Commit Graph

1040 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen
df4f8ef8fe MSL: Emit correct initializer for tessellation control points. 2021-01-05 15:16:49 +01:00
Hans-Kristian Arntzen
ad3e1584f9 MSL: Handle initializers for tess levels. 2021-01-05 13:25:50 +01:00
Hans-Kristian Arntzen
6a3ea0385e GLSL: Add test for initializing tess level output. 2021-01-05 12:12:26 +01:00
Hans-Kristian Arntzen
175381fe08 GLSL: Handle some extreme edge cases in Output variable initialization.
Deal with patch blocks, arrays of patch blocks, arrays of blocks, etc.
2021-01-05 12:06:36 +01:00
Hans-Kristian Arntzen
a1c784f002 More robust handling of initialized output builtin variables. 2021-01-04 19:12:43 +01:00
Hans-Kristian Arntzen
9a304fe931 Handle output IO block initializers more robustly. 2021-01-04 19:04:10 +01:00
Hans-Kristian Arntzen
ddb3c65648 Handle reserved identifiers for functions.
gl_ identifiers are already handled by fixups, so remove redundant code.
2021-01-04 10:00:12 +01:00
Hans-Kristian Arntzen
c4ff129fe3 MSL: Handle reserved identifiers for entry point.
We only considered invalid names, and overwrote the alias for the
function. The correct fix is to replace illegal names early, do the
reserved fixup, then copy back alias to entry point name.
2021-01-04 09:40:11 +01:00
Hans-Kristian Arntzen
c8765a75f2 GLSL: Fix KHR subgroup extension table for subgroups. 2020-12-11 12:26:43 +01:00
Hans-Kristian Arntzen
762c3082ae
Merge pull request #1564 from KhronosGroup/fix-1558
GLSL: Emit nonuniformEXT in correct place for late-combined samplers.
2020-12-07 14:07:38 +01:00
Hans-Kristian Arntzen
a11c4780d0 GLSL: Emit nonuniformEXT in correct place for late-combined samplers.
Need to emit nonuniformEXT(sampler2D()) since constructor expressions in
Vulkan GLSL do not propgate the nonuniform qualifier.
2020-12-07 13:00:15 +01:00
Hans-Kristian Arntzen
dc940846d7 GLSL/HLSL: Disallow VariablePointers capability outright.
Cannot be supported, error out early.
2020-12-07 12:16:02 +01:00
comex
c80cbde7aa spirv_msl: Don't add fixup hooks for builtin variables if they're unused.
This is necessary to avoid invalid output because of how implicit
dependencies on builtins work.

For example, the fixup for `BuiltInSubgroupEqMask` initializes the
variable based on `builtin_subgroup_invocation_id_id`, a field storing
the ID for a variable with decoration `BuiltInSubgroupLocalInvocationId`.
This could be either a variable that already exists in the input
(spirv_msl.cpp:300) or, if necessary, a newly created one
(spirv_msl.cpp:621).  In both cases, though,
`builtin_subgroup_invocation_id_id` is only set under the condition
`need_subgroup_mask || needs_subgroup_invocation_id`.
`need_subgroup_mask` is true if any of the `BuiltInSubgroupXXMask` are
set in `active_input_builtins`.

Normally, if the program contains `BuiltInSubgroupEqMask`,
`Compiler::ActiveBuiltinHandler` will set it in `active_input_builtins`.
But this only happens if the variable is actually used, whereas
`fix_up_shader_inputs_outputs` loops over all variables in the program
regardless of whether they're used.

If `BuiltInSubgroupEqMask` is not used,
`builtin_subgroup_invocation_id_id` is never set, but before this patch
the fixup hook would try to use it anyway, producing MSL that references
a nonexistent variable named `_0`.

Avoid this by changing `fix_up_shader_inputs_outputs` to skip builtins
which are not set in `active_input_builtins` or
`active_output_builtins`.  And add a test case.
2020-11-25 13:41:12 -05:00
Chip Davis
1e67b21ee9 MSL: Don't mask off inactive bits in ballot masks.
This was based on my misreading the spec. The Vulkan CTS expects the
bits to be set, even if the invocations corresponding to them are
inactive.
2020-11-25 09:29:51 -06:00
Chip Davis
fd738e3387 MSL: Adjust FragCoord for sample-rate shading.
In Metal, the `[[position]]` input to a fragment shader remains at
fragment center, even at sample rate, like OpenGL and Direct3D. In
Vulkan, however, when the fragment shader runs at sample rate, the
`FragCoord` builtin moves to the sample position in the framebuffer,
instead of the fragment center. To account for this difference, adjust
the `FragCoord`, if present, by the sample position. The -0.5 offset is
because the fragment center is at (0.5, 0.5).

Also, add an option to force sample-rate shading in a fragment shader.
Since Metal has no explicit control for this, this is done by adding a
dummy `[[sample_id]]` which is otherwise unused, if none is already
present. This is intended to be used from e.g. MoltenVK when a
pipeline's `minSampleShading` value is nonzero.

Instead of checking if any `Input` variables have `Sample`
interpolation, I've elected to check that the `SampleRateShading`
capability is present. Since `SampleId`, `SamplePosition`, and the
`Sample` interpolation decoration require this cap, this should be
equivalent for any valid SPIR-V module. If this isn't acceptable, let me
know.
2020-11-23 10:30:24 -06:00
Hans-Kristian Arntzen
e07f0a9df5 GLSL: Fix buffer_reference with aliased names. 2020-11-23 16:36:49 +01:00
Hans-Kristian Arntzen
c5826b4b69 GLSL: Emit storage qualifiers for buffer_reference. 2020-11-23 16:26:33 +01:00
Hans-Kristian Arntzen
650b5e1b12 HLSL: Fix validation with FXC for test. 2020-11-23 16:03:35 +01:00
Hans-Kristian Arntzen
6a614cc7f7 Normalize all internal workaround methods to use spv prefix.
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.
2020-11-23 15:42:27 +01:00
Chip Davis
68908355a9 MSL: Expand subgroup support.
Add support for declaring a fixed subgroup size. Metal, like Vulkan with
`VK_EXT_subgroup_size_control`, allows the thread execution width to
vary depending on factors such as register usage. Unfortunately, this
breaks several tests that depend on the subgroup size being what the
device says it is. So we'll fix the subgroup size at the size the device
declares. The extra invocations in the subgroup will appear to be
inactive. Because of this, the ballot mask builtins are now ANDed with
the active subgroup mask.

Add support for emulating a subgroup of size 1. This is intended to be
used by Vulkan Portability implementations (e.g. MoltenVK) when the
hardware/software combo provides insufficient support for subgroups.
Luckily for us, Vulkan 1.1 only requires that the subgroup size be at
least 1.

Add support for quadgroup and SIMD-group functions which were added to
iOS in Metal 2.2 and 2.3. This will allow clients to take advantage of
expanded quadgroup and SIMD-group support in recent Metal versions and
on recent Apple GPUs (families 6 and 7).

Gut emulation of subgroup builtins in fragment shaders. It turns out
codegen for the SIMD-group functions in fragment wasn't implemented for
AMD on Mojave; it's a safe bet that it wasn't implemented for the other
drivers either. Subgroup support in fragment shaders now requires Metal
2.2.
2020-11-20 15:55:49 -06:00
Hans-Kristian Arntzen
1ee2d13873 MSL: Add missing reference file. 2020-11-11 16:25:01 +01:00
Jan Sikorski
f0239bce05 MSL: extract global variables from subgroup ballot operations
Fixes #1513.
2020-11-09 11:23:01 +01:00
Hans-Kristian Arntzen
71fcf0d9e6 Update texture gather test result. 2020-11-08 13:54:30 +01:00
Hans-Kristian Arntzen
46bf1e99d6
Merge pull request #1525 from cdavis5e/msl-interpolation-functions
MSL: Support pull-model interpolation on MSL 2.3+.
2020-11-07 17:04:56 +01:00
Hans-Kristian Arntzen
683c3f5c3f
Merge pull request #1530 from rdb/legacy-glsl-round
GLSL: Provide round/roundEven for legacy GLSL
2020-11-07 16:40:18 +01:00
Hans-Kristian Arntzen
ea334c14bc
Merge pull request #1527 from rdb/legacy-transpose
GLSL: implement transpose() in GLSL 1.10 / ES 1.00
2020-11-07 16:37:59 +01:00
Hans-Kristian Arntzen
2417010046
Merge pull request #1528 from rdb/fix-legacy-vertex-shader-lod
GLSL: Fix support for textureLod in legacy vertex shaders
2020-11-07 16:33:50 +01:00
rdb
bf71994dae GLSL: implement transpose() in GLSL 1.10 / ES 1.00 2020-11-06 22:27:54 +01:00
rdb
9e6e5d2738 GLSL: Fix round/roundEven for legacy GLSL. 2020-11-06 17:34:38 +01:00
rdb
e8c500ceef GLSL: Fix support for textureLod in legacy vertex shaders 2020-11-06 16:37:27 +01:00
Hans-Kristian Arntzen
db13762297 MSL: Fix regression in image gather handling.
It was not always possible to get backing variable for a late-combined
image sampler.
2020-11-06 16:21:30 +01:00
Chip Davis
aca9b6879a MSL: Support pull-model interpolation on MSL 2.3+.
New in MSL 2.3 is a template that can be used in the place of a scalar
type in a stage-in struct. This template has methods which interpolate
the varying at the given points. Curiously, you can't set interpolation
attributes on such a varying; perspective-correctness is encoded in the
type, while interpolation must be done using one of the methods. This
makes using this somewhat awkward from SPIRV-Cross, requiring us to jump
through a bunch of hoops to make this all work.

Using varyings from functions in particular is a pain point, requiring
us to pass the stage-in struct itself around. An alternative is to pass
references to the interpolants; except this will fall over badly with
composite types, which naturally must be flattened.  As with
tessellation, dynamic indexing isn't supported with pull-model
interpolation. This is because of the need to reference the original
struct member in order to call one of the pull-model interpolation
methods on it. Also, this is done at the variable level; this means that
if one varying in a struct is used with the pull-model functions, then
the entire struct is emitted as pull-model interpolants.

For some reason, this was not documented in the MSL spec, though there
is a property on `MTLDevice`, `supportsPullModelInterpolation`,
indicating support for this, which *is* documented. This does not appear
to be implemented yet for AMD: it returns `NO` from
`supportsPullModelInterpolation`, and pipelines with shaders using the
templates fail to compile. It *is* implemeted for Intel. It's probably
also implemented for Apple GPUs: on Apple Silicon, OpenGL calls down to
Metal, and it wouldn't be possible to use the interpolation functions
without this implemented in Metal.

Based on my testing, where SPIR-V and GLSL have the offset relative to
the pixel center, in Metal it appears to be relative to the pixel's
upper-left corner, as in HLSL. Therefore, I've added an offset 0.4375,
i.e. one half minus one sixteenth, to all arguments to
`interpolate_at_offset()`.

This also fixes a long-standing bug: if a pull-model interpolation
function is used on a varying, make sure that varying is declared. We
were already doing this only for the AMD pull-model function,
`interpolateAtVertexAMD()`; for reasons which are completely beyond me,
we weren't doing this for the base interpolation functions. I also note
that there are no tests for the interpolation functions for GLSL or
HLSL.
2020-11-05 11:57:45 -06:00
rdb
135933d59e HLSL: Add regression test for SM3.0 texture samplers 2020-11-03 18:15:05 +01:00
Hans-Kristian Arntzen
fc644b50e6
Merge pull request #1523 from KhronosGroup/fix-1512
HLSL: Add option to flatten matrix vertex input semantics.
2020-11-03 13:16:54 +01:00
Hans-Kristian Arntzen
b3344174f7 HLSL: Add option to flatten matrix vertex input semantics.
Helps translation layers where we expect inputs to be multiple float
vectors rather than an indexed matrix.
2020-11-03 11:18:32 +01:00
Hans-Kristian Arntzen
1f018b0fb8 Parser: Don't assume OpTypePointer will always take a SPIRType.
Possible to receive a function prototype here. Don't try to do anything
smart here, just don't crash during parsing.
2020-11-03 10:53:37 +01:00
Hans-Kristian Arntzen
c5a3f37a1c
Merge pull request #1519 from cdavis5e/msl-mac-comparison-bias-grad
MSL: Allow Bias and Grad arguments with comparison on Mac in MSL 2.3.
2020-11-02 20:01:14 +01:00
criss
6402586015 Updated ref file for subgroups_basicvoteballot.vk.comp 2020-11-02 18:40:56 +01:00
Chip Davis
547c29f7bb MSL: Allow Bias and Grad arguments with comparison on Mac in MSL 2.3.
I kept the code to replace constant zero arguments, because `Bias` and
`Grad` still have some problems on desktop GPUs.

`Bias` works on AMD GPUs. `Grad` does not. Both work on Intel. Still
needs testing on NV. It will definitely work with Apple GPUs.
2020-10-30 11:14:59 -05:00
Hans-Kristian Arntzen
439b666829 GLSL: Fix nonuniformEXT injection.
Needs to consider that other expressions might be using brackets as well
...
2020-10-30 14:11:16 +01:00
Hans-Kristian Arntzen
541a801fed
Merge pull request #1514 from cdavis5e/msl-mac-framebuffer-fetch
MSL: Allow framebuffer fetch on Mac in MSL 2.3.
2020-10-30 08:09:41 +01:00
Yuwen Wu
c8a43876c7
added metal keyworld: "level" (#1501)
* added metal keyworld: "level"

* added more metal keywords

* updated test case.
2020-10-30 08:07:25 +01:00
Chip Davis
c20d5945a2 MSL: Allow framebuffer fetch on Mac in MSL 2.3.
Another Apple GPU feature that will now be supported on Apple Silicon
Macs.
2020-10-29 10:50:59 -05:00
Hans-Kristian Arntzen
78c6d2d628
Merge pull request #1509 from cdavis5e/mac-post-depth-coverage
MSL: Allow post-depth coverage on Mac in MSL 2.3.
2020-10-29 09:50:44 +01:00
Hans-Kristian Arntzen
08e49bfd67
Merge pull request #1508 from KhronosGroup/fix-1507
Handle case where block is loop header, continue AND break block.
2020-10-28 16:04:14 +01:00
Chip Davis
d48d2a95c7 MSL: Allow post-depth coverage on Mac in MSL 2.3.
It's still only supported on Apple GPUs, but Macs will have those soon.
2020-10-27 22:07:01 -05:00
Hans-Kristian Arntzen
542d460364 Handle case where block is loop header, continue AND break block. 2020-10-27 12:29:08 +01:00
Hans-Kristian Arntzen
e47561a28b GLSL: Support a workaround for loading row-major matrices.
On AMD Windows OpenGL, it has been reported that we need to load
matrices via a wrapper function.
2020-10-27 12:07:09 +01:00
Hans-Kristian Arntzen
f65f259ab7 MSL: Do not use component::x gather for depth2d textures. 2020-10-26 10:18:17 +01:00
Chip Davis
1264e2705e MSL: Cast broadcast booleans to ushort.
Metal doesn't support broadcasting or shuffling boolean values, but we
can work around that by casting it to `ushort`, then casting it back to
`bool`. I used `ushort` instead of `uint` because 16-bit values give
better throughput on Apple GPUs.
2020-10-23 21:55:46 -05:00