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.
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.
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.
Only the least *n* bits are significant, where *n* is the subgroup size.
The Vulkan CTS actually checks this.
The `FindLSB` tests weren't actually failing, but I masked that anyway,
in case there's some corner case the CTS is missing.
`SubgroupEqMask` had a fencepost error that gave wrong values for
invocation ID 32.
For `SubgroupGeMask` and `SubgroupGtMask`, I forgot to shift the values
from `extract_bits()` up so that the mask is in the correct position.
Using `insert_bits()` instead should fold these two operations into one.
`SubgroupLtMask` and `SubgroupLeMask` were already correct.
`half` cannot be bitcasted to `float`, because the two types are not the
same size. Use an expanding cast instead.
We were already doing this for stores to the tessellation levels; why I
didn't also do this for loads is beyond me.
Fix reversed coordinates: `y` should be used to calculate the row
address. Align row address to the row stride.
I've made the row alignment a function constant; this makes it possible
to override it at pipeline compile time.
Honestly, I don't know how this worked at all for Epic. It definitely
didn't work in the CTS prior to this.
MSL 2.3 has everything needed to support this extension on all
platforms. The existing `discard_fragment()` function was given demote
semantics, similar to Direct3D, and the `simd_is_helper_thread()`
function was finally added to iOS.
I've left the old test alone. Should I remove it in favor of these?
In some cases, we need to get a literal value from a spec constant op.
Mostly relevant when emitting buffers, so implement a 32-bit integer
scalar subset of the evaluator. Can be extended as needed to support
evaluating any specialization constant operation.
These need to use arrayed texture types, or Metal will complain when
binding the resource. The target layer is addressed relative to the
Layer output by the vertex pipeline, or to the ViewIndex if in a
multiview pipeline. Unlike with the s/t coordinates, Vulkan does not
forbid non-zero layer coordinates here, though this cannot be expressed
in Vulkan GLSL.
Supporting 3D textures will require additional work. Part of the problem
is that Metal does not allow texture views to subset a 3D texture, so we
need some way to pass the base depth to the shader.