Make sure to test everything with scalar as well to catch any weird edge
cases.
Not all opcodes are covered here, just the arithmetic ones. FP64 packing
is also ignored.
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.
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.
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.
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.
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.
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".
Older API was oriented around IDs which are not available unless you're
doing full reflection, which is awkward for certain use cases which know
their set/bindings up front.
Optimize resource bindings to be hashmap rather than doing linear seeks
all the time.
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.
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.
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.
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.
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).
- Replace ostringstream with custom implementation.
~30% performance uplift on vector-shuffle-oom test.
Allocations are measurably reduced in Valgrind.
- Replace std::vector with SmallVector.
Classic malloc optimization, small vectors are backed by inline data.
~ 7-8% gain on vector-shuffle-oom on GCC 8 on Linux.
- Use an object pool for IVariant type.
We generally allocate a lot of SPIR* objects. We can amortize these
allocations neatly by pooling them.
- ~15% overall uplift on ./test_shaders.py --iterations 10000 shaders/.
We cannot deduce if OpLoad needs ArrayCopy templates early since it's
heavily context dependent, and we might only know on 3rd iteration of
the compile loop.
This is a pragmatic trick to avoid symbol collision where a project
links against SPIRV-Cross statically, while linking to other projects
which also use SPIRV-Cross statically. We can end up with very awkward
symbol collisions which can resolve themselves silently because
SPIRV-Cross is pulled in as necessary. To fix this, we must use
different symbols and embed two copies of SPIRV-Cross in this scenario,
now with different namespaces, which in turn leads to different symbols.
This adds a new C API for SPIRV-Cross which is intended to be stable,
both API and ABI wise.
The C++ API has been refactored a bit to make the C wrapper easier and
cleaner to write. Especially the vertex attribute / resource interfaces
for MSL has been rewritten to avoid taking mutable pointers into the
interface. This would be very annoying to wrap and it didn't fit well
with the rest of the C++ API to begin with. While doing this, I went
ahead and removed all the old deprecated interfaces.
The CMake build system has also seen an overhaul.
It is now possible to build static/shared/CLI separately with -D
options.
The shared library only exposes the C API, as it is the only ABI-stable
API. pkg-configs as well as CMake modules are exported and installed for
the shared library configuration.
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.
Builtin attributes in SPIR-V aren't linked by location, but by their
built-in-ness. This poses a problem for MSL, since builtin inputs in
the vertex pipeline are just regular attributes. We must then assign
them locations so that they can be matched up to the attributes in the
stage input descriptor--and also to avoid duplicate attribute numbers in
tessellation evaluation shaders, where there are two different
stage-in structs, so the member index therein is no longer unique!
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.