[Mesa-dev] [PATCH 1/2] tgsi: texture types

Rob Clark robdclark at gmail.com
Mon Jun 8 19:20:24 PDT 2015


On Mon, Jun 8, 2015 at 9:40 PM, Roland Scheidegger <sroland at vmware.com> wrote:
> Am 09.06.2015 um 03:20 schrieb Rob Clark:
>> On Mon, Jun 8, 2015 at 8:35 PM, Roland Scheidegger <sroland at vmware.com> wrote:
>>> Am 08.06.2015 um 20:15 schrieb Rob Clark:
>>>> From: Rob Clark <robclark at freedesktop.org>
>>>>
>>>> Freedreno needs sampler type information to deal with int/uint textures.
>>>> To accomplish this, start creating sampler-view declarations, as
>>>> suggested here:
>>>>
>>>>  http://lists.freedesktop.org/archives/mesa-dev/2014-November/071583.html
>>>>
>>>> create a sampler-view with index matching the sampler, to encode the
>>>> texture type (ie. SINT/UINT/FLOAT).  Ie:
>>>>
>>>>    DCL SVIEW[n], 2D, UINT
>>>>    DCL SAMP[n]
>>>>    TEX OUT[1], IN[1], SAMP[n]
>>>>
>>>> For tgsi texture instructions which do not take an explicit SVIEW
>>>> argument, the SVIEW index is implied by the SAMP index.
>>> I wonder if there should be some doc update somewhere.
>>>
>>
>> yeah, perhaps.. I wasn't quite sure where, tgsi.rst only talks about
>> SVIEW in terms of the SAMPLE and related opc's (ie. the ones which do
>> take an SVIEW arg), and the way things are with this patch, other
>> drivers simply need to ignore the extra SVIEW decl's and not randomly
>> assert for things to continue working as before..
>>
>> hypothetically if something in tree actually created SVIEW decl
>> currently, and the shader also had TEX* style instructions, it would
>> have to take care to not have conflicting SVIEW's.  But afaict nothing
>> in-tree creates sampler view decl's currently.
>>
>>>>
>>>> Signed-off-by: Rob Clark <robclark at freedesktop.org>
>>>> ---
>>>>  src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 29 +++++++++++++++++++++++++++++
>>>>  1 file changed, 29 insertions(+)
>>>>
>>>> diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
>>>> index 0e60d95..ce8f2ea 100644
>>>> --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
>>>> +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
>>>> @@ -239,6 +239,7 @@ public:
>>>>     st_src_reg sampler; /**< sampler register */
>>>>     int sampler_array_size; /**< 1-based size of sampler array, 1 if not array */
>>>>     int tex_target; /**< One of TEXTURE_*_INDEX */
>>>> +   glsl_base_type tex_type;
>>>>     GLboolean tex_shadow;
>>>>
>>>>     st_src_reg tex_offsets[MAX_GLSL_TEXTURE_OFFSET];
>>>> @@ -345,6 +346,8 @@ public:
>>>>
>>>>     int num_address_regs;
>>>>     int samplers_used;
>>>> +   glsl_base_type sampler_types[PIPE_MAX_SAMPLERS];
>>>> +   int sampler_targets[PIPE_MAX_SAMPLERS];   /**< One of TGSI_TEXTURE_* */
>>>>     bool indirect_addr_consts;
>>>>     int wpos_transform_const;
>>>>
>>>> @@ -3323,6 +3326,8 @@ glsl_to_tgsi_visitor::visit(ir_texture *ir)
>>>>        assert(!"Should not get here.");
>>>>     }
>>>>
>>>> +   inst->tex_type = ir->type->base_type;
>>>> +
>>>>     this->result = result_src;
>>>>  }
>>>>
>>>> @@ -3471,6 +3476,11 @@ count_resources(glsl_to_tgsi_visitor *v, gl_program *prog)
>>>>           for (int i = 0; i < inst->sampler_array_size; i++) {
>>>>              v->samplers_used |= 1 << (inst->sampler.index + i);
>>>>
>>>> +            debug_assert(i < (int)ARRAY_SIZE(v->sampler_types));
>>>> +            v->sampler_types[i] = inst->tex_type;
>>>> +            v->sampler_targets[i] =
>>>> +               st_translate_texture_target(inst->tex_target, inst->tex_shadow);
>>>> +
>>>>              if (inst->tex_shadow) {
>>>>                 prog->ShadowSamplers |= 1 << (inst->sampler.index + i);
>>>>              }
>>>> @@ -5529,7 +5539,26 @@ st_translate_program(
>>>>     /* texture samplers */
>>>>     for (i = 0; i < ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits; i++) {
>>>>        if (program->samplers_used & (1 << i)) {
>>>> +         unsigned type;
>>>> +
>>>>           t->samplers[i] = ureg_DECL_sampler(ureg, i);
>>>> +
>>>> +         switch (program->sampler_types[i]) {
>>>> +         case GLSL_TYPE_INT:
>>>> +            type = TGSI_RETURN_TYPE_SINT;
>>>> +            break;
>>>> +         case GLSL_TYPE_UINT:
>>>> +            type = TGSI_RETURN_TYPE_UINT;
>>>> +            break;
>>>> +         case GLSL_TYPE_FLOAT:
>>>> +            type = TGSI_RETURN_TYPE_FLOAT;
>>>> +            break;
>>>> +         default:
>>>> +            unreachable("not reached");
>>>> +         }
>>>> +
>>>> +         ureg_DECL_sampler_view( ureg, i, program->sampler_targets[i],
>>>> +                                 type, type, type, type );
>>>>        }
>>>>     }
>>>>
>>>>
>>>
>>> This indeed seems like a consistent solution. Hopefully drivers don't
>>> assert when they see sampler view dcls...
>>
>> well, tgsi_to_nir did before I fixed it :-(
>>
>> (mostly just because of liberal debug_assert() usage)
>>
>> it's at least not something I'd land right before a release branch
>> point.  But I guess the fix is easy enough (ie. remove a bogus
>> assert), and 10.7 branch point is quite some time from now..
>>
>>> I am also somewhat worried that this only changes the glsl-to-tgsi path,
>>> not other paths. llvmpipe and draw rely on either having sview
>>> declarations for all (sample) instructions or for none, and with draw
>>> possibly inserting tex opcodes (for aalines etc.) on its own this could
>>> probably break (these draw paths aren't used with d3d10 sample opcodes
>>> as it's more or less illegal to use tex and sample opcodes in the same
>>> shader, but that doesn't really matter here). I think using sview
>>> declarations is the right thing to do but it probably should be illegal
>>> then to NOT have them in some places.
>>
>> fwiw, the way I implemented it in tgsi_to_nir (and what I'd recommend
>> for other drivers) is that for the "tex style" opcodes, if there is
>> not a matching SVIEW decl, assume float.  That seemed more sane than
>> fixing up *all* the other state trackers..
>>
>
> Yeah but for llvmpipe/draw it's not just the type. The problem is how
> they are parsing this stuff - if there's at least one sview decl they'll
> construct the static texture state based on the defined sampler views,
> but if there's none (up to now for gl state tracker) they'll do this
> based on the defined samplers, and for some there simply won't be any
> such definitions (if draw inserted some stage). llvmpipe can handle tex
> opcodes without sview dcls, it should also be able to handle them if you
> have them (but I wouldn't bet on it without testing as that's definitely
> going to hit some code paths never seen before), but it can't handle
> having "some" sview dcls (see for example lp_state_fs.c, line 3050 and
> following why it can't work). This is fixable but only with some
> awkwardness (since due to d3d10 sample opcodes not having 1:1 mapping
> between samplers and sampler views). Hence my proposal of making it
> mandatory to have sview decls instead of having them optionally. That
> way could also ditch that code which distinguishes having sviews or not.

hmm, I could squash in something like:

----
diff --git a/src/gallium/drivers/llvmpipe/lp_state_fs.c
b/src/gallium/drivers/llvmpipe/lp_state_fs.c
index b5ce868..2878c49 100644
--- a/src/gallium/drivers/llvmpipe/lp_state_fs.c
+++ b/src/gallium/drivers/llvmpipe/lp_state_fs.c
@@ -3059,27 +3059,11 @@ make_variant_key(struct llvmpipe_context *lp,
       }
    }

-   /*
-    * XXX If TGSI_FILE_SAMPLER_VIEW exists assume all texture opcodes
-    * are dx10-style? Can't really have mixed opcodes, at least not
-    * if we want to skip the holes here (without rescanning tgsi).
-    */
-   if (shader->info.base.file_max[TGSI_FILE_SAMPLER_VIEW] != -1) {
-      key->nr_sampler_views =
shader->info.base.file_max[TGSI_FILE_SAMPLER_VIEW] + 1;
-      for(i = 0; i < key->nr_sampler_views; ++i) {
-         if(shader->info.base.file_mask[TGSI_FILE_SAMPLER_VIEW] & (1 << i)) {
-            lp_sampler_static_texture_state(&key->state[i].texture_state,
-
lp->sampler_views[PIPE_SHADER_FRAGMENT][i]);
-         }
-      }
-   }
-   else {
-      key->nr_sampler_views = key->nr_samplers;
-      for(i = 0; i < key->nr_sampler_views; ++i) {
-         if(shader->info.base.file_mask[TGSI_FILE_SAMPLER] & (1 << i)) {
-            lp_sampler_static_texture_state(&key->state[i].texture_state,
-
lp->sampler_views[PIPE_SHADER_FRAGMENT][i]);
-         }
+   key->nr_sampler_views = key->nr_samplers;
+   for(i = 0; i < key->nr_sampler_views; ++i) {
+      if(shader->info.base.file_mask[TGSI_FILE_SAMPLER] & (1 << i)) {
+         lp_sampler_static_texture_state(&key->state[i].texture_state,
+
lp->sampler_views[PIPE_SHADER_FRAGMENT][i]);
       }
    }
 }
----

I'd have to check if other spots need similar fixes..

BR,
-R


> Roland
>
>


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