On Thu, Jan 3, 2019 at 6:59 PM Jason Ekstrand <ja...@jlekstrand.net> wrote:
>
> On Thu, Jan 3, 2019 at 3:39 AM Erik Faye-Lund <erik.faye-l...@collabora.com> 
> wrote:
>>
>> On Wed, 2019-01-02 at 10:16 -0600, Jason Ekstrand wrote:
>> > On Wed, Jan 2, 2019 at 9:43 AM Ilia Mirkin <imir...@alum.mit.edu>
>> > wrote:
>> > > Have a look at the first 4 patches in the series from Jonathan
>> > > Marek
>> > > to address some of these issues:
>> > >
>> > > https://patchwork.freedesktop.org/series/54295/
>> > >
>> > > Not sure exactly what state that work is in, but I've added
>> > > Jonathan
>> > > to CC, perhaps he can provide an update.
>> > >
>> > > Cheers,
>> > >
>> > >   -ilia
>> > >
>> > > On Wed, Jan 2, 2019 at 6:28 AM Qiang Yu <yuq...@gmail.com> wrote:
>> > > >
>> > > > Hi guys,
>> > > >
>> > > > I found the problem with this test fragment shader when lima
>> > > development:
>> > > > uniform int color;
>> > > > void main() {
>> > > >     if (color > 1)
>> > > >         gl_FragColor = vec4(1.0, 0.0, 0.0, 1);
>> > > >     else
>> > > >         gl_FragColor = vec4(0.0, 1.0, 0.0, 1);
>> > > > }
>> > > >
>> > > > nir_print_shader output:
>> > > > impl main {
>> > > >         block block_0:
>> > > >         /* preds: */
>> > > >         vec1 32 ssa_0 = load_const (0x00000001 /* 0.000000 */)
>> > > >         vec4 32 ssa_1 = load_const (0x3f800000 /* 1.000000 */,
>> > > > 0x00000000 /* 0.000000 */, 0x00000000 /* 0.000000 */, 0x3f800000
>> > > /*
>> > > > 1.000000 */)
>> > > >         vec4 32 ssa_2 = load_const (0x00000000 /* 0.000000 */,
>> > > > 0x3f800000 /* 1.000000 */, 0x00000000 /* 0.000000 */, 0x3f800000
>> > > /*
>> > > > 1.000000 */)
>> > > >         vec1 32 ssa_3 = load_const (0x00000000 /* 0.000000 */)
>> > > >         vec1 32 ssa_4 = intrinsic load_uniform (ssa_3) (0, 1, 0)
>> > > /*
>> > > > base=0 */ /* range=1 */ /* component=0 */   /* color */
>> > > >         vec1 32 ssa_5 = slt ssa_0, ssa_4
>> > > >         vec1 32 ssa_6 = fnot ssa_5
>> > > >         vec4 32 ssa_7 = bcsel ssa_6.xxxx, ssa_2, ssa_1
>> > > >         intrinsic store_output (ssa_7, ssa_3) (0, 15, 0) /*
>> > > base=0 */
>> > > > /* wrmask=xyzw */ /* component=0 */       /* gl_FragColor */
>> > > >         /* succs: block_1 */
>> > > >         block block_1:
>> > > > }
>> > > >
>> > > > ssa0 is not converted to float when glsl to nir. I see
>> > > glsl_to_nir.cpp
>> > > > will create flt/ilt/ult
>> > > > based on source type for gpu support native integer, but for gpu
>> > > not
>> > > > support native
>> > > > integer, just create slt for all source type. And in
>> > > > nir_lower_constant_initializers,
>> > > > there's also no type conversion for integer constant.
>> >
>> > This is a generally sticky issue.  In NIR, we have no concept of
>> > types on SSA values which has proven perfectly reasonable and
>> > actually very powerful in a world where integers are supported
>> > natively.  Unfortunately, it causes significant problems for float-
>> > only architectures.
>>
>> I would like to take this chance to say that this untyped SSA-value
>> choice has lead to issues in both radeon_si (because LLVM values are
>> typed) and zink (similarly, because SPIR-V values are typed), where we
>> need to to bitcasts on every access because there's just not enough
>> information available to emit variables with the right type.
>
>
> I'm not sure if I agree that the two problems are the same or not...  More on 
> that in a bit.
>
>>
>> It took us a lot of time to realize that the meta-data from the opcodes
>> doesn't *really* provide this, because the rest of nir doesn't treat
>> values consistently. In fact, this feels arguably more like buggy
>> behavior; why do we even have fmov when all of the time the compiler
>> will emit imovs for floating-point values...? Or why do we have bitcast
>
>
> Why do we have different mov opcodes?  Because they have different behavior 
> in the presence of source/destination modifiers.  You likely don't use those 
> in radeon or Zink but we do use them on Intel.  That being said, I've very 
> seriously considered adding a generic nir_op_mov which is entirely typeless 
> and doesn't support modifiers at all and make most of core NIR use that.  For 
> that matter, there's no real reason why we need fmov with modifiers at all 
> when we could we could easily replace "ssa1 = fmov.sat |x|" with "ssa1 = fsat 
> |x|" or "ssa1 = fabs.sat x".  If we had a generic nir_op_mov to deal with 
> swizzling etc., the only thing having i/fmov would really accomplish is 
> lowering the number of different ways you can write "fmov.sat |x|".  The only 
> reason I haven't added this nir_op_mov opcode is because it's a pile of work 
> and anyone who can't do integers can just implement imov as fmov and it's not 
> a big deal.

Is there anything blocking just always using fmov and removing imov
from nir? Currently anyone that want to add a modifier to an imov can
just change the opcode to an fmov and add the modifier, is it not?
>
>>
>> I would really love it if we could at least consider making this "we
>> can just treat floats as ints without bitcasts if we feel like it"-
>> design optional for the backend somehow.
>>
>> I guess the assumption is that bitcasts are for free? They aren't once
>> you have to emit them and have a back-end remove a bunch of redundant
>> ones... We should already have all the information to trivially place
>> casts for backends that care, yet we currently make it hard (unless
>> your HW/backend happens to be untyped)...
>>
>> Is there some way we can perhaps improve this for backends that care?
>
>
> That's an interesting question...
>
> Before answering that question, let's back up and ask why.  From a hardware 
> perspective, I know of no graphics hardware that puts types on registers.  On 
> Intel, we assign types to sources and destinations of instructions but 
> outside a specific instruction, a register is just a bag of bits.  I suspect 
> most other hardware is the same.  In the hardware that his particular thread 
> was originally about, you could argue that they have a type and it's always 
> float.  The real issue that the GLES2 people are having is that constants 
> have a bag of bits value which may need to be interpreted as integer or float 
> depending on context which they do not have when lowering.  They don't care, 
> for instance, about the fact that imov or bcsel take integers because they 
> know that the sources will either be floats or integers that they've lowered 
> to floats and so they know that the result will be a float.
>
> The problem you're describing is in converting from NIR to another IR, not to 
> hardware.  In LLVM they made a choice to put types on SSA values but then to 
> have the actual semantics be based on the instruction itself.  This leads to 
> lots of redundancy in the IR but also lots of things you can validate which 
> is kind-of nice.  Is that redundancy really useful?  In our experience with 
> NIR, we haven't found it to be other than booleans (now sorted), this one 
> constant issue, and translating to IRs that have that redundancy.  Then why 
> did they add it?  I'm really not sure but it may, at least somewhat, be 
> related to the fact that they allow arrays and structs in their SSA values 
> and so need full types.  This is another design decision in LLVM which I find 
> highly questionable.  What you're is more-or-less that NIR should carry, 
> maintain, and validate extra useless information just so we can pass it on to 
> LLVM which is going to use it for what, exactly?  Sorry if I'm extremely 
> reluctant to make fairly fundamental changes to NIR with no better reason 
> than "LLVM did it that way".
>
> There's a second reason why I don't like the idea of putting types on SSA 
> values: It's extremely deceptive.  In SPIR-V you're allowed to do an 
> OpSConvert with a source that is an unsigned 16-bit integer and a destination 
> that is an unsigned 32-bit integer.  What happens?  Your uint -> uint cast 
> sign extends!  Yup.... That's what happens.  No joke.  The same is true of 
> signed vs. unsigned division or modulus.  The end result is that the types in 
> SPIR-V are useless and you can't actually trust them for anything except 
> bit-size and sometimes labelling something as a float vs. int.
>
> So how do we deal with the mismatch?  My recommendation would be to use the 
> source/destination types of the ALU ops where needed/useful, add special 
> cases for things like imov and bcsel where you can pass the source type 
> through, and insert extra bitcasts whenever they're needed.  This is obvious 
> enough that I'm going to guess you're already more-or-less doing exactly 
> that.  Sorry if I'm not being more helpful but the longer this e-mail gets 
> the more convinced I become that SPIR-V and LLVM made the wrong design 
> decision and we don't want to follow in their folly.

Let me disagree on that one. However to start with I agree on the
SPIR-v unsigned/signed type because they did not give it any semantics
and it is hence very useless.

However, I think in general types have advantages. In particular they
result in some abstraction and flexibility. It allows LLVM frontends
to generate LLVM IR closer to their source language and then have a
set of passes to lower that to something more useful for a backend
(and those passes can be shared between a lot of frontends). This
results in one of the strengths of LLVM IMO, that you can throw a lot
of pretty high level IR at it and that LLVM will produce something
reasonable, which is especially nice considering the number of LLVM
frontends.

Furthermore, having an abstract type like e.g. Sampler (or even just a
pointer) can be useful to have the frontend and middle end not care
about properties of that type like the bitsize.

And even NIR is growing a type system:
- The canonical size descriptor is "bitsize x components"
- With the 1-bit bools we are very explicitly using the above as types.
- With derefs we have e.g. the requirement that most derefs take
another deref as input becomes another implicitly encoded part of the
type:
  - That we are going to need to keep track of deref bitwidths (for
AMD they are *really* 64-bit) means a bunch of plumbing in
optimizations that we did not need if they were abstracted.

And neither is the LLVM typesystem perfect (e.g. they somewhat
recently removed the destination type from the pointer type).

float vs. int is kinda useless for us though for a long time LLVM used
it to put things in general purpose registers vs. fpu/mmx/sse, and
that works relatively well as long as people do not do too many
bitcasts in practice.

Overall I don't believe the LLVM type system is a mistake, and that
was the main point I wanted to get across. I do think it is probably
not the right path for nir though as I see nir as a bit lower level
and more backend centric than LLVM (partly due to its lack of
comprehensive SSA types). It think nir being generally more backend
centric is the right choice as we grow to many more backends than
frontends.

- Bas




>
> --Jason
>
>
>>
>> >   There are two general possible solutions:
>> >
>> >  1. convert all integers to floats in glsl_to_nir and prog_to_nir and
>> > adjust various lowering/optimization passes to handle
>> > nir_compiler_options::supports_native_integers == false.
>> >
>> >  2. Just allow integers all the way through until you get very close
>> > to the end and then lower integers to floats at the last possible
>> > moment.
>> >
>> > Both of these come with significant issues.  With the first approach,
>> > there are potentially a lot of passes that will need to be adjusted
>> > and it's not 100% clear what to do with UBO offsets and indirect
>> > addressing; fortunately, you should be able to disable most of those
>> > optimizations to get going so it shouldn't be too bad.  The second
>> > would be less invasive to NIR because it doesn't require modifying as
>> > many passes.  However, doing such a lowering would be very tricky to
>> > get right primarily because of constants.  With everything else, you
>> > can just sort of assume that inputs are floats (you lowered, right?)
>> > and lower to produce a float output.  With constants, however, you
>> > don't know whether or not it's an integer that needs lowering.  We
>> > could, in theory, add an extra bit to load_const to solve this
>> > problem but there are also significant problems with doing that so
>> > it's not clear it's a good idea.
>> >
>> > I think the patches from Marek (as indicated by ilia) attempt the
>> > first approach.  If we can do it practically, my suspicion is that
>> > the first will work better than the second.  However, it will take
>> > some experimentation in order to actually determine that.
>> >
>> > --Jason
>> > _______________________________________________
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>> > https://lists.freedesktop.org/mailman/listinfo/mesa-dev
>>
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