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

Roland Scheidegger sroland at vmware.com
Wed Jun 10 12:07:20 PDT 2015


Yes, I think nowadays everybody uses tgsi_transform_shader() to do that,
so that should probably work.

Roland

Am 10.06.2015 um 20:59 schrieb Rob Clark:
> So, afaiu, everything that might insert a sampler is using
> tgsi_transform_shader()?  There aren't too many of those, and I think
> I can fix them up to not violate that constraint.
> 
> (It does occur to me that I may end up needing to fix u_blitter to
> differentiate between blitting float vs int to avoid some regressions
> in freedreno, since I'd no longer be using shader variants based on
> bound samplers.. but I guess that is unrelated and a separate patch)
> 
> BR,
> -R
> 
> On Wed, Jun 10, 2015 at 2:55 PM, Roland Scheidegger <sroland at vmware.com> wrote:
>> My biggest problem with that is the initial case I saw as a problem:
>> draw is going to modify these shaders in some cases (aaline stage for
>> example), adding its own sampler, and it doesn't know anything about
>> distinguishing shaders with sampler views or without.
>> The same goes for any other potential code which may modify shaders
>> similarly - needs to be modified not just to always use sampler views
>> but use them based on if the incoming shader already uses them or not.
>> Which conceptually looks worse to me. But otherwise I agree this should
>> work.
>>
>> Roland
>>
>>
>> Am 10.06.2015 um 20:30 schrieb Rob Clark:
>>> Hmm, at least tgsi_text_translate() doesn't appear to use tgsi_ureg..
>>> and there are still a number of users of tgsi_text_translate().. I
>>> guess handling this in tgsi_ureg would avoid fixing all the tgsi_ureg
>>> users, but that still leaves a lot of others.  Changing them all still
>>> seems to be too intrusive to me.
>>>
>>> (And also, I have a large collection of saved tgsi shaders that I use
>>> for standalone testing of my shader compiler and don't really like the
>>> idea of fixing up 700 or 800 tgsi shaders by hand :-P)
>>>
>>> That said, looking at the code like llvmpipe where Roland/Jose where
>>> thinking we might have problems..  by making the assumption that we
>>> never mix TEX* and SAMPLE* opc's, I think we can loosen the
>>> restriction to:
>>>
>>>   for TEX* instructions, the tgsi must either *not* include SVIEW, or
>>> *must* include a matching SVIEW[idx] for every SAMP[idx]
>>>
>>> Which is a restriction that glsl_to_tgsi follows.
>>>
>>> If you follow this restriction, then for TEX* shaders which have
>>> SVIEW's, file_max[TGSI_FILE_SAMPLER_VIEW] ==
>>> file_max[TGSI_FILE_SAMPLER] and file_mask[TGSI_FILE_SAMPLER_VIEW] ==
>>> file_mask[TGSI_FILE_SAMPLER].. so code takes a different but
>>> equivalent path.   And for TEX* shaders which don't have SVIEW's
>>> everything continues to work as before.
>>>
>>> With this approach, we don't have to fix up everything to create
>>> SVIEW[idx] for every SAMP[idx], as long as glsl_to_tgsi always creates
>>> SVIEW[idx] for each SAMP[idx], and any other tgsi generator that later
>>> adds SVIEW support for TEX* instructions follows the same pattern.
>>>
>>> So, tl;dr: I think really all I need to add to this patch is add blurb
>>> in tgsi.rst to explain this restriction and usage of SVIEW for TEX*
>>>
>>> Thoughts?
>>>
>>> BR,
>>> -R
>>>
>>> On Tue, Jun 9, 2015 at 1:20 PM, Marek Olšák <maraeo at gmail.com> wrote:
>>>> If you only want to modify TGSI and not all the users, you only have
>>>> to fix tgsi_ureg. tgsi_ureg is a layer that can hide a lot of small
>>>> ugly details if needed, including sampler view declarations when the
>>>> users don't even know about them.
>>>>
>>>> Marek
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On Tue, Jun 9, 2015 at 6:01 PM, Rob Clark <robdclark at gmail.com> wrote:
>>>>> On Tue, Jun 9, 2015 at 9:32 AM, Roland Scheidegger <sroland at vmware.com> wrote:
>>>>>> Am 09.06.2015 um 15:00 schrieb Rob Clark:
>>>>>>> On Tue, Jun 9, 2015 at 5:01 AM, Jose Fonseca <jfonseca at vmware.com> wrote:
>>>>>>>> On 09/06/15 04:03, Rob Clark wrote:
>>>>>>>>>
>>>>>>>>> On Mon, Jun 8, 2015 at 10:50 PM, Roland Scheidegger <sroland at vmware.com>
>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Am 09.06.2015 um 04:40 schrieb Rob Clark:
>>>>>>>>>>>
>>>>>>>>>>> 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?
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> Make that "some non-public code which uses the sample opcodes"...
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> well, not to be rude, but I can't really be expected to fix /
>>>>>>>>> avoid-breaking code that doesn't exist (in upstream mesa)..
>>>>>>>>
>>>>>>>>
>>>>>>>> Rob,
>>>>>>>>
>>>>>>>> Of course.  Nobody expects or asked you to do such thing.
>>>>>>>>
>>>>>>>> Roland's just explaining why your proposed llvmpipe workaround is not
>>>>>>>> sustainable.  Breaking our closed state tracker is OK and happens all the
>>>>>>>> time FYI.  What we can't have is irreparable breakage. In short, we just
>>>>>>>> need to workout a solution that doesn't leave us with our hands tied to fix
>>>>>>>> it.
>>>>>>>>
>>>>>>>> And in fact, Roland's suggestion of requiring all TGSI producers including
>>>>>>>> SVIEW dcl does not require fixing any closed-source state tracker but rather
>>>>>>>> just fix TGSI generators in Mesa to put the SVIEW.
>>>>>>>
>>>>>>> Hmm, well there are a *lot* of things in mesa which generate tgsi (vl,
>>>>>>> gallium9, etc)..  fixing them all, esp. when I don't necessarily know
>>>>>>> all the other state trackers well enough to know what they *should* be
>>>>>>> doing, didn't seem reasonable.
>>>>>>>
>>>>>>> I was hoping we could just leave SVIEW decl as optional to avoid
>>>>>>> having to fix up everything.  It just means that something which does
>>>>>>> use SVIEW/SAMPLE* needs to avoid having SVIEW index's which conflict
>>>>>>> with SAMP decl indexes.
>>>>>>>
>>>>>>> Although maybe w/ the draw stuff, if it is potentially inserting
>>>>>>> SAMP/TEX* into shaders already using SVIEW/SAMPLE*, maybe it needs to
>>>>>>> take care to insert SAMP decl's with #'s that start above max SVIEW
>>>>>>> index.  I'm not sure, I haven't used the aux/draw stuff yet, so I'm
>>>>>>> not terribly familiar with it.
>>>>>>>
>>>>>>> Not sure if it would help, but I could add an shader cap and for now
>>>>>>> only insert the SVIEW decl for drivers that want them.  Which I think,
>>>>>>> at the moment, is just tgsi_to_nir (and currently the two tgsi_to_nir
>>>>>>> users, vc4 and freedreno, use any of the aux/draw stuff).
>>>>>>>
>>>>>>>> Anyway I really like your approach, appreciate your perseverance so far, and
>>>>>>>> want to see it through.  So please just bear with us a bit more.
>>>>>>>>
>>>>>>>
>>>>>>> fair enough.. I was mostly just trying to avoid having to fix massive
>>>>>>> amounts of state trackers, etc, which I am not necessarily terribly
>>>>>>> familiar with or even have a way to test.
>>>>>>>
>>>>>>>>
>>>>>>>> Roland, would it be possible to swap the
>>>>>>>> `shader->info.base.file_max[TGSI_FILE_SAMPLER_VIEW] != -1` condition with
>>>>>>>> something else?  Just temporarily, so that we can decouple things, allowing
>>>>>>>> to commit this as is, then enforce the SVIEW everywhere on a 2nd round.
>>>>>>>>
>>>>>>>> Specially because enforcing this everywhere will require some work,
>>>>>>>> sepcially on u_blit / u_mipmap_gen helpers, which need yet another key.
>>>>>>>>
>>>>>>>>
>>>>>>>> For example, what about actually using the TGSI_OPCODE_SAMPLE_* & friends
>>>>>>>> opcode count?  In fact, we could go even farther, and compute the opcount
>>>>>>>> for TGSI_OPCODE_TEX & friends and ensure that they are never non-zero
>>>>>>>> simultanouesly.
>>>>>>>>
>>>>>>>
>>>>>>> hmm, possibly something I didn't understand properly..  if you never
>>>>>>> have both TEX* and SAMPLE* at same time, this sounds much easier..
>>>>>>> Ie. just use # of opcodes instead of file_max.  Could even just add a
>>>>>>> trivial thing to tgsi_scan to count up # of opcodes of each category
>>>>>>> (ie. TEX* and SAMPLE*)
>>>>>>>
>>>>>>
>>>>>> That doesn't tell you how many dcls (either samplers or sampler views)
>>>>>> you actually have. Even with GL reusing the same texture unit with a
>>>>>> different instruction is of course possible (and quite frequently done).
>>>>>> Though you are right that because both sample and tex opcodes can't be
>>>>>> used in the same shader, scanning the shader could determine if it's
>>>>>> either tex or sample and then use the appropriate shader file if we'd
>>>>>> want to keep unused views out of the shader. That may also be ok as an
>>>>>> interim measure.
>>>>>
>>>>> yeah, that was basically my idea.. not so much caring about the count,
>>>>> as much of which one is non-zero..
>>>>>
>>>>> BR,
>>>>> -R
>>>>>
>>>>>> Roland
>>>>>>
>>>>>>
>>



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