On Tue, Jun 9, 2015 at 9:32 AM, Roland Scheidegger <srol...@vmware.com> wrote: > Am 09.06.2015 um 15:00 schrieb Rob Clark: >> On Tue, Jun 9, 2015 at 5:01 AM, Jose Fonseca <jfons...@vmware.com> wrote: >>> On 09/06/15 04:03, Rob Clark wrote: >>>> >>>> On Mon, Jun 8, 2015 at 10:50 PM, Roland Scheidegger <srol...@vmware.com> >>>> wrote: >>>>> >>>>> Am 09.06.2015 um 04:40 schrieb Rob Clark: >>>>>> >>>>>> On Mon, Jun 8, 2015 at 10:36 PM, Roland Scheidegger <srol...@vmware.com> >>>>>> wrote: >>>>>>> >>>>>>> Am 09.06.2015 um 04:20 schrieb Rob Clark: >>>>>>>> >>>>>>>> On Mon, Jun 8, 2015 at 9:40 PM, Roland Scheidegger >>>>>>>> <srol...@vmware.com> wrote: >>>>>>>>> >>>>>>>>> Am 09.06.2015 um 03:20 schrieb Rob Clark: >>>>>>>>>> >>>>>>>>>> On Mon, Jun 8, 2015 at 8:35 PM, Roland Scheidegger >>>>>>>>>> <srol...@vmware.com> wrote: >>>>>>>>>>> >>>>>>>>>>> Am 08.06.2015 um 20:15 schrieb Rob Clark: >>>>>>>>>>>> >>>>>>>>>>>> From: Rob Clark <robcl...@freedesktop.org> >>>>>>>>>>>> >>>>>>>>>>>> Freedreno needs sampler type information to deal with int/uint >>>>>>>>>>>> textures. >>>>>>>>>>>> To accomplish this, start creating sampler-view declarations, as >>>>>>>>>>>> suggested here: >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> http://lists.freedesktop.org/archives/mesa-dev/2014-November/071583.html >>>>>>>>>>>> >>>>>>>>>>>> create a sampler-view with index matching the sampler, to encode >>>>>>>>>>>> the >>>>>>>>>>>> texture type (ie. SINT/UINT/FLOAT). Ie: >>>>>>>>>>>> >>>>>>>>>>>> DCL SVIEW[n], 2D, UINT >>>>>>>>>>>> DCL SAMP[n] >>>>>>>>>>>> TEX OUT[1], IN[1], SAMP[n] >>>>>>>>>>>> >>>>>>>>>>>> For tgsi texture instructions which do not take an explicit SVIEW >>>>>>>>>>>> argument, the SVIEW index is implied by the SAMP index. >>>>>>>>>>> >>>>>>>>>>> I wonder if there should be some doc update somewhere. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> yeah, perhaps.. I wasn't quite sure where, tgsi.rst only talks about >>>>>>>>>> SVIEW in terms of the SAMPLE and related opc's (ie. the ones which >>>>>>>>>> do >>>>>>>>>> take an SVIEW arg), and the way things are with this patch, other >>>>>>>>>> drivers simply need to ignore the extra SVIEW decl's and not >>>>>>>>>> randomly >>>>>>>>>> assert for things to continue working as before.. >>>>>>>>>> >>>>>>>>>> hypothetically if something in tree actually created SVIEW decl >>>>>>>>>> currently, and the shader also had TEX* style instructions, it would >>>>>>>>>> have to take care to not have conflicting SVIEW's. But afaict >>>>>>>>>> nothing >>>>>>>>>> in-tree creates sampler view decl's currently. >>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> Signed-off-by: Rob Clark <robcl...@freedesktop.org> >>>>>>>>>>>> --- >>>>>>>>>>>> src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 29 >>>>>>>>>>>> +++++++++++++++++++++++++++++ >>>>>>>>>>>> 1 file changed, 29 insertions(+) >>>>>>>>>>>> >>>>>>>>>>>> diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp >>>>>>>>>>>> b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp >>>>>>>>>>>> index 0e60d95..ce8f2ea 100644 >>>>>>>>>>>> --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp >>>>>>>>>>>> +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp >>>>>>>>>>>> @@ -239,6 +239,7 @@ public: >>>>>>>>>>>> st_src_reg sampler; /**< sampler register */ >>>>>>>>>>>> int sampler_array_size; /**< 1-based size of sampler array, 1 >>>>>>>>>>>> if not array */ >>>>>>>>>>>> int tex_target; /**< One of TEXTURE_*_INDEX */ >>>>>>>>>>>> + glsl_base_type tex_type; >>>>>>>>>>>> GLboolean tex_shadow; >>>>>>>>>>>> >>>>>>>>>>>> st_src_reg tex_offsets[MAX_GLSL_TEXTURE_OFFSET]; >>>>>>>>>>>> @@ -345,6 +346,8 @@ public: >>>>>>>>>>>> >>>>>>>>>>>> int num_address_regs; >>>>>>>>>>>> int samplers_used; >>>>>>>>>>>> + glsl_base_type sampler_types[PIPE_MAX_SAMPLERS]; >>>>>>>>>>>> + int sampler_targets[PIPE_MAX_SAMPLERS]; /**< One of >>>>>>>>>>>> TGSI_TEXTURE_* */ >>>>>>>>>>>> bool indirect_addr_consts; >>>>>>>>>>>> int wpos_transform_const; >>>>>>>>>>>> >>>>>>>>>>>> @@ -3323,6 +3326,8 @@ glsl_to_tgsi_visitor::visit(ir_texture *ir) >>>>>>>>>>>> assert(!"Should not get here."); >>>>>>>>>>>> } >>>>>>>>>>>> >>>>>>>>>>>> + inst->tex_type = ir->type->base_type; >>>>>>>>>>>> + >>>>>>>>>>>> this->result = result_src; >>>>>>>>>>>> } >>>>>>>>>>>> >>>>>>>>>>>> @@ -3471,6 +3476,11 @@ count_resources(glsl_to_tgsi_visitor *v, >>>>>>>>>>>> gl_program *prog) >>>>>>>>>>>> for (int i = 0; i < inst->sampler_array_size; i++) { >>>>>>>>>>>> v->samplers_used |= 1 << (inst->sampler.index + i); >>>>>>>>>>>> >>>>>>>>>>>> + debug_assert(i < (int)ARRAY_SIZE(v->sampler_types)); >>>>>>>>>>>> + v->sampler_types[i] = inst->tex_type; >>>>>>>>>>>> + v->sampler_targets[i] = >>>>>>>>>>>> + st_translate_texture_target(inst->tex_target, >>>>>>>>>>>> inst->tex_shadow); >>>>>>>>>>>> + >>>>>>>>>>>> if (inst->tex_shadow) { >>>>>>>>>>>> prog->ShadowSamplers |= 1 << (inst->sampler.index >>>>>>>>>>>> + i); >>>>>>>>>>>> } >>>>>>>>>>>> @@ -5529,7 +5539,26 @@ st_translate_program( >>>>>>>>>>>> /* texture samplers */ >>>>>>>>>>>> for (i = 0; i < >>>>>>>>>>>> ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits; >>>>>>>>>>>> i++) { >>>>>>>>>>>> if (program->samplers_used & (1 << i)) { >>>>>>>>>>>> + unsigned type; >>>>>>>>>>>> + >>>>>>>>>>>> t->samplers[i] = ureg_DECL_sampler(ureg, i); >>>>>>>>>>>> + >>>>>>>>>>>> + switch (program->sampler_types[i]) { >>>>>>>>>>>> + case GLSL_TYPE_INT: >>>>>>>>>>>> + type = TGSI_RETURN_TYPE_SINT; >>>>>>>>>>>> + break; >>>>>>>>>>>> + case GLSL_TYPE_UINT: >>>>>>>>>>>> + type = TGSI_RETURN_TYPE_UINT; >>>>>>>>>>>> + break; >>>>>>>>>>>> + case GLSL_TYPE_FLOAT: >>>>>>>>>>>> + type = TGSI_RETURN_TYPE_FLOAT; >>>>>>>>>>>> + break; >>>>>>>>>>>> + default: >>>>>>>>>>>> + unreachable("not reached"); >>>>>>>>>>>> + } >>>>>>>>>>>> + >>>>>>>>>>>> + ureg_DECL_sampler_view( ureg, i, >>>>>>>>>>>> program->sampler_targets[i], >>>>>>>>>>>> + type, type, type, type ); >>>>>>>>>>>> } >>>>>>>>>>>> } >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> This indeed seems like a consistent solution. Hopefully drivers >>>>>>>>>>> don't >>>>>>>>>>> assert when they see sampler view dcls... >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> well, tgsi_to_nir did before I fixed it :-( >>>>>>>>>> >>>>>>>>>> (mostly just because of liberal debug_assert() usage) >>>>>>>>>> >>>>>>>>>> it's at least not something I'd land right before a release branch >>>>>>>>>> point. But I guess the fix is easy enough (ie. remove a bogus >>>>>>>>>> assert), and 10.7 branch point is quite some time from now.. >>>>>>>>>> >>>>>>>>>>> I am also somewhat worried that this only changes the glsl-to-tgsi >>>>>>>>>>> path, >>>>>>>>>>> not other paths. llvmpipe and draw rely on either having sview >>>>>>>>>>> declarations for all (sample) instructions or for none, and with >>>>>>>>>>> draw >>>>>>>>>>> possibly inserting tex opcodes (for aalines etc.) on its own this >>>>>>>>>>> could >>>>>>>>>>> probably break (these draw paths aren't used with d3d10 sample >>>>>>>>>>> opcodes >>>>>>>>>>> as it's more or less illegal to use tex and sample opcodes in the >>>>>>>>>>> same >>>>>>>>>>> shader, but that doesn't really matter here). I think using sview >>>>>>>>>>> declarations is the right thing to do but it probably should be >>>>>>>>>>> illegal >>>>>>>>>>> then to NOT have them in some places. >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> fwiw, the way I implemented it in tgsi_to_nir (and what I'd >>>>>>>>>> recommend >>>>>>>>>> for other drivers) is that for the "tex style" opcodes, if there is >>>>>>>>>> not a matching SVIEW decl, assume float. That seemed more sane than >>>>>>>>>> fixing up *all* the other state trackers.. >>>>>>>>>> >>>>>>>>> >>>>>>>>> Yeah but for llvmpipe/draw it's not just the type. The problem is how >>>>>>>>> they are parsing this stuff - if there's at least one sview decl >>>>>>>>> they'll >>>>>>>>> construct the static texture state based on the defined sampler >>>>>>>>> views, >>>>>>>>> but if there's none (up to now for gl state tracker) they'll do this >>>>>>>>> based on the defined samplers, and for some there simply won't be any >>>>>>>>> such definitions (if draw inserted some stage). llvmpipe can handle >>>>>>>>> tex >>>>>>>>> opcodes without sview dcls, it should also be able to handle them if >>>>>>>>> you >>>>>>>>> have them (but I wouldn't bet on it without testing as that's >>>>>>>>> definitely >>>>>>>>> going to hit some code paths never seen before), but it can't handle >>>>>>>>> having "some" sview dcls (see for example lp_state_fs.c, line 3050 >>>>>>>>> and >>>>>>>>> following why it can't work). This is fixable but only with some >>>>>>>>> awkwardness (since due to d3d10 sample opcodes not having 1:1 mapping >>>>>>>>> between samplers and sampler views). Hence my proposal of making it >>>>>>>>> mandatory to have sview decls instead of having them optionally. That >>>>>>>>> way could also ditch that code which distinguishes having sviews or >>>>>>>>> not. >>>>>>>> >>>>>>>> >>>>>>>> hmm, I could squash in something like: >>>>>>>> >>>>>>>> ---- >>>>>>>> diff --git a/src/gallium/drivers/llvmpipe/lp_state_fs.c >>>>>>>> b/src/gallium/drivers/llvmpipe/lp_state_fs.c >>>>>>>> index b5ce868..2878c49 100644 >>>>>>>> --- a/src/gallium/drivers/llvmpipe/lp_state_fs.c >>>>>>>> +++ b/src/gallium/drivers/llvmpipe/lp_state_fs.c >>>>>>>> @@ -3059,27 +3059,11 @@ make_variant_key(struct llvmpipe_context *lp, >>>>>>>> } >>>>>>>> } >>>>>>>> >>>>>>>> - /* >>>>>>>> - * XXX If TGSI_FILE_SAMPLER_VIEW exists assume all texture opcodes >>>>>>>> - * are dx10-style? Can't really have mixed opcodes, at least not >>>>>>>> - * if we want to skip the holes here (without rescanning tgsi). >>>>>>>> - */ >>>>>>>> - if (shader->info.base.file_max[TGSI_FILE_SAMPLER_VIEW] != -1) { >>>>>>>> - key->nr_sampler_views = >>>>>>>> shader->info.base.file_max[TGSI_FILE_SAMPLER_VIEW] + 1; >>>>>>>> - for(i = 0; i < key->nr_sampler_views; ++i) { >>>>>>>> - if(shader->info.base.file_mask[TGSI_FILE_SAMPLER_VIEW] & (1 >>>>>>>> << i)) { >>>>>>>> - >>>>>>>> lp_sampler_static_texture_state(&key->state[i].texture_state, >>>>>>>> - >>>>>>>> lp->sampler_views[PIPE_SHADER_FRAGMENT][i]); >>>>>>>> - } >>>>>>>> - } >>>>>>>> - } >>>>>>>> - else { >>>>>>>> - key->nr_sampler_views = key->nr_samplers; >>>>>>>> - for(i = 0; i < key->nr_sampler_views; ++i) { >>>>>>>> - if(shader->info.base.file_mask[TGSI_FILE_SAMPLER] & (1 << >>>>>>>> i)) { >>>>>>>> - >>>>>>>> lp_sampler_static_texture_state(&key->state[i].texture_state, >>>>>>>> - >>>>>>>> lp->sampler_views[PIPE_SHADER_FRAGMENT][i]); >>>>>>>> - } >>>>>>>> + key->nr_sampler_views = key->nr_samplers; >>>>>>>> + for(i = 0; i < key->nr_sampler_views; ++i) { >>>>>>>> + if(shader->info.base.file_mask[TGSI_FILE_SAMPLER] & (1 << i)) { >>>>>>>> + >>>>>>>> lp_sampler_static_texture_state(&key->state[i].texture_state, >>>>>>>> + >>>>>>>> lp->sampler_views[PIPE_SHADER_FRAGMENT][i]); >>>>>>>> } >>>>>>>> } >>>>>>>> } >>>>>>> >>>>>>> No that won't work for d3d10 state trackers, where you typically have >>>>>>> more >>>>>>> views than samplers (though the opposite is possible as well and you >>>>>>> can >>>>>>> have holes in both). I think it really would look nicer if you could >>>>>>> just rely on sampler views being present. >>>>>> >>>>>> >>>>>> what d3d10 state tracker? >>>>>> >>>>> >>>>> Make that "some non-public code which uses the sample opcodes"... >>>> >>>> >>>> well, not to be rude, but I can't really be expected to fix / >>>> avoid-breaking code that doesn't exist (in upstream mesa).. >>> >>> >>> Rob, >>> >>> Of course. Nobody expects or asked you to do such thing. >>> >>> Roland's just explaining why your proposed llvmpipe workaround is not >>> sustainable. Breaking our closed state tracker is OK and happens all the >>> time FYI. What we can't have is irreparable breakage. In short, we just >>> need to workout a solution that doesn't leave us with our hands tied to fix >>> it. >>> >>> And in fact, Roland's suggestion of requiring all TGSI producers including >>> SVIEW dcl does not require fixing any closed-source state tracker but rather >>> just fix TGSI generators in Mesa to put the SVIEW. >> >> Hmm, well there are a *lot* of things in mesa which generate tgsi (vl, >> gallium9, etc).. fixing them all, esp. when I don't necessarily know >> all the other state trackers well enough to know what they *should* be >> doing, didn't seem reasonable. >> >> I was hoping we could just leave SVIEW decl as optional to avoid >> having to fix up everything. It just means that something which does >> use SVIEW/SAMPLE* needs to avoid having SVIEW index's which conflict >> with SAMP decl indexes. >> >> Although maybe w/ the draw stuff, if it is potentially inserting >> SAMP/TEX* into shaders already using SVIEW/SAMPLE*, maybe it needs to >> take care to insert SAMP decl's with #'s that start above max SVIEW >> index. I'm not sure, I haven't used the aux/draw stuff yet, so I'm >> not terribly familiar with it. >> >> Not sure if it would help, but I could add an shader cap and for now >> only insert the SVIEW decl for drivers that want them. Which I think, >> at the moment, is just tgsi_to_nir (and currently the two tgsi_to_nir >> users, vc4 and freedreno, use any of the aux/draw stuff). >> >>> Anyway I really like your approach, appreciate your perseverance so far, and >>> want to see it through. So please just bear with us a bit more. >>> >> >> fair enough.. I was mostly just trying to avoid having to fix massive >> amounts of state trackers, etc, which I am not necessarily terribly >> familiar with or even have a way to test. >> >>> >>> Roland, would it be possible to swap the >>> `shader->info.base.file_max[TGSI_FILE_SAMPLER_VIEW] != -1` condition with >>> something else? Just temporarily, so that we can decouple things, allowing >>> to commit this as is, then enforce the SVIEW everywhere on a 2nd round. >>> >>> Specially because enforcing this everywhere will require some work, >>> sepcially on u_blit / u_mipmap_gen helpers, which need yet another key. >>> >>> >>> For example, what about actually using the TGSI_OPCODE_SAMPLE_* & friends >>> opcode count? In fact, we could go even farther, and compute the opcount >>> for TGSI_OPCODE_TEX & friends and ensure that they are never non-zero >>> simultanouesly. >>> >> >> hmm, possibly something I didn't understand properly.. if you never >> have both TEX* and SAMPLE* at same time, this sounds much easier.. >> Ie. just use # of opcodes instead of file_max. Could even just add a >> trivial thing to tgsi_scan to count up # of opcodes of each category >> (ie. TEX* and SAMPLE*) >> > > That doesn't tell you how many dcls (either samplers or sampler views) > you actually have. Even with GL reusing the same texture unit with a > different instruction is of course possible (and quite frequently done). > Though you are right that because both sample and tex opcodes can't be > used in the same shader, scanning the shader could determine if it's > either tex or sample and then use the appropriate shader file if we'd > want to keep unused views out of the shader. That may also be ok as an > interim measure.
yeah, that was basically my idea.. not so much caring about the count, as much of which one is non-zero.. BR, -R > Roland > > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev