SPIRV-Cross/reference/shaders-msl-no-opt/asm
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
..
comp MSL: Handle constant construct of block-like array types. 2022-01-17 18:28:25 +01:00
frag MSL: Rethink how opaque descriptors are passed to leaf functions. 2022-01-18 14:40:52 +01:00
masking 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
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: Improve handling of split tessellation access chains. 2021-05-21 16:32:03 +02:00
vert MSL: Deal with pointer-to-pointer qualifier ordering. 2021-02-26 13:37:14 +01:00
temporary.zero-initialize.asm.frag Add support for forcefully zero-initialized variables. 2020-03-26 13:38:27 +01:00