[Mesa-dev] [PATCH 00/10] glsl: Implement varying packing.
Paul Berry
stereotype441 at gmail.com
Thu Dec 13 12:40:37 PST 2012
On 13 December 2012 03:44, Ian Romanick <idr at freedesktop.org> wrote:
> Patches 1 through 4 are
>
> Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
>
> I'll try to make it through the rest tomorrow. I have skimmed them, and
> it looks mostly okay. I thing a good follow-up patch will be to pull a
> bunch of the new stuff out to a new file link_varyings.cpp or something.
> linker.cpp is getting a bit out of control. ~2700 lines in one file...
Yeah, that seems reasonable, especially since there's additional varying
packing work to do this series. I'll do that after the series lands.
>
>
> On 12/11/2012 03:09 PM, Paul Berry wrote:
>
>> This patch series adds varying packing to Mesa, so that we can handle
>> varyings composed of things other than vec4's without using up extra
>> varying components.
>>
>> For the initial implementation I've chosen a strategy that operates
>> exclusively at the GLSL IR level, so that it doesn't require the
>> cooperation of the driver back-ends. This means that varying packing
>> should be immediately useful for all drivers. However, there are some
>> types of varying packing that can't be done using GLSL IR alone (for
>> example, packing a "noperspective" varying and a "smooth" varying
>> together), but should be possible on some drivers with a small amount
>> of back-end work. I'm deferring that work for a later patch series.
>> Also, packing of floats and ints together into the same "flat varying"
>> should be possible for drivers that implement
>> ARB_shader_bit_encoding--I'm also deferring that for a later patch
>> series.
>>
>> The strategy is as follows:
>>
>> - Before assigning locations to varyings, we sort them into "packing
>> classes" based on base type and interpolation mode (this is to
>> ensure that we don't try to pack floats with ints, or smooth with
>> flat, for example).
>>
>> - Within each packing class, we sort the varyings based on the number
>> of vector elements. Vec4's (as well as matrices and arrays composed
>> of vec4's) are packed first, then vec2's, then scalars, since this
>> allows us to align them all to their natural alignment boundary, so
>> we avoid the performance penalty of "double parking" a varying
>> across two varying slots. Vec3's are packed last, double parking
>> them if necessary.
>>
>> - For any varying slot that doesn't contain exactly one vec4, we
>> generate GLSL IR to manually pack/unpack the varying in the shader.
>> For instance, the following fragment shader:
>>
>> varying vec2 a;
>> varying vec2 b;
>> varying vec3 c;
>> varying vec3 d;
>> main()
>> {
>> ...
>> }
>>
>> would get rewritten as follows:
>>
>> varying vec4 packed0;
>> varying vec4 packed1;
>> varying vec4 packed2;
>> vec2 a;
>> vec2 b;
>> vec3 c;
>> vec3 d;
>> main()
>> {
>> a = packed0.xy;
>> b = packed0.zw;
>> c = packed1.xyz;
>> d.x = packed1.w; // d is "double parked" across slots 1 and 2
>> d.yz = packed2.xy;
>> ...
>> }
>>
>> This GLSL IR is generated by a lowering pass, so that in the future
>> we will have the option of disabling it for driver back-ends that
>> are capable of natively understanding the packed varying format.
>>
>> - Finally, the linker code to handle transform feedback is modified to
>> account for varying packing (e.g. by feeding back just a subset of
>> the components of a varying slot rather than the entire varying
>> slot). Fortunately transform feedback already has the
>> infrastructure necessary to do this, since it was needed in order to
>> implement glClipDistance.
>>
>>
>> I believe this is enough to be useful for the vast majority of
>> programs, and to get us passing the GLES3 conformance tests.
>>
>>
>> Additional improvements, which I'm planning to defer to later patch
>> series, include:
>>
>> - Allow uints and ints to be packed together in the same varying slot.
>> This should be possible on all back-ends, since ints and uints may
>> be interconverted without losing information.
>>
>> - On back-ends that support ARB_shader_bit_encoding, allow floats and
>> ints to be packed together in the same varying slot, since
>> ARB_shader_bit_encoding allows floating-point values to be encoded
>> into ints without losing information.
>>
>> - On back-ends that can mix interpolation modes within a single
>> varying slot, allow additional packing, with help from the driver
>> back-end. For instance, i965 gen6 and above can in principle mix
>> together all interpolation modes except for "flat" within a single
>> varying slot, if we do a hopefully small amount of back-end work.
>>
>> - Allow a driver back-end to advertise a larger number of varying
>> components to the linker than it advertises to the client
>> program--this will allow us to ensure that varying packing *never*
>> fails. For example, on i965 gen6 and above, after the above
>> improvements are made, we should be able to pack any possible
>> combination of varyings with a maximum waste of 3 varying
>> components. That means, for example, that if the i965 driver
>> advertises 17 varying slots to the linker (== 68 varying
>> components), but advertises only 64 varying components to the the
>> client program, then varying packing will always succeed.
>>
>> Note: I also have a new piglit test that exercises this code; I'll be
>> publishing that to the Piglit list ASAP.
>>
>> [PATCH 01/10] glsl/lower_clip_distance: Update symbol table.
>> [PATCH 02/10] glsl/linker: Always invalidate shader ins/outs, even in
>> corner cases.
>> [PATCH 03/10] glsl/linker: Make separate ir_variable field to mean
>> "unmatched".
>> [PATCH 04/10] glsl: Create a field to store fractional varying locations.
>> [PATCH 05/10] glsl/linker: Defer recording transform feedback locations.
>> [PATCH 06/10] glsl/linker: Subdivide the first phase of varying
>> assignment.
>> [PATCH 07/10] glsl/linker: Sort varyings by packing class, then vector
>> size.
>> [PATCH 08/10] glsl: Add a lowering pass for packing varyings.
>> [PATCH 09/10] glsl/linker: Pack within compound varyings.
>> [PATCH 10/10] glsl/linker: Pack between varyings.
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>>
>>
>
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