me too :) I'll push my stuff now
On Thu, Sep 14, 2017 at 8:58 PM, Jason Ekstrand <ja...@jlekstrand.net> wrote: > On Thu, Sep 14, 2017 at 12:40 PM, Connor Abbott <cwabbo...@gmail.com> wrote: >> >> On Tue, Sep 12, 2017 at 2:09 PM, Jason Ekstrand <ja...@jlekstrand.net> >> wrote: >> > On Tue, Sep 12, 2017 at 10:12 AM, Ian Romanick <i...@freedesktop.org> >> > wrote: >> >> >> >> On 09/11/2017 11:17 PM, Kenneth Graunke wrote: >> >> > On Monday, September 11, 2017 9:23:05 PM PDT Ian Romanick wrote: >> >> >> On 09/08/2017 01:59 AM, Kenneth Graunke wrote: >> >> >>> On Thursday, September 7, 2017 4:26:04 PM PDT Jordan Justen wrote: >> >> >>>> On 2017-09-06 14:12:41, Daniel Schürmann wrote: >> >> >>>>> Hello together! >> >> >>>>> Recently, we had a small discussion (off the list) about the NIR >> >> >>>>> serialization, which was previously discussed in [RFC] >> >> >>>>> ARB_gl_spirv >> >> >>>>> and >> >> >>>>> NIR backend for radeonsi. >> >> >>>>> >> >> >>>>> As this topic could be interesting to more people, I would like >> >> >>>>> to >> >> >>>>> share, what was talked about so far (You might want to read from >> >> >>>>> bottom up). >> >> >>>>> >> >> >>>>> TL;DR: >> >> >>>>> - NIR serialization is in demand for shader cache >> >> >>>>> - could be done either directly (NIR binary form) or via SPIR-V >> >> >>>>> - Ian et al. are working on GLSL IR -> SPIR-V transformation, >> >> >>>>> which >> >> >>>>> could be adapted for a NIR -> SPIR-V pass >> >> >>>>> - in NIR representation, some type information is lost >> >> >>>>> - thus, a serialization via SPIR-V could NOT be a glslang >> >> >>>>> alternative >> >> >>>>> (otoh, the GLSL IR->SPIR-V pass could), but only for spirv-opt >> >> >>>>> (if >> >> >>>>> the >> >> >>>>> output is valid SPIR-V) >> >> >>>> >> >> >>>> Ian, >> >> >>>> >> >> >>>> Tim was suggesting that we might look at serializing nir for the >> >> >>>> i965 >> >> >>>> shader cache. Based on this email, it sounds like serialized nir >> >> >>>> would >> >> >>>> not be enough for the shader cache as some GLSL type info would be >> >> >>>> lost. It sounds like GLSL IR => SPIR-V would be good enough. Is >> >> >>>> that >> >> >>>> right? >> >> >>>> >> >> >>>> I don't think we have a strict requirement for the GLSL IR => >> >> >>>> SPIR-V >> >> >>>> path for GL 4.6, right? So, this is more of a 'nice-to-have'? >> >> >>>> >> >> >>>> I'm not sure we'd want to make i965 shader cache depend on a >> >> >>>> nice-to-have feature. (Unless we're pretty sure it'll be available >> >> >>>> soon.) >> >> >>>> >> >> >>>> But, it would be nice to not have to fallback to compiling the >> >> >>>> GLSL >> >> >>>> for i965 shader cache, so it would be worth waiting a little bit >> >> >>>> to >> >> >>>> be >> >> >>>> able to rely on a SPIR-V serialization of the GLSL IR. >> >> >>>> >> >> >>>> What do you suggest? >> >> >>>> >> >> >>>> -Jordan >> >> >>> >> >> >>> We shouldn't use SPIR-V for the shader cache. >> >> >>> >> >> >>> The compilation process for GLSL is: GLSL -> GLSL IR -> NIR -> i965 >> >> >>> IRs. >> >> >>> Storing the content at one of those points, and later loading it >> >> >>> and >> >> >>> resuming the normal compilation process from that point...that's >> >> >>> totally >> >> >>> reasonable. >> >> >>> >> >> >>> Having a fallback for "some things in the cache but not all the >> >> >>> variants >> >> >>> we needed" suddenly take a different compilation pipeline, i.e. >> >> >>> SPIR-V >> >> >>> -> NIR -> ... seems risky. It's a different compilation path that >> >> >>> we >> >> >>> don't normally use. And one you'd only hit in limited >> >> >>> circumstances. >> >> >>> There's a lot of potential for really obscure bugs. >> >> >> >> >> >> Since we're going to expose exactly that path for GL_ARB_spirv / >> >> >> OpenGL >> >> >> 4.6, we'd better make sure it works always. Right? >> >> > >> >> > In addition to the old pipeline: >> >> > >> >> > - GLSL from the app -> GLSL IR -> NIR -> i965 IR >> >> > >> >> > GL_ARB_spirv and OpenGL 4.6 add a second pipeline: >> >> > >> >> > - SPIR-V from the app -> NIR -> i965 IR >> >> > >> >> > Both of those absolutely have to work. But these: >> >> > >> >> > - GLSL -> GLSL IR -> NIR -> SPIR-V -> NIR -> i965 IRs >> >> > - GLSL -> GLSL IR -> SPIR-V -> NIR -> i965 IRs >> >> > >> >> > aren't required to work, or even be supported. It makes a lot of >> >> > sense >> >> > to support them - both for testing purposes, and as an alternative to >> >> > glslang, for a broader tooling ecosystem. >> >> > >> >> > The thing that concerns me is that if you use SPIR-V for the cache, >> >> > you >> >> > need these paths to not just work, but be _indistinguishable_ from >> >> > one >> >> > another: >> >> > >> >> > - GLSL -> GLSL IR -> NIR -> ... >> >> > - GLSL -> GLSL IR -> NIR -> SPIR-V, then SPIR-V -> NIR -> ... >> >> > >> >> > Otherwise the original compile and partially-cached recompile might >> >> > have >> >> > different properties. For example, if the the SPIR-V step messes >> >> > with >> >> > variables or instruction ordering a little, it could trip up the loop >> >> > unroller so the original compiler gets unrolled, and the recompile >> >> > from >> >> > partial cache doesn't get unrolled. I don't want to have to debug >> >> > that. >> >> >> >> That is a very compelling argument. If we want Mesa to be an >> >> alternative to glslang, I think we would like to have that property, >> >> but >> >> it's not a hard requirement for that use case. >> > >> > >> > I also find that argument rather compelling. The SPIR-V -> NIR pass is >> > *not* a simple pass. It does piles of lowering and things on-the-fly as >> > well as creating temporary variables for various things. The best we >> > could >> > hope to guarnatee would be that NIR -> SPIR-V -> NIR -> vars_to_ssa -> >> > CSE >> > is idempotent. Even that might be a bit of a stretch. >> > >> >> >> >> > One could avoid this by making the original compile always go through >> >> > SPIR-V, and just drop glsl_to_nir altogether, so both take the same >> >> > paths. But...it's kind of an unnecessary step in the common case... >> >> >> >> We may eventually partially do that, but that shouldn't block (any) >> >> other work. In the short term it would likely add compile overhead >> >> that >> >> many would find unacceptable... by virtue of being non-zero. >> >> >> >> > Just serializing/reading back the NIR and resuming the compile from >> >> > the >> >> > exact same IR would also solve that problem. >> >> > >> >> > Or, just being -really- careful with the translator, I guess... >> >> > >> >> >> One nice thing about SPIR-V is that all of the handling of uniform >> >> >> layouts, initial uniform values, attribute locations, etc. is >> >> >> already >> >> >> serialized. If I'm not mistaken, that was one of the big pain >> >> >> points >> >> >> for all of the existing on-disk storage methods. All of that has >> >> >> been >> >> >> sorted out for SPIR-V, and we have to make it work anyway. >> >> > >> >> > That is pretty nice. I don't recall it being that painful, but, not >> >> > reinventing things is kind of nice too... >> >> >> >> Maybe the right answer is to share some things from SPIR-V (e.g., the >> >> way it describes I/O) to reduce duplication, but serialize NIR >> >> instructions and control flow in a "native" format. >> > >> > >> > I strongly suspect that there is some overestimation of how much code >> > nir_serialize would actually be here. I just looked at nir_clone.c and >> > it's >> > 781 lines. It could probably drop by 50-100 LOC if we didn't expose >> > helpers >> > for also cloning of single functions, variables, and constants. I would >> > expect nir_serialize to be able to handle serialization and >> > deserialization >> > in about 2x the code of nir_clone.c. By comparison, SPIR-V -> NIR is >> > 8159 >> > LOC and counting (that doesn't include generated anything) and I would >> > expect GLSL -> SPIR-V to be similarly sized. >> >> I just finished typing up a nir_serialize implementation, although I >> haven't debugged it yet. It wound up being 1150 lines, including >> comments and whatnot: >> >> https://cgit.freedesktop.org/~cwabbott0/mesa/commit/?h=nir-serialize&id=2bacd646460328940c5021d1bdaced09a45ed947 > > > Taking the lock... I've got a test harness written for it and am working on > fixing some of the bugs. :-) _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev