We currently only support access chains that end in a matrix by propagating
"needs transpose" flag upstream which flips the matrix multiplication order.
It's possible to support indexed extraction as well, however it would have to
generate code like this:
vec4 row = vec4(UBO[0].y, UBO[1].y, UBO[2].y, UBO[3].y);
for a column equivalent of:
vec4 row = UBO[1];
It is definitely possible to do so but it requires signaling the vector output
that it needs to switch to per-component extraction which is a bit more trouble
than this is worth for now.
Instead of filling a std::string buffer passed by reference return a new
string. This may be slightly slower in certain cases but they are pretty
rare and this matches the code style better.
Also streamline error handling in different branches and extract function
to generate vector swizzle.
Legacy GLSL targets do not support uniform buffers, and as such require
some sort of emulation. There are two alternatives - one is to represent
a uniform buffer as a uniform struct, and another one is to flatten it
into an array of primitive vector types (vec4).
Uniform struct have two disadvantages that make using them prohibitive
in some applications:
- The location assignment for struct members is arbitrary which means
the application has to set each struct member one by one
- Some Android drivers fail to link shader programs if both vertex and
fragment shader use the same uniform struct
Because of this, we need to support flattening uniform buffers into an
array. This is not just important for legacy GLSL but also is sometimes
useful for ESSL 3.0 where some Android drivers do not have stable UBO
support.
The way flattening works is the entire buffer is represented as a vec4
array; each access chain is rewritten into a combination of array
accesses, swizzles and data type constructors. Specifically:
- Extracting a vector or a scalar requires indexing into the array with
an optional swizzle, for example CB0[13].yz for reading vec2
- Extracting a matrix or a struct requires extracting each individual
vector or struct member and then combining them into the resulting
object
- Extracting arrays is not supported, mostly because the resulting
construct is very inefficient and ESSL 1.0 does not support array
constructors.
Additionally, while we try to constant-fold each individual indexing
operation, there are cases where we have to use dynamic index
computation (specifically for indexing arrays with non-constants); so
the general form of the primitive array extraction expression is:
buffer[stride0*index0+...+strideN*indexN+offset]
Where stride/offset are integer literals and index represents variables.
- By default, emit uniform structs for UBOs, like push constant.
- Forward transpose information,
and optimize transpose(matrix) * vector to vector * matrix.
CompilerGLSL add to_function_name() and to_function_args() functions to organize
structure of emit_texture_op() function.
CompilerMSL add support for MSL gather(), gather_compare() and sample_compare() functions.
Previously, we would generate parentheses proactively when generating
binary ops, however, this leads to uglier code and hits warnings in
compilers when used as a conditional.
Add CompilerMSL emit_instruction() and emit_glsl_op() functions
to handle MSL-specific operation and function definitions.
Remove CompilerMSL emit_msl_defines() function.
The size of an array can be a specialization constant or a spec constant
op. This complicates things quite a lot.
Reflection becomes very painful in the presence of expressions instead
of literals so add a new array which expresses this.
It is unlikely that we will need to do accurate reflection of interface
types which have specialization constant size.
SSBOs and UBOs will for now throw exception if a dynamic size is used since it
is very difficult to know the real size.
There was a potential problem if variables were invalidated and SPIR-V
read expressions which depended on other expression which in turn depended on the
invalidated variable.
Also fixes issue where variables were considered immutable if they were
forwardable. This allowed some incorrect optimizations to slip through.
OpName is only for debug information, so we must be very careful that
we do not reuse the same name for different variables.
This was previously done for local variables, but this commit extends
this to global variables as well.
This is supported as compiler extensions, but we can be standards
compliant here, so use the classic workaround of having a single entry
array at the end of the structs instead.