44 Commits

Author SHA1 Message Date
Bill Hollings
64d7e07243 Support immutable depth compare samplers as constexpr samplers hardcoded in MSL.
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.
2019-06-15 01:47:13 -04:00
bearishsun
7f5a70d802 Added a way to set compute kernel threadgroup size when using MSL source code or MSL compiled code 2019-06-06 11:19:41 +02:00
Chip Davis
f075adc93f Update SPIRV-Cross.
This adds support for the `OpArrayLength` instruction.
2019-05-29 10:49:28 -05:00
Bill Hollings
fbf2af58a0 Fixes and consolidation of external library header references.
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.
2019-05-28 17:19:43 -04:00
Bill Hollings
c2706f3e6b Fix offset of buffer view relative to buffer offset within device memory. 2019-05-27 17:56:44 -04:00
Józef Kucia
b8abc58b7e Fix [[attribute]] assignment for tessellation evaluation shaders.
This is needed for TessLevelInner and TessLevelOuter in tessellation evaluation
shaders.

Fixes dEQP-VK.tessellation.shader_input_output.tess_level_inner_0_tes.
2019-05-26 13:41:28 +02:00
Bill Hollings
c3aaf976ae Add support for the VK_NV_glsl_shader extension.
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.
2019-05-10 12:21:03 -04:00
Bill Hollings
eca03b8de1 MoltenVKShaderConverter tool add MSL version and platform command-line options.
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.
2019-04-17 16:09:07 -04:00
Bill Hollings
4183a6489b
Merge branch 'master' into master 2019-03-29 13:06:00 -04:00
Hans-Kristian Arntzen
38edfdb3de Override namespace for SPIRV-Cross.
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.
2019-03-29 11:34:55 +01:00
Bill Hollings
0f22e2a70e MSL: Fix crash where variable storage buffer pointers are passed down.
Explicitly build dSYM files in BUILT_PRODUCTS_DIR
to avoid conflict between macOS and iOS build locations.
Update to latest SPIRV-Cross version.
2019-03-28 11:58:05 -04:00
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
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
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
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
1a334c191d Treat all attributes & resources as used by shader when using pre-converted MSL. 2019-01-21 11:32:15 -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
fe55930fd5 Update Brenwill copyright noticies to 2019. 2019-01-01 21:13:25 -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
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
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
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
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
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
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
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
Bill Hollings
c77ad3a383 Remove folder symlinks and update MoltenVK version to 1.0.1.
Remove duplicate build of SPIRV-Tools in fetchDependencies.
Remove folder symlinks from Externals and MoltenVKShaderCompiler folders.
Update header search paths to reference External folders directly.
Update External/README.md documentation.
Update MoltenVK version to 1.0.1 to reflect new build instructions.
Minor update to performance logging.
2018-03-18 18:41:19 -04:00
davidhubbard
dc03b41400 Wrap try/catch blocks for if exceptions disabled
SPIRV-Cross supports the macro SPIRV_CROSS_EXCEPTIONS_TO_ASSERTIONS
for builds with exceptions disabled. MoltenVK can support those
builds with just a couple #if statements. When exceptions are
disabled, the program will just abort, not throw.
2018-03-09 11:00:17 -06:00
Maximilian Maldacker
6eecd58ad2 added workgroupssize specialization constants 2018-02-15 19:00:24 +01:00
Bill Hollings
98b050e6e2 Update copyright dates to 2018. 2018-01-31 16:57:59 -05:00
Bill Hollings
bee5cb019d Fix link failure on Release builds. 2018-01-29 13:34:05 -05:00
Bill Hollings
03f865ea96 SPIR-V enhancements.
Fix OOM conditions with multiple consecutive two-vector OpVectorShuffles.
Support non-square row-major matrix conversions.
Add ability to write SPIR-V to file for debugging purposes.
Update ThirdPartyConfig.md to latest use of SPIRV-Cross testability.
Update to latest SPIRV-Cross version.
2018-01-08 21:44:46 -05:00
Bill Hollings
9b185a9c3a Fixes to compute workgroup sizes and barriers.
Improved extraction of entry point name and workgroup size from SPIR-V.
Consolidate to a single ThirdPartyConfig.md document.
MSL enhancements to nested function use of globals.
Support customizing MSL based on iOS or macOS platform.
MSL threadgroup barrier memory scope only on iOS MSL 2.0.
Update to latest SPIRV libraries.
2017-12-26 22:20:20 -05:00
Bill Hollings
fd7b8234f9 Initial open-source commit. 2017-11-17 11:14:29 -05:00