diff options
author | Chip Davis <cdavis@codeweavers.com> | 2020-11-21 00:41:46 +0300 |
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committer | Chip Davis <cdavis@codeweavers.com> | 2020-11-23 19:30:24 +0300 |
commit | fd738e3387535b4e18104336ff04a0c000ab5f45 (patch) | |
tree | 91102c719da448dbb1875b6082627e188f8bf7bc /spirv_msl.hpp | |
parent | 782916a7971bbbd450f288c939ea838da0b2e6f1 (diff) |
MSL: Adjust FragCoord for sample-rate shading.
In Metal, the `[[position]]` input to a fragment shader remains at
fragment center, even at sample rate, like OpenGL and Direct3D. In
Vulkan, however, when the fragment shader runs at sample rate, the
`FragCoord` builtin moves to the sample position in the framebuffer,
instead of the fragment center. To account for this difference, adjust
the `FragCoord`, if present, by the sample position. The -0.5 offset is
because the fragment center is at (0.5, 0.5).
Also, add an option to force sample-rate shading in a fragment shader.
Since Metal has no explicit control for this, this is done by adding a
dummy `[[sample_id]]` which is otherwise unused, if none is already
present. This is intended to be used from e.g. MoltenVK when a
pipeline's `minSampleShading` value is nonzero.
Instead of checking if any `Input` variables have `Sample`
interpolation, I've elected to check that the `SampleRateShading`
capability is present. Since `SampleId`, `SamplePosition`, and the
`Sample` interpolation decoration require this cap, this should be
equivalent for any valid SPIR-V module. If this isn't acceptable, let me
know.
Diffstat (limited to 'spirv_msl.hpp')
-rw-r--r-- | spirv_msl.hpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/spirv_msl.hpp b/spirv_msl.hpp index 0b78df47..61d4fbea 100644 --- a/spirv_msl.hpp +++ b/spirv_msl.hpp @@ -401,6 +401,11 @@ public: // different shaders for these three scenarios. IndexType vertex_index_type = IndexType::None; + // If set, a dummy [[sample_id]] input is added to a fragment shader if none is present. + // This will force the shader to run at sample rate, assuming Metal does not optimize + // the extra threads away. + bool force_sample_rate_shading = false; + bool is_ios() const { return platform == iOS; @@ -798,6 +803,7 @@ protected: std::string to_sampler_expression(uint32_t id); std::string to_swizzle_expression(uint32_t id); std::string to_buffer_size_expression(uint32_t id); + bool is_sample_rate() const; bool is_direct_input_builtin(spv::BuiltIn builtin); std::string builtin_qualifier(spv::BuiltIn builtin); std::string builtin_type_decl(spv::BuiltIn builtin, uint32_t id = 0); |