MSL: Don't set the layer for multiview if the device doesn't support it.
Some older iOS devices don't support layered rendering. In that case, don't set `[[render_target_array_index]]`, because the compiler will reject the shader in that case. The client will then have to unroll the render pass manually.
This commit is contained in:
Родитель
4752a44f9e
Коммит
cab7335e64
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@ -323,7 +323,7 @@ if (SPIRV_CROSS_STATIC)
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endif()
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set(spirv-cross-abi-major 0)
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set(spirv-cross-abi-minor 37)
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set(spirv-cross-abi-minor 38)
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set(spirv-cross-abi-patch 0)
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if (SPIRV_CROSS_SHARED)
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6
main.cpp
6
main.cpp
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@ -549,6 +549,7 @@ struct CLIArguments
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bool msl_invariant_float_math = false;
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bool msl_emulate_cube_array = false;
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bool msl_multiview = false;
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bool msl_multiview_layered_rendering = true;
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bool msl_view_index_from_device_index = false;
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bool msl_dispatch_base = false;
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bool msl_decoration_binding = false;
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@ -732,6 +733,8 @@ static void print_help_msl()
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"\t[--msl-device-argument-buffer <descriptor set index>]:\n\t\tUse device address space to hold indirect argument buffers instead of constant.\n"
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"\t\tComes up when trying to support argument buffers which are larger than 64 KiB.\n"
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"\t[--msl-multiview]:\n\t\tEnable SPV_KHR_multiview emulation.\n"
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"\t[--msl-multiview-no-layered-rendering]:\n\t\tDon't set [[render_target_array_index]] in multiview shaders.\n"
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"\t\tUseful for devices which don't support layered rendering. Only effective when --msl-multiview is enabled.\n"
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"\t[--msl-view-index-from-device-index]:\n\t\tTreat the view index as the device index instead.\n"
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"\t\tFor multi-GPU rendering.\n"
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"\t[--msl-dispatch-base]:\n\t\tAdd support for vkCmdDispatchBase() or similar APIs.\n"
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@ -987,6 +990,7 @@ static string compile_iteration(const CLIArguments &args, std::vector<uint32_t>
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msl_opts.argument_buffers = args.msl_argument_buffers;
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msl_opts.texture_buffer_native = args.msl_texture_buffer_native;
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msl_opts.multiview = args.msl_multiview;
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msl_opts.multiview_layered_rendering = args.msl_multiview_layered_rendering;
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msl_opts.view_index_from_device_index = args.msl_view_index_from_device_index;
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msl_opts.dispatch_base = args.msl_dispatch_base;
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msl_opts.enable_decoration_binding = args.msl_decoration_binding;
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@ -1366,6 +1370,8 @@ static int main_inner(int argc, char *argv[])
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cbs.add("--msl-invariant-float-math", [&args](CLIParser &) { args.msl_invariant_float_math = true; });
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cbs.add("--msl-emulate-cube-array", [&args](CLIParser &) { args.msl_emulate_cube_array = true; });
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cbs.add("--msl-multiview", [&args](CLIParser &) { args.msl_multiview = true; });
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cbs.add("--msl-multiview-no-layered-rendering",
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[&args](CLIParser &) { args.msl_multiview_layered_rendering = false; });
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cbs.add("--msl-view-index-from-device-index",
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[&args](CLIParser &) { args.msl_view_index_from_device_index = true; });
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cbs.add("--msl-dispatch-base", [&args](CLIParser &) { args.msl_dispatch_base = true; });
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@ -0,0 +1,73 @@
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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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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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float4 vColor [[user(locn0)]];
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float2 vTex_0 [[user(locn1)]];
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float2 vTex_1 [[user(locn2)]];
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float2 vTex_2 [[user(locn3)]];
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float2 vTex_3 [[user(locn4)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], constant uint* spvViewMask [[buffer(24)]], texture2d<float> uTex [[texture(0)]], sampler uTexSmplr [[sampler(0)]])
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{
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main0_out out = {};
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spvUnsafeArray<float2, 4> vTex = {};
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vTex[0] = in.vTex_0;
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vTex[1] = in.vTex_1;
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vTex[2] = in.vTex_2;
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vTex[3] = in.vTex_3;
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const uint gl_ViewIndex = spvViewMask[0];
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out.FragColor = in.vColor * uTex.sample(uTexSmplr, vTex[int(gl_ViewIndex)]);
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return out;
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}
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@ -0,0 +1,28 @@
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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 MVPs
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{
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float4x4 MVP[2];
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};
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struct main0_out
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{
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float4 Position [[attribute(0)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant uint* spvViewMask [[buffer(24)]], constant MVPs& _19 [[buffer(0)]])
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{
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main0_out out = {};
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const uint gl_ViewIndex = spvViewMask[0];
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out.gl_Position = _19.MVP[int(gl_ViewIndex)] * in.Position;
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return out;
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}
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@ -0,0 +1,73 @@
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#pragma clang diagnostic ignored "-Wmissing-braces"
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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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template<typename T, size_t Num>
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struct spvUnsafeArray
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{
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T elements[Num ? Num : 1];
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thread T& operator [] (size_t pos) thread
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{
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return elements[pos];
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}
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constexpr const thread T& operator [] (size_t pos) const thread
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{
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return elements[pos];
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}
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device T& operator [] (size_t pos) device
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{
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return elements[pos];
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}
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constexpr const device T& operator [] (size_t pos) const device
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{
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return elements[pos];
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}
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constexpr const constant T& operator [] (size_t pos) const constant
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{
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return elements[pos];
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}
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threadgroup T& operator [] (size_t pos) threadgroup
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{
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return elements[pos];
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}
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constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
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{
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return elements[pos];
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}
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};
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struct main0_out
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{
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float4 FragColor [[color(0)]];
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};
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struct main0_in
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{
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float4 vColor [[user(locn0)]];
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float2 vTex_0 [[user(locn1)]];
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float2 vTex_1 [[user(locn2)]];
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float2 vTex_2 [[user(locn3)]];
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float2 vTex_3 [[user(locn4)]];
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};
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fragment main0_out main0(main0_in in [[stage_in]], constant uint* spvViewMask [[buffer(24)]], texture2d<float> uTex [[texture(0)]], sampler uTexSmplr [[sampler(0)]])
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{
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main0_out out = {};
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spvUnsafeArray<float2, 4> vTex = {};
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vTex[0] = in.vTex_0;
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vTex[1] = in.vTex_1;
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vTex[2] = in.vTex_2;
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vTex[3] = in.vTex_3;
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const uint gl_ViewIndex = spvViewMask[0];
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out.FragColor = in.vColor * uTex.sample(uTexSmplr, vTex[int(gl_ViewIndex)]);
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return out;
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}
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@ -0,0 +1,28 @@
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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 MVPs
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{
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float4x4 MVP[2];
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};
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struct main0_out
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{
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float4 gl_Position [[position]];
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};
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struct main0_in
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{
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float4 Position [[attribute(0)]];
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant uint* spvViewMask [[buffer(24)]], constant MVPs& _19 [[buffer(0)]])
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{
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main0_out out = {};
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const uint gl_ViewIndex = spvViewMask[0];
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out.gl_Position = _19.MVP[int(gl_ViewIndex)] * in.Position;
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return out;
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}
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@ -0,0 +1,14 @@
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#version 310 es
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#extension GL_EXT_multiview : require
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precision mediump float;
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layout(location = 0) in vec4 vColor;
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layout(location = 1) in vec2 vTex[4];
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layout(binding = 0) uniform sampler2D uTex;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor = vColor * texture(uTex, vTex[gl_ViewIndex]);
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}
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@ -0,0 +1,14 @@
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#version 310 es
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#extension GL_EXT_multiview : require
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layout(std140, binding = 0) uniform MVPs
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{
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mat4 MVP[2];
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};
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layout(location = 0) in vec4 Position;
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void main()
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{
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gl_Position = MVP[gl_ViewIndex] * Position;
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}
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@ -658,6 +658,10 @@ spvc_result spvc_compiler_options_set_uint(spvc_compiler_options options, spvc_c
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case SPVC_COMPILER_OPTION_MSL_VERTEX_INDEX_TYPE:
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options->msl.vertex_index_type = static_cast<CompilerMSL::Options::IndexType>(value);
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break;
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case SPVC_COMPILER_OPTION_MSL_MULTIVIEW_LAYERED_RENDERING:
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options->msl.multiview_layered_rendering = value != 0;
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break;
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#endif
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default:
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@ -33,7 +33,7 @@ extern "C" {
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/* Bumped if ABI or API breaks backwards compatibility. */
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#define SPVC_C_API_VERSION_MAJOR 0
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/* Bumped if APIs or enumerations are added in a backwards compatible way. */
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#define SPVC_C_API_VERSION_MINOR 37
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#define SPVC_C_API_VERSION_MINOR 38
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/* Bumped if internal implementation details change. */
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#define SPVC_C_API_VERSION_PATCH 0
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@ -636,6 +636,8 @@ typedef enum spvc_compiler_option
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SPVC_COMPILER_OPTION_GLSL_FORCE_FLATTENED_IO_BLOCKS = 66 | SPVC_COMPILER_OPTION_GLSL_BIT,
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SPVC_COMPILER_OPTION_MSL_MULTIVIEW_LAYERED_RENDERING = 67 | SPVC_COMPILER_OPTION_MSL_BIT,
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SPVC_COMPILER_OPTION_INT_MAX = 0x7fffffff
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} spvc_compiler_option;
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@ -146,6 +146,7 @@ void CompilerMSL::build_implicit_builtins()
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bool need_subgroup_ge_mask = !msl_options.is_ios() && (active_input_builtins.get(BuiltInSubgroupGeMask) ||
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active_input_builtins.get(BuiltInSubgroupGtMask));
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bool need_multiview = get_execution_model() == ExecutionModelVertex && !msl_options.view_index_from_device_index &&
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msl_options.multiview_layered_rendering &&
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(msl_options.multiview || active_input_builtins.get(BuiltInViewIndex));
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bool need_dispatch_base =
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msl_options.dispatch_base && get_execution_model() == ExecutionModelGLCompute &&
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@ -9242,7 +9243,7 @@ string CompilerMSL::member_attribute_qualifier(const SPIRType &type, uint32_t in
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switch (builtin)
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{
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case BuiltInViewIndex:
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if (!msl_options.multiview)
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if (!msl_options.multiview || !msl_options.multiview_layered_rendering)
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break;
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/* fallthrough */
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case BuiltInFrontFacing:
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@ -9660,7 +9661,8 @@ bool CompilerMSL::is_direct_input_builtin(BuiltIn bi_type)
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case BuiltInBaryCoordNoPerspNV:
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return false;
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case BuiltInViewIndex:
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return get_execution_model() == ExecutionModelFragment && msl_options.multiview;
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return get_execution_model() == ExecutionModelFragment && msl_options.multiview &&
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msl_options.multiview_layered_rendering;
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// Any stage function in
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case BuiltInDeviceIndex:
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case BuiltInSubgroupEqMask:
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@ -10430,6 +10432,15 @@ void CompilerMSL::fix_up_shader_inputs_outputs()
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// Since every physical device is rendering a different view,
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// there's no need for layered rendering here.
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}
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else if (!msl_options.multiview_layered_rendering)
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{
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// In this case, the views are rendered one at a time. The view index, then,
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// is just the first part of the "view mask".
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entry_func.fixup_hooks_in.push_back([=]() {
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statement("const ", builtin_type_decl(bi_type), " ", to_expression(var_id), " = ",
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to_expression(view_mask_buffer_id), "[0];");
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});
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}
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else if (get_execution_model() == ExecutionModelFragment)
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{
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// Because we adjusted the view index in the vertex shader, we have to
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@ -290,6 +290,7 @@ public:
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bool swizzle_texture_samples = false;
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bool tess_domain_origin_lower_left = false;
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bool multiview = false;
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bool multiview_layered_rendering = true;
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bool view_index_from_device_index = false;
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bool dispatch_base = false;
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bool texture_1D_as_2D = false;
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@ -232,6 +232,8 @@ def cross_compile_msl(shader, spirv, opt, iterations, paths):
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msl_args.append('--emit-line-directives')
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if '.multiview.' in shader:
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msl_args.append('--msl-multiview')
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if '.no-layered.' in shader:
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msl_args.append('--msl-multiview-no-layered-rendering')
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if '.viewfromdev.' in shader:
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msl_args.append('--msl-view-index-from-device-index')
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if '.dispatchbase.' in shader:
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