[Mesa-dev] [PATCH 0/5] Add ARB_derivative_control support

Ian Romanick idr at freedesktop.org
Thu Aug 14 10:30:00 PDT 2014


On 08/13/2014 11:58 PM, Matt Turner wrote:
> On Wed, Aug 13, 2014 at 9:52 PM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
>> I left all the variants as separate operations in the glsl ir. However for
>> gallium I only added the fine version, as it seems like DDX can do pretty much
>> whatever it wants. I was on the fence about adding coarse versions as well and
>> then using the FragmentShaderDerivative hint to select one or the other in the
>> glsl -> tgsi conversion.
>>
>> In the case of nv50/nvc0, doing the fine version is pretty much the only
>> (easy) way of doing derivatives. I haven't traced the blob to see how it
>> handles things yet. In any case, on nv50/nvc0 all this is completely moot, at
>> least for now. Curious about what the situation with other hardware is.
> 
> i965 already implements coarse and fine derivatives, selectable by the
> derivatives hint, coarse default.

I don't think that's the same thing.  The "fine" derivatives in i965
definitely do not meet this requirement:

    "...second-order fine derivatives, e.g., dFdxFine(dFdxFine(x))
    will properly reflect the difference between the independent
    fine derivatives computed within the 2x2 square."

As it is now, dFdxFine(dFdxFine(x*x*x))) will always be zero in the i965
driver.  Two pixels on the same line will have different dFdy, but the
dFdx will be the same.  Right?

Is there a piglit test for that specific part?  (I haven't looked at the
piglit list at all.)

> The calculation of the derivative itself isn't faster for coarse
> derivatives, but it was discovered that if all of the samples of a
> sample_d are from the same LOD, it's a bunch faster on Haswell at
> least. See commit 848c0e72. And with coarse derivatives they are.
> 
> Maybe other hardware has similar optimizations?
> 
>> Also, the extension spec claims to require GLSL 4.00, which seems a little
>> extreme. Instead I restrict it to core contexts. Let me know if I should
>> change this.
> 
> Making it core-only doesn't help, nor does it satisfy the GLSL >= 4.0
> requirement in the spec. I'm not sure if we have a way to arbitrarily
> limit an extension to being exposed under certain GLSL versions... ?
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