The tessellation levels in Metal are stored as a densely-packed array of
half-precision floating point values. But, stage-in attributes in Metal
have to have offsets and strides aligned to a multiple of four, so we
can't add them individually. Luckily for us, the arrays have lengths
less than 4. So, let's use vectors for them!
Triangles get a single attribute with a `float4`, where the outer levels
are in `.xyz` and the inner levels are in `.w`. The arrays are unpacked
as though we had added the elements individually. Quads get two: a
`float4` with the outer levels and a `float2` with the inner levels.
Further, since vectors can be indexed as arrays, there's no need to
unpack them in this case.
This also saves on precious vertex attributes. Before, we were using up
to 6 of them. Now we need two at most.
In SPIR-V, there are always two inner levels and four outer levels, even
if the input patch isn't a quad patch. But in MSL, due to requirements
imposed by Metal, only one inner level and three outer levels exist when
the input patch is a triangle patch. We must explicitly ignore any write
to the nonexistent second inner and fourth outer levels in this case.
In the bizarre case where the ID of a loaded opaque type aliased with a
literal which was used as part of another texturing instruction, we
could end up with a case where domination analysis assumed the loaded
opaque type needed to be moved to a different scope.
Fix the issue by never doing dominance analysis for opaque temporaries,
and be more robust when analyzing texturing instructions.
Also make sure reflection output is deterministic.
This patch slightly alterered output for some unknown reason, but it came from an
unordered_map, so it's fine.
This is intended to be used to support `VK_KHR_maintenance2`'s
tessellation domain origin feature. If `tess_domain_origin_lower_left`
is `true`, the `v` coordinate will be inverted with respect to the
domain. Additionally, in `Triangles` mode, the `v` and `w` coordinates
will be swapped. This is because the winding order is interpreted
differently in lower-left mode.
These are mapped to Metal's post-tessellation vertex functions. The
semantic difference is much less here, so this change should be simpler
than the previous one. There are still some hairy parts, though.
In MSL, the array of control point data is represented by a special
type, `patch_control_point<T>`, where `T` is a valid stage-input type.
This object must be embedded inside the patch-level stage input. For
this reason, I've added a new type to the type system to represent this.
On Mac, the number of input control points to the function must be
specified in the `patch()` attribute. This is optional on iOS.
SPIRV-Cross takes this from the `OutputVertices` execution mode; the
intent is that if it's not set in the shader itself, MoltenVK will set
it from the tessellation control shader. If you're translating these
offline, you'll have to update the control point count manually, since
this number must match the number that is passed to the
`drawPatches:...` family of methods.
Fixes#120.
This should fix a whole host of issues related to structs in the `Input`
class in a tessellation control shader.
Also, use pointer arithmetic instead of dereferencing the `ops` array.
This is critical in case we wind up stepping beyond the bounds of the
array.
When we force recompile, the old var.self name we used as a fallback
name might have been disturbed, so we should recover certain names back
to their original form in case we are forced to take a recompile to make
the naming algorithm more deterministic.
There's no need to do so, since these are not stage-out structs being
returned, but regular structures being written to a buffer. This also
neatly avoids issues writing to composite (e.g. arrayed) per-patch
outputs from a tessellation control shader.
These are transpiled to kernel functions that write the output of the
shader to three buffers: one for per-vertex varyings, one for per-patch
varyings, and one for the tessellation levels. This structure is
mandated by the way Metal works, where the tessellation factors are
supplied to the draw method in their own buffer, while the per-patch and
per-vertex varyings are supplied as though they were vertex attributes;
since they have different step rates, they must be in separate buffers.
The kernel is expected to be run in a workgroup whose size is the
greater of the number of input or output control points. It uses Metal's
support for vertex-style stage input to a compute shader to get the
input values; therefore, at least one instance must run per input point.
Meanwhile, Vulkan mandates that it run at least once per output point.
Overrunning the output array is a concern, but any values written should
either be discarded or overwritten by subsequent patches. I'm probably
going to put some slop space in the buffer when I integrate this into
MoltenVK to be on the safe side.
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.
Storage was in place already, so mostly just dealing with bitcasts and
constants.
Simplies some of the bitcasting logic, and this exposed some bugs in the
implementation. Refactor to use correct width integers with explicit bitcast opcodes.
Structs are aligned as you would expect in MSL (maximum member
alignment), and it is not minimum 16 bytes like in std140.
Also rename the dummy "pad" members to a reserved naming scheme.
Apparently we didn't use those yet. MSL seems to be able to alias struct
types and variable types to a degree, so that's why it has escaped
testing until now.
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.
If not enough components are provided in the shader,
the shader MSL compiler throws an error rather than make components
undefined. This hurts portability, so we need to add explicit padding
here.
MSL does not support value semantics for arrays (sigh), so we need to
force constant references and deal with copies if we have a different
address space than what we end up guessing.