[Mesa-dev] [PATCH 2/7] i965/blorp: Modify manual_blend() to avoid unnecessary loss of precision.

Anuj Phogat anuj.phogat at gmail.com
Thu Jul 19 18:08:20 PDT 2012


On Thu, Jul 12, 2012 at 10:43 AM, Paul Berry <stereotype441 at gmail.com> wrote:
> When downsampling from an MSAA image to a single-sampled image, it is
> inevitable that some loss of numerical precision will occur, since we
> have to use 32-bit floating point registers to hold the intermediate
> results while blending.  However, it seems reasonable to expect that
> when all samples corresponding to a given pixel have the exact same
> color value, there will be no loss of precision.
>
> Previously, we averaged samples as follows:
>
>     blend = (((sample[0] + sample[1]) + sample[2]) + sample[3]) / 4
>
> This had the potential to lose numerical precision when all samples
> have the same color value, since ((sample[0] + sample[1]) + sample[2])
> may not be precisely representable as a 32-bit float, even if the
> individual samples are.
>
> This patch changes the formula to:
>
>     blend = ((sample[0] + sample[1]) + (sample[2] + sample[3])) / 4
>
> This avoids any loss of precision in the event that all samples are
> the same, by ensuring that each addition operation adds two equal
> values.
>
> As a side benefit, this puts the formula in the form we will need in
> order to implement correct blending of integer formats.
> ---
>  src/mesa/drivers/dri/i965/brw_blorp_blit.cpp |  117 ++++++++++++++++++++------
>  1 files changed, 90 insertions(+), 27 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
> index 6954733..74ae52d 100644
> --- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
> @@ -434,6 +434,11 @@ private:
>                         const sampler_message_arg *args, int num_args);
>     void render_target_write();
>
> +   /**
> +    * Base-2 logarithm of the maximum number of samples that can be blended.
> +    */
> +   static const unsigned LOG2_MAX_BLEND_SAMPLES = 2;
> +
>     void *mem_ctx;
>     struct brw_context *brw;
>     const brw_blorp_blit_prog_key *key;
> @@ -455,13 +460,8 @@ private:
>        struct brw_reg offset;
>     } x_transform, y_transform;
>
> -   /* Data to be written to render target (4 vec16's) */
> -   struct brw_reg result;
> -
> -   /* Auxiliary storage for data returned by a sampling operation when
> -    * blending (4 vec16's)
> -    */
> -   struct brw_reg texture_data;
> +   /* Data read from texture (4 vec16's per array element) */
> +   struct brw_reg texture_data[LOG2_MAX_BLEND_SAMPLES + 1];
>
>     /* Auxiliary storage for the contents of the MCS surface.
>      *
> @@ -622,7 +622,7 @@ brw_blorp_blit_program::compile(struct brw_context *brw,
>        if (brw->intel.gen == 6) {
>           /* Gen6 hardware an automatically blend using the SAMPLE message */
>           single_to_blend();
> -         sample(result);
> +         sample(texture_data[0]);
>        } else {
>           /* Gen7+ hardware doesn't automaticaly blend. */
>           manual_blend();
> @@ -656,7 +656,7 @@ brw_blorp_blit_program::compile(struct brw_context *brw,
>         */
>        if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
>           mcs_fetch();
> -      texel_fetch(result);
> +      texel_fetch(texture_data[0]);
>     }
>
>     /* Finally, write the fetched (or blended) value to the render target and
> @@ -695,8 +695,9 @@ brw_blorp_blit_program::alloc_regs()
>     prog_data.first_curbe_grf = reg;
>     alloc_push_const_regs(reg);
>     reg += BRW_BLORP_NUM_PUSH_CONST_REGS;
> -   this->result = vec16(brw_vec8_grf(reg, 0)); reg += 8;
> -   this->texture_data = vec16(brw_vec8_grf(reg, 0)); reg += 8;
> +   for (unsigned i = 0; i < ARRAY_SIZE(texture_data); ++i) {
> +      this->texture_data[i] = vec16(brw_vec8_grf(reg, 0)); reg += 8;
> +   }
>     this->mcs_data =
>        retype(brw_vec8_grf(reg, 0), BRW_REGISTER_TYPE_UD); reg += 8;
>     for (int i = 0; i < 2; ++i) {
> @@ -711,6 +712,9 @@ brw_blorp_blit_program::alloc_regs()
>     this->t1 = vec16(retype(brw_vec8_grf(reg++, 0), BRW_REGISTER_TYPE_UW));
>     this->t2 = vec16(retype(brw_vec8_grf(reg++, 0), BRW_REGISTER_TYPE_UW));
>
> +   /* Make sure we didn't run out of registers */
> +   assert(reg <= GEN7_MRF_HACK_START);
> +
>     int mrf = 2;
>     this->base_mrf = mrf;
>  }
> @@ -1061,6 +1065,24 @@ brw_blorp_blit_program::single_to_blend()
>     SWAP_XY_AND_XPYP();
>  }
>
> +
> +/**
> + * Count the number of trailing 1 bits in the given value.  For example:
> + *
> + * count_trailing_one_bits(0) == 0
> + * count_trailing_one_bits(7) == 3
> + * count_trailing_one_bits(11) == 2
> + */
> +inline int count_trailing_one_bits(unsigned value)
> +{
> +#if defined(__GNUC__) && ((__GNUC__ * 100 + __GNUC_MINOR__) >= 304) /* gcc 3.4 or later */
> +   return __builtin_ctz(~value);
> +#else
> +   return _mesa_bitcount(value & ~(value + 1));
> +#endif
> +}
> +
> +
>  void
>  brw_blorp_blit_program::manual_blend()
>  {
> @@ -1070,27 +1092,68 @@ brw_blorp_blit_program::manual_blend()
>     if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
>        mcs_fetch();
>
> -   /* Gather sample 0 data first */
> -   s_is_zero = true;
> -   texel_fetch(result);
> -
> -   /* Gather data for remaining samples and accumulate it into result. */
> -   s_is_zero = false;
> -   for (int i = 1; i < num_samples; ++i) {
> -      brw_MOV(&func, S, brw_imm_uw(i));
> -      texel_fetch(texture_data);
> -
> -      /* TODO: should use a smaller loop bound for non-RGBA formats */
> -      for (int j = 0; j < 4; ++j) {
> -         brw_ADD(&func, offset(result, 2*j), offset(vec8(result), 2*j),
> -                 offset(vec8(texture_data), 2*j));
> +   /* We add together samples using a binary tree structure, e.g. for 4x MSAA:
> +    *
> +    *   result = ((sample[0] + sample[1]) + (sample[2] + sample[3])) / 4
> +    *
> +    * This ensures that when all samples have the same value, no numerical
> +    * precision is lost, since each addition operation always adds two equal
> +    * values, and summing two equal floating point values does not lose
> +    * precision.
> +    *
> +    * We perform this computation by treating the texture_data array as a
> +    * stack and performing the following operations:
> +    *
> +    * - push sample 0 onto stack
> +    * - push sample 1 onto stack
> +    * - add top two stack entries
> +    * - push sample 2 onto stack
> +    * - push sample 3 onto stack
> +    * - add top two stack entries
> +    * - add top two stack entries
> +    * - divide top stack entry by 4
> +    *
> +    * Note that after pushing sample i onto the stack, the number of add
> +    * operations we do is equal to the number of trailing 1 bits in i.  This
> +    * works provided the total number of samples is a power of two, which it
> +    * always is for i965.
> +    */
> +   unsigned stack_depth = 0;
> +   for (int i = 0; i < num_samples; ++i) {
> +      assert(stack_depth == _mesa_bitcount(i)); /* Loop invariant */
> +
> +      /* Push sample i onto the stack */
> +      assert(stack_depth < ARRAY_SIZE(texture_data));
> +      if (i == 0) {
> +         s_is_zero = true;
> +      } else {
> +         s_is_zero = false;
> +         brw_MOV(&func, S, brw_imm_uw(i));
> +      }
> +      texel_fetch(texture_data[stack_depth++]);
> +
> +      /* Do count_trailing_one_bits(i) times */
> +      for (int j = count_trailing_one_bits(i); j-- > 0; ) {
> +         assert(stack_depth >= 2);
> +         --stack_depth;
> +
> +         /* TODO: should use a smaller loop bound for non_RGBA formats */
> +         for (int k = 0; k < 4; ++k) {
> +            brw_ADD(&func, offset(texture_data[stack_depth - 1], 2*k),
> +                    offset(vec8(texture_data[stack_depth - 1]), 2*k),
> +                    offset(vec8(texture_data[stack_depth]), 2*k));
> +         }
>        }
>     }
>
> +   /* We should have just 1 sample on the stack now. */
> +   assert(stack_depth == 1);
> +
>     /* Scale the result down by a factor of num_samples */
>     /* TODO: should use a smaller loop bound for non-RGBA formats */
>     for (int j = 0; j < 4; ++j) {
> -      brw_MUL(&func, offset(result, 2*j), offset(vec8(result), 2*j),
> +      brw_MUL(&func, offset(texture_data[0], 2*j),
> +              offset(vec8(texture_data[0]), 2*j),
>                brw_imm_f(1.0/num_samples));
>     }
>  }
> @@ -1274,7 +1337,7 @@ brw_blorp_blit_program::render_target_write()
>     for (int i = 0; i < 4; ++i) {
>        /* E.g. mov(16) m2.0<1>:f r2.0<8;8,1>:f { Align1, H1 } */
>        brw_MOV(&func, offset(mrf_rt_write, mrf_offset),
> -              offset(vec8(result), 2*i));
> +              offset(vec8(texture_data[0]), 2*i));
>        mrf_offset += 2;
>     }
>
> --
> 1.7.7.6
>

Reviewed-by: Anuj Phogat <anuj.phogat at gmail.com>


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