Commit Graph

339 Commits

Author SHA1 Message Date
Hans-Kristian Arntzen
249f8e5180 MSL: Support storing to row-major column.
Defer transposes to actual Load or Store.
2019-07-22 11:13:44 +02:00
Hans-Kristian Arntzen
be2fccd837 Tests run clean. 2019-07-22 10:23:39 +02:00
Chip Davis
12a8654784 Don't forward uses of an OpIsHelperInvocationEXT op.
If this is computed *before* a `demote`, but used *after*, forwarding it
will produce the wrong value. This does make for uglier shaders, but
it's necessary right now to ensure correctness.

I needed to use an assembly shader to produce the test for this.
`spirv-opt` is not smart enough (or too smart?) to eliminate the
variable that would be used in GLSL to express this.
2019-07-18 17:32:35 -05:00
Chip Davis
50dce10c5d Support the SPV_EXT_demote_to_helper_invocation extension.
This extension provides a new operation which causes a fragment to be
discarded without terminating the fragment shader invocation. The
invocation for the discarded fragment becomes a helper invocation, so
that derivatives will remain defined. The old `HelperInvocation` builtin
becomes undefined when this occurs, so a second new instruction queries
the current helper invocation status.

This is only fully supported for GLSL. HLSL doesn't support the
`IsHelperInvocation` operation and MSL doesn't support the
`DemoteToHelperInvocation` op.

Fixes #1052.
2019-07-17 09:12:22 -05:00
Chip Davis
bc646574a6 MSL: Support the SPV_INTEL_shader_integer_functions2 extension.
This provides a few functions normally available in OpenCL to the SPIR-V
shader environment. These functions happen to be available in Metal as
well.

No GLSL, unfortunately. Intel has yet to publish a
`GL_INTEL_shader_integer_functions2` spec.
2019-07-15 09:42:36 -05:00
Hans-Kristian Arntzen
33d2bbcf69 Merge branch 'msl-amd-trinary-functions' of git://github.com/cdavis5e/SPIRV-Cross 2019-07-15 09:46:31 +02:00
Hans-Kristian Arntzen
4d7aae1050 Merge branch 'device-group' of git://github.com/cdavis5e/SPIRV-Cross 2019-07-15 09:46:16 +02:00
Chip Davis
343c6f4ff4 Update external repos.
Fix fallout from changes.

There's a bug in glslang that prevents `float16_t`, `[u]int16_t`, and
`[u]int8_t` constants from adding the corresponding SPIR-V capabilities.
SPIRV-Tools, meanwhile, tightened validation so that these constants are
only valid if the corresponding `Float16`, `Int16`, and `Int8` caps are
on. This affects the `16bit-constants.frag` test for GLSL and MSL.
2019-07-13 16:50:21 -05:00
Chip Davis
6a58554568 Support the SPV_KHR_device_group extension.
The only piece added by this extension is the `DeviceIndex` builtin,
which tells the shader which device in a grouped logical device it is
running on.

Metal's pipeline state objects are owned by the `MTLDevice` that created
them. Since Metal doesn't support logical grouping of devices the way
Vulkan does, we'll thus have to create a pipeline state for each device
in a grouped logical device. The upcoming peer group support in Metal 3
will not change this. For this reason, for Metal, the device index is
supplied as a constant at pipeline compile time.

There's an interaction between `VK_KHR_device_group` and
`VK_KHR_multiview` in the
`VK_PIPELINE_CREATE_VIEW_INDEX_FROM_DEVICE_INDEX_BIT`, which defines the
view index to be the same as the device index. The new
`view_index_from_device_index` MSL option supports this functionality.
2019-07-13 16:45:54 -05:00
Chip Davis
ca91fcfe5f MSL: Support the SPV_AMD_shader_trinary_minmax extension.
This requires MSL 2.1.
2019-07-13 16:43:57 -05:00
Hans-Kristian Arntzen
932ee0e328 Deal correctly with return sign of bitscan operations. 2019-07-12 10:57:56 +02:00
Hans-Kristian Arntzen
19ebbd48c7
Merge pull request #1077 from cdavis5e/msl-spirv-qualifiers
MSL: Handle coherent, volatile, and restrict.
2019-07-12 10:03:06 +02:00
Chip Davis
1df47db6ba Support the SPV_KHR_post_depth_coverage extension.
Using the `PostDepthCoverage` mode specifies that the `gl_SampleMaskIn`
variable is to contain the computed coverage mask following the early
fragment tests, which this mode requires and implicitly enables.

Note that unlike Vulkan and OpenGL, Metal places this on the sample mask
input itself, and furthermore does *not* implicitly enable early
fragment testing. If it isn't enabled explicitly with an
`[[early_fragment_tests]]` attribute, the compiler will error out. So we
have to enable that mode explicitly if `PostDepthCoverage` is enabled
but `EarlyFragmentTests` isn't.

For Metal, only iOS supports this; for some reason, Apple has yet to
implement it on macOS, even though many desktop cards support it.
2019-07-11 10:28:43 -05:00
Chip Davis
058f1a0933 MSL: Handle coherent, volatile, and restrict.
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.
2019-07-11 10:22:30 -05:00
Chip Davis
28454facbb MSL: Handle packed matrices.
The old method of using a different unpacked matrix type doesn't work
for scalar alignment. It certainly wouldn't have any effect for a square
matrix, since the number of columns and rows are the same. So now we'll
store them as arrays of packed vectors.
2019-07-10 18:37:31 -05:00
Chip Davis
e5fa7edfd6 MSL: Support scalar block layout.
Relaxed block layout relaxed the restrictions on vector alignment,
allowing them to be aligned on scalar boundaries. Scalar block layout
relaxes this further, allowing *any* member to be aligned on a scalar
boundary. The requirement that a vector not improperly straddle a
16-byte boundary is also relaxed.

I've also added a test showing that `std430` layout works with UBOs.

I'm troubled by the dual meaning of the `Packed` extended decoration. In
some instances (struct, `float[]`, and `vec2[]` members), it actually
means the exact opposite, that the member needs extra padding. This is
especially problematic for `vec2[]`, because now we need to distinguish
the two cases by checking the array stride. I wonder if this should
actually be split into two decorations.
2019-07-09 20:59:32 -05:00
Hans-Kristian Arntzen
50342966c0 Fall back to complex loop if non-trivial continue block is found.
There is a case where we can deduce a for/while loop, but the continue
block is actually very painful to deal with, so handle that case as
well. Removes an exceptional case.
2019-07-08 11:54:29 +02:00
Hans-Kristian Arntzen
4056d0b74e Don't use scalar dot(). 2019-07-03 14:32:06 +02:00
Hans-Kristian Arntzen
041f103d44 MSL/HLSL: Support scalar reflect and refract. 2019-07-03 12:31:52 +02:00
Chip Davis
31b6c93516 MSL: Support SubgroupLocalInvocationId and SubgroupSize in all stages.
MSL prior to 2.2 doesn't support these natively in any stage but
compute. But, we can (assuming no threads were terminated prematurely)
get their values with some creative uses of the
`simd_prefix_exclusive_sum()` and `simd_sum()` functions.

Also, fix a missing `to_expression()` with `BuiltInSubgroupEqMask`.

For KhronosGroup/MoltenVK#629.
2019-07-02 11:48:59 -05:00
Hans-Kristian Arntzen
f8b084de61 MSL/HLSL: Support OpOuterProduct. 2019-07-01 10:57:27 +02:00
Chip Davis
7eecf5a46b MSL: Support SPV_KHR_multiview.
This is needed to support `VK_KHR_multiview`, which is in turn needed
for Vulkan 1.1 support. Unfortunately, Metal provides no native support
for this, and Apple is once again less than forthcoming, so we have to
implement it all ourselves.

Tessellation and geometry shaders are deliberately unsupported for now.
The problem is that the current implementation encodes the `ViewIndex`
as part of the `InstanceIndex`, which in the SPIR-V environment at least
only exists in the vertex shader. So we need to work out a way to pass
the view index along to the later stages.

This implementation runs vertex shaders for all views up to the highest
bit set in the view mask, even those whose bits are clear. The fragments
for the inactive views are then discarded. Avoiding this is difficult:
calculating the view indices becomes far more complicated if we can only
run for those views which are set in the mask.
2019-06-29 09:43:55 -05:00
Hans-Kristian Arntzen
ff87419607 Deal with scalar input values for distance/length/normalize.
HLSL and MSL don't support it, so fall back to simpler intrinsics.
2019-06-28 11:20:14 +02:00
Hans-Kristian Arntzen
c76b99b711 Handle more cases with FP16 and texture sampling. 2019-06-27 15:04:22 +02:00
Hans-Kristian Arntzen
ab3798fd91 MSL: Add support for SubgroupSize / SubgroupInvocationID in fragment. 2019-06-24 12:31:54 +02:00
Hans-Kristian Arntzen
e2c95bdcbc MSL: Rewrite how resource indices are fallback-assigned.
We used to use the Binding decoration for this, but this method is
hopelessly broken. If no explicit MSL resource remapping exists, we
remap automatically in a manner which should always "just work".
2019-06-21 12:54:08 +02:00
Hans-Kristian Arntzen
a1f7c8dc8e
Merge pull request #1031 from KhronosGroup/fix-1009
MSL: Support 64-bit integers.
2019-06-19 15:29:27 +02:00
Hans-Kristian Arntzen
7fdb418f18
Merge pull request #1028 from KhronosGroup/fix-1010
MSL: Support barycentrics and PrimitiveID in fragment shaders
2019-06-19 15:29:14 +02:00
Hans-Kristian Arntzen
4c20c941f0
Merge pull request #1025 from KhronosGroup/fix-1013
MSL: Support OpImageQueryLod.
2019-06-19 14:07:39 +02:00
Hans-Kristian Arntzen
a6798d06a2 MSL: Error out on int64_t/uint64_t buffer members.
Not supported for whatever reason.
2019-06-19 10:14:46 +02:00
Hans-Kristian Arntzen
a6b71ae999 MSL: Support 64-bit integers. 2019-06-19 09:55:00 +02:00
Hans-Kristian Arntzen
2e1cee5e1e MSL: Support PrimitiveID in fragment and barycentrics. 2019-06-19 09:52:35 +02:00
Hans-Kristian Arntzen
0671b3c35b MSL: Support OpImageQueryLod.
Correctness is a bit unclear at the moment. The spec document for 2.2 is
not updated for query-lod, but this is the best we can do anyways.
2019-06-19 09:51:56 +02:00
Hans-Kristian Arntzen
f171d82590 MSL: Support MinLod operand. 2019-06-19 09:43:03 +02:00
Hans-Kristian Arntzen
026a167549 MSL: New SDK errors out on cull distance.
Not supported, so just ignore this test for now, it should not have
compiled in the first place.
2019-06-14 12:12:40 +02:00
Hans-Kristian Arntzen
d81bfc5b58 MSL: Fix regression with Private parameter declaration.
If we compile multiple times due to forced_recompile, we had
deferred_declaration = true while emitting function prototypes which
broke an assumption. Fix this by clearing out stale state before leaving
a function.
2019-06-13 10:36:21 +02:00
Hans-Kristian Arntzen
95053ea4bc
Merge pull request #1024 from KhronosGroup/fix-1016
GLSL/MSL: Support stencil export
2019-06-12 12:48:10 +02:00
Hans-Kristian Arntzen
14d0a1eb0c MSL: Support stencil export. 2019-06-12 10:21:20 +02:00
Hans-Kristian Arntzen
a7b2ba28a0 MSL: Support Invariant qualifier on position. 2019-06-12 09:39:12 +02:00
Hans-Kristian Arntzen
314efdcc42 MSL: Fix declaration of unused input variables.
In multiple-entry-point modules, we declared builtin inputs which were
not supposed to be used for that entry point.

Fix this, by being more strict when checking which builtins to emit.
2019-05-31 13:23:34 +02:00
Hans-Kristian Arntzen
65af09d2d1 Support emitting OpLine directive.
Facilitates easier mapping from source language to cross-compiled output
in tooling.
2019-05-28 13:44:24 +02:00
Hans-Kristian Arntzen
42e64597a7 OpArrayLength must trigger active variables. 2019-05-27 16:44:02 +02:00
Hans-Kristian Arntzen
7b9e0fb428 MSL: Implement OpArrayLength.
This gets rather complicated because MSL does not support OpArrayLength
natively. We need to pass down a buffer which contains buffer sizes, and
we compute the array length on-demand.

Support both discrete descriptors as well as argument buffers.
2019-05-27 16:13:09 +02:00
Hans-Kristian Arntzen
55ff233526 MSL: Add test case for complex type alias. 2019-05-23 15:05:30 +02:00
Hans-Kristian Arntzen
96492648d4 MSL: Fix struct declaration order with complex type aliases.
MSL generally emits the aliases, which means we cannot always place the
master type first, unlike GLSL and HLSL. The logic fix is just to
reorder after we have tagged types with packing information, rather than
doing it in the parser fixup.
2019-05-23 14:54:04 +02:00
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
Chip Davis
9d9415754b MSL: Add support for subgroup operations.
Some support for subgroups is present starting in Metal 2.0 on both iOS
and macOS. macOS gains more complete support in 10.14 (Metal 2.1).

Some restrictions are present. On iOS and on macOS 10.13, the
implementation of `OpGroupNonUniformElect` is incorrect: if thread 0 has
already terminated or is not executing a conditional branch, the first
thread that *is* will falsely believe itself not to be. Unfortunately,
this operation is part of the "basic" feature set; without it, subgroups
cannot be supported at all.

The `SubgroupSize` and `SubgroupLocalInvocationId` builtins are only
available in compute shaders (and, by extension, tessellation control
shaders), despite SPIR-V making them available in all stages. This
limits the usefulness of some of the subgroup operations in fragment
shaders.

Although Metal on macOS supports some clustered, inclusive, and
exclusive operations, it does not support them all. In particular,
inclusive and exclusive min, max, and, or, and xor; as well as cluster
sizes other than 4 are not supported. If this becomes a problem, they
could be emulated, but at a significant performance cost due to the need
for non-uniform operations.
2019-05-15 17:40:04 -05:00
Hans-Kristian Arntzen
03da32a124 Fix nonuniform test for MSL.
Binding index overlaps.
2019-05-13 15:14:18 +02:00
Hans-Kristian Arntzen
647ddaee42 HLSL/MSL: Deal correctly with nonuniformEXT qualifier.
MSL does not seem to have a qualifier for this, but HLSL SM 5.1 does.
glslangValidator for HLSL does not support this, so skip any validation,
but it passes in FXC.
2019-05-13 14:58:27 +02:00
Hans-Kristian Arntzen
ac5eea3326 MSL: Add test for passing single swizzled texture arg from array. 2019-05-09 14:19:40 +02:00
Hans-Kristian Arntzen
97d39dc9d5 MSL: Deal with texture swizzle on arrays of images. 2019-05-09 11:25:45 +02:00
Chip Davis
01c491648b Fix a copy-pasto. 2019-04-26 17:16:21 -05:00
Hans-Kristian Arntzen
c2715c3908 MSL: Cast texture_buffer index to uint. 2019-04-23 12:46:48 +02:00
Hans-Kristian Arntzen
fc4f39b11f MSL: Support native texture_buffer type, throw error on atomics.
Atomics are not supported on images or texture_buffers in MSL.
Properly throw an error if OpImageTexelPointer is used (since it can
only be used for atomic operations anyways).
2019-04-23 12:21:43 +02:00
Michael Barriault
105bfd368a Only use MSL constant address space for tessellation control shader. 2019-04-16 17:56:02 +01:00
Michael Barriault
d6754c5713 Fix tests for device->constant address space change in MSL tessellation control shader generation. 2019-04-10 18:37:04 +01:00
Bill Hollings
efbe7ca16f MSL: Fix infinite CAS loop on atomic_compare_exchange_weak_explicit(). 2019-04-05 21:28:57 -04:00
Frank Henigman
248e95a42f Update to latest glslang/SPIRV-Tools. 2019-04-03 15:37:38 -04:00
Hans-Kristian Arntzen
0909975655 MSL: Declare gl_WorkGroupSize constant with [[maybe_unused]].
Avoids ugly warnings on nearly every compute shader.
We could do analysis to detect whether we need to emit this constant,
but it's a bit tedious to figure out if an OpConstantComponent is
actually used by opcodes, so just make it simple.
2019-03-28 10:54:18 +01:00
Hans-Kristian Arntzen
e2aadf8995 Rename "push descriptor set" to "discrete descriptor set".
Check for case where iOS doesn't support writable argument buffer
textures.
2019-03-15 21:53:21 +01:00
Hans-Kristian Arntzen
b3380ec9dd MSL: Support VK_KHR_push_descriptor.
If we have argument buffers, we also need to support using plain
descriptor sets for certain cases where API wants it.
2019-03-15 14:08:47 +01:00
Hans-Kristian Arntzen
bc21ccb7ce MSL: Emit correct SSBO constness for argument buffers. 2019-03-15 12:05:35 +01:00
Hans-Kristian Arntzen
af8a9ccdcb MSL: Need to emit two layers of address space.
When passing down arrays of buffer pointers, the array itself needs an
address space.
2019-03-15 11:29:17 +01:00
Hans-Kristian Arntzen
e47a77d596 MSL: Implement Metal 2.0 indirect argument buffers. 2019-03-15 11:01:27 +01:00
Hans-Kristian Arntzen
ee395afa83 MSL: Emit proper name for optimized UBO/SSBO arrays. 2019-02-25 11:09:00 +01:00
Hans-Kristian Arntzen
ad6134262e
Merge pull request #877 from cdavis5e/msl-tesc-early-return
MSL: Return early from helper tesc invocations.
2019-02-25 09:13:06 +01:00
Chip Davis
a43dcd7b99 MSL: Return early from helper tesc invocations.
Return after loading the input control point array if there are more
input points than output points, and this was one of the helper
invocations spun off to load the input points. I was hesitant to do this
initially, since the MSL spec has this to say about barriers:

> The `threadgroup_barrier` (or `simdgroup_barrier`) function must be
> encountered by all threads in a threadgroup (or SIMD-group) executing
> the kernel.

That is, if any thread executes the barrier, then all threads must
execute it, or the barrier'd invocations will hang. But, the key words
here seem to be "executing the kernel;" inactive invocations, those that
have already returned, need not encounter the barrier to prevent hangs.
Indeed, I've encountered no problems from doing this, at least on my
hardware. This also fixes a few CTS tests that were failing due to
execution ordering; apparently, my assumption that the later, invalid
data written by the helpers would get overwritten was wrong.
2019-02-24 12:17:47 -06:00
Chip Davis
f3c0942d10 MSL: Use vectors for the tessellation level builtins in tese shaders.
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.
2019-02-22 12:18:51 -06:00
Hans-Kristian Arntzen
a4ac27546a MSL: Fix textures which are sampled and compared against.
depth2d in MSL only returns float, not float4, even for normal sampling.
We need to conditionally remap-swizzle back to float4.
2019-02-22 12:27:40 +01:00
Chip Davis
7a7e210515 MSL: Force unnamed array builtin attributes to have a name.
That way, when we refer to them, they'll have the name that we're
expecting.
2019-02-20 22:16:51 -06:00
Chip Davis
285ca4c2b1 MSL: Don't bother fixing up triangle tess coords.
Instead, I'm going to have MoltenVK reverse the winding order in the
lower-left case. This seems to be what the test suite expects to happen
anyhow.
2019-02-20 14:30:44 -06:00
Chip Davis
8095434dc4 MSL: Drop stores to nonexistent tess levels.
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.
2019-02-20 09:11:24 -06:00
Chip Davis
c8ee9fbe76 MSL: Expand quad gl_TessCoord to a float3.
This is the actual SPIR-V type of the builtin. We forced to a `float2`
in the declaration because that's what Metal wants.
2019-02-20 09:11:24 -06:00
Hans-Kristian Arntzen
58f264c99d
Merge pull request #865 from KhronosGroup/fix-863
Always value-cast FP16 constants instead of using literals.
2019-02-20 14:58:44 +01:00
Hans-Kristian Arntzen
4ef51331b2 Always value-cast FP16 constants instead of using literals.
GL_NV_gpu_shader5 doesn't support "hf", so to avoid lots of complicated
workarounds, just value-cast the half literals.
2019-02-20 12:30:01 +01:00
Hans-Kristian Arntzen
056a0ba27e Fix case where a struct is loaded which contains a row-major matrix. 2019-02-20 12:19:00 +01:00
Chip Davis
41d9424233 MSL: Add an option to set the tessellation domain origin.
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.
2019-02-18 14:25:42 -06:00
Chip Davis
08863c1e28 Don't set any aliases or do any flattening for arrayed per-vertex I/O.
We already handle all that specially.
2019-02-15 17:24:16 -06:00
Chip Davis
6b7988046d Handle blocks of patch I/O.
In this case, each member of the block will be decorated with
`DecorationPatch`, rather than the block variable having the decoration.
2019-02-15 17:21:38 -06:00
Chip Davis
e75add42c9 MSL: Add support for tessellation evaluation shaders.
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.
2019-02-14 10:00:08 -06:00
Chip Davis
13df78bebf Unflatten inputs when copying to outputs.
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.
2019-02-13 12:37:24 -06:00
Chip Davis
0bb6bbda22 Never flatten outputs when capturing them.
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.
2019-02-11 17:18:54 -06:00
Chip Davis
eb89c3a428 MSL: Add support for tessellation control shaders.
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.
2019-02-07 08:51:22 -06:00
Hans-Kristian Arntzen
d9ed3dcc7a
Merge pull request #848 from cdavis5e/capture-output-buffer
MSL: Add a setting to capture vertex shader output to a buffer.
2019-02-07 15:11:41 +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
546f1ccbb5 Test that out variables still work in leaf functions with capture on. 2019-02-06 10:49:25 -06:00
Hans-Kristian Arntzen
3e584f2c3f Support LUTs in single-function CFGs on Private storage class.
Fairly common pattern in unoptimized SPIR-V. Support this case as well.
2019-02-06 10:38:59 +01:00
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
fcbe999d99 MSL: Fix another test incompatibility. 2019-01-30 17:22:38 +01:00
Hans-Kristian Arntzen
b78ffa1cc7 Fixup MSL iOS test. 2019-01-30 16:26:41 +01:00
Hans-Kristian Arntzen
2ed171e525 GLSL/MSL: Implement 8-bit part of VK_KHR_shader_float16_int8.
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.
2019-01-30 15:45:24 +01:00
Hans-Kristian Arntzen
4e7777c443 Update to latest glslang/SPIRV-Tools.
Fix various bugs along the way.
2019-01-30 13:41:57 +01:00
Hans-Kristian Arntzen
3e09879131 Support initializers on StorageClassOutput. 2019-01-30 10:29:08 +01:00
Hans-Kristian Arntzen
912fde95f1 MSL: Use correct size for structs.
Need to align the size of structs to the natural alignment.
2019-01-28 15:20:30 +01:00
Hans-Kristian Arntzen
217eb5b5f9 MSL: Add a preliminary check for bad arrays of structs.
ArrayStride can be larger than the declared struct size.
We have no obvious solution for now, but warn about it in the MSL output
for the time being.
2019-01-28 15:20:30 +01:00
Hans-Kristian Arntzen
8c632da461 MSL: Use correct alignment rule for whole structs.
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.
2019-01-28 15:20:30 +01:00
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
Hans-Kristian Arntzen
437fc87a89 MSL: Deal with resource name aliasing.
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.
2019-01-18 16:27:57 +01:00
Hans-Kristian Arntzen
1040cf6cc1
Merge pull request #831 from cdavis5e/force-recompile-hooks
MSL: Hoist fixup hooks in entry_point_args() out of the compile loop.
2019-01-17 19:42:05 +01:00
Chip Davis
f500d2f70c MSL: Hoist fixup hooks in entry_point_args() out of the compile loop.
Otherwise, in the event of a forced recompile, we could end up adding
them twice.
2019-01-17 10:18:38 -06:00