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eb9e254b
by Giovanni Mascellani at 2025-04-14T14:38:38+02:00
tests/shader_runner_metal: Handle multisampled 2D texture arrays properly.
They're not supported by the shader runner anyway, but there's no
reason to make the code subtly wrong.
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e5bb3a52
by Feifan He at 2025-04-14T14:38:39+02:00
tests/shader_runner_metal: Introduce a helper to encode the argument buffer.
Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com>
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ed677a8f
by Giovanni Mascellani at 2025-04-14T14:38:39+02:00
tests/shader_runner_metal: Do not use shared buffers.
They are not supported on non-Apple discrete GPUs. Instead make
them managed (if they are short lived) or private.
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3493688a
by Giovanni Mascellani at 2025-04-14T14:45:14+02:00
vkd3d-shader/msl: Access descriptors with a type-erased array.
Currently a descriptor set is represented with a structure
whose fields are the various descriptors that the shader is
going to use, each of them qualified with its type. This model
doesn't match very well what happens with D3D12 and with Vulkan
and descriptor indexing and mutable descriptors, where many
descriptor of different types can overlap, and only at shader
runtime it is decided which of them must be used.
Therefore with this patch a descriptor is represented as a
structure whose fields carry no intrinsic typing information,
but are reinterpreted according to the shader behavior on
each access. For the moment there is just one field, but more
will be added to account for fancier descriptor types and
to workaround Metal limitations.
When completed, this design will be similar in spirit to what
the Metal shader converter does, with little technical
differences.
This choice has a couple of drawbacks:
1. shader debugging with Xcode is less comfortable, because
the shader doesn't carry static descriptor typing
information and Xcode is therefore less able to provide
useful context;
2. it requires tier 2 argument buffer support and macOS
version >= 13, which includes guarantees on the runtime
layout for descriptors.
Supporting descriptor indexing and mutable descriptors is
considered to be worthy of those drawbacks, though, is
effectively required by many applications and appears to be
the first goal we should aim for. If needed, in the future
we might also add support for older hardware, at least for
shaders that do not make use of advanced features.
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015a751e
by Feifan He at 2025-04-14T14:50:51+02:00
tests/shader_runner_metal: Add texture support.
Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com>
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ba7a9a0b
by Feifan He at 2025-04-14T15:27:02+02:00
vkd3d-shader/msl: Implement VKD3DSIH_LD.
Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com>