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.
33 lines
1.1 KiB
Plaintext
33 lines
1.1 KiB
Plaintext
#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct SSBO
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{
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float out_data[1];
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};
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constant uint3 gl_WorkGroupSize = uint3(4u, 4u, 1u);
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void work(threadgroup float (&foo)[4][4], thread uint3& gl_LocalInvocationID, thread uint& gl_LocalInvocationIndex, device SSBO& v_67, thread uint3& gl_GlobalInvocationID)
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{
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foo[gl_LocalInvocationID.x][gl_LocalInvocationID.y] = float(gl_LocalInvocationIndex);
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threadgroup_barrier(mem_flags::mem_threadgroup);
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float x = 0.0;
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x += foo[gl_LocalInvocationID.x][0];
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x += foo[gl_LocalInvocationID.x][1];
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x += foo[gl_LocalInvocationID.x][2];
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x += foo[gl_LocalInvocationID.x][3];
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v_67.out_data[gl_GlobalInvocationID.x] = x;
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}
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kernel void main0(device SSBO& v_67 [[buffer(0)]], uint3 gl_LocalInvocationID [[thread_position_in_threadgroup]], uint gl_LocalInvocationIndex [[thread_index_in_threadgroup]], uint3 gl_GlobalInvocationID [[thread_position_in_grid]])
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{
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threadgroup float foo[4][4];
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work(foo, gl_LocalInvocationID, gl_LocalInvocationIndex, v_67, gl_GlobalInvocationID);
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}
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