Add `MVK_CONFIG_TEXTURE_1D_AS_2D` environment variable, enabled by default.
Modify 1D warning messages to recommend use of `MVK_CONFIG_TEXTURE_1D_AS_2D`.
Update to latest version of SPIRV-Cross.
Align pipeline cache contents to latest CompilerMSL::Options structure.
Clean up code signing on demo Xcode projects.
Declare _formatDescriptions[] in mvk_datatypes.mm as officially writable
because Clang now locates static const in non-writable memory.
Update build settings to Xcode 11.
Update MoltenVK_Runtime_UserGuide.md about embedding `libMoltenVK.dylib` in an application.
This extension allows fragment shaders to delineate critical sections
where pairs of invocations may not execute simultaneously. In Metal, the
nearest equivalent functionality is raster order groups. This
implementation is thus implemented on top of them.
Update SPIRV-Cross to pull in SPIR-V support for this new extension.
Largely minimal for now. Much of it, particularly most of the
interactions with `VK_KHR_swapchain`, was already implemented
previously. The only interesting bits are the `vkCmdDispatchBase()`
command, and the ability to create arbitrary swapchain images and bind
them to swapchain memory, which requires the use of the previously
implemented `VK_KHR_bind_memory2` extension. Most everything else can be
safely ignored for now.
Non-zero dispatch bases use the compute stage-input region to pass the
dispatch base group to the shader, which must manually adjust the
`WorkgroupId` and `GlobalInvocationId` builtins, since Metal does not do
this for us. I have tested that this approach works well--at least, well
enough to pass the CTS.
Because of the ability to bind arbitrary images to swapchain memory,
I've sucked the guts out of `MVKSwapchainImage` and into `MVKSwapchain`
itself. Availability and drawable management is now performed by the
swapchain object. `MVKSwapchainImage` is now just a specialized kind of
image, created when requested with a `VkImageCreateSwapchainInfoKHR`
structure.
Update SPIRV-Cross so we can support the `vkCmdDispatchBase()` command.
One more step towards Vulkan 1.1.
Refactor SPIRVToMSLConverterContext into distinct SPIRVToMSLConversionConfiguration
and SPIRVToMSLConversionResults for conversion input and output, respectively.
Update to latest SPIRV-Cross version.
Update What's New document.
On iOS GPU family 2 and earlier:
- Allow immutable samplers to be passed to SPIRV-Cross in a format
they can be output as hardcoded constexpr samplers in MSL.
- Validate depth compare samplers are only used as immutable.
MVKMVKPipelineLayout & MVKDescriptorSetLayout can take null MVKCommandEncoder
to perform a validation pass when binding or pushing.
Reduce redundancy by combining SPIRVToMSLConverterContext structs
with compatible SPIRV-Cross structs.
Update MoltenVK version to 1.0.36.
All external library header references consistently include framework references.
Cleanup references to external library headers that are no longer required.
Simplify and consolidate external library header paths in Xcode projects.
Add MVK_EXCLUDE_SPIRV_TOOLS build option to avoid use of SPIRV-Tools library.
Remove all other references to headers within SPIRV-Tools library.
This is needed for TessLevelInner and TessLevelOuter in tessellation evaluation
shaders.
Fixes dEQP-VK.tessellation.shader_input_output.tess_level_inner_0_tes.
Support runtime shader compilation from GLSL.
Return VK_ERROR_INVALID_SHADER_NV on shader and pipeline compilation errors.
Add MVKShaderCompilationPerformance::glslToSPRIV to track GLSL conversion performance.
Rename MoltenVKGLSLToSPIRVConverter MVKShaderStage enum to MVKGLSLConversionShaderStage
to avoid naming conflicts with MoltenVK MVKShaderStage enum.
Hologram demo load SPIR-V directly instead of using GLSL through either
MoltenVKGLSLToSPIRVConverter or VK_NV_glsl_shader extension.
Update to latest version of VulkanSamples that supports MVKGLSLConversionShaderStage.
Add MVKDebugReportCallback class.
Add MVKVulkanAPIObject class as base class of classes exposed in Vulkan API.
Remove MVKRefCountedDeviceObject class and move ref-counting to MVKVulkanAPIObject.
Rename MVKDispatchableObject class to MVKDispatchableVulkanAPIObject.
Introduce multiple inheritance mixin classes into class hierarchy.
Add MVKBaseObject::getVulkanAPIObject() function to find Vulkan API object
controlling any subobject that needs to report something.
MVKCommandResourceFactory functions pass in calling object for reporting.
Add MVKBaseObject::reportMessage() & reportError() functions.
Replace mvkNotifyErrorWithText() static function with reportError()
instance function to allow access to debug reporting.
Redefine MVKLog*() functions to call reportError() instance method.
Delete MVKLogging.cpp.
Remove MVKLogging.h from MoltenVKShaderConverter project.
Add mvk_datatypes.hpp to redirect errors in mvk_datatypes.h functions to debug
reporting. Use mvk_datatypes.hpp internally for all references to these functions.
Convert several static methods to instance methods.
Refactor platform defines in MVKSurface.h.
Explicitly count MVKExtensionList extension count to avoid relying on struct size.
Remove MVKCommandBuffer::recordResult() and use setConfigurationResult().
Change log indication of error in logs from [***MoltenVK ERROR***] to [mvk-error],
for consistency with other log level indications.
Update MoltenVK version to 1.0.35.
Add ExternalDependencies (Debug) scheme to ExternalDependencies Xcode project.
Add --debug option to fetchDependencies script.
Support Release, Debug & Latest directories in External/build directory.
Enable DEPLOYMENT_POSTPROCESSING build setting when compiling
SPIRV-Tools to avoid warning spam when building dylibs.
Disable visibility warnings when building MoltenVKShaderConverter
in Release mode from external libraries built in Debug mode.
Always use -Xlinker -w option when creating dylibs to disable visibility warnings.
Add SPIRVToMSLConverterOptions::platform to track platform. Default to build platform.
Update default SPIRVToMSLConverterOptions MSL version to 2.1.
MoltenVKShaderConverter test MSL compilation use same MSL version as conversion.
Default min perf tracking value to 0.0.
SPIRVToMSLConverter.h reference spirv.hpp via SPIRV-Cross framework.
Update What's New document.
Some projects also link against SPIRV-Cross statically, and in order to
avoid ABI conflicts, we should use a private namespace for the
SPIRV-Cross dependency to avoid bugs. See SPIRV-Cross issue #902 for
more information. The new namespace is MVK_spirv_cross, and the code
now makes use of the SPIRV_CROSS_NAMESPACE macro rather than spirv_cross.
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.
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.
Refactor build scripts.
Update paths to MoltenVKGLSLToSPIRVConverter framework in demos.
Fix rare build race condition on MoltenVKShaderConverter link to MoltenVK.
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.
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.
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.
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.
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.
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.