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++ /*
++ * Copyright 2016-2021 The Brenwill Workshop Ltd.
++ * SPDX-License-Identifier: Apache-2.0 OR MIT
++ *
++ * Licensed under the Apache License, Version 2.0 (the "License");
++ * you may not use this file except in compliance with the License.
++ * You may obtain a copy of the License at
++ *
++ *
++ * Unless required by applicable law or agreed to in writing, software
++ * distributed under the License is distributed on an "AS IS" BASIS,
++ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
++ * See the License for the specific language governing permissions and
++ * limitations under the License.
++ */
++
++ /*
++ * At your option, you may choose to accept this material under either:
++ * 1. The Apache License, Version 2.0, found at <http://www.apache.org/licenses/LICENSE-2.0>, or
++ * 2. The MIT License, found at <http://opensource.org/licenses/MIT>.
++ */
++
++ #ifndef SPIRV_CROSS_MSL_HPP
++ #define SPIRV_CROSS_MSL_HPP
++
++ #include "spirv_glsl.hpp"
++ #include <map>
++ #include <set>
++ #include <stddef.h>
++ #include <unordered_map>
++ #include <unordered_set>
++
++ namespace SPIRV_CROSS_NAMESPACE
++ {
++ using namespace SPIRV_CROSS_SPV_HEADER_NAMESPACE;
++
++ // Indicates the format of a shader interface variable. Currently limited to specifying
++ // if the input is an 8-bit unsigned integer, 16-bit unsigned integer, or
++ // some other format.
++ enum MSLShaderVariableFormat
++ {
++ MSL_SHADER_VARIABLE_FORMAT_OTHER = 0,
++ MSL_SHADER_VARIABLE_FORMAT_UINT8 = 1,
++ MSL_SHADER_VARIABLE_FORMAT_UINT16 = 2,
++ MSL_SHADER_VARIABLE_FORMAT_ANY16 = 3,
++ MSL_SHADER_VARIABLE_FORMAT_ANY32 = 4,
++
++ // Deprecated aliases.
++ MSL_VERTEX_FORMAT_OTHER = MSL_SHADER_VARIABLE_FORMAT_OTHER,
++ MSL_VERTEX_FORMAT_UINT8 = MSL_SHADER_VARIABLE_FORMAT_UINT8,
++ MSL_VERTEX_FORMAT_UINT16 = MSL_SHADER_VARIABLE_FORMAT_UINT16,
++ MSL_SHADER_INPUT_FORMAT_OTHER = MSL_SHADER_VARIABLE_FORMAT_OTHER,
++ MSL_SHADER_INPUT_FORMAT_UINT8 = MSL_SHADER_VARIABLE_FORMAT_UINT8,
++ MSL_SHADER_INPUT_FORMAT_UINT16 = MSL_SHADER_VARIABLE_FORMAT_UINT16,
++ MSL_SHADER_INPUT_FORMAT_ANY16 = MSL_SHADER_VARIABLE_FORMAT_ANY16,
++ MSL_SHADER_INPUT_FORMAT_ANY32 = MSL_SHADER_VARIABLE_FORMAT_ANY32,
++
++ MSL_SHADER_VARIABLE_FORMAT_INT_MAX = 0x7fffffff
++ };
++
++ // Indicates the rate at which a variable changes value, one of: per-vertex,
++ // per-primitive, or per-patch.
++ enum MSLShaderVariableRate
++ {
++ MSL_SHADER_VARIABLE_RATE_PER_VERTEX = 0,
++ MSL_SHADER_VARIABLE_RATE_PER_PRIMITIVE = 1,
++ MSL_SHADER_VARIABLE_RATE_PER_PATCH = 2,
++
++ MSL_SHADER_VARIABLE_RATE_INT_MAX = 0x7fffffff,
++ };
++
++ // Defines MSL characteristics of a shader interface variable at a particular location.
++ // After compilation, it is possible to query whether or not this location was used.
++ // If vecsize is nonzero, it must be greater than or equal to the vecsize declared in the shader,
++ // or behavior is undefined.
++ struct MSLShaderInterfaceVariable
++ {
++ uint32_t location = 0;
++ uint32_t component = 0;
++ MSLShaderVariableFormat format = MSL_SHADER_VARIABLE_FORMAT_OTHER;
++ BuiltIn builtin = BuiltInMax;
++ uint32_t vecsize = 0;
++ MSLShaderVariableRate rate = MSL_SHADER_VARIABLE_RATE_PER_VERTEX;
++ };
++
++ // Matches the binding index of a MSL resource for a binding within a descriptor set.
++ // Taken together, the stage, desc_set and binding combine to form a reference to a resource
++ // descriptor used in a particular shading stage. The count field indicates the number of
++ // resources consumed by this binding, if the binding represents an array of resources.
++ // If the resource array is a run-time-sized array, which are legal in GLSL or SPIR-V, this value
++ // will be used to declare the array size in MSL, which does not support run-time-sized arrays.
++ // If pad_argument_buffer_resources is enabled, the base_type and count values are used to
++ // specify the base type and array size of the resource in the argument buffer, if that resource
++ // is not defined and used by the shader. With pad_argument_buffer_resources enabled, this
++ // information will be used to pad the argument buffer structure, in order to align that
++ // structure consistently for all uses, across all shaders, of the descriptor set represented
++ // by the arugment buffer. If pad_argument_buffer_resources is disabled, base_type does not
++ // need to be populated, and if the resource is also not a run-time sized array, the count
++ // field does not need to be populated.
++ // If using MSL 2.0 argument buffers, the descriptor set is not marked as a discrete descriptor set,
++ // and (for iOS only) the resource is not a storage image (sampled != 2), the binding reference we
++ // remap to will become an [[id(N)]] attribute within the "descriptor set" argument buffer structure.
++ // For resources which are bound in the "classic" MSL 1.0 way or discrete descriptors, the remap will
++ // become a [[buffer(N)]], [[texture(N)]] or [[sampler(N)]] depending on the resource types used.
++ struct MSLResourceBinding
++ {
++ ExecutionModel stage = ExecutionModelMax;
++ SPIRType::BaseType basetype = SPIRType::Unknown;
++ uint32_t desc_set = 0;
++ uint32_t binding = 0;
++ uint32_t count = 0;
++ uint32_t msl_buffer = 0;
++ uint32_t msl_texture = 0;
++ uint32_t msl_sampler = 0;
++ };
++
++ enum MSLSamplerCoord
++ {
++ MSL_SAMPLER_COORD_NORMALIZED = 0,
++ MSL_SAMPLER_COORD_PIXEL = 1,
++ MSL_SAMPLER_INT_MAX = 0x7fffffff
++ };
++
++ enum MSLSamplerFilter
++ {
++ MSL_SAMPLER_FILTER_NEAREST = 0,
++ MSL_SAMPLER_FILTER_LINEAR = 1,
++ MSL_SAMPLER_FILTER_INT_MAX = 0x7fffffff
++ };
++
++ enum MSLSamplerMipFilter
++ {
++ MSL_SAMPLER_MIP_FILTER_NONE = 0,
++ MSL_SAMPLER_MIP_FILTER_NEAREST = 1,
++ MSL_SAMPLER_MIP_FILTER_LINEAR = 2,
++ MSL_SAMPLER_MIP_FILTER_INT_MAX = 0x7fffffff
++ };
++
++ enum MSLSamplerAddress
++ {
++ MSL_SAMPLER_ADDRESS_CLAMP_TO_ZERO = 0,
++ MSL_SAMPLER_ADDRESS_CLAMP_TO_EDGE = 1,
++ MSL_SAMPLER_ADDRESS_CLAMP_TO_BORDER = 2,
++ MSL_SAMPLER_ADDRESS_REPEAT = 3,
++ MSL_SAMPLER_ADDRESS_MIRRORED_REPEAT = 4,
++ MSL_SAMPLER_ADDRESS_INT_MAX = 0x7fffffff
++ };
++
++ enum MSLSamplerCompareFunc
++ {
++ MSL_SAMPLER_COMPARE_FUNC_NEVER = 0,
++ MSL_SAMPLER_COMPARE_FUNC_LESS = 1,
++ MSL_SAMPLER_COMPARE_FUNC_LESS_EQUAL = 2,
++ MSL_SAMPLER_COMPARE_FUNC_GREATER = 3,
++ MSL_SAMPLER_COMPARE_FUNC_GREATER_EQUAL = 4,
++ MSL_SAMPLER_COMPARE_FUNC_EQUAL = 5,
++ MSL_SAMPLER_COMPARE_FUNC_NOT_EQUAL = 6,
++ MSL_SAMPLER_COMPARE_FUNC_ALWAYS = 7,
++ MSL_SAMPLER_COMPARE_FUNC_INT_MAX = 0x7fffffff
++ };
++
++ enum MSLSamplerBorderColor
++ {
++ MSL_SAMPLER_BORDER_COLOR_TRANSPARENT_BLACK = 0,
++ MSL_SAMPLER_BORDER_COLOR_OPAQUE_BLACK = 1,
++ MSL_SAMPLER_BORDER_COLOR_OPAQUE_WHITE = 2,
++ MSL_SAMPLER_BORDER_COLOR_INT_MAX = 0x7fffffff
++ };
++
++ enum MSLFormatResolution
++ {
++ MSL_FORMAT_RESOLUTION_444 = 0,
++ MSL_FORMAT_RESOLUTION_422,
++ MSL_FORMAT_RESOLUTION_420,
++ MSL_FORMAT_RESOLUTION_INT_MAX = 0x7fffffff
++ };
++
++ enum MSLChromaLocation
++ {
++ MSL_CHROMA_LOCATION_COSITED_EVEN = 0,
++ MSL_CHROMA_LOCATION_MIDPOINT,
++ MSL_CHROMA_LOCATION_INT_MAX = 0x7fffffff
++ };
++
++ enum MSLComponentSwizzle
++ {
++ MSL_COMPONENT_SWIZZLE_IDENTITY = 0,
++ MSL_COMPONENT_SWIZZLE_ZERO,
++ MSL_COMPONENT_SWIZZLE_ONE,
++ MSL_COMPONENT_SWIZZLE_R,
++ MSL_COMPONENT_SWIZZLE_G,
++ MSL_COMPONENT_SWIZZLE_B,
++ MSL_COMPONENT_SWIZZLE_A,
++ MSL_COMPONENT_SWIZZLE_INT_MAX = 0x7fffffff
++ };
++
++ enum MSLSamplerYCbCrModelConversion
++ {
++ MSL_SAMPLER_YCBCR_MODEL_CONVERSION_RGB_IDENTITY = 0,
++ MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_IDENTITY,
++ MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_BT_709,
++ MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_BT_601,
++ MSL_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_BT_2020,
++ MSL_SAMPLER_YCBCR_MODEL_CONVERSION_INT_MAX = 0x7fffffff
++ };
++
++ enum MSLSamplerYCbCrRange
++ {
++ MSL_SAMPLER_YCBCR_RANGE_ITU_FULL = 0,
++ MSL_SAMPLER_YCBCR_RANGE_ITU_NARROW,
++ MSL_SAMPLER_YCBCR_RANGE_INT_MAX = 0x7fffffff
++ };
++
++ struct MSLConstexprSampler
++ {
++ MSLSamplerCoord coord = MSL_SAMPLER_COORD_NORMALIZED;
++ MSLSamplerFilter min_filter = MSL_SAMPLER_FILTER_NEAREST;
++ MSLSamplerFilter mag_filter = MSL_SAMPLER_FILTER_NEAREST;
++ MSLSamplerMipFilter mip_filter = MSL_SAMPLER_MIP_FILTER_NONE;
++ MSLSamplerAddress s_address = MSL_SAMPLER_ADDRESS_CLAMP_TO_EDGE;
++ MSLSamplerAddress t_address = MSL_SAMPLER_ADDRESS_CLAMP_TO_EDGE;
++ MSLSamplerAddress r_address = MSL_SAMPLER_ADDRESS_CLAMP_TO_EDGE;
++ MSLSamplerCompareFunc compare_func = MSL_SAMPLER_COMPARE_FUNC_NEVER;
++ MSLSamplerBorderColor border_color = MSL_SAMPLER_BORDER_COLOR_TRANSPARENT_BLACK;
++ float lod_clamp_min = 0.0f;
++ float lod_clamp_max = 1000.0f;
++ int max_anisotropy = 1;
++
++ // Sampler Y'CbCr conversion parameters
++ uint32_t planes = 0;
++ MSLFormatResolution resolution = MSL_FORMAT_RESOLUTION_444;
++ MSLSamplerFilter chroma_filter = MSL_SAMPLER_FILTER_NEAREST;
++ MSLChromaLocation x_chroma_offset = MSL_CHROMA_LOCATION_COSITED_EVEN;
++ MSLChromaLocation y_chroma_offset = MSL_CHROMA_LOCATION_COSITED_EVEN;
++ MSLComponentSwizzle swizzle[4]; // IDENTITY, IDENTITY, IDENTITY, IDENTITY
++ MSLSamplerYCbCrModelConversion ycbcr_model = MSL_SAMPLER_YCBCR_MODEL_CONVERSION_RGB_IDENTITY;
++ MSLSamplerYCbCrRange ycbcr_range = MSL_SAMPLER_YCBCR_RANGE_ITU_FULL;
++ uint32_t bpc = 8;
++
++ bool compare_enable = false;
++ bool lod_clamp_enable = false;
++ bool anisotropy_enable = false;
++ bool ycbcr_conversion_enable = false;
++
++ MSLConstexprSampler()
++ {
++ for (uint32_t i = 0; i < 4; i++)
++ swizzle[i] = MSL_COMPONENT_SWIZZLE_IDENTITY;
++ }
++ bool swizzle_is_identity() const
++ {
++ return (swizzle[0] == MSL_COMPONENT_SWIZZLE_IDENTITY && swizzle[1] == MSL_COMPONENT_SWIZZLE_IDENTITY &&
++ swizzle[2] == MSL_COMPONENT_SWIZZLE_IDENTITY && swizzle[3] == MSL_COMPONENT_SWIZZLE_IDENTITY);
++ }
++ bool swizzle_has_one_or_zero() const
++ {
++ return (swizzle[0] == MSL_COMPONENT_SWIZZLE_ZERO || swizzle[0] == MSL_COMPONENT_SWIZZLE_ONE ||
++ swizzle[1] == MSL_COMPONENT_SWIZZLE_ZERO || swizzle[1] == MSL_COMPONENT_SWIZZLE_ONE ||
++ swizzle[2] == MSL_COMPONENT_SWIZZLE_ZERO || swizzle[2] == MSL_COMPONENT_SWIZZLE_ONE ||
++ swizzle[3] == MSL_COMPONENT_SWIZZLE_ZERO || swizzle[3] == MSL_COMPONENT_SWIZZLE_ONE);
++ }
++ };
++
++ // Special constant used in a MSLResourceBinding desc_set
++ // element to indicate the bindings for the push constants.
++ // Kinda deprecated. Just use ResourceBindingPushConstant{DescriptorSet,Binding} directly.
++ static const uint32_t kPushConstDescSet = ResourceBindingPushConstantDescriptorSet;
++
++ // Special constant used in a MSLResourceBinding binding
++ // element to indicate the bindings for the push constants.
++ // Kinda deprecated. Just use ResourceBindingPushConstant{DescriptorSet,Binding} directly.
++ static const uint32_t kPushConstBinding = ResourceBindingPushConstantBinding;
++
++ // Special constant used in a MSLResourceBinding binding
++ // element to indicate the buffer binding for swizzle buffers.
++ static const uint32_t kSwizzleBufferBinding = ~(1u);
++
++ // Special constant used in a MSLResourceBinding binding
++ // element to indicate the buffer binding for buffer size buffers to support OpArrayLength.
++ static const uint32_t kBufferSizeBufferBinding = ~(2u);
++
++ // Special constant used in a MSLResourceBinding binding
++ // element to indicate the buffer binding used for the argument buffer itself.
++ // This buffer binding should be kept as small as possible as all automatic bindings for buffers
++ // will start at max(kArgumentBufferBinding) + 1.
++ static const uint32_t kArgumentBufferBinding = ~(3u);
++
++ // Somewhat arbitrary. Can't be too large or it starts eating into builtin magic buffers, etc.
++ static const uint32_t kMaxArgumentBuffers = 16;
++
++ // Decompiles SPIR-V to Metal Shading Language
++ class CompilerMSL : public CompilerGLSL
++ {
++ public:
++ // Options for compiling to Metal Shading Language
++ struct Options
++ {
++ typedef enum
++ {
++ iOS = 0,
++ macOS = 1
++ } Platform;
++
++ Platform platform = macOS;
++ uint32_t msl_version = make_msl_version(1, 2);
++ uint32_t texel_buffer_texture_width = 4096; // Width of 2D Metal textures used as 1D texel buffers
++ uint32_t r32ui_linear_texture_alignment = 4;
++ uint32_t r32ui_alignment_constant_id = 65535;
++ uint32_t swizzle_buffer_index = 30;
++ uint32_t indirect_params_buffer_index = 29;
++ uint32_t shader_output_buffer_index = 28;
++ uint32_t shader_patch_output_buffer_index = 27;
++ uint32_t shader_tess_factor_buffer_index = 26;
++ uint32_t buffer_size_buffer_index = 25;
++ uint32_t view_mask_buffer_index = 24;
++ uint32_t dynamic_offsets_buffer_index = 23;
++ uint32_t shader_input_buffer_index = 22;
++ uint32_t shader_index_buffer_index = 21;
++ uint32_t shader_patch_input_buffer_index = 20;
++ uint32_t draw_id_buffer_index = 19;
++ uint32_t reversed_depth_viewport_buffer_index = 18;
++ uint32_t shader_input_wg_index = 0;
++ uint32_t device_index = 0;
++ uint32_t enable_frag_output_mask = 0xffffffff;
++ // Metal doesn't allow setting a fixed sample mask directly in the pipeline.
++ // We can evade this restriction by ANDing the internal sample_mask output
++ // of the shader with the additional fixed sample mask.
++ uint32_t additional_fixed_sample_mask = 0xffffffff;
++ bool enable_point_size_builtin = true;
++ bool enable_point_size_default = false;
++ float default_point_size = 1.0f;
++ bool enable_frag_depth_builtin = true;
++ bool enable_frag_stencil_ref_builtin = true;
++ bool disable_rasterization = false;
++ bool capture_output_to_buffer = false;
++ bool swizzle_texture_samples = false;
++ bool tess_domain_origin_lower_left = false;
++ bool multiview = false;
++ bool multiview_layered_rendering = true;
++ bool view_index_from_device_index = false;
++ bool dispatch_base = false;
++ bool texture_1D_as_2D = false;
++ bool emulate_reversed_depth_viewport = false;
++
++ // Enable use of Metal argument buffers.
++ // MSL 2.0 must also be enabled.
++ bool argument_buffers = false;
++
++ // Defines Metal argument buffer tier levels.
++ // Uses same values as Metal MTLArgumentBuffersTier enumeration.
++ enum class ArgumentBuffersTier
++ {
++ Tier1 = 0,
++ Tier2 = 1,
++ };
++
++ // When using Metal argument buffers, indicates the Metal argument buffer tier level supported by the Metal platform.
++ // Ignored when Options::argument_buffers is disabled.
++ // - Tier1 supports writable images on macOS, but not on iOS.
++ // - Tier2 supports writable images on macOS and iOS, and higher resource count limits.
++ // Tier capabilities based on recommendations from Apple engineering.
++ ArgumentBuffersTier argument_buffers_tier = ArgumentBuffersTier::Tier1;
++
++ // Enables specifick argument buffer format with extra information to track SSBO-length
++ bool runtime_array_rich_descriptor = false;
++
++ // Ensures vertex and instance indices start at zero. This reflects the behavior of HLSL with SV_VertexID and SV_InstanceID.
++ bool enable_base_index_zero = false;
++
++ // Fragment output in MSL must have at least as many components as the render pass.
++ // Add support to explicit pad out components.
++ bool pad_fragment_output_components = false;
++
++ // Specifies whether the iOS target version supports the [[base_vertex]] and [[base_instance]] attributes.
++ bool ios_support_base_vertex_instance = false;
++
++ // Use Metal's native frame-buffer fetch API for subpass inputs.
++ bool use_framebuffer_fetch_subpasses = false;
++
++ // Enables use of "fma" intrinsic for invariant float math
++ bool invariant_float_math = false;
++
++ // Emulate texturecube_array with texture2d_array for iOS where this type is not available
++ bool emulate_cube_array = false;
++
++ // Allow user to enable decoration binding
++ bool enable_decoration_binding = false;
++
++ // Requires MSL 2.1, use the native support for texel buffers.
++ bool texture_buffer_native = false;
++
++ // Forces all resources which are part of an argument buffer to be considered active.
++ // This ensures ABI compatibility between shaders where some resources might be unused,
++ // and would otherwise declare a different IAB.
++ bool force_active_argument_buffer_resources = false;
++
++ // Aligns each resource in an argument buffer to its assigned index value, id(N),
++ // by adding synthetic padding members in the argument buffer struct for any resources
++ // in the argument buffer that are not defined and used by the shader. This allows
++ // the shader to index into the correct argument in a descriptor set argument buffer
++ // that is shared across shaders, where not all resources in the argument buffer are
++ // defined in each shader. For this to work, an MSLResourceBinding must be provided for
++ // all descriptors in any descriptor set held in an argument buffer in the shader, and
++ // that MSLResourceBinding must have the basetype and count members populated correctly.
++ // The implementation here assumes any inline blocks in the argument buffer is provided
++ // in a Metal buffer, and doesn't take into consideration inline blocks that are
++ // optionally embedded directly into the argument buffer via add_inline_uniform_block().
++ bool pad_argument_buffer_resources = false;
++
++ // Forces the use of plain arrays, which works around certain driver bugs on certain versions
++ // May reduce performance in scenarios where arrays are copied around as value-types.
++ bool force_native_arrays = false;
++
++ // If a shader writes clip distance, also emit user varyings which
++ // can be read in subsequent stages.
++ bool enable_clip_distance_user_varying = true;
++
++ // In a tessellation control shader, assume that more than one patch can be processed in a
++ // single workgroup. This requires changes to the way the InvocationId and PrimitiveId
++ // builtins are processed, but should result in more efficient usage of the GPU.
++ bool multi_patch_workgroup = false;
++
++ // Use storage buffers instead of vertex-style attributes for tessellation evaluation
++ // input. This may require conversion of inputs in the generated post-tessellation
++ // vertex shader, but allows the use of nested arrays.
++ bool raw_buffer_tese_input = false;
++
++ // If set, a vertex shader will be compiled as part of a tessellation pipeline.
++ // It will be translated as a compute kernel, so it can use the global invocation ID
++ // to index the output buffer.
++ bool vertex_for_tessellation = false;
++
++ // Assume that SubpassData images have multiple layers. Layered input attachments
++ // are addressed relative to the Layer output from the vertex pipeline. This option
++ // has no effect with multiview, since all input attachments are assumed to be layered
++ // and will be addressed using the current ViewIndex.
++ bool arrayed_subpass_input = false;
++
++ // Whether to use SIMD-group or quadgroup functions to implement group non-uniform
++ // operations. Some GPUs on iOS do not support the SIMD-group functions, only the
++ // quadgroup functions.
++ bool ios_use_simdgroup_functions = false;
++
++ // If set, the subgroup size will be assumed to be one, and subgroup-related
++ // builtins and operations will be emitted accordingly. This mode is intended to
++ // be used by MoltenVK on hardware/software configurations which do not provide
++ // sufficient support for subgroups.
++ bool emulate_subgroups = false;
++
++ // If nonzero, a fixed subgroup size to assume. Metal, similarly to VK_EXT_subgroup_size_control,
++ // allows the SIMD-group size (aka thread execution width) to vary depending on
++ // register usage and requirements. In certain circumstances--for example, a pipeline
++ // in MoltenVK without VK_PIPELINE_SHADER_STAGE_CREATE_ALLOW_VARYING_SUBGROUP_SIZE_BIT_EXT--
++ // this is undesirable. This fixes the value of the SubgroupSize builtin, instead of
++ // mapping it to the Metal builtin [[thread_execution_width]]. If the thread
++ // execution width is reduced, the extra invocations will appear to be inactive.
++ // If zero, the SubgroupSize will be allowed to vary, and the builtin will be mapped
++ // to the Metal [[thread_execution_width]] builtin.
++ uint32_t fixed_subgroup_size = 0;
++
++ enum class IndexType
++ {
++ None = 0,
++ UInt16 = 1,
++ UInt32 = 2
++ };
++
++ // The type of index in the index buffer, if present. For a compute shader, Metal
++ // requires specifying the indexing at pipeline creation, rather than at draw time
++ // as with graphics pipelines. This means we must create three different pipelines,
++ // for no indexing, 16-bit indices, and 32-bit indices. Each requires different
++ // handling for the gl_VertexIndex builtin. We may as well, then, create three
++ // 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;
++
++ // If set, gl_HelperInvocation will be set manually whenever a fragment is discarded.
++ // Some Metal devices have a bug where simd_is_helper_thread() does not return true
++ // after a fragment has been discarded. This is a workaround that is only expected to be needed
++ // until the bug is fixed in Metal; it is provided as an option to allow disabling it when that occurs.
++ bool manual_helper_invocation_updates = true;
++
++ // If set, extra checks will be emitted in fragment shaders to prevent writes
++ // from discarded fragments. Some Metal devices have a bug where writes to storage resources
++ // from discarded fragment threads continue to occur, despite the fragment being
++ // discarded. This is a workaround that is only expected to be needed until the
++ // bug is fixed in Metal; it is provided as an option so it can be enabled
++ // only when the bug is present.
++ bool check_discarded_frag_stores = false;
++
++ // If set, Lod operands to OpImageSample*DrefExplicitLod for 1D and 2D array images
++ // will be implemented using a gradient instead of passing the level operand directly.
++ // Some Metal devices have a bug where the level() argument to depth2d_array<T>::sample_compare()
++ // in a fragment shader is biased by some unknown amount, possibly dependent on the
++ // partial derivatives of the texture coordinates. This is a workaround that is only
++ // expected to be needed until the bug is fixed in Metal; it is provided as an option
++ // so it can be enabled only when the bug is present.
++ bool sample_dref_lod_array_as_grad = false;
++
++ // MSL doesn't guarantee coherence between writes and subsequent reads of read_write textures.
++ // This inserts fences before each read of a read_write texture to ensure coherency.
++ // If you're sure you never rely on this, you can set this to false for a possible performance improvement.
++ // Note: Only Apple's GPU compiler takes advantage of the lack of coherency, so make sure to test on Apple GPUs if you disable this.
++ bool readwrite_texture_fences = true;
++
++ // Metal 3.1 introduced a Metal regression bug which causes infinite recursion during
++ // Metal's analysis of an entry point input structure that is itself recursive. Enabling
++ // this option will replace the recursive input declaration with a alternate variable of
++ // type void*, and then cast to the correct type at the top of the entry point function.
++ // The bug has been reported to Apple, and will hopefully be fixed in future releases.
++ bool replace_recursive_inputs = false;
++
++ // If set, manual fixups of gradient vectors for cube texture lookups will be performed.
++ // All released Apple Silicon GPUs to date behave incorrectly when sampling a cube texture
++ // with explicit gradients. They will ignore one of the three partial derivatives based
++ // on the selected major axis, and expect the remaining derivatives to be partially
++ // transformed.
++ bool agx_manual_cube_grad_fixup = false;
++
++ // Metal will discard fragments with side effects under certain circumstances prematurely.
++ // Example: CTS test dEQP-VK.fragment_operations.early_fragment.discard_no_early_fragment_tests_depth
++ // Test will render a full screen quad with varying depth [0,1] for each fragment.
++ // Each fragment will do an operation with side effects, modify the depth value and
++ // discard the fragment. The test expects the fragment to be run due to:
++ // which states that the fragment shader must be run due to replacing the depth in shader.
++ // However, Metal may prematurely discards fragments without executing them
++ // (I believe this to be due to a greedy optimization on their end) making the test fail.
++ // This option enforces fragment execution for such cases where the fragment has operations
++ // with side effects. Provided as an option hoping Metal will fix this issue in the future.
++ bool force_fragment_with_side_effects_execution = false;
++
++ // If set, adds a depth pass through statement to circumvent the following issue:
++ // When the same depth/stencil is used as input and depth/stencil attachment, we need to
++ // force Metal to perform the depth/stencil write after fragment execution. Otherwise,
++ // Metal will write to the depth attachment before fragment execution. This happens
++ // if the fragment does not modify the depth value.
++ bool input_attachment_is_ds_attachment = false;
++
++ // If BuiltInPosition is not written, automatically disable rasterization.
++ // The result can be queried with get_is_rasterization_disabled.
++ bool auto_disable_rasterization = false;
++
++ // Use Fast Math pragmas in MSL code, based on SPIR-V float controls and FP ExecutionModes.
++ // Requires MSL 3.2 or above, and has no effect with earlier MSL versions.
++ bool use_fast_math_pragmas = false;
++
++ bool is_ios() const
++ {
++ return platform == iOS;
++ }
++
++ bool is_macos() const
++ {
++ return platform == macOS;
++ }
++
++ bool use_quadgroup_operation() const
++ {
++ return is_ios() && !ios_use_simdgroup_functions;
++ }
++
++ void set_msl_version(uint32_t major, uint32_t minor = 0, uint32_t patch = 0)
++ {
++ msl_version = make_msl_version(major, minor, patch);
++ }
++
++ bool supports_msl_version(uint32_t major, uint32_t minor = 0, uint32_t patch = 0) const
++ {
++ return msl_version >= make_msl_version(major, minor, patch);
++ }
++
++ static uint32_t make_msl_version(uint32_t major, uint32_t minor = 0, uint32_t patch = 0)
++ {
++ return (major * 10000) + (minor * 100) + patch;
++ }
++ };
++
++ const Options &get_msl_options() const
++ {
++ return msl_options;
++ }
++
++ void set_msl_options(const Options &opts)
++ {
++ msl_options = opts;
++ }
++
++ // Provide feedback to calling API to allow runtime to disable pipeline
++ // rasterization if vertex shader requires rasterization to be disabled.
++ bool get_is_rasterization_disabled() const
++ {
++ return is_rasterization_disabled && (get_entry_point().model == ExecutionModelVertex ||
++ get_entry_point().model == ExecutionModelTessellationControl ||
++ get_entry_point().model == ExecutionModelTessellationEvaluation);
++ }
++
++ // Provide feedback to calling API to allow it to pass an auxiliary
++ // swizzle buffer if the shader needs it.
++ bool needs_swizzle_buffer() const
++ {
++ return used_swizzle_buffer;
++ }
++
++ // Provide feedback to calling API to allow it to pass a buffer
++ // containing STORAGE_BUFFER buffer sizes to support OpArrayLength.
++ bool needs_buffer_size_buffer() const
++ {
++ return !buffers_requiring_array_length.empty();
++ }
++
++ // Provide feedback to calling API to determine if the vertex shader writes
++ // to PointSize. This allows the API to avoid declaring a point size output
++ // when it is not needed.
++ bool get_writes_to_point_size() const
++ {
++ return writes_to_point_size;
++ }
++
++ bool buffer_requires_array_length(VariableID id) const
++ {
++ return buffers_requiring_array_length.count(id) != 0;
++ }
++
++ // Provide feedback to calling API to allow it to pass a buffer
++ // containing the view mask for the current multiview subpass.
++ bool needs_view_mask_buffer() const
++ {
++ return msl_options.multiview && !msl_options.view_index_from_device_index;
++ }
++
++ // Provide feedback to calling API to allow it to pass a buffer
++ // containing the dispatch base workgroup ID.
++ bool needs_dispatch_base_buffer() const
++ {
++ return msl_options.dispatch_base && !msl_options.supports_msl_version(1, 2);
++ }
++
++ // Provide feedback to calling API to allow it to pass an output
++ // buffer if the shader needs it.
++ bool needs_output_buffer() const
++ {
++ return capture_output_to_buffer && stage_out_var_id != ID(0);
++ }
++
++ // Provide feedback to calling API to allow it to pass a patch output
++ // buffer if the shader needs it.
++ bool needs_patch_output_buffer() const
++ {
++ return capture_output_to_buffer && patch_stage_out_var_id != ID(0);
++ }
++
++ // Provide feedback to calling API to allow it to pass an input threadgroup
++ // buffer if the shader needs it.
++ bool needs_input_threadgroup_mem() const
++ {
++ return capture_output_to_buffer && stage_in_var_id != ID(0);
++ }
++
++ explicit CompilerMSL(std::vector<uint32_t> spirv);
++ CompilerMSL(const uint32_t *ir, size_t word_count);
++ explicit CompilerMSL(const ParsedIR &ir);
++ explicit CompilerMSL(ParsedIR &&ir);
++
++ // input is a shader interface variable description used to fix up shader input variables.
++ // If shader inputs are provided, is_msl_shader_input_used() will return true after
++ // calling ::compile() if the location were used by the MSL code.
++ void add_msl_shader_input(const MSLShaderInterfaceVariable &input);
++
++ // output is a shader interface variable description used to fix up shader output variables.
++ // If shader outputs are provided, is_msl_shader_output_used() will return true after
++ // calling ::compile() if the location were used by the MSL code.
++ void add_msl_shader_output(const MSLShaderInterfaceVariable &output);
++
++ // resource is a resource binding to indicate the MSL buffer,
++ // texture or sampler index to use for a particular SPIR-V description set
++ // and binding. If resource bindings are provided,
++ // is_msl_resource_binding_used() will return true after calling ::compile() if
++ // the set/binding combination was used by the MSL code.
++ void add_msl_resource_binding(const MSLResourceBinding &resource);
++
++ // desc_set and binding are the SPIR-V descriptor set and binding of a buffer resource
++ // in this shader. index is the index within the dynamic offset buffer to use. This
++ // function marks that resource as using a dynamic offset (VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
++ // or VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC). This function only has any effect if argument buffers
++ // are enabled. If so, the buffer will have its address adjusted at the beginning of the shader with
++ // an offset taken from the dynamic offset buffer.
++ void add_dynamic_buffer(uint32_t desc_set, uint32_t binding, uint32_t index);
++
++ // desc_set and binding are the SPIR-V descriptor set and binding of a buffer resource
++ // in this shader. This function marks that resource as an inline uniform block
++ // (VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT). This function only has any effect if argument buffers
++ // are enabled. If so, the buffer block will be directly embedded into the argument
++ // buffer, instead of being referenced indirectly via pointer.
++ void add_inline_uniform_block(uint32_t desc_set, uint32_t binding);
++
++ // When using MSL argument buffers, we can force "classic" MSL 1.0 binding schemes for certain descriptor sets.
++ // This corresponds to VK_KHR_push_descriptor in Vulkan.
++ void add_discrete_descriptor_set(uint32_t desc_set);
++
++ // If an argument buffer is large enough, it may need to be in the device storage space rather than
++ // constant. Opt-in to this behavior here on a per set basis.
++ void set_argument_buffer_device_address_space(uint32_t desc_set, bool device_storage);
++
++ // Query after compilation is done. This allows you to check if an input location was used by the shader.
++ bool is_msl_shader_input_used(uint32_t location);
++
++ // Query after compilation is done. This allows you to check if an output location were used by the shader.
++ bool is_msl_shader_output_used(uint32_t location);
++
++ // If not using add_msl_shader_input, it's possible
++ // that certain builtin attributes need to be automatically assigned locations.
++ // This is typical for tessellation builtin inputs such as tess levels, gl_Position, etc.
++ // This returns k_unknown_location if the location was explicitly assigned with
++ // add_msl_shader_input or the builtin is not used, otherwise returns N in [[attribute(N)]].
++ uint32_t get_automatic_builtin_input_location(BuiltIn builtin) const;
++
++ // If not using add_msl_shader_output, it's possible
++ // that certain builtin attributes need to be automatically assigned locations.
++ // This is typical for tessellation builtin outputs such as tess levels, gl_Position, etc.
++ // This returns k_unknown_location if the location were explicitly assigned with
++ // add_msl_shader_output or the builtin were not used, otherwise returns N in [[attribute(N)]].
++ uint32_t get_automatic_builtin_output_location(BuiltIn builtin) const;
++
++ // NOTE: Only resources which are remapped using add_msl_resource_binding will be reported here.
++ // Constexpr samplers are always assumed to be emitted.
++ // No specific MSLResourceBinding remapping is required for constexpr samplers as long as they are remapped
++ // by remap_constexpr_sampler(_by_binding).
++ bool is_msl_resource_binding_used(ExecutionModel model, uint32_t set, uint32_t binding) const;
++
++ // This must only be called after a successful call to CompilerMSL::compile().
++ // For a variable resource ID obtained through reflection API, report the automatically assigned resource index.
++ // If the descriptor set was part of an argument buffer, report the [[id(N)]],
++ // or [[buffer/texture/sampler]] binding for other resources.
++ // If the resource was a combined image sampler, report the image binding here,
++ // use the _secondary version of this call to query the sampler half of the resource.
++ // If no binding exists, uint32_t(-1) is returned.
++ uint32_t get_automatic_msl_resource_binding(uint32_t id) const;
++
++ // Same as get_automatic_msl_resource_binding, but should only be used for combined image samplers, in which case the
++ // sampler's binding is returned instead. For any other resource type, -1 is returned.
++ // Secondary bindings are also used for the auxillary image atomic buffer.
++ uint32_t get_automatic_msl_resource_binding_secondary(uint32_t id) const;
++
++ // Same as get_automatic_msl_resource_binding, but should only be used for combined image samplers for multiplanar images,
++ // in which case the second plane's binding is returned instead. For any other resource type, -1 is returned.
++ uint32_t get_automatic_msl_resource_binding_tertiary(uint32_t id) const;
++
++ // Same as get_automatic_msl_resource_binding, but should only be used for combined image samplers for triplanar images,
++ // in which case the third plane's binding is returned instead. For any other resource type, -1 is returned.
++ uint32_t get_automatic_msl_resource_binding_quaternary(uint32_t id) const;
++
++ // Compiles the SPIR-V code into Metal Shading Language.
++ std::string compile() override;
++
++ // Remap a sampler with ID to a constexpr sampler.
++ // Older iOS targets must use constexpr samplers in certain cases (PCF),
++ // so a static sampler must be used.
++ // The sampler will not consume a binding, but be declared in the entry point as a constexpr sampler.
++ // This can be used on both combined image/samplers (sampler2D) or standalone samplers.
++ // The remapped sampler must not be an array of samplers.
++ // Prefer remap_constexpr_sampler_by_binding unless you're also doing reflection anyways.
++ void remap_constexpr_sampler(VariableID id, const MSLConstexprSampler &sampler);
++
++ // Same as remap_constexpr_sampler, except you provide set/binding, rather than variable ID.
++ // Remaps based on ID take priority over set/binding remaps.
++ void remap_constexpr_sampler_by_binding(uint32_t desc_set, uint32_t binding, const MSLConstexprSampler &sampler);
++
++ // If using CompilerMSL::Options::pad_fragment_output_components, override the number of components we expect
++ // to use for a particular location. The default is 4 if number of components is not overridden.
++ void set_fragment_output_components(uint32_t location, uint32_t components);
++
++ void set_combined_sampler_suffix(const char *suffix);
++ const char *get_combined_sampler_suffix() const;
++
++ // Information about specialization constants that are translated into MSL macros
++ // instead of using function constant
++ // These must only be called after a successful call to CompilerMSL::compile().
++ bool specialization_constant_is_macro(uint32_t constant_id) const;
++
++ // Returns a mask of SPIR-V FP Fast Math Mode flags, that represents the set of flags that can be applied
++ // across all floating-point types. Each FPFastMathDefault execution mode operation identifies the flags
++ // for one floating-point type, and the value returned here is a bitwise-AND combination across all types.
++ // If incl_ops is enabled, the FPFastMathMode of any SPIR-V operations are also included in the bitwise-AND
++ // to determine the minimal fast-math that applies to all default execution modes and all operations.
++ // The returned value is also affected by execution modes SignedZeroInfNanPreserve and ContractionOff.
++ uint32_t get_fp_fast_math_flags(bool incl_ops) const;
++
++ protected:
++ // An enum of SPIR-V functions that are implemented in additional
++ // source code that is added to the shader if necessary.
++ enum SPVFuncImpl : uint8_t
++ {
++ SPVFuncImplNone,
++ SPVFuncImplMod,
++ SPVFuncImplSMod,
++ SPVFuncImplRadians,
++ SPVFuncImplDegrees,
++ SPVFuncImplFindILsb,
++ SPVFuncImplFindSMsb,
++ SPVFuncImplFindUMsb,
++ SPVFuncImplSSign,
++ SPVFuncImplArrayCopy,
++ SPVFuncImplArrayCopyMultidim,
++ SPVFuncImplArrayCopyExtendedSrc,
++ SPVFuncImplArrayCopyExtendedDst,
++ SPVFuncImplTexelBufferCoords,
++ SPVFuncImplImage2DAtomicCoords, // Emulate texture2D atomic operations
++ SPVFuncImplGradientCube,
++ SPVFuncImplFMul,
++ SPVFuncImplFAdd,
++ SPVFuncImplFSub,
++ SPVFuncImplQuantizeToF16,
++ SPVFuncImplCubemapTo2DArrayFace,
++ SPVFuncImplUnsafeArray, // Allow Metal to use the array<T> template to make arrays a value type
++ SPVFuncImplStorageMatrix, // Allow threadgroup construction of matrices
++ SPVFuncImplInverse4x4,
++ SPVFuncImplInverse3x3,
++ SPVFuncImplInverse2x2,
++ // It is very important that this come before *Swizzle, to ensure it's emitted before them.
++ SPVFuncImplGetSwizzle,
++ SPVFuncImplTextureSwizzle,
++ SPVFuncImplGatherReturn,
++ SPVFuncImplGatherCompareReturn,
++ SPVFuncImplGatherSwizzle,
++ SPVFuncImplGatherCompareSwizzle,
++ SPVFuncImplGatherConstOffsets,
++ SPVFuncImplGatherCompareConstOffsets,
++ SPVFuncImplSubgroupBroadcast,
++ SPVFuncImplSubgroupBroadcastFirst,
++ SPVFuncImplSubgroupBallot,
++ SPVFuncImplSubgroupBallotBitExtract,
++ SPVFuncImplSubgroupBallotFindLSB,
++ SPVFuncImplSubgroupBallotFindMSB,
++ SPVFuncImplSubgroupBallotBitCount,
++ SPVFuncImplSubgroupAllEqual,
++ SPVFuncImplSubgroupShuffle,
++ SPVFuncImplSubgroupShuffleXor,
++ SPVFuncImplSubgroupShuffleUp,
++ SPVFuncImplSubgroupShuffleDown,
++ SPVFuncImplSubgroupRotate,
++ SPVFuncImplSubgroupClusteredAdd,
++ SPVFuncImplSubgroupClusteredFAdd = SPVFuncImplSubgroupClusteredAdd,
++ SPVFuncImplSubgroupClusteredIAdd = SPVFuncImplSubgroupClusteredAdd,
++ SPVFuncImplSubgroupClusteredMul,
++ SPVFuncImplSubgroupClusteredFMul = SPVFuncImplSubgroupClusteredMul,
++ SPVFuncImplSubgroupClusteredIMul = SPVFuncImplSubgroupClusteredMul,
++ SPVFuncImplSubgroupClusteredMin,
++ SPVFuncImplSubgroupClusteredFMin = SPVFuncImplSubgroupClusteredMin,
++ SPVFuncImplSubgroupClusteredSMin = SPVFuncImplSubgroupClusteredMin,
++ SPVFuncImplSubgroupClusteredUMin = SPVFuncImplSubgroupClusteredMin,
++ SPVFuncImplSubgroupClusteredMax,
++ SPVFuncImplSubgroupClusteredFMax = SPVFuncImplSubgroupClusteredMax,
++ SPVFuncImplSubgroupClusteredSMax = SPVFuncImplSubgroupClusteredMax,
++ SPVFuncImplSubgroupClusteredUMax = SPVFuncImplSubgroupClusteredMax,
++ SPVFuncImplSubgroupClusteredAnd,
++ SPVFuncImplSubgroupClusteredBitwiseAnd = SPVFuncImplSubgroupClusteredAnd,
++ SPVFuncImplSubgroupClusteredLogicalAnd = SPVFuncImplSubgroupClusteredAnd,
++ SPVFuncImplSubgroupClusteredOr,
++ SPVFuncImplSubgroupClusteredBitwiseOr = SPVFuncImplSubgroupClusteredOr,
++ SPVFuncImplSubgroupClusteredLogicalOr = SPVFuncImplSubgroupClusteredOr,
++ SPVFuncImplSubgroupClusteredXor,
++ SPVFuncImplSubgroupClusteredBitwiseXor = SPVFuncImplSubgroupClusteredXor,
++ SPVFuncImplSubgroupClusteredLogicalXor = SPVFuncImplSubgroupClusteredXor,
++ SPVFuncImplQuadBroadcast,
++ SPVFuncImplQuadSwap,
++ SPVFuncImplReflectScalar,
++ SPVFuncImplRefractScalar,
++ SPVFuncImplFaceForwardScalar,
++ SPVFuncImplChromaReconstructNearest2Plane,
++ SPVFuncImplChromaReconstructNearest3Plane,
++ SPVFuncImplChromaReconstructLinear422CositedEven2Plane,
++ SPVFuncImplChromaReconstructLinear422CositedEven3Plane,
++ SPVFuncImplChromaReconstructLinear422Midpoint2Plane,
++ SPVFuncImplChromaReconstructLinear422Midpoint3Plane,
++ SPVFuncImplChromaReconstructLinear420XCositedEvenYCositedEven2Plane,
++ SPVFuncImplChromaReconstructLinear420XCositedEvenYCositedEven3Plane,
++ SPVFuncImplChromaReconstructLinear420XMidpointYCositedEven2Plane,
++ SPVFuncImplChromaReconstructLinear420XMidpointYCositedEven3Plane,
++ SPVFuncImplChromaReconstructLinear420XCositedEvenYMidpoint2Plane,
++ SPVFuncImplChromaReconstructLinear420XCositedEvenYMidpoint3Plane,
++ SPVFuncImplChromaReconstructLinear420XMidpointYMidpoint2Plane,
++ SPVFuncImplChromaReconstructLinear420XMidpointYMidpoint3Plane,
++ SPVFuncImplExpandITUFullRange,
++ SPVFuncImplExpandITUNarrowRange,
++ SPVFuncImplConvertYCbCrBT709,
++ SPVFuncImplConvertYCbCrBT601,
++ SPVFuncImplConvertYCbCrBT2020,
++ SPVFuncImplDynamicImageSampler,
++ SPVFuncImplRayQueryIntersectionParams,
++ SPVFuncImplVariableDescriptor,
++ SPVFuncImplVariableSizedDescriptor,
++ SPVFuncImplVariableDescriptorArray,
++ SPVFuncImplPaddedStd140,
++ SPVFuncImplPaddedArrayElement,
++ SPVFuncImplReduceAdd,
++ SPVFuncImplImageFence,
++ SPVFuncImplTextureCast,
++ SPVFuncImplDepthCast,
++ SPVFuncImplMulExtended,
++ SPVFuncImplSetMeshOutputsEXT,
++ SPVFuncImplAssume,
++ };
++
++ // If the underlying resource has been used for comparison then duplicate loads of that resource must be too
++ // Use Metal's native frame-buffer fetch API for subpass inputs.
++ void emit_texture_op(const Instruction &i, bool sparse) override;
++ void emit_binary_ptr_op(uint32_t result_type, uint32_t result_id, uint32_t op0, uint32_t op1, const char *op);
++ std::string to_ptr_expression(uint32_t id, bool register_expression_read = true);
++ void emit_binary_unord_op(uint32_t result_type, uint32_t result_id, uint32_t op0, uint32_t op1, const char *op);
++ void emit_instruction(const Instruction &instr) override;
++ void emit_glsl_op(uint32_t result_type, uint32_t result_id, uint32_t op, const uint32_t *args,
++ uint32_t count) override;
++ void emit_spv_amd_shader_trinary_minmax_op(uint32_t result_type, uint32_t result_id, uint32_t op,
++ const uint32_t *args, uint32_t count) override;
++ void emit_header() override;
++ void emit_function_prototype(SPIRFunction &func, const Bitset &return_flags) override;
++ void emit_sampled_image_op(uint32_t result_type, uint32_t result_id, uint32_t image_id, uint32_t samp_id) override;
++ void emit_subgroup_op(const Instruction &i) override;
++ void emit_subgroup_cluster_op(uint32_t result_type, uint32_t result_id, uint32_t cluster_size, uint32_t op0,
++ const char *op);
++ void emit_subgroup_cluster_op_cast(uint32_t result_type, uint32_t result_id, uint32_t cluster_size, uint32_t op0,
++ const char *op, SPIRType::BaseType input_type,
++ SPIRType::BaseType expected_result_type);
++ std::string to_texture_op(const Instruction &i, bool sparse, bool *forward,
++ SmallVector<uint32_t> &inherited_expressions) override;
++ void emit_fixup() override;
++ std::string to_struct_member(const SPIRType &type, uint32_t member_type_id, uint32_t index,
++ const std::string &qualifier = "");
++ void emit_struct_member(const SPIRType &type, uint32_t member_type_id, uint32_t index,
++ const std::string &qualifier = "", uint32_t base_offset = 0) override;
++ std::string type_to_glsl(const SPIRType &type, uint32_t id, bool member);
++ std::string type_to_glsl(const SPIRType &type, uint32_t id = 0) override;
++ void emit_block_hints(const SPIRBlock &block) override;
++ void emit_mesh_entry_point();
++ void emit_mesh_outputs();
++ void emit_mesh_tasks(SPIRBlock &block) override;
++ void emit_workgroup_initialization(const SPIRVariable &var) override;
++
++ // Allow Metal to use the array<T> template to make arrays a value type
++ std::string type_to_array_glsl(const SPIRType &type, uint32_t variable_id) override;
++ std::string constant_op_expression(const SPIRConstantOp &cop) override;
++
++ bool variable_decl_is_remapped_storage(const SPIRVariable &variable, StorageClass storage) const override;
++
++ // GCC workaround of lambdas calling protected functions (for older GCC versions)
++ std::string variable_decl(const SPIRType &type, const std::string &name, uint32_t id = 0) override;
++
++ std::string image_type_glsl(const SPIRType &type, uint32_t id, bool member) override;
++ std::string sampler_type(const SPIRType &type, uint32_t id, bool member);
++ std::string builtin_to_glsl(BuiltIn builtin, StorageClass storage) override;
++ std::string to_func_call_arg(const SPIRFunction::Parameter &arg, uint32_t id) override;
++ std::string to_name(uint32_t id, bool allow_alias = true) const override;
++ std::string to_function_name(const TextureFunctionNameArguments &args) override;
++ std::string to_function_args(const TextureFunctionArguments &args, bool *p_forward) override;
++ std::string to_initializer_expression(const SPIRVariable &var) override;
++ std::string to_zero_initialized_expression(uint32_t type_id) override;
++
++ std::string unpack_expression_type(std::string expr_str, const SPIRType &type, uint32_t physical_type_id,
++ bool is_packed, bool row_major) override;
++
++ // Returns true for BuiltInSampleMask because gl_SampleMask[] is an array in SPIR-V, but [[sample_mask]] is a scalar in Metal.
++ bool builtin_translates_to_nonarray(BuiltIn builtin) const override;
++
++ std::string bitcast_glsl_op(const SPIRType &result_type, const SPIRType &argument_type) override;
++ bool emit_complex_bitcast(uint32_t result_id, uint32_t id, uint32_t op0) override;
++ bool skip_argument(uint32_t id) const override;
++ std::string to_member_reference(uint32_t base, const SPIRType &type, uint32_t index, bool ptr_chain_is_resolved) override;
++ std::string to_qualifiers_glsl(uint32_t id) override;
++ void replace_illegal_names() override;
++ void declare_constant_arrays();
++
++ void replace_illegal_entry_point_names();
++ void sync_entry_point_aliases_and_names();
++
++ static const std::unordered_set<std::string> &get_reserved_keyword_set();
++ static const std::unordered_set<std::string> &get_illegal_func_names();
++
++ // Constant arrays of non-primitive types (i.e. matrices) won't link properly into Metal libraries
++ void declare_complex_constant_arrays();
++
++ bool is_patch_block(const SPIRType &type);
++ bool is_non_native_row_major_matrix(uint32_t id) override;
++ bool member_is_non_native_row_major_matrix(const SPIRType &type, uint32_t index, bool is_layout_disabled = false) override;
++ std::string convert_row_major_matrix(std::string exp_str, const SPIRType &exp_type, uint32_t physical_type_id,
++ bool is_packed, bool relaxed) override;
++
++ bool is_tesc_shader() const;
++ bool is_tese_shader() const;
++ bool is_mesh_shader() const;
++
++ void preprocess_op_codes();
++ void localize_global_variables();
++ void extract_global_variables_from_functions();
++ void mark_packable_structs();
++ void mark_as_packable(SPIRType &type);
++ void mark_as_workgroup_struct(SPIRType &type);
++
++ std::unordered_map<uint32_t, std::set<uint32_t>> function_global_vars;
++ void extract_global_variables_from_function(uint32_t func_id, std::set<uint32_t> &added_arg_ids,
++ std::unordered_set<uint32_t> &global_var_ids,
++ std::unordered_set<uint32_t> &processed_func_ids);
++ uint32_t add_interface_block(StorageClass storage, bool patch = false);
++ uint32_t add_interface_block_pointer(uint32_t ib_var_id, StorageClass storage);
++ uint32_t add_meshlet_block(bool per_primitive);
++
++ struct InterfaceBlockMeta
++ {
++ struct LocationMeta
++ {
++ uint32_t base_type_id = 0;
++ uint32_t num_components = 0;
++ bool flat = false;
++ bool noperspective = false;
++ bool centroid = false;
++ bool sample = false;
++ };
++ std::unordered_map<uint32_t, LocationMeta> location_meta;
++ bool strip_array = false;
++ bool allow_local_declaration = false;
++ };
++
++ std::string to_tesc_invocation_id();
++ void emit_local_masked_variable(const SPIRVariable &masked_var, bool strip_array);
++ void add_variable_to_interface_block(StorageClass storage, const std::string &ib_var_ref, SPIRType &ib_type,
++ SPIRVariable &var, InterfaceBlockMeta &meta);
++ void add_composite_variable_to_interface_block(StorageClass storage, const std::string &ib_var_ref,
++ SPIRType &ib_type, SPIRVariable &var, InterfaceBlockMeta &meta);
++ void add_plain_variable_to_interface_block(StorageClass storage, const std::string &ib_var_ref,
++ SPIRType &ib_type, SPIRVariable &var, InterfaceBlockMeta &meta);
++ bool add_component_variable_to_interface_block(StorageClass storage, const std::string &ib_var_ref,
++ SPIRVariable &var, const SPIRType &type,
++ InterfaceBlockMeta &meta);
++ void add_plain_member_variable_to_interface_block(StorageClass storage,
++ const std::string &ib_var_ref, SPIRType &ib_type,
++ SPIRVariable &var, SPIRType &var_type,
++ uint32_t mbr_idx, InterfaceBlockMeta &meta,
++ const std::string &mbr_name_qual,
++ const std::string &var_chain_qual,
++ uint32_t &location, uint32_t &var_mbr_idx);
++ void add_composite_member_variable_to_interface_block(StorageClass storage,
++ const std::string &ib_var_ref, SPIRType &ib_type,
++ SPIRVariable &var, SPIRType &var_type,
++ uint32_t mbr_idx, InterfaceBlockMeta &meta,
++ const std::string &mbr_name_qual,
++ const std::string &var_chain_qual,
++ uint32_t &location, uint32_t &var_mbr_idx,
++ const Bitset &interpolation_qual);
++ void add_tess_level_input_to_interface_block(const std::string &ib_var_ref, SPIRType &ib_type, SPIRVariable &var);
++ void add_tess_level_input(const std::string &base_ref, const std::string &mbr_name, SPIRVariable &var);
++
++ void ensure_struct_members_valid_vecsizes(SPIRType &struct_type, uint32_t &location);
++ void fix_up_interface_member_indices(StorageClass storage, uint32_t ib_type_id);
++
++ void mark_location_as_used_by_shader(uint32_t location, const SPIRType &type,
++ StorageClass storage, bool fallback = false);
++ uint32_t ensure_correct_builtin_type(uint32_t type_id, BuiltIn builtin);
++ uint32_t ensure_correct_input_type(uint32_t type_id, uint32_t location, uint32_t component,
++ uint32_t num_components, bool strip_array);
++
++ void emit_custom_templates();
++ void emit_custom_functions();
++ void emit_resources();
++ void emit_specialization_constants_and_structs();
++ void emit_interface_block(uint32_t ib_var_id);
++ bool maybe_emit_array_assignment(uint32_t id_lhs, uint32_t id_rhs);
++ bool is_var_runtime_size_array(const SPIRVariable &var) const;
++ uint32_t get_resource_array_size(const SPIRType &type, uint32_t id) const;
++
++ void fix_up_shader_inputs_outputs();
++
++ bool entry_point_is_vertex() const;
++ bool entry_point_returns_stage_output() const;
++ bool entry_point_requires_const_device_buffers() const;
++ std::string func_type_decl(SPIRType &type);
++ std::string entry_point_args_classic(bool append_comma);
++ std::string entry_point_args_argument_buffer(bool append_comma);
++ std::string entry_point_arg_stage_in();
++ void entry_point_args_builtin(std::string &args);
++ void entry_point_args_discrete_descriptors(std::string &args);
++ std::string append_member_name(const std::string &qualifier, const SPIRType &type, uint32_t index);
++ std::string ensure_valid_name(std::string name, std::string pfx);
++ 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_intersection_query() const;
++ bool is_direct_input_builtin(BuiltIn builtin);
++ std::string builtin_qualifier(BuiltIn builtin);
++ std::string builtin_type_decl(BuiltIn builtin, uint32_t id = 0);
++ std::string built_in_func_arg(BuiltIn builtin, bool prefix_comma);
++ std::string member_attribute_qualifier(const SPIRType &type, uint32_t index);
++ std::string member_location_attribute_qualifier(const SPIRType &type, uint32_t index);
++ std::string argument_decl(const SPIRFunction::Parameter &arg);
++ const char *descriptor_address_space(uint32_t id, StorageClass storage, const char *plain_address_space) const;
++ std::string round_fp_tex_coords(std::string tex_coords, bool coord_is_fp);
++ uint32_t get_metal_resource_index(SPIRVariable &var, SPIRType::BaseType basetype, uint32_t plane = 0);
++ uint32_t get_member_location(uint32_t type_id, uint32_t index, uint32_t *comp = nullptr) const;
++ uint32_t get_or_allocate_builtin_input_member_location(BuiltIn builtin,
++ uint32_t type_id, uint32_t index, uint32_t *comp = nullptr);
++ uint32_t get_or_allocate_builtin_output_member_location(BuiltIn builtin,
++ uint32_t type_id, uint32_t index, uint32_t *comp = nullptr);
++
++ uint32_t get_physical_tess_level_array_size(BuiltIn builtin) const;
++
++ uint32_t get_physical_type_id_stride(TypeID type_id) const override;
++
++ // MSL packing rules. These compute the effective packing rules as observed by the MSL compiler in the MSL output.
++ // These values can change depending on various extended decorations which control packing rules.
++ // We need to make these rules match up with SPIR-V declared rules.
++ uint32_t get_declared_type_size_msl(TypeID type_id, const SPIRType *special_type, bool packed, bool row_major) const;
++ uint32_t get_declared_type_array_stride_msl(TypeID type_id, const SPIRType *special_type, bool packed, bool row_major) const;
++ uint32_t get_declared_type_matrix_stride_msl(TypeID type_id, const SPIRType *special_type, bool packed, bool row_major) const;
++ uint32_t get_declared_type_alignment_msl(TypeID type_id, const SPIRType *special_type, bool packed, bool row_major) const;
++
++ uint32_t get_declared_struct_member_size_msl(const SPIRType &struct_type, uint32_t index) const;
++ uint32_t get_declared_struct_member_array_stride_msl(const SPIRType &struct_type, uint32_t index) const;
++ uint32_t get_declared_struct_member_matrix_stride_msl(const SPIRType &struct_type, uint32_t index) const;
++ uint32_t get_declared_struct_member_alignment_msl(const SPIRType &struct_type, uint32_t index) const;
++
++ uint32_t get_declared_input_size_msl(const SPIRType &struct_type, uint32_t index) const;
++ uint32_t get_declared_input_array_stride_msl(const SPIRType &struct_type, uint32_t index) const;
++ uint32_t get_declared_input_matrix_stride_msl(const SPIRType &struct_type, uint32_t index) const;
++ uint32_t get_declared_input_alignment_msl(const SPIRType &struct_type, uint32_t index) const;
++
++ TypeID get_physical_member_type_id(const SPIRType &struct_type, uint32_t index) const;
++ SPIRType get_presumed_input_type(const SPIRType &struct_type, uint32_t index) const;
++
++ uint32_t get_declared_struct_size_msl(const SPIRType &struct_type) const;
++
++ std::string to_component_argument(uint32_t id);
++ void align_struct(SPIRType &ib_type, std::unordered_set<uint32_t> &aligned_structs);
++ void mark_scalar_layout_structs(const SPIRType &ib_type);
++ void mark_struct_members_packed(const SPIRType &type);
++ void ensure_member_packing_rules_msl(SPIRType &ib_type, uint32_t index);
++ bool validate_member_packing_rules_msl(const SPIRType &type, uint32_t index) const;
++ std::string get_variable_address_space(const SPIRVariable &argument);
++ // Special case of get_variable_address_space which is only used for leaf functions.
++ std::string get_leaf_argument_address_space(const SPIRVariable &argument);
++ std::string get_type_address_space(const SPIRType &type, uint32_t id, bool argument = false);
++ bool decoration_flags_signal_volatile(const Bitset &flags) const;
++ bool decoration_flags_signal_coherent(const Bitset &flags) const;
++ const char *to_restrict(uint32_t id, bool space);
++ SPIRType &get_stage_in_struct_type();
++ SPIRType &get_stage_out_struct_type();
++ SPIRType &get_patch_stage_in_struct_type();
++ SPIRType &get_patch_stage_out_struct_type();
++ std::string get_tess_factor_struct_name();
++ SPIRType &get_uint_type();
++ uint32_t get_uint_type_id();
++ void emit_atomic_func_op(uint32_t result_type, uint32_t result_id, const char *op, Op opcode,
++ uint32_t mem_order_1, uint32_t mem_order_2, bool has_mem_order_2, uint32_t op0, uint32_t op1 = 0,
++ bool op1_is_pointer = false, bool op1_is_literal = false, uint32_t op2 = 0);
++ const char *get_memory_order(uint32_t spv_mem_sem);
++ void add_pragma_line(const std::string &line, bool recompile_on_unique);
++ void add_typedef_line(const std::string &line);
++ void emit_barrier(uint32_t id_exe_scope, uint32_t id_mem_scope, uint32_t id_mem_sem);
++ bool emit_array_copy(const char *expr, uint32_t lhs_id, uint32_t rhs_id,
++ StorageClass lhs_storage, StorageClass rhs_storage) override;
++ void build_implicit_builtins();
++ uint32_t build_constant_uint_array_pointer();
++ void emit_entry_point_declarations() override;
++ bool uses_explicit_early_fragment_test();
++
++ uint32_t builtin_frag_coord_id = 0;
++ uint32_t builtin_sample_id_id = 0;
++ uint32_t builtin_sample_mask_id = 0;
++ uint32_t builtin_helper_invocation_id = 0;
++ uint32_t builtin_vertex_idx_id = 0;
++ uint32_t builtin_base_vertex_id = 0;
++ uint32_t builtin_instance_idx_id = 0;
++ uint32_t builtin_base_instance_id = 0;
++ uint32_t builtin_view_idx_id = 0;
++ uint32_t builtin_layer_id = 0;
++ uint32_t builtin_invocation_id_id = 0;
++ uint32_t builtin_primitive_id_id = 0;
++ uint32_t builtin_subgroup_invocation_id_id = 0;
++ uint32_t builtin_subgroup_size_id = 0;
++ uint32_t builtin_dispatch_base_id = 0;
++ uint32_t builtin_stage_input_size_id = 0;
++ uint32_t builtin_local_invocation_index_id = 0;
++ uint32_t builtin_workgroup_size_id = 0;
++ uint32_t builtin_mesh_primitive_indices_id = 0;
++ uint32_t builtin_mesh_sizes_id = 0;
++ uint32_t builtin_task_grid_id = 0;
++ uint32_t builtin_frag_depth_id = 0;
++ uint32_t swizzle_buffer_id = 0;
++ uint32_t buffer_size_buffer_id = 0;
++ uint32_t view_mask_buffer_id = 0;
++ uint32_t draw_index_buffer_id = 0;
++ uint32_t dynamic_offsets_buffer_id = 0;
++ uint32_t uint_type_id = 0;
++ uint32_t shared_uint_type_id = 0;
++ uint32_t meshlet_type_id = 0;
++ uint32_t argument_buffer_padding_buffer_type_id = 0;
++ uint32_t argument_buffer_padding_image_type_id = 0;
++ uint32_t argument_buffer_padding_sampler_type_id = 0;
++
++ bool does_shader_write_sample_mask = false;
++ bool frag_shader_needs_discard_checks = false;
++
++ void cast_to_variable_store(uint32_t target_id, std::string &expr, const SPIRType &expr_type) override;
++ void cast_from_variable_load(uint32_t source_id, std::string &expr, const SPIRType &expr_type) override;
++ void emit_store_statement(uint32_t lhs_expression, uint32_t rhs_expression) override;
++
++ void analyze_sampled_image_usage();
++ void analyze_workgroup_variables();
++
++ bool access_chain_needs_stage_io_builtin_translation(uint32_t base) override;
++ bool prepare_access_chain_for_scalar_access(std::string &expr, const SPIRType &type, StorageClass storage,
++ bool &is_packed) override;
++ void fix_up_interpolant_access_chain(const uint32_t *ops, uint32_t length);
++ bool check_physical_type_cast(std::string &expr, const SPIRType *type, uint32_t physical_type) override;
++
++ bool emit_tessellation_access_chain(const uint32_t *ops, uint32_t length);
++ bool emit_tessellation_io_load(uint32_t result_type, uint32_t id, uint32_t ptr);
++ bool is_out_of_bounds_tessellation_level(uint32_t id_lhs);
++
++ void ensure_builtin(StorageClass storage, BuiltIn builtin);
++
++ void mark_implicit_builtin(StorageClass storage, BuiltIn builtin, uint32_t id);
++
++ std::string convert_to_f32(const std::string &expr, uint32_t components);
++
++ Options msl_options;
++ std::set<SPVFuncImpl> spv_function_implementations;
++ // Must be ordered to ensure declarations are in a specific order.
++ std::map<LocationComponentPair, MSLShaderInterfaceVariable> inputs_by_location;
++ std::unordered_map<uint32_t, MSLShaderInterfaceVariable> inputs_by_builtin;
++ std::map<LocationComponentPair, MSLShaderInterfaceVariable> outputs_by_location;
++ std::unordered_map<uint32_t, MSLShaderInterfaceVariable> outputs_by_builtin;
++ std::unordered_set<uint32_t> location_inputs_in_use;
++ std::unordered_set<uint32_t> location_inputs_in_use_fallback;
++ std::unordered_set<uint32_t> location_outputs_in_use;
++ std::unordered_set<uint32_t> location_outputs_in_use_fallback;
++ std::unordered_map<uint32_t, uint32_t> fragment_output_components;
++ std::unordered_map<uint32_t, uint32_t> builtin_to_automatic_input_location;
++ std::unordered_map<uint32_t, uint32_t> builtin_to_automatic_output_location;
++ std::vector<std::string> pragma_lines;
++ std::vector<std::string> typedef_lines;
++ SmallVector<uint32_t> vars_needing_early_declaration;
++ std::unordered_set<uint32_t> constant_macro_ids;
++
++ std::unordered_map<StageSetBinding, std::pair<MSLResourceBinding, bool>, InternalHasher> resource_bindings;
++ std::unordered_map<StageSetBinding, uint32_t, InternalHasher> resource_arg_buff_idx_to_binding_number;
++
++ uint32_t next_metal_resource_index_buffer = 0;
++ uint32_t next_metal_resource_index_texture = 0;
++ uint32_t next_metal_resource_index_sampler = 0;
++ // Intentionally uninitialized, works around MSVC 2013 bug.
++ uint32_t next_metal_resource_ids[kMaxArgumentBuffers];
++
++ VariableID stage_in_var_id = 0;
++ VariableID stage_out_var_id = 0;
++ VariableID patch_stage_in_var_id = 0;
++ VariableID patch_stage_out_var_id = 0;
++ VariableID stage_in_ptr_var_id = 0;
++ VariableID stage_out_ptr_var_id = 0;
++ VariableID tess_level_inner_var_id = 0;
++ VariableID tess_level_outer_var_id = 0;
++ VariableID mesh_out_per_vertex = 0;
++ VariableID mesh_out_per_primitive = 0;
++ VariableID stage_out_masked_builtin_type_id = 0;
++
++ // Handle HLSL-style 0-based vertex/instance index.
++ enum class TriState
++ {
++ Neutral,
++ No,
++ Yes
++ };
++ TriState needs_base_vertex_arg = TriState::Neutral;
++ TriState needs_base_instance_arg = TriState::Neutral;
++
++ bool has_sampled_images = false;
++ bool builtin_declaration = false; // Handle HLSL-style 0-based vertex/instance index.
++
++ bool is_using_builtin_array = false; // Force the use of C style array declaration.
++ bool using_builtin_array() const;
++
++ bool is_rasterization_disabled = false;
++ bool has_descriptor_side_effects_buffer = false;
++ bool capture_output_to_buffer = false;
++ bool needs_swizzle_buffer_def = false;
++ bool used_swizzle_buffer = false;
++ bool added_builtin_tess_level = false;
++ bool needs_local_invocation_index = false;
++ bool needs_subgroup_invocation_id = false;
++ bool needs_subgroup_size = false;
++ bool needs_sample_id = false;
++ bool needs_helper_invocation = false;
++ bool needs_workgroup_zero_init = false;
++ bool needs_point_size_output = false;
++ bool writes_to_depth = false;
++ bool writes_to_point_size = false;
++ std::string qual_pos_var_name;
++ std::string qual_viewport_idx_var_name;
++ std::string stage_in_var_name = "in";
++ std::string stage_out_var_name = "out";
++ std::string patch_stage_in_var_name = "patchIn";
++ std::string patch_stage_out_var_name = "patchOut";
++ std::string sampler_name_suffix = "Smplr";
++ std::string swizzle_name_suffix = "Swzl";
++ std::string buffer_size_name_suffix = "BufferSize";
++ std::string plane_name_suffix = "Plane";
++ std::string input_wg_var_name = "gl_in";
++ std::string input_buffer_var_name = "spvIn";
++ std::string output_buffer_var_name = "spvOut";
++ std::string patch_input_buffer_var_name = "spvPatchIn";
++ std::string patch_output_buffer_var_name = "spvPatchOut";
++ std::string tess_factor_buffer_var_name = "spvTessLevel";
++ std::string index_buffer_var_name = "spvIndices";
++ Op previous_instruction_opcode = OpNop;
++
++ // Must be ordered since declaration is in a specific order.
++ std::map<uint32_t, MSLConstexprSampler> constexpr_samplers_by_id;
++ std::unordered_map<SetBindingPair, MSLConstexprSampler, InternalHasher> constexpr_samplers_by_binding;
++ const MSLConstexprSampler *find_constexpr_sampler(uint32_t id) const;
++
++ std::unordered_set<uint32_t> buffers_requiring_array_length;
++ SmallVector<uint32_t> buffer_aliases_discrete;
++ std::unordered_set<uint32_t> atomic_image_vars_emulated; // Emulate texture2D atomic operations
++ std::unordered_set<uint32_t> pull_model_inputs;
++ std::unordered_set<uint32_t> recursive_inputs;
++
++ SmallVector<SPIRVariable *> entry_point_bindings;
++
++ // Must be ordered since array is in a specific order.
++ struct DynamicBuffer
++ {
++ uint32_t base_index;
++ uint32_t var_id;
++ std::string mbr_name;
++ };
++ std::map<SetBindingPair, DynamicBuffer> buffers_requiring_dynamic_offset;
++
++ SmallVector<uint32_t> disabled_frag_outputs;
++
++ std::unordered_set<SetBindingPair, InternalHasher> inline_uniform_blocks;
++
++ uint32_t argument_buffer_ids[kMaxArgumentBuffers];
++ uint32_t argument_buffer_discrete_mask = 0;
++ uint32_t argument_buffer_device_storage_mask = 0;
++
++ void emit_argument_buffer_aliased_descriptor(const SPIRVariable &aliased_var,
++ const SPIRVariable &base_var);
++
++ void analyze_argument_buffers();
++ bool descriptor_set_is_argument_buffer(uint32_t desc_set) const;
++ const MSLResourceBinding &get_argument_buffer_resource(uint32_t desc_set, uint32_t arg_idx) const;
++ void add_argument_buffer_padding_buffer_type(SPIRType &struct_type, uint32_t &mbr_idx, uint32_t &arg_buff_index, MSLResourceBinding &rez_bind);
++ void add_argument_buffer_padding_image_type(SPIRType &struct_type, uint32_t &mbr_idx, uint32_t &arg_buff_index, MSLResourceBinding &rez_bind);
++ void add_argument_buffer_padding_sampler_type(SPIRType &struct_type, uint32_t &mbr_idx, uint32_t &arg_buff_index, MSLResourceBinding &rez_bind);
++ void add_argument_buffer_padding_type(uint32_t mbr_type_id, SPIRType &struct_type, uint32_t &mbr_idx, uint32_t &arg_buff_index, uint32_t count);
++
++ uint32_t get_target_components_for_fragment_location(uint32_t location) const;
++ uint32_t build_extended_vector_type(uint32_t type_id, uint32_t components,
++ SPIRType::BaseType basetype = SPIRType::Unknown);
++ uint32_t build_msl_interpolant_type(uint32_t type_id, bool is_noperspective);
++
++ bool suppress_missing_prototypes = false;
++ bool suppress_incompatible_pointer_types_discard_qualifiers = false;
++ bool suppress_sometimes_unitialized = false;
++
++ void add_spv_func_and_recompile(SPVFuncImpl spv_func);
++
++ void activate_argument_buffer_resources();
++
++ bool type_is_msl_framebuffer_fetch(const SPIRType &type) const;
++ bool is_supported_argument_buffer_type(const SPIRType &type) const;
++
++ bool variable_storage_requires_stage_io(StorageClass storage) const;
++
++ bool needs_manual_helper_invocation_updates() const
++ {
++ return msl_options.manual_helper_invocation_updates && msl_options.supports_msl_version(2, 3);
++ }
++ bool needs_frag_discard_checks() const
++ {
++ return get_execution_model() == ExecutionModelFragment && msl_options.supports_msl_version(2, 3) &&
++ msl_options.check_discarded_frag_stores && frag_shader_needs_discard_checks;
++ }
++
++ bool has_additional_fixed_sample_mask() const { return msl_options.additional_fixed_sample_mask != 0xffffffff; }
++ std::string additional_fixed_sample_mask_str() const;
++
++ // OpcodeHandler that handles several MSL preprocessing operations.
++ struct OpCodePreprocessor : OpcodeHandler
++ {
++ explicit OpCodePreprocessor(CompilerMSL &compiler_)
++ : OpcodeHandler(compiler_), self(compiler_)
++ {
++ enable_result_types = true;
++ }
++
++ bool handle(Op opcode, const uint32_t *args, uint32_t length) override;
++ CompilerMSL::SPVFuncImpl get_spv_func_impl(Op opcode, const uint32_t *args, uint32_t length);
++ void check_resource_write(uint32_t var_id);
++
++ CompilerMSL &self;
++ std::unordered_map<uint32_t, uint32_t> image_pointers_emulated; // Emulate texture2D atomic operations
++ bool suppress_missing_prototypes = false;
++ bool uses_atomics = false;
++ bool uses_image_write = false;
++ bool uses_buffer_write = false;
++ bool uses_discard = false;
++ bool needs_local_invocation_index = false;
++ bool needs_subgroup_invocation_id = false;
++ bool needs_subgroup_size = false;
++ bool needs_sample_id = false;
++ bool needs_helper_invocation = false;
++ bool uses_cooperative_matrix = false;
++ };
++
++ // OpcodeHandler that scans for uses of sampled images
++ struct SampledImageScanner : OpcodeHandler
++ {
++ explicit SampledImageScanner(CompilerMSL &compiler_)
++ : OpcodeHandler(compiler_), self(compiler_)
++ {
++ }
++
++ CompilerMSL &self;
++ bool handle(Op opcode, const uint32_t *args, uint32_t) override;
++ };
++
++ // Sorts the members of a SPIRType and associated Meta info based on a settable sorting
++ // aspect, which defines which aspect of the struct members will be used to sort them.
++ // Regardless of the sorting aspect, built-in members always appear at the end of the struct.
++ struct MemberSorter
++ {
++ enum SortAspect
++ {
++ LocationThenBuiltInType,
++ Offset
++ };
++
++ void sort();
++ bool operator()(uint32_t mbr_idx1, uint32_t mbr_idx2);
++ MemberSorter(SPIRType &t, Meta &m, SortAspect sa);
++
++ SPIRType &type;
++ Meta &meta;
++ SortAspect sort_aspect;
++ };
++ };
++ } // namespace SPIRV_CROSS_NAMESPACE
++
++ #endif