MSL: Add an option to insert texture swizzles into generated shaders.

It's intended to be used with MoltenVK to support arbitrary
`VkComponentMapping` settings. The idea is that MoltenVK will pass a
buffer (which it set to some buffer index that isn't being used)
containing packed versions of the `VkComponentMapping` struct, one for
each sampled image.

Yes, this is horribly ugly. It is unfortunately necessary. Much of the
ugliness is to support swizzling gather operations, where we need to
alter the component that the gather operates on--something complicated
by the `gather()` method requiring the passed-in component to be a
constant expression. It doesn't even support swizzling gathers on depth
textures, though I could add that if it turns out we need it.
This commit is contained in:
Chip Davis 2018-09-19 20:36:33 -05:00
Родитель f22de1f2f1
Коммит 2583321657
9 изменённых файлов: 962 добавлений и 3 удалений

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@ -489,6 +489,7 @@ struct CLIArguments
bool yflip = false;
bool sso = false;
bool support_nonzero_baseinstance = true;
bool msl_swizzle_texture_samples = false;
vector<PLSArg> pls_in;
vector<PLSArg> pls_out;
vector<Remap> remaps;
@ -703,6 +704,7 @@ static int main_inner(int argc, char *argv[])
cbs.add("--vulkan-semantics", [&args](CLIParser &) { args.vulkan_semantics = true; });
cbs.add("--flatten-multidimensional-arrays", [&args](CLIParser &) { args.flatten_multidimensional_arrays = true; });
cbs.add("--no-420pack-extension", [&args](CLIParser &) { args.use_420pack_extension = false; });
cbs.add("--msl-swizzle-texture-samples", [&args](CLIParser &) { args.msl_swizzle_texture_samples = true; });
cbs.add("--extension", [&args](CLIParser &parser) { args.extensions.push_back(parser.next_string()); });
cbs.add("--rename-entry-point", [&args](CLIParser &parser) {
auto old_name = parser.next_string();
@ -822,6 +824,7 @@ static int main_inner(int argc, char *argv[])
auto msl_opts = msl_comp->get_msl_options();
if (args.set_msl_version)
msl_opts.msl_version = args.msl_version;
msl_opts.swizzle_texture_samples = args.msl_swizzle_texture_samples;
msl_comp->set_msl_options(msl_opts);
}
else if (args.hlsl)

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@ -0,0 +1,157 @@
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
// Returns 2D texture coords corresponding to 1D texel buffer coords
uint2 spvTexelBufferCoord(uint tc)
{
return uint2(tc % 4096, tc / 4096);
}
enum class spvSwizzle : uint
{
none = 0,
zero,
one,
red,
green,
blue,
alpha
} ;
template<typename T> struct spvRemoveReference { typedef T type; };
template<typename T> struct spvRemoveReference<thread T&> { typedef T type; };
template<typename T> struct spvRemoveReference<thread T&&> { typedef T type; };
template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type& x)
{
return static_cast<thread T&&>(x);
}
template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type&& x)
{
return static_cast<thread T&&>(x);
}
template<typename T>
inline T spvGetSwizzle(vec<T, 4> x, spvSwizzle s)
{
switch (s)
{
case spvSwizzle::zero:
return 0;
case spvSwizzle::one:
return 1;
case spvSwizzle::red:
return x.r;
case spvSwizzle::green:
return x.g;
case spvSwizzle::blue:
return x.b;
case spvSwizzle::alpha:
return x.a;
default:
break;
}
return 0;
}
// Wrapper function that swizzles texture samples and fetches.
template<typename T>
inline vec<T, 4> spvTextureSwizzle(vec<T, 4> x, uint s)
{
if (!s)
return x;
return vec<T, 4>(spvGetSwizzle(x, spvSwizzle((s >> 0) & 0x7)), spvGetSwizzle(x, spvSwizzle((s >> 3) & 0x7)), spvGetSwizzle(x, spvSwizzle((s >> 6) & 0x7)), spvGetSwizzle(x, spvSwizzle((s >> 9) & 0x7)));
}
template<typename T>
inline T spvTextureSwizzle(T x, uint s)
{
return spvTextureSwizzle(vec<T, 4>(x, 0, 0, 1), s).x;
}
// Wrapper function that swizzles texture gathers.
template<typename T, typename Tex, typename... Ts>
inline vec<T, 4> spvGatherSwizzle(sampler s, thread Tex& t, Ts... params, component c, uint sw) METAL_CONST_ARG(c)
{
if (sw)
{
switch (spvSwizzle((sw >> (uint(c) * 3)) & 0x7))
{
case spvSwizzle::none:
break;
case spvSwizzle::zero:
return vec<T, 4>(0, 0, 0, 0);
case spvSwizzle::one:
return vec<T, 4>(1, 1, 1, 1);
case spvSwizzle::red:
return t.gather(s, spvForward<Ts>(params)..., component::x);
case spvSwizzle::green:
return t.gather(s, spvForward<Ts>(params)..., component::y);
case spvSwizzle::blue:
return t.gather(s, spvForward<Ts>(params)..., component::z);
case spvSwizzle::alpha:
return t.gather(s, spvForward<Ts>(params)..., component::w);
}
}
switch (c)
{
case component::x:
return t.gather(s, spvForward<Ts>(params)..., component::x);
case component::y:
return t.gather(s, spvForward<Ts>(params)..., component::y);
case component::z:
return t.gather(s, spvForward<Ts>(params)..., component::z);
case component::w:
return t.gather(s, spvForward<Ts>(params)..., component::w);
}
}
fragment void main0(constant uint32_t* spvSwizzleConst [[buffer(0)]], texture1d<float> tex1d [[texture(0)]], texture2d<float> tex2d [[texture(1)]], texture3d<float> tex3d [[texture(2)]], texturecube<float> texCube [[texture(3)]], texture2d_array<float> tex2dArray [[texture(4)]], texturecube_array<float> texCubeArray [[texture(5)]], texture2d<float> texBuffer [[texture(6)]], depth2d<float> depth2d [[texture(7)]], depthcube<float> depthCube [[texture(8)]], depth2d_array<float> depth2dArray [[texture(9)]], depthcube_array<float> depthCubeArray [[texture(10)]], sampler tex1dSamp [[sampler(0)]], sampler tex2dSamp [[sampler(1)]], sampler tex3dSamp [[sampler(2)]], sampler texCubeSamp [[sampler(3)]], sampler tex2dArraySamp [[sampler(4)]], sampler texCubeArraySamp [[sampler(5)]], sampler depth2dSamp [[sampler(7)]], sampler depthCubeSamp [[sampler(8)]], sampler depth2dArraySamp [[sampler(9)]], sampler depthCubeArraySamp [[sampler(10)]])
{
float4 c = spvTextureSwizzle(tex1d.sample(tex1dSamp, 0.0), spvSwizzleConst[0]);
c = spvTextureSwizzle(tex2d.sample(tex2dSamp, float2(0.0)), spvSwizzleConst[1]);
c = spvTextureSwizzle(tex3d.sample(tex3dSamp, float3(0.0)), spvSwizzleConst[2]);
c = spvTextureSwizzle(texCube.sample(texCubeSamp, float3(0.0)), spvSwizzleConst[3]);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySamp, float3(0.0).xy, uint(round(float3(0.0).z))), spvSwizzleConst[4]);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySamp, float4(0.0).xyz, uint(round(float4(0.0).w))), spvSwizzleConst[5]);
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSamp, float3(0.0, 0.0, 1.0).xy, float3(0.0, 0.0, 1.0).z), spvSwizzleConst[7]);
c.x = spvTextureSwizzle(depthCube.sample_compare(depthCubeSamp, float4(0.0, 0.0, 0.0, 1.0).xyz, float4(0.0, 0.0, 0.0, 1.0).w), spvSwizzleConst[8]);
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySamp, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), float4(0.0, 0.0, 0.0, 1.0).w), spvSwizzleConst[9]);
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySamp, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), spvSwizzleConst[10]);
c = spvTextureSwizzle(tex1d.sample(tex1dSamp, float2(0.0, 1.0).x / float2(0.0, 1.0).y), spvSwizzleConst[0]);
c = spvTextureSwizzle(tex2d.sample(tex2dSamp, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), spvSwizzleConst[1]);
c = spvTextureSwizzle(tex3d.sample(tex3dSamp, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), spvSwizzleConst[2]);
float4 _152 = float4(0.0, 0.0, 1.0, 1.0);
_152.z = float4(0.0, 0.0, 1.0, 1.0).w;
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSamp, _152.xy / _152.z, float4(0.0, 0.0, 1.0, 1.0).z), spvSwizzleConst[7]);
c = spvTextureSwizzle(tex1d.sample(tex1dSamp, 0.0), spvSwizzleConst[0]);
c = spvTextureSwizzle(tex2d.sample(tex2dSamp, float2(0.0), level(0.0)), spvSwizzleConst[1]);
c = spvTextureSwizzle(tex3d.sample(tex3dSamp, float3(0.0), level(0.0)), spvSwizzleConst[2]);
c = spvTextureSwizzle(texCube.sample(texCubeSamp, float3(0.0), level(0.0)), spvSwizzleConst[3]);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySamp, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), spvSwizzleConst[4]);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySamp, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), spvSwizzleConst[5]);
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSamp, float3(0.0, 0.0, 1.0).xy, float3(0.0, 0.0, 1.0).z, level(0.0)), spvSwizzleConst[7]);
c = spvTextureSwizzle(tex1d.sample(tex1dSamp, float2(0.0, 1.0).x / float2(0.0, 1.0).y), spvSwizzleConst[0]);
c = spvTextureSwizzle(tex2d.sample(tex2dSamp, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), spvSwizzleConst[1]);
c = spvTextureSwizzle(tex3d.sample(tex3dSamp, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w, level(0.0)), spvSwizzleConst[2]);
float4 _202 = float4(0.0, 0.0, 1.0, 1.0);
_202.z = float4(0.0, 0.0, 1.0, 1.0).w;
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSamp, _202.xy / _202.z, float4(0.0, 0.0, 1.0, 1.0).z, level(0.0)), spvSwizzleConst[7]);
c = spvTextureSwizzle(tex1d.read(uint(0)), spvSwizzleConst[0]);
c = spvTextureSwizzle(tex2d.read(uint2(int2(0)), 0), spvSwizzleConst[1]);
c = spvTextureSwizzle(tex3d.read(uint3(int3(0)), 0), spvSwizzleConst[2]);
c = spvTextureSwizzle(tex2dArray.read(uint2(int3(0).xy), uint(int3(0).z), 0), spvSwizzleConst[4]);
c = texBuffer.read(spvTexelBufferCoord(0));
c = spvGatherSwizzle<float, texture2d<float>, float2, int2>(tex2dSamp, tex2d, float2(0.0), int2(0), component::x, spvSwizzleConst[1]);
c = spvGatherSwizzle<float, texturecube<float>, float3>(texCubeSamp, texCube, float3(0.0), component::y, spvSwizzleConst[3]);
c = spvGatherSwizzle<float, texture2d_array<float>, float2, uint, int2>(tex2dArraySamp, tex2dArray, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0), component::z, spvSwizzleConst[4]);
c = spvGatherSwizzle<float, texturecube_array<float>, float3, uint>(texCubeArraySamp, texCubeArray, float4(0.0).xyz, uint(round(float4(0.0).w)), component::w, spvSwizzleConst[5]);
c = depth2d.gather_compare(depth2dSamp, float2(0.0), 1.0);
c = depthCube.gather_compare(depthCubeSamp, float3(0.0), 1.0);
c = depth2dArray.gather_compare(depth2dArraySamp, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0);
c = depthCubeArray.gather_compare(depthCubeArraySamp, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0);
}

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@ -0,0 +1,157 @@
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
// Returns 2D texture coords corresponding to 1D texel buffer coords
uint2 spvTexelBufferCoord(uint tc)
{
return uint2(tc % 4096, tc / 4096);
}
enum class spvSwizzle : uint
{
none = 0,
zero,
one,
red,
green,
blue,
alpha
} ;
template<typename T> struct spvRemoveReference { typedef T type; };
template<typename T> struct spvRemoveReference<thread T&> { typedef T type; };
template<typename T> struct spvRemoveReference<thread T&&> { typedef T type; };
template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type& x)
{
return static_cast<thread T&&>(x);
}
template<typename T> inline constexpr thread T&& spvForward(thread typename spvRemoveReference<T>::type&& x)
{
return static_cast<thread T&&>(x);
}
template<typename T>
inline T spvGetSwizzle(vec<T, 4> x, spvSwizzle s)
{
switch (s)
{
case spvSwizzle::zero:
return 0;
case spvSwizzle::one:
return 1;
case spvSwizzle::red:
return x.r;
case spvSwizzle::green:
return x.g;
case spvSwizzle::blue:
return x.b;
case spvSwizzle::alpha:
return x.a;
default:
break;
}
return 0;
}
// Wrapper function that swizzles texture samples and fetches.
template<typename T>
inline vec<T, 4> spvTextureSwizzle(vec<T, 4> x, uint s)
{
if (!s)
return x;
return vec<T, 4>(spvGetSwizzle(x, spvSwizzle((s >> 0) & 0x7)), spvGetSwizzle(x, spvSwizzle((s >> 3) & 0x7)), spvGetSwizzle(x, spvSwizzle((s >> 6) & 0x7)), spvGetSwizzle(x, spvSwizzle((s >> 9) & 0x7)));
}
template<typename T>
inline T spvTextureSwizzle(T x, uint s)
{
return spvTextureSwizzle(vec<T, 4>(x, 0, 0, 1), s).x;
}
// Wrapper function that swizzles texture gathers.
template<typename T, typename Tex, typename... Ts>
inline vec<T, 4> spvGatherSwizzle(sampler s, thread Tex& t, Ts... params, component c, uint sw) METAL_CONST_ARG(c)
{
if (sw)
{
switch (spvSwizzle((sw >> (uint(c) * 3)) & 0x7))
{
case spvSwizzle::none:
break;
case spvSwizzle::zero:
return vec<T, 4>(0, 0, 0, 0);
case spvSwizzle::one:
return vec<T, 4>(1, 1, 1, 1);
case spvSwizzle::red:
return t.gather(s, spvForward<Ts>(params)..., component::x);
case spvSwizzle::green:
return t.gather(s, spvForward<Ts>(params)..., component::y);
case spvSwizzle::blue:
return t.gather(s, spvForward<Ts>(params)..., component::z);
case spvSwizzle::alpha:
return t.gather(s, spvForward<Ts>(params)..., component::w);
}
}
switch (c)
{
case component::x:
return t.gather(s, spvForward<Ts>(params)..., component::x);
case component::y:
return t.gather(s, spvForward<Ts>(params)..., component::y);
case component::z:
return t.gather(s, spvForward<Ts>(params)..., component::z);
case component::w:
return t.gather(s, spvForward<Ts>(params)..., component::w);
}
}
fragment void main0(constant uint32_t* spvSwizzleConst [[buffer(0)]], texture1d<float> tex1d [[texture(0)]], texture2d<float> tex2d [[texture(1)]], texture3d<float> tex3d [[texture(2)]], texturecube<float> texCube [[texture(3)]], texture2d_array<float> tex2dArray [[texture(4)]], texturecube_array<float> texCubeArray [[texture(5)]], texture2d<float> texBuffer [[texture(6)]], depth2d<float> depth2d [[texture(7)]], depthcube<float> depthCube [[texture(8)]], depth2d_array<float> depth2dArray [[texture(9)]], depthcube_array<float> depthCubeArray [[texture(10)]], sampler tex1dSmplr [[sampler(0)]], sampler tex2dSmplr [[sampler(1)]], sampler tex3dSmplr [[sampler(2)]], sampler texCubeSmplr [[sampler(3)]], sampler tex2dArraySmplr [[sampler(4)]], sampler texCubeArraySmplr [[sampler(5)]], sampler depth2dSmplr [[sampler(7)]], sampler depthCubeSmplr [[sampler(8)]], sampler depth2dArraySmplr [[sampler(9)]], sampler depthCubeArraySmplr [[sampler(10)]])
{
float4 c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), spvSwizzleConst[0]);
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0)), spvSwizzleConst[1]);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0)), spvSwizzleConst[2]);
c = spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0)), spvSwizzleConst[3]);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z))), spvSwizzleConst[4]);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w))), spvSwizzleConst[5]);
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, float3(0.0, 0.0, 1.0).xy, float3(0.0, 0.0, 1.0).z), spvSwizzleConst[7]);
c.x = spvTextureSwizzle(depthCube.sample_compare(depthCubeSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz, float4(0.0, 0.0, 0.0, 1.0).w), spvSwizzleConst[8]);
c.x = spvTextureSwizzle(depth2dArray.sample_compare(depth2dArraySmplr, float4(0.0, 0.0, 0.0, 1.0).xy, uint(round(float4(0.0, 0.0, 0.0, 1.0).z)), float4(0.0, 0.0, 0.0, 1.0).w), spvSwizzleConst[9]);
c.x = spvTextureSwizzle(depthCubeArray.sample_compare(depthCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0), spvSwizzleConst[10]);
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), spvSwizzleConst[0]);
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z), spvSwizzleConst[1]);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w), spvSwizzleConst[2]);
float4 _100 = float4(0.0, 0.0, 1.0, 1.0);
_100.z = float4(0.0, 0.0, 1.0, 1.0).w;
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, _100.xy / _100.z, float4(0.0, 0.0, 1.0, 1.0).z), spvSwizzleConst[7]);
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, 0.0), spvSwizzleConst[0]);
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float2(0.0), level(0.0)), spvSwizzleConst[1]);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float3(0.0), level(0.0)), spvSwizzleConst[2]);
c = spvTextureSwizzle(texCube.sample(texCubeSmplr, float3(0.0), level(0.0)), spvSwizzleConst[3]);
c = spvTextureSwizzle(tex2dArray.sample(tex2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), level(0.0)), spvSwizzleConst[4]);
c = spvTextureSwizzle(texCubeArray.sample(texCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), level(0.0)), spvSwizzleConst[5]);
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, float3(0.0, 0.0, 1.0).xy, float3(0.0, 0.0, 1.0).z, level(0.0)), spvSwizzleConst[7]);
c = spvTextureSwizzle(tex1d.sample(tex1dSmplr, float2(0.0, 1.0).x / float2(0.0, 1.0).y), spvSwizzleConst[0]);
c = spvTextureSwizzle(tex2d.sample(tex2dSmplr, float3(0.0, 0.0, 1.0).xy / float3(0.0, 0.0, 1.0).z, level(0.0)), spvSwizzleConst[1]);
c = spvTextureSwizzle(tex3d.sample(tex3dSmplr, float4(0.0, 0.0, 0.0, 1.0).xyz / float4(0.0, 0.0, 0.0, 1.0).w, level(0.0)), spvSwizzleConst[2]);
float4 _128 = float4(0.0, 0.0, 1.0, 1.0);
_128.z = float4(0.0, 0.0, 1.0, 1.0).w;
c.x = spvTextureSwizzle(depth2d.sample_compare(depth2dSmplr, _128.xy / _128.z, float4(0.0, 0.0, 1.0, 1.0).z, level(0.0)), spvSwizzleConst[7]);
c = spvTextureSwizzle(tex1d.read(uint(0)), spvSwizzleConst[0]);
c = spvTextureSwizzle(tex2d.read(uint2(int2(0)), 0), spvSwizzleConst[1]);
c = spvTextureSwizzle(tex3d.read(uint3(int3(0)), 0), spvSwizzleConst[2]);
c = spvTextureSwizzle(tex2dArray.read(uint2(int3(0).xy), uint(int3(0).z), 0), spvSwizzleConst[4]);
c = texBuffer.read(spvTexelBufferCoord(0));
c = spvGatherSwizzle<float, texture2d<float>, float2, int2>(tex2dSmplr, tex2d, float2(0.0), int2(0), component::x, spvSwizzleConst[1]);
c = spvGatherSwizzle<float, texturecube<float>, float3>(texCubeSmplr, texCube, float3(0.0), component::y, spvSwizzleConst[3]);
c = spvGatherSwizzle<float, texture2d_array<float>, float2, uint, int2>(tex2dArraySmplr, tex2dArray, float3(0.0).xy, uint(round(float3(0.0).z)), int2(0), component::z, spvSwizzleConst[4]);
c = spvGatherSwizzle<float, texturecube_array<float>, float3, uint>(texCubeArraySmplr, texCubeArray, float4(0.0).xyz, uint(round(float4(0.0).w)), component::w, spvSwizzleConst[5]);
c = depth2d.gather_compare(depth2dSmplr, float2(0.0), 1.0);
c = depthCube.gather_compare(depthCubeSmplr, float3(0.0), 1.0);
c = depth2dArray.gather_compare(depth2dArraySmplr, float3(0.0).xy, uint(round(float3(0.0).z)), 1.0);
c = depthCubeArray.gather_compare(depthCubeArraySmplr, float4(0.0).xyz, uint(round(float4(0.0).w)), 1.0);
}

Просмотреть файл

@ -0,0 +1,364 @@
; SPIR-V
; Version: 1.3
; Generator: Khronos Glslang Reference Front End; 6
; Bound: 247
; Schema: 0
OpCapability Shader
OpCapability Sampled1D
OpCapability SampledCubeArray
OpCapability SampledBuffer
%1 = OpExtInstImport "GLSL.std.450"
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpSource GLSL 450
OpName %main "main"
OpName %c "c"
OpName %tex1d "tex1d"
OpName %tex2d "tex2d"
OpName %tex3d "tex3d"
OpName %texCube "texCube"
OpName %tex2dArray "tex2dArray"
OpName %texCubeArray "texCubeArray"
OpName %depth2d "depth2d"
OpName %depthCube "depthCube"
OpName %depth2dArray "depth2dArray"
OpName %depthCubeArray "depthCubeArray"
OpName %texBuffer "texBuffer"
OpName %tex1dSamp "tex1dSamp"
OpName %tex2dSamp "tex2dSamp"
OpName %tex3dSamp "tex3dSamp"
OpName %texCubeSamp "texCubeSamp"
OpName %tex2dArraySamp "tex2dArraySamp"
OpName %texCubeArraySamp "texCubeArraySamp"
OpName %depth2dSamp "depth2dSamp"
OpName %depthCubeSamp "depthCubeSamp"
OpName %depth2dArraySamp "depth2dArraySamp"
OpName %depthCubeArraySamp "depthCubeArraySamp"
OpDecorate %tex1d DescriptorSet 0
OpDecorate %tex1d Binding 0
OpDecorate %tex2d DescriptorSet 0
OpDecorate %tex2d Binding 1
OpDecorate %tex3d DescriptorSet 0
OpDecorate %tex3d Binding 2
OpDecorate %texCube DescriptorSet 0
OpDecorate %texCube Binding 3
OpDecorate %tex2dArray DescriptorSet 0
OpDecorate %tex2dArray Binding 4
OpDecorate %texCubeArray DescriptorSet 0
OpDecorate %texCubeArray Binding 5
OpDecorate %depth2d DescriptorSet 0
OpDecorate %depth2d Binding 7
OpDecorate %depthCube DescriptorSet 0
OpDecorate %depthCube Binding 8
OpDecorate %depth2dArray DescriptorSet 0
OpDecorate %depth2dArray Binding 9
OpDecorate %depthCubeArray DescriptorSet 0
OpDecorate %depthCubeArray Binding 10
OpDecorate %texBuffer DescriptorSet 0
OpDecorate %texBuffer Binding 6
OpDecorate %tex1dSamp DescriptorSet 1
OpDecorate %tex1dSamp Binding 0
OpDecorate %tex2dSamp DescriptorSet 1
OpDecorate %tex2dSamp Binding 1
OpDecorate %tex3dSamp DescriptorSet 1
OpDecorate %tex3dSamp Binding 2
OpDecorate %texCubeSamp DescriptorSet 1
OpDecorate %texCubeSamp Binding 3
OpDecorate %tex2dArraySamp DescriptorSet 1
OpDecorate %tex2dArraySamp Binding 4
OpDecorate %texCubeArraySamp DescriptorSet 1
OpDecorate %texCubeArraySamp Binding 5
OpDecorate %depth2dSamp DescriptorSet 1
OpDecorate %depth2dSamp Binding 7
OpDecorate %depthCubeSamp DescriptorSet 1
OpDecorate %depthCubeSamp Binding 8
OpDecorate %depth2dArraySamp DescriptorSet 1
OpDecorate %depth2dArraySamp Binding 9
OpDecorate %depthCubeArraySamp DescriptorSet 1
OpDecorate %depthCubeArraySamp Binding 10
%void = OpTypeVoid
%3 = OpTypeFunction %void
%float = OpTypeFloat 32
%v4float = OpTypeVector %float 4
%_ptr_Function_v4float = OpTypePointer Function %v4float
%10 = OpTypeImage %float 1D 0 0 0 1 Unknown
%11 = OpTypeSampledImage %10
%12 = OpTypeSampler
%_ptr_UniformConstant_10 = OpTypePointer UniformConstant %10
%tex1d = OpVariable %_ptr_UniformConstant_10 UniformConstant
%_ptr_UniformConstant_12 = OpTypePointer UniformConstant %12
%tex1dSamp = OpVariable %_ptr_UniformConstant_12 UniformConstant
%float_0 = OpConstant %float 0
%17 = OpTypeImage %float 2D 0 0 0 1 Unknown
%18 = OpTypeSampledImage %17
%_ptr_UniformConstant_17 = OpTypePointer UniformConstant %17
%tex2d = OpVariable %_ptr_UniformConstant_17 UniformConstant
%tex2dSamp = OpVariable %_ptr_UniformConstant_12 UniformConstant
%v2float = OpTypeVector %float 2
%23 = OpConstantComposite %v2float %float_0 %float_0
%25 = OpTypeImage %float 3D 0 0 0 1 Unknown
%26 = OpTypeSampledImage %25
%_ptr_UniformConstant_25 = OpTypePointer UniformConstant %25
%tex3d = OpVariable %_ptr_UniformConstant_25 UniformConstant
%tex3dSamp = OpVariable %_ptr_UniformConstant_12 UniformConstant
%v3float = OpTypeVector %float 3
%31 = OpConstantComposite %v3float %float_0 %float_0 %float_0
%33 = OpTypeImage %float Cube 0 0 0 1 Unknown
%34 = OpTypeSampledImage %33
%_ptr_UniformConstant_33 = OpTypePointer UniformConstant %33
%texCube = OpVariable %_ptr_UniformConstant_33 UniformConstant
%texCubeSamp = OpVariable %_ptr_UniformConstant_12 UniformConstant
%39 = OpTypeImage %float 2D 0 1 0 1 Unknown
%40 = OpTypeSampledImage %39
%_ptr_UniformConstant_39 = OpTypePointer UniformConstant %39
%tex2dArray = OpVariable %_ptr_UniformConstant_39 UniformConstant
%tex2dArraySamp = OpVariable %_ptr_UniformConstant_12 UniformConstant
%45 = OpTypeImage %float Cube 0 1 0 1 Unknown
%46 = OpTypeSampledImage %45
%_ptr_UniformConstant_45 = OpTypePointer UniformConstant %45
%texCubeArray = OpVariable %_ptr_UniformConstant_45 UniformConstant
%texCubeArraySamp = OpVariable %_ptr_UniformConstant_12 UniformConstant
%50 = OpConstantComposite %v4float %float_0 %float_0 %float_0 %float_0
%52 = OpTypeImage %float 2D 1 0 0 1 Unknown
%53 = OpTypeSampledImage %52
%_ptr_UniformConstant_52 = OpTypePointer UniformConstant %52
%depth2d = OpVariable %_ptr_UniformConstant_52 UniformConstant
%depth2dSamp = OpVariable %_ptr_UniformConstant_12 UniformConstant
%float_1 = OpConstant %float 1
%58 = OpConstantComposite %v3float %float_0 %float_0 %float_1
%uint = OpTypeInt 32 0
%uint_0 = OpConstant %uint 0
%_ptr_Function_float = OpTypePointer Function %float
%65 = OpTypeImage %float Cube 1 0 0 1 Unknown
%66 = OpTypeSampledImage %65
%_ptr_UniformConstant_65 = OpTypePointer UniformConstant %65
%depthCube = OpVariable %_ptr_UniformConstant_65 UniformConstant
%depthCubeSamp = OpVariable %_ptr_UniformConstant_12 UniformConstant
%70 = OpConstantComposite %v4float %float_0 %float_0 %float_0 %float_1
%74 = OpTypeImage %float 2D 1 1 0 1 Unknown
%75 = OpTypeSampledImage %74
%_ptr_UniformConstant_74 = OpTypePointer UniformConstant %74
%depth2dArray = OpVariable %_ptr_UniformConstant_74 UniformConstant
%depth2dArraySamp = OpVariable %_ptr_UniformConstant_12 UniformConstant
%82 = OpTypeImage %float Cube 1 1 0 1 Unknown
%83 = OpTypeSampledImage %82
%_ptr_UniformConstant_82 = OpTypePointer UniformConstant %82
%depthCubeArray = OpVariable %_ptr_UniformConstant_82 UniformConstant
%depthCubeArraySamp = OpVariable %_ptr_UniformConstant_12 UniformConstant
%97 = OpConstantComposite %v2float %float_0 %float_1
%98 = OpConstantComposite %v4float %float_0 %float_0 %float_1 %float_1
%int = OpTypeInt 32 1
%int_0 = OpConstant %int 0
%v2int = OpTypeVector %int 2
%138 = OpConstantComposite %v2int %int_0 %int_0
%v3int = OpTypeVector %int 3
%143 = OpConstantComposite %v3int %int_0 %int_0 %int_0
%149 = OpTypeImage %float Buffer 0 0 0 1 Unknown
%_ptr_UniformConstant_149 = OpTypePointer UniformConstant %149
%texBuffer = OpVariable %_ptr_UniformConstant_149 UniformConstant
%int_1 = OpConstant %int 1
%int_2 = OpConstant %int 2
%int_3 = OpConstant %int 3
%main = OpFunction %void None %3
%5 = OpLabel
%c = OpVariable %_ptr_Function_v4float Function
%13 = OpLoad %10 %tex1d
%14 = OpLoad %12 %tex1dSamp
%15 = OpSampledImage %11 %13 %14
%16 = OpImageSampleImplicitLod %v4float %15 %float_0
OpStore %c %16
%19 = OpLoad %17 %tex2d
%20 = OpLoad %12 %tex2dSamp
%21 = OpSampledImage %18 %19 %20
%24 = OpImageSampleImplicitLod %v4float %21 %23
OpStore %c %24
%27 = OpLoad %25 %tex3d
%28 = OpLoad %12 %tex3dSamp
%29 = OpSampledImage %26 %27 %28
%32 = OpImageSampleImplicitLod %v4float %29 %31
OpStore %c %32
%35 = OpLoad %33 %texCube
%36 = OpLoad %12 %texCubeSamp
%37 = OpSampledImage %34 %35 %36
%38 = OpImageSampleImplicitLod %v4float %37 %31
OpStore %c %38
%41 = OpLoad %39 %tex2dArray
%42 = OpLoad %12 %tex2dArraySamp
%43 = OpSampledImage %40 %41 %42
%44 = OpImageSampleImplicitLod %v4float %43 %31
OpStore %c %44
%47 = OpLoad %45 %texCubeArray
%48 = OpLoad %12 %texCubeArraySamp
%49 = OpSampledImage %46 %47 %48
%51 = OpImageSampleImplicitLod %v4float %49 %50
OpStore %c %51
%54 = OpLoad %52 %depth2d
%55 = OpLoad %12 %depth2dSamp
%56 = OpSampledImage %53 %54 %55
%59 = OpCompositeExtract %float %58 2
%60 = OpImageSampleDrefImplicitLod %float %56 %58 %59
%64 = OpAccessChain %_ptr_Function_float %c %uint_0
OpStore %64 %60
%67 = OpLoad %65 %depthCube
%68 = OpLoad %12 %depthCubeSamp
%69 = OpSampledImage %66 %67 %68
%71 = OpCompositeExtract %float %70 3
%72 = OpImageSampleDrefImplicitLod %float %69 %70 %71
%73 = OpAccessChain %_ptr_Function_float %c %uint_0
OpStore %73 %72
%76 = OpLoad %74 %depth2dArray
%77 = OpLoad %12 %depth2dArraySamp
%78 = OpSampledImage %75 %76 %77
%79 = OpCompositeExtract %float %70 3
%80 = OpImageSampleDrefImplicitLod %float %78 %70 %79
%81 = OpAccessChain %_ptr_Function_float %c %uint_0
OpStore %81 %80
%84 = OpLoad %82 %depthCubeArray
%85 = OpLoad %12 %depthCubeArraySamp
%86 = OpSampledImage %83 %84 %85
%87 = OpImageSampleDrefImplicitLod %float %86 %50 %float_1
%88 = OpAccessChain %_ptr_Function_float %c %uint_0
OpStore %88 %87
%89 = OpLoad %10 %tex1d
%90 = OpLoad %12 %tex1dSamp
%91 = OpSampledImage %11 %89 %90
%92 = OpImageSampleProjImplicitLod %v4float %91 %97
OpStore %c %92
%93 = OpLoad %17 %tex2d
%94 = OpLoad %12 %tex2dSamp
%95 = OpSampledImage %18 %93 %94
%96 = OpImageSampleProjImplicitLod %v4float %95 %58
OpStore %c %96
%99 = OpLoad %25 %tex3d
%100 = OpLoad %12 %tex3dSamp
%101 = OpSampledImage %26 %99 %100
%102 = OpImageSampleProjImplicitLod %v4float %101 %70
OpStore %c %102
%103 = OpLoad %52 %depth2d
%104 = OpLoad %12 %depth2dSamp
%105 = OpSampledImage %53 %103 %104
%106 = OpCompositeExtract %float %98 2
%107 = OpCompositeExtract %float %98 3
%108 = OpCompositeInsert %v4float %107 %98 2
%109 = OpImageSampleProjDrefImplicitLod %float %105 %108 %106
%110 = OpAccessChain %_ptr_Function_float %c %uint_0
OpStore %110 %109
%111 = OpLoad %10 %tex1d
%112 = OpLoad %12 %tex1dSamp
%113 = OpSampledImage %11 %111 %112
%114 = OpImageSampleExplicitLod %v4float %113 %float_0 Lod %float_0
OpStore %c %114
%115 = OpLoad %17 %tex2d
%116 = OpLoad %12 %tex2dSamp
%117 = OpSampledImage %18 %115 %116
%118 = OpImageSampleExplicitLod %v4float %117 %23 Lod %float_0
OpStore %c %118
%119 = OpLoad %25 %tex3d
%120 = OpLoad %12 %tex3dSamp
%121 = OpSampledImage %26 %119 %120
%122 = OpImageSampleExplicitLod %v4float %121 %31 Lod %float_0
OpStore %c %122
%123 = OpLoad %33 %texCube
%124 = OpLoad %12 %texCubeSamp
%125 = OpSampledImage %34 %123 %124
%126 = OpImageSampleExplicitLod %v4float %125 %31 Lod %float_0
OpStore %c %126
%127 = OpLoad %39 %tex2dArray
%128 = OpLoad %12 %tex2dArraySamp
%129 = OpSampledImage %40 %127 %128
%130 = OpImageSampleExplicitLod %v4float %129 %31 Lod %float_0
OpStore %c %130
%131 = OpLoad %45 %texCubeArray
%132 = OpLoad %12 %texCubeArraySamp
%133 = OpSampledImage %46 %131 %132
%134 = OpImageSampleExplicitLod %v4float %133 %50 Lod %float_0
OpStore %c %134
%135 = OpLoad %52 %depth2d
%136 = OpLoad %12 %depth2dSamp
%137 = OpSampledImage %53 %135 %136
%139 = OpCompositeExtract %float %58 2
%140 = OpImageSampleDrefExplicitLod %float %137 %58 %139 Lod %float_0
%141 = OpAccessChain %_ptr_Function_float %c %uint_0
OpStore %141 %140
%142 = OpLoad %10 %tex1d
%144 = OpLoad %12 %tex1dSamp
%145 = OpSampledImage %11 %142 %144
%146 = OpImageSampleProjExplicitLod %v4float %145 %97 Lod %float_0
OpStore %c %146
%147 = OpLoad %17 %tex2d
%148 = OpLoad %12 %tex2dSamp
%150 = OpSampledImage %18 %147 %148
%151 = OpImageSampleProjExplicitLod %v4float %150 %58 Lod %float_0
OpStore %c %151
%152 = OpLoad %25 %tex3d
%153 = OpLoad %12 %tex3dSamp
%154 = OpSampledImage %26 %152 %153
%155 = OpImageSampleProjExplicitLod %v4float %154 %70 Lod %float_0
OpStore %c %155
%156 = OpLoad %52 %depth2d
%157 = OpLoad %12 %depth2dSamp
%158 = OpSampledImage %53 %156 %157
%159 = OpCompositeExtract %float %98 2
%160 = OpCompositeExtract %float %98 3
%161 = OpCompositeInsert %v4float %160 %98 2
%162 = OpImageSampleProjDrefExplicitLod %float %158 %161 %159 Lod %float_0
%163 = OpAccessChain %_ptr_Function_float %c %uint_0
OpStore %163 %162
%164 = OpLoad %10 %tex1d
%165 = OpImageFetch %v4float %164 %int_0 Lod %int_0
OpStore %c %165
%166 = OpLoad %17 %tex2d
%167 = OpImageFetch %v4float %166 %138 Lod %int_0
OpStore %c %167
%168 = OpLoad %25 %tex3d
%169 = OpImageFetch %v4float %168 %143 Lod %int_0
OpStore %c %169
%170 = OpLoad %39 %tex2dArray
%171 = OpImageFetch %v4float %170 %143 Lod %int_0
OpStore %c %171
%172 = OpLoad %149 %texBuffer
%173 = OpImageFetch %v4float %172 %int_0
OpStore %c %173
%174 = OpLoad %17 %tex2d
%175 = OpLoad %12 %tex2dSamp
%176 = OpSampledImage %18 %174 %175
%177 = OpImageGather %v4float %176 %23 %int_0
OpStore %c %177
%178 = OpLoad %33 %texCube
%179 = OpLoad %12 %texCubeSamp
%180 = OpSampledImage %34 %178 %179
%181 = OpImageGather %v4float %180 %31 %int_1
OpStore %c %181
%182 = OpLoad %39 %tex2dArray
%183 = OpLoad %12 %tex2dArraySamp
%184 = OpSampledImage %40 %182 %183
%185 = OpImageGather %v4float %184 %31 %int_2
OpStore %c %185
%186 = OpLoad %45 %texCubeArray
%187 = OpLoad %12 %texCubeArraySamp
%188 = OpSampledImage %46 %186 %187
%189 = OpImageGather %v4float %188 %50 %int_3
OpStore %c %189
%190 = OpLoad %52 %depth2d
%191 = OpLoad %12 %depth2dSamp
%192 = OpSampledImage %53 %190 %191
%193 = OpImageDrefGather %v4float %192 %23 %float_1
OpStore %c %193
%194 = OpLoad %65 %depthCube
%195 = OpLoad %12 %depthCubeSamp
%196 = OpSampledImage %66 %194 %195
%197 = OpImageDrefGather %v4float %196 %31 %float_1
OpStore %c %197
%198 = OpLoad %74 %depth2dArray
%199 = OpLoad %12 %depth2dArraySamp
%200 = OpSampledImage %75 %198 %199
%201 = OpImageDrefGather %v4float %200 %31 %float_1
OpStore %c %201
%202 = OpLoad %82 %depthCubeArray
%203 = OpLoad %12 %depthCubeArraySamp
%204 = OpSampledImage %83 %202 %203
%205 = OpImageDrefGather %v4float %204 %50 %float_1
OpStore %c %205
OpReturn
OpFunctionEnd

Просмотреть файл

@ -0,0 +1,79 @@
#version 450
layout(binding = 0) uniform sampler1D tex1d;
layout(binding = 1) uniform sampler2D tex2d;
layout(binding = 2) uniform sampler3D tex3d;
layout(binding = 3) uniform samplerCube texCube;
layout(binding = 4) uniform sampler2DArray tex2dArray;
layout(binding = 5) uniform samplerCubeArray texCubeArray;
layout(binding = 6) uniform samplerBuffer texBuffer;
layout(binding = 7) uniform sampler2DShadow depth2d;
layout(binding = 8) uniform samplerCubeShadow depthCube;
layout(binding = 9) uniform sampler2DArrayShadow depth2dArray;
layout(binding = 10) uniform samplerCubeArrayShadow depthCubeArray;
void main()
{
// OpImageSampleImplicitLod
vec4 c = texture(tex1d, 0.0);
c = texture(tex2d, vec2(0.0, 0.0));
c = texture(tex3d, vec3(0.0, 0.0, 0.0));
c = texture(texCube, vec3(0.0, 0.0, 0.0));
c = texture(tex2dArray, vec3(0.0, 0.0, 0.0));
c = texture(texCubeArray, vec4(0.0, 0.0, 0.0, 0.0));
// OpImageSampleDrefImplicitLod
c.r = texture(depth2d, vec3(0.0, 0.0, 1.0));
c.r = texture(depthCube, vec4(0.0, 0.0, 0.0, 1.0));
c.r = texture(depth2dArray, vec4(0.0, 0.0, 0.0, 1.0));
c.r = texture(depthCubeArray, vec4(0.0, 0.0, 0.0, 0.0), 1.0);
// OpImageSampleProjImplicitLod
c = textureProj(tex1d, vec2(0.0, 1.0));
c = textureProj(tex2d, vec3(0.0, 0.0, 1.0));
c = textureProj(tex3d, vec4(0.0, 0.0, 0.0, 1.0));
// OpImageSampleProjDrefImplicitLod
c.r = textureProj(depth2d, vec4(0.0, 0.0, 1.0, 1.0));
// OpImageSampleExplicitLod
c = textureLod(tex1d, 0.0, 0.0);
c = textureLod(tex2d, vec2(0.0, 0.0), 0.0);
c = textureLod(tex3d, vec3(0.0, 0.0, 0.0), 0.0);
c = textureLod(texCube, vec3(0.0, 0.0, 0.0), 0.0);
c = textureLod(tex2dArray, vec3(0.0, 0.0, 0.0), 0.0);
c = textureLod(texCubeArray, vec4(0.0, 0.0, 0.0, 0.0), 0.0);
// OpImageSampleDrefExplicitLod
c.r = textureLod(depth2d, vec3(0.0, 0.0, 1.0), 0.0);
// OpImageSampleProjExplicitLod
c = textureProjLod(tex1d, vec2(0.0, 1.0), 0.0);
c = textureProjLod(tex2d, vec3(0.0, 0.0, 1.0), 0.0);
c = textureProjLod(tex3d, vec4(0.0, 0.0, 0.0, 1.0), 0.0);
// OpImageSampleProjDrefExplicitLod
c.r = textureProjLod(depth2d, vec4(0.0, 0.0, 1.0, 1.0), 0.0);
// OpImageFetch
c = texelFetch(tex1d, 0, 0);
c = texelFetch(tex2d, ivec2(0, 0), 0);
c = texelFetch(tex3d, ivec3(0, 0, 0), 0);
c = texelFetch(tex2dArray, ivec3(0, 0, 0), 0);
// Show that this transformation doesn't apply to Buffer images.
c = texelFetch(texBuffer, 0);
// OpImageGather
c = textureGather(tex2d, vec2(0.0, 0.0), 0);
c = textureGather(texCube, vec3(0.0, 0.0, 0.0), 1);
c = textureGather(tex2dArray, vec3(0.0, 0.0, 0.0), 2);
c = textureGather(texCubeArray, vec4(0.0, 0.0, 0.0, 0.0), 3);
// OpImageDrefGather
c = textureGather(depth2d, vec2(0.0, 0.0), 1.0);
c = textureGather(depthCube, vec3(0.0, 0.0, 0.0), 1.0);
c = textureGather(depth2dArray, vec3(0.0, 0.0, 0.0), 1.0);
c = textureGather(depthCubeArray, vec4(0.0, 0.0, 0.0, 0.0), 1.0);
}

Просмотреть файл

@ -1237,6 +1237,7 @@ struct Meta
Decoration decoration;
std::vector<Decoration> members;
uint32_t sampler = 0;
uint32_t image = 0;
std::unordered_map<uint32_t, uint32_t> decoration_word_offset;

Просмотреть файл

@ -1584,6 +1584,113 @@ void CompilerMSL::emit_custom_functions()
statement("");
break;
case SPVFuncImplTextureSwizzle:
statement("enum class spvSwizzle : uint");
begin_scope();
statement("none = 0,");
statement("zero,");
statement("one,");
statement("red,");
statement("green,");
statement("blue,");
statement("alpha");
end_scope_decl("");
statement("");
statement("template<typename T> struct spvRemoveReference { typedef T type; };");
statement("template<typename T> struct spvRemoveReference<thread T&> { typedef T type; };");
statement("template<typename T> struct spvRemoveReference<thread T&&> { typedef T type; };");
statement("template<typename T> inline constexpr thread T&& spvForward(thread typename "
"spvRemoveReference<T>::type& x)");
begin_scope();
statement("return static_cast<thread T&&>(x);");
end_scope();
statement("template<typename T> inline constexpr thread T&& spvForward(thread typename "
"spvRemoveReference<T>::type&& x)");
begin_scope();
statement("return static_cast<thread T&&>(x);");
end_scope();
statement("");
statement("template<typename T>");
statement("inline T spvGetSwizzle(vec<T, 4> x, spvSwizzle s)");
begin_scope();
statement("switch (s)");
begin_scope();
statement("case spvSwizzle::zero:");
statement(" return 0;");
statement("case spvSwizzle::one:");
statement(" return 1;");
statement("case spvSwizzle::red:");
statement(" return x.r;");
statement("case spvSwizzle::green:");
statement(" return x.g;");
statement("case spvSwizzle::blue:");
statement(" return x.b;");
statement("case spvSwizzle::alpha:");
statement(" return x.a;");
statement("default:");
statement(" break;");
end_scope();
statement("return 0;");
end_scope();
statement("");
statement("// Wrapper function that swizzles texture samples and fetches.");
statement("template<typename T>");
statement("inline vec<T, 4> spvTextureSwizzle(vec<T, 4> x, uint s)");
begin_scope();
statement("if (!s)");
statement(" return x;");
statement(
"return vec<T, 4>(spvGetSwizzle(x, spvSwizzle((s >> 0) & 0x7)), spvGetSwizzle(x, spvSwizzle((s >> 3) & "
"0x7)), spvGetSwizzle(x, spvSwizzle((s >> 6) & 0x7)), spvGetSwizzle(x, spvSwizzle((s >> 9) & 0x7)));");
end_scope();
statement("");
statement("template<typename T>");
statement("inline T spvTextureSwizzle(T x, uint s)");
begin_scope();
statement("return spvTextureSwizzle(vec<T, 4>(x, 0, 0, 1), s).x;");
end_scope();
statement("");
statement("// Wrapper function that swizzles texture gathers.");
statement("template<typename T, typename Tex, typename... Ts>");
statement("inline vec<T, 4> spvGatherSwizzle(sampler s, thread Tex& t, Ts... params, component c, uint sw) "
"METAL_CONST_ARG(c)");
begin_scope();
statement("if (sw)");
begin_scope();
statement("switch (spvSwizzle((sw >> (uint(c) * 3)) & 0x7))");
begin_scope();
statement("case spvSwizzle::none:");
statement(" break;");
statement("case spvSwizzle::zero:");
statement(" return vec<T, 4>(0, 0, 0, 0);");
statement("case spvSwizzle::one:");
statement(" return vec<T, 4>(1, 1, 1, 1);");
statement("case spvSwizzle::red:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::x);");
statement("case spvSwizzle::green:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::y);");
statement("case spvSwizzle::blue:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::z);");
statement("case spvSwizzle::alpha:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::w);");
end_scope();
end_scope();
// texture::gather insists on its component parameter being a constant
// expression, so we need this silly workaround just to compile the shader.
statement("switch (c)");
begin_scope();
statement("case component::x:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::x);");
statement("case component::y:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::y);");
statement("case component::z:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::z);");
statement("case component::w:");
statement(" return t.gather(s, spvForward<Ts>(params)..., component::w);");
end_scope();
end_scope();
statement("");
default:
break;
}
@ -2680,11 +2787,41 @@ void CompilerMSL::emit_function_prototype(SPIRFunction &func, const Bitset &)
}
// Returns the texture sampling function string for the specified image and sampling characteristics.
string CompilerMSL::to_function_name(uint32_t img, const SPIRType &, bool is_fetch, bool is_gather, bool, bool, bool,
bool, bool has_dref, uint32_t)
string CompilerMSL::to_function_name(uint32_t img, const SPIRType &imgtype, bool is_fetch, bool is_gather, bool, bool,
bool, bool, bool has_dref, uint32_t)
{
// Special-case gather. We have to alter the component being looked up
// in the swizzle case.
if (msl_options.swizzle_texture_samples && is_gather && !imgtype.image.depth)
{
string fname = "spvGatherSwizzle<" + type_to_glsl(get<SPIRType>(imgtype.image.type)) + ", " + type_to_glsl(imgtype);
// Add the arg types ourselves. Yes, this sucks, but Clang can't
// deduce template pack parameters in the middle of an argument list.
switch (imgtype.image.dim)
{
case Dim2D:
fname += ", float2";
if (imgtype.image.arrayed)
fname += ", uint";
fname += ", int2";
break;
case DimCube:
fname += ", float3";
if (imgtype.image.arrayed)
fname += ", uint";
break;
default:
SPIRV_CROSS_THROW("Invalid texture dimension for gather op.");
}
fname += ">";
return fname;
}
// Texture reference
string fname = to_expression(img) + ".";
if (msl_options.swizzle_texture_samples && !is_gather && imgtype.image.sampled == 1 &&
imgtype.image.dim != DimBuffer)
fname = "spvTextureSwizzle(" + fname;
// Texture function and sampler
if (is_fetch)
@ -2701,7 +2838,7 @@ string CompilerMSL::to_function_name(uint32_t img, const SPIRType &, bool is_fet
}
// Returns the function args for a texture sampling function for the specified image and sampling characteristics.
string CompilerMSL::to_function_args(uint32_t img, const SPIRType &imgtype, bool is_fetch, bool, bool is_proj,
string CompilerMSL::to_function_args(uint32_t img, const SPIRType &imgtype, bool is_fetch, bool is_gather, bool is_proj,
uint32_t coord, uint32_t, uint32_t dref, uint32_t grad_x, uint32_t grad_y,
uint32_t lod, uint32_t coffset, uint32_t offset, uint32_t bias, uint32_t comp,
uint32_t sample, bool *p_forward)
@ -2710,6 +2847,13 @@ string CompilerMSL::to_function_args(uint32_t img, const SPIRType &imgtype, bool
if (!is_fetch)
farg_str += to_sampler_expression(img);
if (msl_options.swizzle_texture_samples && is_gather && !imgtype.image.depth)
{
if (!farg_str.empty())
farg_str += ", ";
farg_str += to_expression(img);
}
// Texture coordinates
bool forward = should_forward(coord);
auto coord_expr = to_enclosed_expression(coord);
@ -2958,6 +3102,22 @@ string CompilerMSL::to_function_args(uint32_t img, const SPIRType &imgtype, bool
farg_str += to_expression(sample);
}
if (msl_options.swizzle_texture_samples && imgtype.image.sampled == 1 && imgtype.image.dim != DimBuffer &&
(!is_gather || !imgtype.image.depth))
{
// Add the swizzle constant from the swizzle buffer.
if (!is_gather)
farg_str += ")";
// Get the original input variable for this image.
uint32_t img_var = img;
if (meta[img].image)
img_var = meta[img].image;
if (auto *var = maybe_get_backing_variable(img_var))
img_var = var->self;
farg_str += ", spvSwizzleConst[" +
convert_to_string(get_metal_resource_index(get<SPIRVariable>(img_var), SPIRType::Image)) + "]";
}
*p_forward = forward;
return farg_str;
@ -3003,6 +3163,7 @@ void CompilerMSL::emit_sampled_image_op(uint32_t result_type, uint32_t result_id
{
set<SPIRExpression>(result_id, to_expression(image_id), result_type, true);
meta[result_id].sampler = samp_id;
meta[result_id].image = image_id;
}
// Returns a string representation of the ID, usable as a function arg.
@ -3514,6 +3675,7 @@ string CompilerMSL::entry_point_args(bool append_comma)
};
vector<Resource> resources;
bool has_sampled_image = false;
for (auto &id : ids)
{
@ -3530,6 +3692,9 @@ string CompilerMSL::entry_point_args(bool append_comma)
{
if (type.basetype == SPIRType::SampledImage)
{
if (type.image.dim != DimBuffer)
has_sampled_image = true;
resources.push_back(
{ &id, to_name(var_id), SPIRType::Image, get_metal_resource_index(var, SPIRType::Image) });
@ -3542,6 +3707,9 @@ string CompilerMSL::entry_point_args(bool append_comma)
else if (constexpr_samplers.count(var_id) == 0)
{
// constexpr samplers are not declared as resources.
if (type.basetype == SPIRType::Image && type.image.sampled == 1 && type.image.dim != DimBuffer)
has_sampled_image = true;
resources.push_back(
{ &id, to_name(var_id), type.basetype, get_metal_resource_index(var, type.basetype) });
}
@ -3553,6 +3721,15 @@ string CompilerMSL::entry_point_args(bool append_comma)
return tie(lhs.basetype, lhs.index) < tie(rhs.basetype, rhs.index);
});
if (msl_options.swizzle_texture_samples && has_sampled_image)
{
// Declare a buffer to hold the swizzle constants.
if (!ep_args.empty())
ep_args += ", ";
ep_args += "constant uint32_t* spvSwizzleConst [[buffer(" +
convert_to_string(msl_options.swizzle_constants_buffer_index) + ")]]";
}
for (auto &r : resources)
{
auto &var = r.id->get<SPIRVariable>();
@ -4568,9 +4745,25 @@ CompilerMSL::SPVFuncImpl CompilerMSL::OpCodePreprocessor::get_spv_func_impl(Op o
if (tid && compiler.get<SPIRType>(tid).image.dim == DimBuffer)
return SPVFuncImplTexelBufferCoords;
if (opcode == OpImageFetch && compiler.msl_options.swizzle_texture_samples)
return SPVFuncImplTextureSwizzle;
break;
}
case OpImageSampleExplicitLod:
case OpImageSampleProjExplicitLod:
case OpImageSampleDrefExplicitLod:
case OpImageSampleProjDrefExplicitLod:
case OpImageSampleImplicitLod:
case OpImageSampleProjImplicitLod:
case OpImageSampleDrefImplicitLod:
case OpImageSampleProjDrefImplicitLod:
case OpImageGather:
if (compiler.msl_options.swizzle_texture_samples)
return SPVFuncImplTextureSwizzle;
break;
case OpCompositeConstruct:
{
auto &type = compiler.get<SPIRType>(args[0]);

Просмотреть файл

@ -152,9 +152,11 @@ public:
Platform platform = macOS;
uint32_t msl_version = make_msl_version(1, 2);
uint32_t texel_buffer_texture_width = 4096; // Width of 2D Metal textures used as 1D texel buffers
uint32_t swizzle_constants_buffer_index = 0;
bool enable_point_size_builtin = true;
bool disable_rasterization = false;
bool resolve_specialized_array_lengths = true;
bool swizzle_texture_samples = false;
bool is_ios()
{
@ -241,6 +243,7 @@ public:
SPVFuncImplRowMajor3x4,
SPVFuncImplRowMajor4x2,
SPVFuncImplRowMajor4x3,
SPVFuncImplTextureSwizzle,
SPVFuncImplArrayCopyMultidimMax = 6
};

Просмотреть файл

@ -137,6 +137,8 @@ def cross_compile_msl(shader, spirv, opt):
msl_args = [spirv_cross_path, '--entry', 'main', '--output', msl_path, spirv_path, '--msl']
msl_args.append('--msl-version')
msl_args.append(path_to_msl_standard_cli(shader))
if '.swizzle.' in shader:
msl_args.append('--msl-swizzle-texture-samples')
subprocess.check_call(msl_args)