[Mesa-dev] [PATCH 1/2] tgsi: texture types
Rob Clark
robdclark at gmail.com
Mon Jun 8 19:40:00 PDT 2015
On Mon, Jun 8, 2015 at 10:36 PM, Roland Scheidegger <sroland at vmware.com> wrote:
> Am 09.06.2015 um 04:20 schrieb Rob Clark:
>> 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]);
>> }
>> }
>> }
> No that won't work for d3d10 state trackers, where you typically have more
> views than samplers (though the opposite is possible as well and you can
> have holes in both). I think it really would look nicer if you could
> just rely on sampler views being present.
what d3d10 state tracker?
BR,
-R
> Roland
>
>
>>
>> I'd have to check if other spots need similar fixes..
>>
>
>
>
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