[Mesa-dev] Mesa (master): nv30: report 8 maximum inputs
Ian Romanick
idr at freedesktop.org
Wed Feb 12 15:23:32 PST 2014
On 02/10/2014 06:16 PM, Ilia Mirkin wrote:
> On Mon, Feb 10, 2014 at 7:12 PM, Ian Romanick <idr at freedesktop.org> wrote:
>> On 02/10/2014 02:04 PM, Ilia Mirkin wrote:
>>> On Mon, Feb 10, 2014 at 4:43 PM, Ian Romanick <idr at freedesktop.org> wrote:
>>>> On 02/08/2014 04:18 PM, Ilia Mirkin wrote:
>>>>> Module: Mesa
>>>>> Branch: master
>>>>> Commit: 356aff3a5c08be055d6befff99a72f5551b3ac2d
>>>>> URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=356aff3a5c08be055d6befff99a72f5551b3ac2d
>>>>>
>>>>> Author: Ilia Mirkin <imirkin at alum.mit.edu>
>>>>> Date: Wed Jan 29 12:36:13 2014 -0500
>>>>>
>>>>> nv30: report 8 maximum inputs
>>>>>
>>>>> nvfx_fragprog_assign_generic only allows for up to 10/8 texcoords for
>>>>> nv40/nv30. This fixes compilation of the varying-packing tests.
>>>>> Furthermore it appears that the last 2 inputs on nv4x don't seem to
>>>>> work in those tests, so just report 8 everywhere for now.
>>>>
>>>> Is it possible that the last two inputs are supposed to be used for
>>>> gl_Color and gl_SecondaryColor? In that case, they may have clamping
>>>> enabled by default (or always enabled, if the hardware cannot disable
>>>> GL_CLAMP_VERTEX_COLOR). Does that match the behavior that you saw?
>>>
>>> I'm definitely out of my depth here. What I saw were piglit tests
>>> failing and hard-to-understand code with little additional
>>> documentation.
>>>
>>> There's a mask that enables passing of outputs from VP -> FP. This
>>> mask has separate entries for colors, fog, psize, and clipping. The
>>> texcoord's, as they are called, are in a different part of the mask.
>>> The last 2 are in a different-yet part of the mask from the first 8.
>>
>> Hm... that does sound like something different.
>>
>>> This of course does not preclude them getting clamped/modified in some
>>> way. Ideally those varying-packing tests would be rewritten in a way
>>> that better exposes what actually went wrong, but I realize it's not
>>> easy to add printf("interesting values: %f %f") into a shader.
>>
>> Can that hardware render to floating point? You could try rendering to
>> a fp FBO, doing glReadPixels, the printf the data. It's messy, but it
>> works.
>
> The hardware? Yes. But it's disabled in the software. I asked Ben why,
> and he gave me a reasonable explanation. However that explanation has
> since escaped my memory, but it's in the irc logs if it's really
> important.
Probably the patent. Is it enabled if you build with
--enable-texture-float?
> For those specific tests, assuming a reasonable number of varyings
> (i.e. < 255), one could just set the color results to e.g.
> varying_index/255 -- that way we'd know which varying was the first
> bad one. But in general, it's hard :( Shader debugging does seem like
> a prime target for some extension though -- nv30 will never get
> support for it, but at least future hardware driver writers may be
> spared...
>
>>
>>> It's also entirely possible that the issue is that the way you address
>>> those last 2 texcoord's in the FP has to be done in some different way
>>> than the first 8. Ideally I (or someone) would trace the blob and
>>> analyze the bytecode/engine setup to see what the difference is. I
>>> haven't gotten around to that (and unfortunately envydis doesn't
>>> support the nv30/nv40 shader ISA).
>>>
>>> However I was trying to make a dent in the nv4x failures and crashes.
>>> This is the latest state, btw:
>>> http://people.freedesktop.org/~imirkin/nv40-comparison/problems.html
>>> -- I think actually a bunch of the test failures are due to incorrect
>>> piglit tests (e.g. "shader uses too many input components (48 > 32)"),
>>
>> Is that just the variable indexing tests? Hm... in at least
>
> At least those, yes. I forget if there were others.
>
>> vs-varying-array-mat4-col-rd.shader_test, it looks like the varying
>> array is too big. OpenGL 2.1 only requires 32 varying components, and
>> that test clearly uses 16*3+4 = 52. It seems like the linker should
>> chop off the last element, but that still only reduces the usage to 36.
>> A few of those tests could be made to work with 32 varying floats by
>> reducing the array size from 3 to 2.
>
> Also interestingly, some of those tests used to pass before I threw in
> the restriction down to 32. So I guess something can work with those
> last 2 texcoords, or perhaps it was just coincidence... (Compare nv42
> vs nv44 -- the nv42 run had the limit down to 8, the nv44 run didn't.)
It was coincidence. The fragment shader doesn't access the last values,
so it wouldn't notice if they were garbage. :) The purpose of those
tests is to verify vertex shader dynamic indexing of varyings. The only
reason the fragment shader accesses the arrays is so that the linker
doesn't eliminate the. :)
>> There are a couple that can't be fixed that way because you'd have to
>> reduce the array size to 1. For those tests, you'll have to add a
>> MAX_VARYING_COMPONENTS requirement that behaves like the existing
>> MAX_FRAGMENT_UNIFORM_VECTORS requirement.
>
> Sounds reasonable, I'll look into it. I'm less interested in making
> piglit tests run on nv30 than I am at making them not fail :)
>
> -ilia
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