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2022-05-18Attempt more optimal codegen for OpCompositeInsert.Hans-Kristian Arntzen
Speculate that we can modify the SSA value in-place. As long as it is not used after the modify, this is fine. Also need to make sure we don't attempt to RMW something that is impossible to modify.
2020-11-23MSL: Adjust FragCoord for sample-rate shading.Chip Davis
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.
2020-10-29MSL: Allow framebuffer fetch on Mac in MSL 2.3.Chip Davis
Another Apple GPU feature that will now be supported on Apple Silicon Macs.