Emit synthetic functions before function constants.
Support use of spvQuantizeToF16() in function constants for numerical
behavior consistency with the op code.
Ensure subnormal results from OpQuantizeToF16 are flushed to zero per SPIR-V spec.
Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
Any MSL reference shader that inclues a synthetic function is affected,
since the location it is emitted has changed.
Add spvQuantizeToF16() family of synthetic functions to convert
from float to half and back again, and add function attribute
[[clang::optnone]] to honor infinities during conversions.
Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
* Fix '--msl-multi-patch-workgroup' cases where thread count exceeds data bounds
*Fix gl_PrimitiveID off by one error when computing last valid index
*Point gl_out to the last patch's data when threads exceed input data bounds
*Point patchOut to the last patch's data when threads exceed input data bounds
* Update MSL test expectations.
* Undo change to MSL multi-patch hull output bound checks
* Update MSL multi-patch test expectations.
Subsequent stages can legally attempt to read from these variables,
which causes compilation failure.
Always make sure we emit user outputs in vertex shaders if they are
active in the entry point.
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.
- 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.
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.
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.
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.
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 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.
This is not necessary, as we must emit an invalidating store before we
potentially consume an invalid expression. In fact, we're a bit
conservative here in this case for example:
int tmp = variable;
if (...)
{
variable = 10;
}
else
{
// Consuming tmp here is fine, but it was
// invalidated while emitting other branch.
// Technically, we need to study if there is an invalidating store
// in the CFG between the loading block and this block, and the other
// branch will not be a part of that analysis.
int tmp2 = tmp * tmp;
}
Fixing this case means complex CFG traversal *everywhere*, and it feels like overkill.
Fixing this exposed a bug with access chains, so fix a bug where expression dependencies were not
inherited properly in access chains. Access chains are now considered forwarded if there
is at least one dependency which is also forwarded.
This subtle bug removed any expression validation for trivially swizzled
variables. Make usage suppression a more explicit concept rather than
just hacking off forwarded_temporaries.
There is some fallout here with loop generation since our expression
invalidation is currently a bit too naive to handle loops properly.
The forwarding bug masked this problem until now.
If part of the loop condition is also used in the body, we end up
reading an invalid expression, which in turn forces a temporary to be
generated in the condition block, not good. We'll need to be smarter
here ...
This maps them to their MSL equivalents. I've mapped `Coherent` to
`volatile` since MSL doesn't have anything weaker than `volatile` but
stronger than nothing.
As part of this, I had to remove the implicit `volatile` added for
atomic operation casts. If the buffer is already `coherent` or
`volatile`, then we would add a second `volatile`, which would be
redundant. I think this is OK even when the buffer *doesn't* have
`coherent`: `T *` is implicitly convertible to `volatile T *`, but not
vice-versa. It seems to compile OK at any rate. (Note that the
non-`volatile` overloads of the atomic functions documented in the spec
aren't present in the MSL 2.2 stdlib headers.)
`restrict` is tricky, because in MSL, as in C++, it needs to go *after*
the asterisk or ampersand for the pointer type it's modifying.
Another issue is that, in the `Simple`, `GLSL450`, and `Vulkan` memory
models, `Restrict` is the default (i.e. does not need to be specified);
but MSL likely follows the `OpenCL` model where `Aliased` is the
default. We probably need to implicitly set either `Restrict` or
`Aliased` depending on the module's declared memory model.