[Mesa-dev] [PATCH 07/20] i965/fs: Import image memory offset calculation code.

Francisco Jerez currojerez at riseup.net
Fri Jul 24 07:39:55 PDT 2015


Jason Ekstrand <jason at jlekstrand.net> writes:

> On Jul 24, 2015 4:00 AM, "Francisco Jerez" <currojerez at riseup.net> wrote:
>>
>> Jason Ekstrand <jason at jlekstrand.net> writes:
>>
>> > Ok, I've looked through this again and convinced myself that it's
>> > *mostly* correct.  I am a bit skeptical of the address swizzling for
>> > Y-major tiling.
>> >
>> > I've also included some comments that I'd like to see added (assuming
>> > they're correct).  Sometimes it's easier to write helpful comments if
>> > the person who is confused does the writing. :-)
>> >
>>
>> Thanks!  This will save me quite some guesswork, I'll add them to the
>> patch.
>>
>> > Also, I'd just like to say that I'm terribly impressed after reading
>> > through this.  You managed to handle an amazing number of cases
>> > without so much as a single if statement or predicated instruction.
>> > My hat's off to you sir.
>> >
>> Hah, I feel flattered. :)
>>
>> > Modulo Y-tiling and comments,
>> >
>> > Reviewed-by: Jason Ekstrand <jason.ekstrand at intel.com>
>> >
>> > On Tue, Jul 21, 2015 at 9:38 AM, Francisco Jerez <currojerez at riseup.net>
> wrote:
>> >> Define a function to calculate the memory address of the image
>> >> location given by a vector of coordinates.  This is required in cases
>> >> where we need to fall back to untyped surface access, which take a raw
>> >> memory offset and know nothing about surface coordinates, type
>> >> conversion or memory tiling and swizzling.  They are still useful
>> >> because typed surface reads don't support any 64 or 128-bit formats on
>> >> IVB, and they don't support any 128-bit formats on HSW and BDW.
>> >>
>> >> The tiling algorithm is implemented based on a number of parameters
>> >> which are passed in as uniforms and determine whether the surface
>> >> layout is X-tiled, Y-tiled or untiled.  This allows binding surfaces
>> >> of different tiling layouts to the pipeline without recompiling the
>> >> program.
>> >>
>> >> v2: Drop VEC4 suport.
>> >> v3: Rebase.
>> >> ---
>> >>  .../drivers/dri/i965/brw_fs_surface_builder.cpp    | 108
> +++++++++++++++++++++
>> >>  1 file changed, 108 insertions(+)
>> >>
>> >> diff --git a/src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp
> b/src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp
>> >> index 5ee04de..0c879db 100644
>> >> --- a/src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp
>> >> +++ b/src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp
>> >> @@ -215,4 +215,112 @@ namespace {
>> >>           return BRW_PREDICATE_NORMAL;
>> >>        }
>> >>     }
>> >> +
>> >> +   namespace image_coordinates {
>> >> +      /**
>> >> +       * Calculate the offset in memory of the texel given by \p
> coord.
>> >> +       *
>> >> +       * This is meant to be used with untyped surface messages to
> access a
>> >> +       * tiled surface, what involves taking into account the tiling
> and
>> >> +       * swizzling modes of the surface manually so it will hopefully
> not
>> >> +       * happen very often.
>> >> +       */
>> >> +      fs_reg
>> >> +      emit_address_calculation(const fs_builder &bld, const fs_reg
> &image,
>> >> +                               const fs_reg &coord, unsigned dims)
>> >> +      {
>> >> +         const brw_device_info *devinfo = bld.shader->devinfo;
>> >> +         const fs_reg off = offset(image, bld,
> BRW_IMAGE_PARAM_OFFSET_OFFSET);
>> >> +         const fs_reg stride = offset(image, bld,
> BRW_IMAGE_PARAM_STRIDE_OFFSET);
>> >> +         const fs_reg tile = offset(image, bld,
> BRW_IMAGE_PARAM_TILING_OFFSET);
>> >> +         const fs_reg swz = offset(image, bld,
> BRW_IMAGE_PARAM_SWIZZLING_OFFSET);
>> >> +         const fs_reg addr = bld.vgrf(BRW_REGISTER_TYPE_UD, 2);
>> >> +         const fs_reg tmp = bld.vgrf(BRW_REGISTER_TYPE_UD, 2);
>> >> +         const fs_reg minor = bld.vgrf(BRW_REGISTER_TYPE_UD, 2);
>> >> +         const fs_reg major = bld.vgrf(BRW_REGISTER_TYPE_UD, 2);
>> >> +         const fs_reg dst = bld.vgrf(BRW_REGISTER_TYPE_UD);
>> >> +
>> >> +         /* Shift the coordinates by the fixed surface offset. */
>> >> +         for (unsigned c = 0; c < 2; ++c)
>> >> +            bld.ADD(offset(addr, bld, c), offset(off, bld, c),
>> >> +                    (c < dims ?
>> >> +                     offset(retype(coord, BRW_REGISTER_TYPE_UD), bld,
> c) :
>> >> +                     fs_reg(0)));
>> >> +
>> >> +         if (dims > 2) {
>> >> +            /* Decompose z into a major (tmp.y) and a minor (tmp.x)
>> >> +             * index.
>> >
>> > Please add a comment:
>> > /*
>> > The layout of 3-D textures in memory is sort-of like a tiling format.
>> > At each miplevel, the slices are arranged in rows of 2^level slices
>> > per row.  The slice row is stored in tmp.y and the slice within the
>> > row is stored in tmp.x.  The layout of 2-D array textures is much
>> > simpler.  Each slice of the texture is storred as a 2-D texture with
>> > all its miplevels and then one qpitch later, the next slice is stored
>> > with its miplevels.  This code handles both by passing in the miplevel
>> > as tile[2] for 3-D textures and 0 in tile[2] for 2-D array textures.
>> > */
>>
>> Note that depending on the ARYSPC_LOD0 surface state flag array textures
>> may also be interleaved in the opposite way -- All slices for LOD0, then
>> all slices for LOD1, and so on.  We probably don't hit this case
>> currently because MS images are not exposed but it's handled in the same
>> way by setting stride[3] to the spacing between slices.  I'll add that
>> to your comment.
>>
>> >> +             */
>> >> +            bld.BFE(offset(tmp, bld, 0), offset(tile, bld, 2),
> fs_reg(0),
>> >> +                    offset(retype(coord, BRW_REGISTER_TYPE_UD), bld,
> 2));
>> >> +            bld.SHR(offset(tmp, bld, 1),
>> >> +                    offset(retype(coord, BRW_REGISTER_TYPE_UD), bld,
> 2),
>> >> +                    offset(tile, bld, 2));
>> >> +
>> >> +            /* Take into account the horizontal (tmp.x) and vertical
> (tmp.y)
>> >> +             * slice offset.
>> >> +             */
>> >> +            for (unsigned c = 0; c < 2; ++c) {
>> >> +               bld.MUL(offset(tmp, bld, c),
>> >> +                       offset(stride, bld, 2 + c), offset(tmp, bld,
> c));
>> >> +               bld.ADD(offset(addr, bld, c),
>> >> +                       offset(addr, bld, c), offset(tmp, bld, c));
>> >> +            }
>> >> +         }
>> >> +
>> >> +         if (dims > 1) {
>> >
>> > Please add as a comment:
>> > /*
>> > Calculate the major/minor x and y indices.  In order to accommodate
>> > both X and Y tiling, the Y-major tiling format is treated as being a
>> > bunch of narrow X-tiles placed next to each other.   This means that
>> > the tile width for Y-tiling is actually the width of one sub-column of
>> > the Y-major tile where each 4K tile has 8 512B sub-columns.
>> >
>> > The major Y value is the row of tiles in which the pixel lives.  The
>> > major X value is the tile sub-column in which the pixel lives; for X
>> > tiling, this is the same as the tile column, for Y tiling, each tile
>> > has 8 sub-columns.  The minor X and Y indices are the position within
>> > the sub-column.
>> > */
>> >> +            for (unsigned c = 0; c < 2; ++c) {
>> >> +               /* Calculate the minor x and y indices. */
>> >> +               bld.BFE(offset(minor, bld, c), offset(tile, bld, c),
>> >> +                       fs_reg(0), offset(addr, bld, c));
>> >> +
>> >> +               /* Calculate the major x and y indices. */
>> >> +               bld.SHR(offset(major, bld, c),
>> >> +                       offset(addr, bld, c), offset(tile, bld, c));
>> >> +            }
>> >> +
>> >> +            /* Calculate the texel index from the start of the tile
> row and
>> >> +             * the vertical coordinate of the row.
>> >> +             * Equivalent to:
>> >> +             *   tmp.x = (major.x << tile.y << tile.x) +
>> >> +             *           (minor.y << tile.x) + minor.x
>> >> +             *   tmp.y = major.y << tile.y
>> >> +             */
>> >> +            bld.SHL(tmp, major, offset(tile, bld, 1));
>> >> +            bld.ADD(tmp, tmp, offset(minor, bld, 1));
>> >> +            bld.SHL(tmp, tmp, offset(tile, bld, 0));
>> >> +            bld.ADD(tmp, tmp, minor);
>> >> +            bld.SHL(offset(tmp, bld, 1),
>> >> +                    offset(major, bld, 1), offset(tile, bld, 1));
>> >> +
>> >> +            /* Add it to the start of the tile row. */
>> >> +            bld.MUL(offset(tmp, bld, 1),
>> >> +                    offset(tmp, bld, 1), offset(stride, bld, 1));
>> >> +            bld.ADD(tmp, tmp, offset(tmp, bld, 1));
>> >> +
>> >> +            /* Multiply by the Bpp value. */
>> >> +            bld.MUL(dst, tmp, stride);
>> >> +
>> >> +            if (devinfo->gen < 8 && !devinfo->is_baytrail) {
>> >
>> > Talking to Ken a bit about this. It seems as if this is actually the
>> > check we want.  It's going to be a nasty bug if someone has a shader
>> > cache on a HSW machine, runs some compute shaders, pulls out a stick
>> > of ram (going from dual to single-channel), and starts it up again.
>> > Probably best to compile the shader the same regardless of how much
>> > ram you have.
>> >
>> Hmm, I guess we could also invalidate the cache if the flag changes?
>> (or in case anything else changes from the brw_device_info structure)
>>
>> >> +               /* Take into account the two dynamically specified
> shifts. */
>> >> +               for (unsigned c = 0; c < 2; ++c)
>> >> +                  bld.SHR(offset(tmp, bld, c), dst, offset(swz, bld,
> c));
>> >> +
>> >> +               /* XOR tmp.x and tmp.y with bit 6 of the memory
> address. */
>> >> +               bld.XOR(tmp, tmp, offset(tmp, bld, 1));
>> >> +               bld.AND(tmp, tmp, fs_reg(1 << 6));
>> >> +               bld.XOR(dst, dst, tmp);
>> >
>> > I don't think this is correct for Y-tiled surfaces.  In Y-tiling, bit
>> > 6 of the address is given by bit6 XOR bit9.  You have one extra XOR
>> > which means you just get just bit9.
>> >
>> The extra XOR is made a no-op for the Y-tiled case in the same way that
>> they are both made a no-op in the no-swizzling case.  I'll add another
>> comment clarifying that.
>
> I don't think that actually works.  In the zero-shift case, the first XOR
> produces an all-zero value, you mask to bit 6 (still all-zero) and XOR with
> the original value and get the original back.  In the Y-tiled case, you
> compute a ^ (a >> 3) and mask off bit 6.  This gives you bit6 ^ bit9 in the
> sixth bit and zero everywhere else.  When you then XOR that with the
> original, the two copies of bit6 cancel out and you are left with bit9 only.
>
Not exactly, in either case the result of the swizzling calculation
is:
  addr' = addr ^ ((1 << 6) & ((addr >> swz.x) ^ (addr >> swz.y)))

If the surface is Y-tiled, swz.x = 3 and swz.y = 31, which gives:
  addr' = addr ^ ((1 << 6) & ((addr[9] ^ addr[37]) << 6)) = 
          addr ^ ((addr[9] ^ 0) << 6) = addr ^ (addr[9] << 6)

I guess I should add another comment here about how the XOR instructions
are NOP-ed out when they're not needed. :)

>> >> +            }
>> >> +
>> >> +         } else {
>> >> +            /* Multiply by the Bpp/stride value. */
>> >
>> > I'm still confused as to how addr can have 2 things while dims == 1.
>> > Does dims specify the per-slice dimension or total dimension?  That
>> > should probably be documented at the top of the function.
>> >
>> dims specifies the dimension of the coord argument.  addr may still have
>> a non-zero y coordinate because it's the sum of coord and the
>> two-dimensional offset value specified by surface set-up.  1D texture
>> slices and levels are laid out in a 2D layout just like the rest, the
>> offset value specifies where in the 2D miptree the requested 1D image
>> starts.  You may wonder why we pass a 2D offset to the shader instead of
>> just fixing up the surface base memory address to point at the right
>> slice at offset (0, 0), the answer is that in the general case (i.e. not
>> necessarily 1D) it wouldn't work, because a level may start mid-tile and
>> the result of shifting a tiled surface by less than the tile size is in
>> general not a well-formed tiled surface -- In the 1D case it could
>> probably be done though because I deliberately disabled tiling for those
>> (36a17f0f9913), but it would require special-casing them in the surface
>> state set-up code and another manual calculation of the base memory
>> address of the right slice-level of the miptree.
>>
>> >> +            bld.MUL(offset(addr, bld, 1),
>> >> +                    offset(addr, bld, 1), offset(stride, bld, 1));
>> >> +            bld.ADD(addr, addr, offset(addr, bld, 1));
>> >> +            bld.MUL(dst, addr, stride);
>> >> +         }
>> >> +
>> >> +         return dst;
>> >> +      }
>> >> +   }
>> >>  }
>> >> --
>> >> 2.4.3
>> >>
>> >> _______________________________________________
>> >> mesa-dev mailing list
>> >> mesa-dev at lists.freedesktop.org
>> >> http://lists.freedesktop.org/mailman/listinfo/mesa-dev
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