218 Commits

Author SHA1 Message Date
Bill Hollings
0ac1edbac0 Project build enhancements, and MoltenVKShaderConverter
tool now validates converted MSL with a test compilation.

Project build scripts now build dylib and framework in separate build directories
to enable MoltenVKShaderConverter to link to static library instead of dynamic library.
Final Package structure remains the same.
In Debug build, copy dylib dSYM files to Package.
Package/Latest directory now links relative to local Debug or Release directory.
Add install option to Makefile.
MoltenVKShaderConverter tool now validates converted MSL with a test compilation.
Clean up various MSL conversion and compilation error logging.
MVKCommandResourceFactory wrap Metal library compile with autorelease pool.
Build ExternalDependencies with same symbol hiding as MoltenVK to suppress visibility warnings.
Update What's New document.
2019-03-22 19:36:21 -04:00
Bill Hollings
a2b1e04e8d Update to latest SPIRV-Cross version.
Adapt to API changes resulting from the introduction of the SPIRV-Cross C API.
Update What's New document.
2019-03-15 20:25:55 -04:00
Bill Hollings
caba1186e4
Merge branch 'master' into tessellation 2019-03-15 16:11:11 -04:00
Chip Davis
79d434553c Add support for tessellation.
At long last, tessellation comes to MoltenVK! With this change, clients
will now be able to specify tessellation shaders when creating
pipelines, and then draw tessellated patches with them.

Unfortunately, there seem to be a few gotchas with tessellation in
Metal. For one thing, tessellation pipelines in Metal are structured
very differently from Vulkan. There is no tessellation control or even
vertex stage. Instead, the tessellation evaluation shader takes the
place of the vertex function as a "post-tessellation vertex function."
The tessellation levels are supplied in a buffer to the tessellator,
which you are expected to populate. The most common way to do this is by
running a compute shader. MoltenVK thus runs the vertex shader and
tessellation control shader by themselves; a single `VkPipeline` object
then requires at least *three* `MTLPipelineState` objects.

But wait, there's more! The tessellation-control-as-compute stage uses
Metal's support for vertex-style stage input to a compute shader. But,
this support requires one to declare indexing *ahead of time*, when the
pipeline state is created. So a single `VkPipeline` object could have as
many as *five* `MTLPipelineState` objects.

Further, if there are more output than input control points for the
tessellation control stage, then later invocations may end up fetching
the wrong attributes! To get around this, this change uses index buffers
to ensure that all tessellation control shaders see the correct input.
Unfortunately, in the indexed draw case, this means that the incoming
index buffer needs to be munged.

Instancing is another pain point here. In Vulkan, as in OpenGL and
Direct3D, instancing is done in the vertex shader; but in Metal, it is
done at the tessellation evaluation stage. For this reason, only the
vertex stage of a tessellated draw supports instancing. Additional
memory is required to hold data for the extra vertices generated by
instancing. This also requires still more munging of index buffers for
indexed draws.

Indirect draws are even more painful. Because the number of vertices and
instances is unknown, storage for the maximum possible number of
vertices must be allocated. This change imposes a totally arbitrary
limit of 131072 vertices from a single draw, including all vertices
generated by instancing. On a Mac, this requires about 194-256 MB of
VRAM for all the temporary buffers.

There are some possible optimizations here. If we could prove that the
vertex shader's output doesn't depend on the instance ID, either
directly or through a per-instance attribute, then we could avoid
running the vertex and tess. control stages per instance, and take
advantage of Metal's support for tess. eval instancing. If we could
also prove that the vertex shader simply passes instance attributes
through (similarly with the tess. control shader), we could do this for
many more instanced draws as well. It should also be possible to cache
the output from the tess. control stage; if the draw comes up again, we
can then skip the vertex and tess. control stages entirely!

Fixes #56 and #501.
2019-03-11 14:19:49 -05:00
Bill Hollings
2a2072294b MoltenVKShaderConverterTool support cs & csh for compute shader file extensions. 2019-03-06 16:27:52 -05:00
Bill Hollings
ed702e0b29 fetchDependencies cleans MoltenVK build to ensure using latest dependency libs.
Makefile abstract names of Xcode schemes for maintainability.
MoltenVKShaderConverter Frameworks group relative to External/build.
2019-02-24 15:21:30 -05:00
Bill Hollings
6f2dc4bdcb Add static and dynamic libraries to MoltenVKShaderConverter project.
Refactor build scripts.
Update paths to MoltenVKGLSLToSPIRVConverter framework in demos.
Fix rare build race condition on MoltenVKShaderConverter link to MoltenVK.
2019-02-18 22:19:37 +00:00
Bill Hollings
e0b75dbc2c Fix crash from use of MTLDevice registryID on early OS versions.
Add mvkGetRegistryID() function to check OS support for registry ID.
Rename build setting MVK_FORCE_LOW_POWER_GPU to MVK_CONFIG_FORCE_LOW_POWER_GPU
and make it an env var / build setting combo.
Rename env var MVK_LOG_LEVEL to MVK_CONFIG_LOG_LEVEL.
Rename MVKLogging.mm to MVKLogging.cpp.
2019-02-11 10:49:58 -05:00
Bill Hollings
d83d934150 Update to latest version of SPIRV-Cross.
Track version of spvAux buffer struct in SPRIV-Cross and
fail build if different than version expected by MoltenVK.
Update MoltenVK version to 1.0.33.
Update What's New document.
2019-02-08 21:31:14 -05:00
Bill Hollings
216e86de19 Allow logging level to be controlled via runtime environment variable. 2019-01-29 21:10:31 -05:00
Bill Hollings
1a334c191d Treat all attributes & resources as used by shader when using pre-converted MSL. 2019-01-21 11:32:15 -05:00
Bill Hollings
cf22742c40 MoltenVKShaderConverter tool returns failure exit code when any file in directory fails. 2019-01-16 13:36:43 -05:00
Bill Hollings
7f03e1fb3b Pad fragment output to 4 components when needed.
Update to latest SPIRV-Cross.
2019-01-15 13:52:01 -05:00
Bill Hollings
02aeb0797a Add full texture swizzling to config, and disable it by default.
Add MVKConfiguration::fullTextureSwizzle and corresponding MVK_CONFIG_FULL_TEXTURE_SWIZZLE
env var & build setting, and set to false, to disable texture swizzling by default.
Add SPIRVToMSLConverterOptions::shouldSwizzleTextureSamples.
Lazily init queue families to allow time for specializedQueueFamilies config change.
Fix consistency of pipeline encoding state auxiliary buffer binding.
Improve documentation of MVKConfiguration environment variables and build settings.
2019-01-12 12:19:01 -05:00
Bill Hollings
fde6d98866 Remove support for arm64e architecture until it is better supported by Xcode. 2019-01-03 16:43:50 -05:00
Bill Hollings
fe55930fd5 Update Brenwill copyright noticies to 2019. 2019-01-01 21:13:25 -05:00
Bill Hollings
66a407dcc6 Support iOS builds for arm64e architecture. 2018-12-31 16:46:45 -05:00
Bill Hollings
d34b0812fe Allow building external libraries from fetchDependencies script or Xcode.
The fetchDependencies script puts build files in External/build directory.
Xcode puts build files in standard Library/.../DerivedData directory.
Copy compiled external static library files to External/build/iOS &
External/build/macOS regardless of location of intermediates.
2018-12-25 21:43:29 -05:00
Bill Hollings
9b42574249 Build external dependencies into static libraries in External/build when fetched.
Add separate ExternalDependencies Xcode project.
Move external dependencies to ExternalDependencies project.
The fetchDependencies script builds external dependencies libraries into External/build.
The fetchDependencies script prepares SPIRV-Tools without preparing glslang.
MoltenVK links to pre-built external dependency static libraries.
MoltenVK includes external library headers using full relative paths.
2018-12-24 19:11:15 -05:00
Chip Davis
4c9816d424 Enable Vulkan semantics when printing GLSL. 2018-12-19 11:29:38 -07:00
Bill Hollings
e6dfdca6c0 MSL don't emit memory_scope after MSL 2.0.
For each GPU, log MSL version and updated list of feature sets.
Add SPIRVToMSLConverterOptions::printMSLVersion() function.
Update to latest SPIRV-Cross version.
Update MoltenVK version to 1.0.29.
2018-12-11 18:27:01 -05:00
Chip Davis
18fa43994f Force signedness of shader vertex attributes to match the host.
Based on a patch by Stefan Dösinger.

Metal cannot do signedness conversion on vertex attributes, and for good
reason. Putting a `uint4` into an `int4`, or a `char4` into a `uint4`,
would lose those values that are outside the range of the target type.
But putting a `uchar4` into a `short4` or an `int4`, or a `ushort4` into
an `int4`, should work. In that case, force the signedness in the shader
to match the declared type of the host.

Update SPIRV-Cross to pull in the corresponding change. Bump MoltenVK
version.
2018-12-04 15:04:10 -06:00
Bill Hollings
d99984e064 Align MoltenVK with Vulkan SDK 1.1.92.
Update to latest dependency libraries for Vulkan SDK 1.1.92.
Generate Hologram demo dispatch files in fetchDependencies and remove them from git.
Update MoltenVK version to 1.0.27.
Update What's New document.
2018-11-15 17:40:15 +01:00
Bill Hollings
38160b3eb3 MoltenVK 1.0.26.
Fixes to create_dylib.sh to cleanup bitcode and architecture support.
Update to latest SPIRV-Cross version.
Update MoltenVK version to 1.0.26.
Update Xcode projects to Xcode 10.1.
Update What's New document.
2018-11-06 16:01:36 -05:00
DiegoAce
b91882cfc8 Force Bitcode When Building
Enabling bitcode in Xcode only adds the -fembed-bitcode-marker flag, which doesn't actually create bitcode. The Archive action transforms that flag to -fembed-bitcode which actually creates the bitcode. Adding the User-Defined Setting BITCODE_GENERATION_MODE=bitcode forces bitcode to be created without archiving.
2018-10-31 16:44:59 -05:00
Bill Hollings
025259426c Refactor the build environment.
Support creation of static library and build framework and dynamic library from it.
Add Makefile to better support command line or script building integration.
Update demos to each use one of framework, static library, and dynamic library.
Refactor and rename the build scripts.
Refactor and rename the Xcode Schemes.
Update build and runtime documentation.
Update What's New document.
2018-10-30 23:16:12 -04:00
Bill Hollings
480d5b239a Support polygonMode VK_POLYGON_MODE_POINT.
Support MTLPrimitiveTopologyClass on iOS in addition to macOS.
2018-10-24 17:06:19 -04:00
Bill Hollings
af0c1a08f1 Update shader caching for compatibility with texture swizzling.
MVKPipelineLayout set auxiliary buffer MSL index relative to already-calculated
push constant buffer MSL index.
MVKPipeline destructor release auxiliary buffer MTLBuffer instance.
Nudge MVK_VERSION_PATCH.
2018-10-17 16:57:21 -07:00
Chip Davis
082d282b28 Support arbitrary swizzles of image data.
The swizzles are passed to shaders that need them using an "auxiliary
buffer", for which there must be room in the function argument table.
Code is inserted into the shaders to swizzle reads from sampled
textures--per the Vulkan spec, component mappings must only be applied
to sampled images.

Update SPIRV-Cross to pull in some fixes for handling swizzled image
data. Bump MoltenVK version.
2018-10-16 11:33:13 -05:00
Bill Hollings
4fba647123 Optimize scheme configuration and make consistent. 2018-10-03 10:09:47 -04:00
Bill Hollings
7051582859 Update library dependencies for Vulkan SDK. 2018-09-20 21:02:39 -04:00
Dan Ginsburg
9896403f9c Fix memory leak not destroying spirv_cross objects. When creating a lot of pipelines this was causing a large memory leak. 2018-09-14 14:01:22 -04:00
Bill Hollings
c8a9841d8c Support pre-linking on both Xcode 9 & 10. Update library dependencies.
Remove linking MoltenVKSPIRVToMSLConverter from Build Phase in favour of PreLink.
Update to Vulkan header 1.1.83.
Update to latest version of library dependencies.
2018-08-23 14:02:05 -04:00
Bill Hollings
5bc8403cc1 Support Xcode 10.
Explicitly specify MoltenVKSPIRVToMSLConverter as prelink library.
Update build setting verification check.
2018-08-22 16:22:37 -04:00
Bill Hollings
bd177633ca Update to latest SPIRV-Cross, glslang & SPIRV-Tools.
Update MoltenVK version to 1.0.18.
2018-08-11 16:20:58 -04:00
Bill Hollings
0b592f5b4a Update to latest library dependencies. 2018-07-29 17:41:14 -04:00
Bill Hollings
1b6289d5b7 Disable rasterization and return void from vertex shaders that write to resources.
Add SPIRVToMSLConverterOptions::isRasterizationDisabled to allow pipeline
and vertex shader to communicate rasterization status.
Update to latest SPIRV-Cross version.
Update MoltenVK version to 1.0.17.
2018-07-29 15:50:51 -04:00
Bill Hollings
2d4de6db68 Fixes to attachment and image clearing to pass CTS tests.
MVKCmdClearAttachments support clearing multiple attachment layers.
MVKCmdClearImage use renderpass clear, and support clearning multiple image layers.
Rename mvkCmdClearImage() to mvkCmdClearColorImage().
MVKDevice add getFormatIsSupported() to allow devices to test for format support.
MVKFramebuffer support multiple layers.
mvk_datatypes.h support both 2D and 3D mipmap calculations and allow
mvkMTLPrimitiveTopologyClassFromVkPrimitiveTopology() in iOS.
Remove support for VK_FORMAT_B10G11R11_UFLOAT_PACK32 & VK_FORMAT_E5B9G9R9_UFLOAT_PACK32
since format components are reversed on Metal.
Move OS extension source files to new OS directory.
Update to latest SPIRV-Cross version.
Update MoltenVK version to 1.0.16.
2018-07-23 20:12:57 -04:00
Bill Hollings
e203b93285 Fix compute shader workgroup size specialization.
Support separate specialization for each workgroup dimension.
Support zero as a specialization ID value.
Cleanup MoltenVKShaderConverterTool.
Update to latest SPIRV-Cross version.
Update MoltenVK version to 1.0.14.
2018-07-03 13:57:53 -04:00
Bill Hollings
e959b9d9a6 Support larger VkBufferViews by using 2D Metal textures.
Map 1D buffer view contents to 2D Metal texture.
Add MVKPhysicalDeviceMetalFeatures::maxTextureDimension element.
Set VkPhysicalDeviceLimits::maxTexelBufferElements to maxTextureDimension ^ 2.
Shaders accessing buffer view use special function to map 1D buffer view coordinates
to 2D Metal texture coordinates.
Pass maxTextureDimension to shader.
Update to latest SPIRV-Cross version for appropriate shaders.
Update MoltenVK version to 1.0.13.
2018-06-27 18:03:30 -04:00
Bill Hollings
10a023debe Update to latest library dependencies to match Vulkan SDK 1.1.77.
Update MoltenVK version to 1.0.12.
2018-06-15 15:14:59 -04:00
Bill Hollings
9ae35d73c4 Update Xcode version checks to Xcode 9.4. 2018-06-14 12:46:41 -04:00
Bill Hollings
96d680a4e0 Avoid fragment shader tracking interacting with vertex attributes.
Restrict allowed linear tiling features for pixel formats.
Fix bad logic when testing allowed linear tiling usage.
Update MoltenVK to 1.0.11.
2018-06-06 21:14:09 -04:00
Bill Hollings
c833cc544d Replace dependency on Vulkan-LoaderAndValidationLayers with Vulkan-Headers and Vulkan-Tools.
Update to latest versions of Vulkan-Headers, SPIRV-Cross, glslang, Vulkan-Tools, and VulkanSamples.
2018-05-28 08:33:46 -04:00
Bill Hollings
f857011ec1 Add features to support Vulkan CTS.
Dynamically create frag shaders for clearning attachments and images.
Dynamically create frag shaders for blitting scaled images.
MVKGraphicsPipeline don't create MTLRenderPipelineState if vertex function conversion fails.
MVKComputePipeline don't create MTLComputePipelineState if compute function conversion fails.
Handle SPIRV-Cross errors thrown during SPIR-V parsing in compiler construction.
Set undefined property limits to large, but not max, values to avoid casting issues in app.
Mark multiDrawIndirect features as available.
Update to latest SPIRV-Cross version.
Update to MoltenVK version 1.0.5.
2018-05-04 12:11:19 -04:00
Bill Hollings
8631fc06b8 Update to latest V-LVL, glslang & SPIRV-Tools.
Fix link references when building against latest SPIRV-Tools.
2018-04-17 13:41:08 -04:00
Bill Hollings
3a2657b2bb Update Demos to use latest LunarG VulkanSamples and Vulkan-LoaderAndValidationLayers code.
Update to latest Vulkan-LoaderAndValidationLayers version.
Update to latest VulkanSamples version.
Update to latest SPIRV-Cross version.
2018-04-16 16:26:34 -04:00
Bill Hollings
20c98e5e46 Add support for caching converted MSL shader code offline from pipeline cache
via vkGetPipelineCacheData(), vkCreatePipelineCache() & vkMergePipelineCaches().

Add the cereal serialization framework as a dependency.
Update documentation. Update project settings to Xcode 9.3.
2018-03-30 12:13:50 -04:00
Bill Hollings
c45b47183e Shader libraries cached in MVKPipelineCache instead of MVKShaderModule. 2018-03-22 23:52:12 -04:00
Bill Hollings
afebc3fe08 Support SPIR-V containing multiple entry points.
Include name and stage when matching shaders contexts for pipelines.
Avoid deprecated SPIRV-Cross members.
Update to latest SPIRV-Cross version.
2018-03-19 10:58:46 -04:00