SPIRV-Cross/reference/shaders-msl-no-opt
Hans-Kristian Arntzen 5b952d2cbf MSL: Rethink how opaque descriptors are passed to leaf functions.
We were passing arrays by value which the compiler fails to optimize,
causing abyssal performance. To fix this, we need to consider that
descriptors can be in constant or const device address spaces.

Also, lone descriptors are passed by value, so we explicitly remove address
space qualifiers.

One failure case is when shader passes a texture/sampler array as an
argument. It's all UniformConstant in SPIR-V, but in MSL it might be
thread, const device or constant, so that won't work ...
Global variable use works fine though, and that should cover 99.9999999%
of use cases.
2022-01-18 14:40:52 +01:00
..
asm MSL: Rethink how opaque descriptors are passed to leaf functions. 2022-01-18 14:40:52 +01:00
comp Roll dependencies. 2022-01-05 14:56:01 +01:00
components MSL: Handle array with component when we cannot rely on user() attrib. 2021-05-21 13:46:33 +02:00
frag MSL: Rethink how opaque descriptors are passed to leaf functions. 2022-01-18 14:40:52 +01:00
packing MSL: Do not emit swizzled writes in packing fixups. 2020-07-06 10:03:46 +02:00
tesc MSL: Fix '--msl-multi-patch-workgroup' out of bounds reads when dispatching more threads than control points (#1662) 2021-04-29 20:01:26 +02:00
tese MSL: Use proper array for quad tess levels. 2021-04-23 14:12:00 +02:00
vert MSL: Rethink how opaque descriptors are passed to leaf functions. 2022-01-18 14:40:52 +01:00
vulkan/frag MSL: Rethink how opaque descriptors are passed to leaf functions. 2022-01-18 14:40:52 +01:00