02:00
Chip Davis
47089a48a0 Make the test case a lot simpler. 2018-10-04 11:26:46 -05:00
Chip Davis
9919fbbe0d MSL: Handle OpImage on OpSampledImage expressions.
I have seen this happen. The included test case is one such case.
2018-10-03 11:48:46 -05:00
Chip Davis
010fecc466 MSL: Swizzle gathers on depth textures as well.
Might as well.
2018-10-03 11:47:13 -05:00
Khronos Group Webmaster
1373e7613d
Revert LICENSE to Apache 2.0 2018-10-03 10:11:06 -04:00
Khronos Group Webmaster
793845139e
Update LICENSE
Change Apache 2.0 to Khronos Apache 2.0 CLA
2018-09-27 16:37:12 -04:00
Hans-Kristian Arntzen
c9210427b9
Merge pull request #713 from cdavis5e/resource-arrays-msl
MSL: Expand arrays of buffers passed as input.
2018-09-27 19:57:55 +02:00
Chip Davis
b7433c01ee Minor cleanups.
Throw an error for cases we don't support. Add a blank line after each
local array declaration.
2018-09-27 11:01:46 -05:00
Chip Davis
2506046cb4 Merge remote-tracking branch 'origin' into resource-arrays-msl 2018-09-27 10:50:16 -05:00
Hans-Kristian Arntzen
e0fb64bfe7
Merge pull request #715 from KhronosGroup/fix-709
Use GL_EXT_samplerless_texture_functions in Vulkan GLSL.
2018-09-27 14:05:55 +02:00
Hans-Kristian Arntzen
c07c303999 Use GL_EXT_samplerless_texture_functions in Vulkan GLSL. 2018-09-27 13:36:38 +02:00
Hans-Kristian Arntzen
44ed66426b
Merge pull request #714 from KhronosGroup/update-glslang-spirv-tools
Update glslang and SPIRV-Tools.
2018-09-27 11:53:56 +02:00
Hans-Kristian Arntzen
af75ef005f Update glslang and SPIRV-Tools.
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.
2018-09-27 11:10:22 +02:00
Chip Davis
3a9af9681c MSL: Expand arrays of buffers passed as input.
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.
2018-09-26 20:48:09 -05:00
Hans-Kristian Arntzen
69b034f26e
Merge pull request #706 from cdavis5e/component-swizzle
MSL: Add an option to insert texture swizzles into generated shaders.
2018-09-25 10:06:03 +02:00
Chip Davis
7107f40f99 Provide feedback on whether or not the auxiliary buffer is needed. 2018-09-24 13:38:27 -05:00
Chip Davis
7956b002eb Give up on non-aliased sampled image parameters.
This needs extra work to map them back to the original resource.
2018-09-24 12:42:39 -05:00
Chip Davis
db7a40ce77 Use is_sampled_image_type() elsewhere. 2018-09-24 12:33:11 -05:00
Chip Davis
8855ea0a3e Move is_sampled_image_type() onto the Compiler class.
While I'm at it, don't use a bitwise op with a `bool` variable.
Apparently, MSVC doesn't like that.
2018-09-24 12:24:58 -05:00
Chip Davis
c11374c3cf Don't override Compiler::analyze_image_and_sampler_usage().
Just add our own separate function for analyzing sampled image usage.
2018-09-24 12:10:27 -05:00
Hans-Kristian Arntzen
34014886e3
Merge pull request #710 from cdavis5e/buffer-image-reads
MSL: Add spvTexelBufferCoord for buffer image reads, too.
2018-09-24 10:22:15 +02:00
Chip Davis
7cb817e40e Add spvTexelBufferCoord for buffer image reads, too.
I should've caught this when I fixed this for writes.
2018-09-23 14:37:03 -05:00
Chip Davis
4302c5abfb Pass the swizzle constants as a buffer.
It'll be useful to have an "auxiliary buffer" for other builtins--e.g.
`DrawIndex` (which should be easier to implement now), or `ViewIndex`
when someone gets around to implementing multiview.

Pass this buffer to leaf functions as well.

Test that we handle this for integer textures as well.
2018-09-22 19:36:11 -05:00
Chip Davis
c793868417 Pack texture component swizzles by bytes. 2018-09-22 19:15:15 -05:00
Chip Davis
7fff65a811 Remove extraneous space in enum class decl. 2018-09-21 13:52:20 -05:00
Hans-Kristian Arntzen
2d6ce39bda
Merge pull request #708 from billhollings/master
Fix integer precision warnings on assignments.
2018-09-21 09:31:19 +02:00
Bill Hollings
daa831f59d Fix integer precision warnings on assignments. 2018-09-20 16:10:42 -04:00
Chip Davis
2583321657 MSL: Add an option to insert texture swizzles into generated shaders.
It's intended to be used with MoltenVK to support arbitrary
`VkComponentMapping` settings. The idea is that MoltenVK will pass a
buffer (which it set to some buffer index that isn't being used)
containing packed versions of the `VkComponentMapping` struct, one for
each sampled image.

Yes, this is horribly ugly. It is unfortunately necessary. Much of the
ugliness is to support swizzling gather operations, where we need to
alter the component that the gather operates on--something complicated
by the `gather()` method requiring the passed-in component to be a
constant expression. It doesn't even support swizzling gathers on depth
textures, though I could add that if it turns out we need it.
2018-09-19 22:32:24 -05:00
Hans-Kristian Arntzen
f22de1f2f1
Merge pull request #705 from cdavis5e/msl-viewport-index
MSL: Handle the ViewportIndex builtin.
2018-09-19 16:33:05 +02:00
Chip Davis
ec857f6778 Cast uses of Layer and ViewportIndex to the expected type. 2018-09-19 09:13:30 -05:00
Chip Davis
0e9ad14ba6 MSL: Handle the ViewportIndex builtin.
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.
2018-09-18 09:52:30 -05:00