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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
This avoids a lot of huge code changes.
Arrays generally cannot be copied in and out of buffers, at least no
compiler frontend seems to do it.
Also avoids a lot of issues surrounding packed vectors and matrices.
If there are enough members in an IAB, we cannot use the constant
address space as MSL compiler complains about there being too many
members. Support emitting the device address space instead.
It is possible for a shader to declare two plain struct types which
simply share the same OpName without there being an implicit
value/buffer alias relationship.
For to_member_name(), make sure to use the type alias master when
resolving member names. The member name may be different in a type alias
master if the SPIR-V is being intentionally difficult.
Rolled the hashes used for glslang, SPIRV-Tools, and SPIRV-Headers to
HEAD, which includes the update to 1.5.
Added passing '--amb' to glslang, so I didn't have to explicitly set
bindings in a large number of test shaders that currently don't, and
now glslang considers them invalid.
Marked all shaders that no longer pass spirv-val as .invalid.