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author | Evan Tang <etang@codeweavers.com> | 2023-05-17 16:50:41 -0500 |
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committer | Evan Tang <etang@codeweavers.com> | 2023-08-15 11:32:33 -0500 |
commit | 4405dd6b284c3c27e165be8f44b173b67db10f03 (patch) | |
tree | 32d0eae953ff69e20fe72515faf0dc5984074456 | |
parent | bccaa94db814af33d8ef05c153e7c34d8bd4d685 (diff) | |
download | SPIRV-Cross-4405dd6b284c3c27e165be8f44b173b67db10f03.tar.gz SPIRV-Cross-4405dd6b284c3c27e165be8f44b173b67db10f03.tar.bz2 SPIRV-Cross-4405dd6b284c3c27e165be8f44b173b67db10f03.zip |
MSL: Prevent RAW hazards on read_write textures
5 files changed, 9 insertions, 1 deletions
diff --git a/reference/opt/shaders-msl/asm/comp/image-load-store-short-vector.invalid.asm.comp b/reference/opt/shaders-msl/asm/comp/image-load-store-short-vector.invalid.asm.comp index 53655639..346f40ee 100644 --- a/reference/opt/shaders-msl/asm/comp/image-load-store-short-vector.invalid.asm.comp +++ b/reference/opt/shaders-msl/asm/comp/image-load-store-short-vector.invalid.asm.comp @@ -8,6 +8,7 @@ using namespace metal; static inline __attribute__((always_inline)) void _main(thread const uint3& id, texture2d<float, access::read_write> TargetTexture) { + TargetTexture.fence(); float2 loaded = TargetTexture.read(uint2(id.xy)).xy; float2 storeTemp = loaded + float2(1.0); TargetTexture.write(storeTemp.xyyy, uint2((id.xy + uint2(1u)))); diff --git a/reference/opt/shaders-msl/desktop-only/frag/image-ms.desktop.frag b/reference/opt/shaders-msl/desktop-only/frag/image-ms.desktop.frag index 4083e4ea..30046a1f 100644 --- a/reference/opt/shaders-msl/desktop-only/frag/image-ms.desktop.frag +++ b/reference/opt/shaders-msl/desktop-only/frag/image-ms.desktop.frag @@ -5,6 +5,7 @@ using namespace metal; fragment void main0(texture2d_ms<float> uImageMS [[texture(0)]], texture2d_array<float, access::read_write> uImageArray [[texture(1)]], texture2d<float, access::write> uImage [[texture(2)]]) { + uImageArray.fence(); uImage.write(uImageMS.read(uint2(int2(1, 2)), 2), uint2(int2(2, 3))); uImageArray.write(uImageArray.read(uint2(int3(1, 2, 4).xy), uint(int3(1, 2, 4).z)), uint2(int3(2, 3, 7).xy), uint(int3(2, 3, 7).z)); } diff --git a/reference/shaders-msl/asm/comp/image-load-store-short-vector.invalid.asm.comp b/reference/shaders-msl/asm/comp/image-load-store-short-vector.invalid.asm.comp index 53655639..346f40ee 100644 --- a/reference/shaders-msl/asm/comp/image-load-store-short-vector.invalid.asm.comp +++ b/reference/shaders-msl/asm/comp/image-load-store-short-vector.invalid.asm.comp @@ -8,6 +8,7 @@ using namespace metal; static inline __attribute__((always_inline)) void _main(thread const uint3& id, texture2d<float, access::read_write> TargetTexture) { + TargetTexture.fence(); float2 loaded = TargetTexture.read(uint2(id.xy)).xy; float2 storeTemp = loaded + float2(1.0); TargetTexture.write(storeTemp.xyyy, uint2((id.xy + uint2(1u)))); diff --git a/reference/shaders-msl/desktop-only/frag/image-ms.desktop.frag b/reference/shaders-msl/desktop-only/frag/image-ms.desktop.frag index 7957b209..d413563a 100644 --- a/reference/shaders-msl/desktop-only/frag/image-ms.desktop.frag +++ b/reference/shaders-msl/desktop-only/frag/image-ms.desktop.frag @@ -6,6 +6,7 @@ using namespace metal; fragment void main0(texture2d_ms<float> uImageMS [[texture(0)]], texture2d_array<float, access::read_write> uImageArray [[texture(1)]], texture2d<float, access::write> uImage [[texture(2)]]) { float4 a = uImageMS.read(uint2(int2(1, 2)), 2); + uImageArray.fence(); float4 b = uImageArray.read(uint2(int3(1, 2, 4).xy), uint(int3(1, 2, 4).z)); uImage.write(a, uint2(int2(2, 3))); uImageArray.write(b, uint2(int3(2, 3, 7).xy), uint(int3(2, 3, 7).z)); diff --git a/spirv_msl.cpp b/spirv_msl.cpp index 4ca4a04d..a8ed9b25 100644 --- a/spirv_msl.cpp +++ b/spirv_msl.cpp @@ -8675,9 +8675,9 @@ void CompilerMSL::emit_instruction(const Instruction &instruction) // Mark that this shader reads from this image uint32_t img_id = ops[2]; auto &type = expression_type(img_id); + auto *p_var = maybe_get_backing_variable(img_id); if (type.image.dim != DimSubpassData) { - auto *p_var = maybe_get_backing_variable(img_id); if (p_var && has_decoration(p_var->self, DecorationNonReadable)) { unset_decoration(p_var->self, DecorationNonReadable); @@ -8685,6 +8685,10 @@ void CompilerMSL::emit_instruction(const Instruction &instruction) } } + // Metal requires explicit fences to break up RAW hazards, even within the same shader invocation + if (p_var && !has_decoration(p_var->self, DecorationNonWritable)) + statement(to_expression(img_id), ".fence();"); + emit_texture_op(instruction, false); break; } |