Add SPIRVToMSLConversionResults::isPositionInvariant to query
position invariance from SPIR-V.
MVKDevice::getMTLCompileOptions() takes into consideration need to preserve invariance.
MVKShaderModule compile MSL to preserve invariance if required by shader.
Support querying SignedZeroInfNanPreserve execution mode
from SPIR-V to disable fast-math for individual shaders.
Clean up namespace references in SPIRVToMSLConverter.cpp.
MVKDevice track enabled VkPhysicalDeviceInlineUniformBlockFeaturesEXT features.
Disable prefilled MTLCommandBuffers if update after binding enabled.
Update to latest SPIRV-Cross that includes support for unsized arrays.
Combine MoltenVKSPIRVToMSLConverter and MoltenVKGLSLToSPIRVConverter
frameworks into a single MoltenVKShaderConverter framework.
Update corresponding directory structures, symlinks, scripts, and build paths.
Update MoltenVK code to use new framework name for headers.
Add symlinks in API-Samples demo to support legacy
MoltenVKGLSLToSPIRVConverter header paths.
In addition to simplifying shader converter code and build management, the
use of only one shader converter framework fixes a race condition within Xcode,
prior to Xcode 12, when multiple targets use the same dependency XCFramework.
Remove EXCLUDED_ARCHS from all Xcode projects to allow fat platform libraries to be built.
Script copy_lib_to_staging.sh no longer breaks fat libraries into single-architecture
libraries, and simply copies fat file to XCFramework staging area.
This permits support for arm64 on macOS, and arm64e on iOS and tvOS.
Creating a Simulator dylib containing both x86_64 and arm64 (Apple Silicon)
architectures is not currently supported by Xcode, so Simulator dylibs are skipped.
Originally, Metal did not support this directly, and still largely
doesn't on GPUs other than Apple family 6. Therefore, this
implementation uses vertex instancing to draw the needed views. To
support the Vulkan requirement that only the layers for the enabled
views are loaded and stored in a multiview render pass, this
implementation uses multiple Metal render passes for multiple "clumps"
of enabled views.
For indirect draws, as with tessellation, we must adjust the draw
parameters at execution time to account for the extra views, so we need
to use deferred store actions here. Without them, tracking the state
becomes too involved.
If the implementation doesn't support either layered rendering or
deferred store actions, multiview render passes are instead unrolled and
rendered one view at a time. This will enable us to support the
extension even on older devices and OSes, but at the cost of additional
command buffer memory and (possibly) worse performance.
Eventually, we should consider using vertex amplification to accelerate
this, particularly since indirect multiview draws are terrible and
currently require a compute pass to adjust the instance count. Also,
instanced drawing in itself is terrible due to its subpar performance.
But, since vertex amplification on family 6 only supports two views,
when `VK_KHR_multiview` mandates a minimum of 6, we'll still need to use
instancing to support more than two views.
I have tested this extensively against the CTS. I'm very confident in
its correctness. The only failing tests are
`dEQP-VK.multiview.queries.*`, due to our inadequate implementation of
timestamp queries; and `dEQP-VK.multiview.depth.*`, due to what I assume
is a bug in the way Metal handles arrayed packed depth/stencil textures,
and which may only be a problem on Mojave. I need to test this on
Catalina and Big Sur.
Update SPIRV-Cross to pull in some fixes necessary for this to work.
Fixes#347.
- Delete fat library and framework scripts and templates.
- MoltenVK build package now only includes one XCFramework, and separate platform dylibs.
- Modify fetchDependencies and Makefile targets to not build fat libraries,
and to build simulators separately than platforms instead.
- Script package_moltenvk.sh now copies dylibs for all built platforms.
- Consolidate package_all.sh and delete package_one_os.sh.
- Swap names of copy_lib_to_staging.sh and copy_to_staging.sh scripts.
- Cube demo now uses MoltenVK as XCFramework, and support Simulator builds.
- Hologram demo now uses MoltenVK as dylibs from new packaging location.
- API-Samples demo now uses MoltenVK as XCFramework.
- Update documentation.
Create shader converters as XCFrameworks.
Don't create shader converters as fat libs, dylibs, or regular frameworks.
Rename create_xcframework.sh to create_xcframework_func.sh.
Use separate MoltenVK packaging scripts for one or all OS's.
Add package_one_os.sh.
Remove package_shader_converter_lib.sh.
Remove redundant GLSL shader converter dependencies in MoltenVK packaging targets.
Exclude arm64 architectures on macOS and Simulators.
Exclude arm64e architectures on iOS and tvOS.
Stop building fat libraries for external libraries.
Remove package_ext_libs.sh script.
Don't include Headers in ext lib XCFrameworks because of Xcode12 bug in using them.
This should hopefully reduce underutilization of the GPU, especially on
GPUs where the thread execution width is greater than the number of
control points.
This also eliminates the extra invocations previously needed to read the
varyings from the vertex shader into the tessellation shader. The number
of threads per workgroup is now lcm(SIMD-size, output control points).
This should ensure we always process a whole number of patches per
workgroup, and further reduce underutilization of the GPU's SIMD units.
To avoid complexity handling indices in the tessellation control shader,
I've also changed the way vertex shaders for tessellation are handled.
They are now compute kernels using Metal's support for vertex-style
stage input. This lets us always emit vertices into the buffer in order
of vertex shader execution. Now we no longer have to deal with indexing
in the tessellation control shader, nor do we always have to duplicate
the index buffer to insert gaps. This also fixes a long-standing issue
where if an index were greater than the number of vertices to draw, the
vertex shader would wind up writing outside the buffer, and the vertex
would be lost.
SPIRV-Cross can now AND the `gl_SampleMask` output with an additional
fixed mask, presumably from the pipeline. Use this new functionality to
implement pipeline sample mask handling.
Special thanks to Tomek Pontika and Corentin Wallez of Google for
graciously contributing their implementation to SPIRV-Cross.
Update SPIRV-Cross to pull in the change necessary for this.
Metal is picky about interface matching. If the types of a vertex output
and its corresponding fragment input don't match, down to the number of
vector components, it fails pipeline compilation. To support cases where
the number of components in the fragment input is less than the
corresponding vertex output, we need to fix up the fragment shader to
accept the extra components.
Create fat builds of static, dynamic & framework libraries if both iOS
and simulator versions have been created from separate manual Xcode builds.
Refactor scripts for creating fat libraries to reuse across projects.
Add MVK_BUILT_PROD_DIR to replace use of BUILT_PRODUCTS_DIR in most scripts
to allow flexibility across per-platform compilation.
Generally replace use of @available() with respondsToSelector:.
Add mvkMakeOSVersion() and mvkOSVersionIsAtLeast(macos,ios) to help testing OS versions.
Set maxDrawIndexedIndexValue to kMVKUndefinedLargeUInt32 instead of uint32_t max.
Add MVKTranslatedVertexBinding to describe a translated vertex binding, track these in
MVKGraphicsPipeline, and add a Metal vertex layout for each additional translated binding.
MVKGraphicsResourcesCommandEncoderState query MVKGraphicsPipeline for translated bindings
associated with existing bindings and binds the same MTLBuffer multiple times with
different offsets.
Make SPIRVReflection global functions inline and templated.
Remove SPIRVReflection.cpp.
Allow MVKSmallVector to be sorted by supporting
random access from MVKSmallVector::iterator.
Naturally, Metal complains when a fragment shader write to a
`[[depth]]` output, but there be no depth attachment. I imagine that it
will also complain if the shader write to ``[[stencil]]`` with no
stencil attachment, or it write to a ``[[color(n)]]`` output with no
corresponding attachment.
MVKShaderConverterTool add support to output SPIR-V as header (.h) files.
Add MVKShaderConverterTool Xcode target.
Add MVKShaderConverterTool Package Xcode scheme.
fetchDependencies builds MVKShaderConverterTool and runs
it on shader files in VulkanSamples API-Samples directory.