d92de00cc1
This is a fairly fundamental change on how IDs are handled. It serves many purposes: - Improve performance. We only need to iterate over IDs which are relevant at any one time. - Makes sure we iterate through IDs in SPIR-V module declaration order rather than ID space. IDs don't have to be monotonically increasing, which was an assumption SPIRV-Cross used to have. It has apparently never been a problem until now. - Support LUTs of structs. We do this by interleaving declaration of constants and struct types in SPIR-V module order. To support this, the ParsedIR interface needed to change slightly. Before setting any ID with variant_set<T> we let ParsedIR know that an ID with a specific type has been added. The surface for change should be minimal. ParsedIR will maintain a per-type list of IDs which the cross-compiler will need to consider for later. Instead of looping over ir.ids[] (which can be extremely large), we loop over types now, using: ir.for_each_typed_id<SPIRVariable>([&](uint32_t id, SPIRVariable &var) { handle_variable(var); }); Now we make sure that we're never looking at irrelevant types.
49 lines
964 B
Plaintext
49 lines
964 B
Plaintext
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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#ifndef SPIRV_CROSS_CONSTANT_ID_0
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#define SPIRV_CROSS_CONSTANT_ID_0 100
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#endif
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constant int a = SPIRV_CROSS_CONSTANT_ID_0;
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#ifndef SPIRV_CROSS_CONSTANT_ID_1
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#define SPIRV_CROSS_CONSTANT_ID_1 200
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#endif
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constant int b = SPIRV_CROSS_CONSTANT_ID_1;
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struct A
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{
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int member0[a];
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int member1[b];
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};
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struct B
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{
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int member0[b];
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int member1[a];
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};
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#ifndef SPIRV_CROSS_CONSTANT_ID_2
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#define SPIRV_CROSS_CONSTANT_ID_2 300
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#endif
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constant int c = SPIRV_CROSS_CONSTANT_ID_2;
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constant int _18 = (c + 50);
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struct SSBO
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{
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A member_a;
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B member_b;
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int v[a];
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int w[_18];
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};
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constant int e_tmp [[function_constant(3)]];
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constant int e = is_function_constant_defined(e_tmp) ? e_tmp : 400;
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kernel void main0(device SSBO& _22 [[buffer(0)]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
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_22.w[gl_GlobalInvocationID.x] += (_22.v[gl_GlobalInvocationID.x] + e);
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}
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