Commit Graph

20 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen
eaf7afed97 MSL: Support argument buffers and image swizzling.
Change aux buffer to swizzle buffer.
There is no good reason to expand the aux buffer, so name it
appropriately.

Make the code cleaner by emitting a straight pointer to uint rather than
a dummy struct which only contains a single unsized array member anyways.

This will also end up being very similar to how we implement swizzle
buffers for argument buffers.

Do not use implied binding if it overflows int32_t.
2019-05-18 10:30:06 +02:00
Hans-Kristian Arntzen
44834f2115
Merge pull request #927 from KhronosGroup/fix-925
GLSL: Fix OpImageFetch with uint coordinates and LOD.
2019-04-03 12:32:43 +02:00
Hans-Kristian Arntzen
e4d5c6183a GLSL: Fix OpImageFetch with uint coordinates and LOD.
Also fix some minor issues with too many coordinate dimensions in HLSL and GLSL.
2019-04-03 10:50:32 +02:00
Hans-Kristian Arntzen
7e37623e82 MSL: Fix depth2d 4-component fixup.
Need to look at the backing image for the image. We might have found
diverging use at the image variable level, not just expression level.
2019-04-03 10:24:22 +02:00
Hans-Kristian Arntzen
8eb33c8017 Support -1 index in OpVectorShuffle.
-1 (0xffffffff) literal means the component should be undefined.
Since we cannot express undefined directly, just use a 0 literal in the
appropriate type.
2019-03-25 10:17:05 +01:00
Chip Davis
056c0e207d Take the vertex count from any indirect parameters passed.
This is necessary to deal with indirect draws, where the draw parameters
are given in a buffer instead of passed by the CPU. For normal draws,
the draw parameters are set with Metal's `setVertexBytes:` method.

This undoes the change to add the vertex count to the aux buffer,
rendering that entire discussion largely moot. Oh well. It was a
discussion that needed to happen anyway.
2019-02-06 15:17:14 -06:00
Chip Davis
c51e5b7911 MSL: Add a setting to capture vertex shader output to a buffer.
This will be necessary to support transform feedback, as well as
tessellation shaders.
2019-02-05 20:00:10 -06:00
Hans-Kristian Arntzen
18a4accd2f HLSL/MSL: Fix texture projection with Dref.
We need to divide the Dref by q.
2019-01-28 10:25:13 +01:00
Chip Davis
664df22d12 MSL: Fix passing a sampled image to a function.
In the past, SPIRV-Cross threw an error in this case because it couldn't
work out which swizzle from the auxiliary buffer needs to be passed.
Now, we pass the swizzle around with the texture object, like a combined
image-sampler and its associated sampler.
2019-01-14 09:29:31 -06:00
Chip Davis
3394f53734 MSL: Fix mapping of identity-swizzled components.
Before, if any component was not identity-mapped, those components that
were still identity-mapped were set to 0. Now we properly leave them
alone.
2019-01-07 11:20:13 -06:00
Chip Davis
010fecc466 MSL: Swizzle gathers on depth textures as well.
Might as well.
2018-10-03 11:47:13 -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
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
d310060f92 MSL: Support global I/O block and struct Input/Output usage.
Implement this by flattening outputs and unflattening inputs explicitly.
This allows us to pass down a single struct instead of dealing with the
insanity that would be passing down each flattened member separately.

Remove stage_uniforms_var_id.
Seems to be dead code. Naked uniforms do not exist in SPIR-V for Vulkan,
which this seems to have been intended for. It was also unused elsewhere.
2018-09-13 16:04:24 +02:00
Chip Davis
b76a330baf Update a bunch of test cases that I missed. 2018-09-03 17:31:15 -05:00
Bill Hollings
9b4defe202 CompilerMSL support matrices & arrays in stage-in & stage-out.
Support flattening StorageOutput & StorageInput matrices and arrays.
No longer move matrix & array inputs to separate buffer.
Add separate SPIRFunction::fixup_statements_in & SPIRFunction::fixup_statements_out
instead of just  SPIRFunction::fixup_statements.
Emit SPIRFunction::fixup_statements at beginning of functions.
CompilerMSL track vars_needing_early_declaration.
Pass global output variables as variables to functions that access them.
Sort input structs by location, same as output structs.
Emit struct declarations in order output, input, uniforms.
Regenerate reference shaders to new formats defined by above.
2018-06-12 11:41:35 -04:00
Hans-Kristian Arntzen
ac81a0ce68 Use declared binding in SPIR-V as a fallback for explicit MSL binds. 2018-04-04 12:25:11 +02:00
Hans-Kristian Arntzen
9fbd8b789e Update tests for latest SPIRV-Tools and glslang. 2018-03-12 15:11:55 +01:00