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.
274 lines
10 KiB
C++
274 lines
10 KiB
C++
/*
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* SPIRVToMSLConverter.h
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*
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* Copyright (c) 2014-2019 The Brenwill Workshop Ltd. (http://www.brenwill.com)
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __SPIRVToMSLConverter_h_
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#define __SPIRVToMSLConverter_h_ 1
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#include <SPIRV-Cross/spirv.hpp>
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#include <SPIRV-Cross/spirv_msl.hpp>
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#include <string>
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#include <vector>
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#include <unordered_map>
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namespace mvk {
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#pragma mark -
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#pragma mark SPIRVToMSLConverterContext
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/**
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* Options for converting SPIR-V to Metal Shading Language
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*
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* THIS STRUCT IS STREAMED OUT AS PART OF THE PIEPLINE CACHE.
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* CHANGES TO THIS STRUCT SHOULD BE CAPTURED IN THE STREAMING LOGIC OF THE PIPELINE CACHE.
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*/
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typedef struct SPIRVToMSLConverterOptions {
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SPIRV_CROSS_NAMESPACE::CompilerMSL::Options mslOptions;
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std::string entryPointName;
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spv::ExecutionModel entryPointStage = spv::ExecutionModelMax;
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spv::ExecutionMode tessPatchKind = spv::ExecutionModeMax;
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uint32_t numTessControlPoints = 0;
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bool shouldFlipVertexY = true;
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bool needsSwizzleBuffer = false;
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bool needsOutputBuffer = false;
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bool needsPatchOutputBuffer = false;
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bool needsBufferSizeBuffer = false;
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bool needsInputThreadgroupMem = false;
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/**
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* Returns whether the specified options match this one.
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* It does if all corresponding elements are equal.
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*/
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bool matches(const SPIRVToMSLConverterOptions& other) const;
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bool hasEntryPoint() const {
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return !entryPointName.empty() && entryPointStage != spv::ExecutionModelMax;
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}
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static std::string printMSLVersion(uint32_t mslVersion, bool includePatch = false);
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SPIRVToMSLConverterOptions();
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} SPIRVToMSLConverterOptions;
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/**
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* Defines MSL characteristics of a vertex attribute at a particular location.
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* The isUsedByShader flag is set to true during conversion of SPIR-V to MSL
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* if the shader makes use of this vertex attribute.
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*
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* THIS STRUCT IS STREAMED OUT AS PART OF THE PIEPLINE CACHE.
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* CHANGES TO THIS STRUCT SHOULD BE CAPTURED IN THE STREAMING LOGIC OF THE PIPELINE CACHE.
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*/
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typedef struct MSLVertexAttribute {
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SPIRV_CROSS_NAMESPACE::MSLVertexAttr vertexAttribute;
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bool isUsedByShader = false;
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/**
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* Returns whether the specified vertex attribute match this one.
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* It does if all corresponding elements except isUsedByShader are equal.
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*/
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bool matches(const MSLVertexAttribute& other) const;
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} MSLVertexAttribute;
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/**
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* Matches the binding index of a MSL resource for a binding within a descriptor set.
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* Taken together, the stage, desc_set and binding combine to form a reference to a resource
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* descriptor used in a particular shading stage. Generally, only one of the buffer, texture,
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* or sampler elements will be populated. The isUsedByShader flag is set to true during
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* compilation of SPIR-V to MSL if the shader makes use of this vertex attribute.
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*
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* If requiresConstExprSampler is true, the resource is a sampler whose content must be
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* hardcoded into the MSL as a constexpr type, instead of passed in as a runtime-bound variable.
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* The content of that constexpr sampler is defined in the constExprSampler parameter.
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*
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* THIS STRUCT IS STREAMED OUT AS PART OF THE PIEPLINE CACHE.
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* CHANGES TO THIS STRUCT SHOULD BE CAPTURED IN THE STREAMING LOGIC OF THE PIPELINE CACHE.
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*/
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typedef struct MSLResourceBinding {
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SPIRV_CROSS_NAMESPACE::MSLResourceBinding resourceBinding;
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SPIRV_CROSS_NAMESPACE::MSLConstexprSampler constExprSampler;
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bool requiresConstExprSampler = false;
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bool isUsedByShader = false;
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/**
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* Returns whether the specified resource binding match this one.
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* It does if all corresponding elements except isUsedByShader are equal.
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*/
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bool matches(const MSLResourceBinding& other) const;
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} MSLResourceBinding;
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/**
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* Context passed to the SPIRVToMSLConverter to map SPIR-V descriptors to Metal resource indices.
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*
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* THIS STRUCT IS STREAMED OUT AS PART OF THE PIEPLINE CACHE.
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* CHANGES TO THIS STRUCT SHOULD BE CAPTURED IN THE STREAMING LOGIC OF THE PIPELINE CACHE.
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*/
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typedef struct SPIRVToMSLConverterContext {
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SPIRVToMSLConverterOptions options;
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std::vector<MSLVertexAttribute> vertexAttributes;
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std::vector<MSLResourceBinding> resourceBindings;
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/** Returns whether the pipeline stage being converted supports vertex attributes. */
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bool stageSupportsVertexAttributes() const;
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/** Returns whether the vertex attribute at the specified location is used by the shader. */
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bool isVertexAttributeLocationUsed(uint32_t location) const;
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/** Returns whether the vertex buffer at the specified Metal binding index is used by the shader. */
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bool isVertexBufferUsed(uint32_t mslBuffer) const;
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/** Marks all vertex attributes and resources as being used by the shader. */
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void markAllAttributesAndResourcesUsed();
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/**
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* Returns whether this context matches the other context. It does if the respective
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* options match and any vertex attributes and resource bindings used by this context
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* can be found in the other context. Vertex attributes and resource bindings that are
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* in the other context but are not used by the shader that created this context, are ignored.
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*/
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bool matches(const SPIRVToMSLConverterContext& other) const;
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/** Aligns certain aspects of this context with the source context. */
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void alignWith(const SPIRVToMSLConverterContext& srcContext);
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} SPIRVToMSLConverterContext;
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/**
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* Describes one dimension of the workgroup size of a SPIR-V entry point, including whether
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* it is specialized, and if so, the value of the corresponding specialization ID, which
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* is used to map to a value which will be provided when the MSL is compiled into a pipeline.
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*
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* THIS STRUCT IS STREAMED OUT AS PART OF THE PIEPLINE CACHE.
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* CHANGES TO THIS STRUCT SHOULD BE CAPTURED IN THE STREAMING LOGIC OF THE PIPELINE CACHE.
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*/
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typedef struct {
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uint32_t size = 1;
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uint32_t specializationID = 0;
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bool isSpecialized = false;
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} SPIRVWorkgroupSizeDimension;
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/**
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* Describes a SPIRV entry point, including the Metal function name (which may be
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* different than the Vulkan entry point name if the original name was illegal in Metal),
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* and the size of each workgroup, if the shader is a compute shader.
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*
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* THIS STRUCT IS STREAMED OUT AS PART OF THE PIEPLINE CACHE.
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* CHANGES TO THIS STRUCT SHOULD BE CAPTURED IN THE STREAMING LOGIC OF THE PIPELINE CACHE.
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*/
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typedef struct {
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std::string mtlFunctionName = "main0";
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struct {
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SPIRVWorkgroupSizeDimension width;
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SPIRVWorkgroupSizeDimension height;
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SPIRVWorkgroupSizeDimension depth;
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} workgroupSize;
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} SPIRVEntryPoint;
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#pragma mark -
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#pragma mark SPIRVToMSLConverter
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/** Converts SPIR-V code to Metal Shading Language code. */
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class SPIRVToMSLConverter {
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public:
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/** Sets the SPIRV code. */
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void setSPIRV(const std::vector<uint32_t>& spirv) { _spirv = spirv; }
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/**
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* Sets the SPIRV code from the specified array of values.
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* The length parameter indicates the number of uint values to store.
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*/
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void setSPIRV(const uint32_t* spirvCode, size_t length);
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/** Returns a reference to the SPIRV code, set by one of the setSPIRV() functions. */
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const std::vector<uint32_t>& getSPIRV() { return _spirv; }
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/** Returns whether the SPIR-V code has been set. */
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bool hasSPIRV() { return !_spirv.empty(); }
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/**
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* Converts SPIR-V code, set using setSPIRV() to MSL code, which can be retrieved using getMSL().
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*
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* The boolean flags indicate whether the original SPIR-V code, the resulting MSL code,
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* and optionally, the original GLSL (as converted from the SPIR_V), should be logged
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* to the result log of this converter. This can be useful during shader debugging.
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*/
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bool convert(SPIRVToMSLConverterContext& context,
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bool shouldLogSPIRV = false,
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bool shouldLogMSL = false,
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bool shouldLogGLSL = false);
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/**
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* Returns whether the most recent conversion was successful.
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*
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* The initial value of this property is NO. It is set to YES upon successful conversion.
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*/
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bool wasConverted() { return _wasConverted; }
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/**
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* Returns the Metal Shading Language source code most recently converted
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* by the convert() function, or set directly using the setMSL() function.
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*/
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const std::string& getMSL() { return _msl; }
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/** Returns information about the shader entry point. */
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const SPIRVEntryPoint& getEntryPoint() { return _entryPoint; }
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/** Sets the number of threads in a single compute kernel workgroup, per dimension. */
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void setWorkgroupSize(uint32_t x, uint32_t y, uint32_t z) {
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_entryPoint.workgroupSize.width.size = x;
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_entryPoint.workgroupSize.height.size = y;
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_entryPoint.workgroupSize.depth.size = z;
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}
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/**
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* Returns a human-readable log of the most recent conversion activity.
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* This may be empty if the conversion was successful.
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*/
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const std::string& getResultLog() { return _resultLog; }
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/** Sets MSL source code. This can be used when MSL is supplied directly. */
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void setMSL(const std::string& msl, const SPIRVEntryPoint* pEntryPoint) {
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_msl = msl;
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if (pEntryPoint) { _entryPoint = *pEntryPoint; }
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}
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protected:
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void logMsg(const char* logMsg);
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bool logError(const char* errMsg);
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void logSPIRV(const char* opDesc);
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bool validateSPIRV();
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void writeSPIRVToFile(std::string spvFilepath);
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void logSource(std::string& src, const char* srcLang, const char* opDesc);
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std::vector<uint32_t> _spirv;
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std::string _msl;
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std::string _resultLog;
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SPIRVEntryPoint _entryPoint;
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bool _wasConverted = false;
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};
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}
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#endif
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