[Mesa-dev] [PATCH v2 22/25] nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes

Juan A. Suarez Romero jasuarez at igalia.com
Thu Jan 5 09:11:14 UTC 2017


On Wed, 2017-01-04 at 07:06 -0800, Jason Ekstrand wrote:
> On Jan 4, 2017 5:46 AM, "Juan A. Suarez Romero" <jasuarez at igalia.com>
> wrote:
> On Tue, 2017-01-03 at 14:41 -0800, Jason Ekstrand wrote:
> > I made a few pretty trivial comments.  With those addressed,
> > 
> > Reviewed-by: Jason Ekstrand <jason at jlekstrand.net>
> > 
> > On Dec 16, 2016 8:55 AM, "Juan A. Suarez Romero" <jasuarez at igalia.c
> > om> wrote:
> > So far, input_reads was a bitmap tracking which vertex input
> > locations
> > 
> > were being used.
> > 
> > 
> > 
> > In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
> > 
> > consumes just one location, any other small attribute. So we mark
> > the
> > 
> > proper bit in inputs_read, and also the same bit in
> > double_inputs_read
> > 
> > if the attribute is a dvec3/dvec4.
> > 
> > 
> > 
> > But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
> > 
> > consumes two locations, not just one. And hence two bits would be
> > marked
> > 
> > in inputs_read for the same vertex input attribute.
> > 
> > 
> > 
> > To avoid handling two different situations in NIR, we just choose
> > the
> > 
> > latest one: in OpenGL, when creating NIR from GLSL/IR, any
> > dvec3/dvec4
> > 
> > vertex input attribute is marked with two bits in the inputs_read
> > bitmap
> > 
> > (and also in the double_inputs_read), and following attributes are
> > 
> > adjusted accordingly.
> > 
> > 
> > 
> > As example, if in our GLSL/IR shader we have three attributes:
> > 
> > 
> > 
> > layout(location = 0) vec3  attr0;
> > 
> > layout(location = 1) dvec4 attr1;
> > 
> > layout(location = 2) dvec3 attr2;
> > 
> > 
> > 
> > then in our NIR shader we put attr0 in location 0, attr1 in
> > locations 1
> > 
> > and 2, and attr2 in location 3.
> > 
> > 
> > attr2 goes in locations 3 *and* 4, correct?
> > 
> > 
> > Checking carefully, basically we are using slots rather than
> > locations
> > 
> > in NIR.
> > 
> > 
> > 
> > When emitting the vertices, we do a inverse map to know the
> > 
> > corresponding location for each slot.
> > 
> > 
> > 
> > v2 (Jason):
> > 
> > - use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
> > 
> > ---
> > 
> >  src/compiler/glsl/glsl_to_nir.cpp            | 28 +++++++++++++
> > 
> >  src/compiler/nir/nir_gather_info.c           | 48 ++++++++++----
> > -------
> > 
> >  src/intel/vulkan/genX_pipeline.c             | 63
> > +++++++++++++++++-----------
> > 
> >  src/mesa/drivers/dri/i965/brw_draw_upload.c  | 11 +++--
> > 
> >  src/mesa/drivers/dri/i965/brw_fs.cpp         | 13 ------
> > 
> >  src/mesa/drivers/dri/i965/brw_fs_visitor.cpp |  3 +-
> > 
> >  src/mesa/drivers/dri/i965/brw_nir.c          |  6 +--
> > 
> >  src/mesa/drivers/dri/i965/brw_nir.h          |  1 -
> > 
> >  src/mesa/drivers/dri/i965/brw_vec4.cpp       | 11 +++--
> > 
> >  9 files changed, 106 insertions(+), 78 deletions(-)
> > 
> > 
> > 
> > diff --git a/src/compiler/glsl/glsl_to_nir.cpp
> > b/src/compiler/glsl/glsl_to_nir.cpp
> > 
> > index 4debc37..0814dad 100644
> > 
> > --- a/src/compiler/glsl/glsl_to_nir.cpp
> > 
> > +++ b/src/compiler/glsl/glsl_to_nir.cpp
> > 
> > @@ -129,6 +129,19 @@ private:
> > 
> > 
> > 
> >  } /* end of anonymous namespace */
> > 
> > 
> > 
> > +static void
> > 
> > +nir_remap_attributes(nir_shader *shader)
> > 
> > +{
> > 
> > +   nir_foreach_variable(var, &shader->inputs) {
> > 
> > +      var->data.location += _mesa_bitcount_64(shader->info-
> > >double_inputs_read &
> > 
> > +                                              BITFIELD64_MASK(var-
> > >data.location));
> > 
> > +   }
> > 
> > +
> > 
> > +   /* Once the remap is done, reset double_inputs_read, so later
> > it will have
> > 
> > +    * which location/slots are doubles */
> > 
> > +   shader->info->double_inputs_read = 0;
> > 
> > +}
> > 
> > +
> > 
> >  nir_shader *
> > 
> >  glsl_to_nir(const struct gl_shader_program *shader_prog,
> > 
> >              gl_shader_stage stage,
> > 
> > @@ -146,6 +159,13 @@ glsl_to_nir(const struct gl_shader_program
> > *shader_prog,
> > 
> > 
> > 
> >     nir_lower_constant_initializers(shader, (nir_variable_mode)~0);
> > 
> > 
> > 
> > +   /* Remap the locations to slots so those requiring two slots
> > will occupy
> > 
> > +    * two locations. For instance, if we have in the IR code a
> > dvec3 attr0 in
> > 
> > +    * location 0 and vec4 attr1 in location 1, in NIR attr0 will
> > use
> > 
> > +    * locations/slots 0 and 1, and attr1 will use location/slot 2
> > */
> > 
> > +   if (shader->stage == MESA_SHADER_VERTEX)
> > 
> > +      nir_remap_attributes(shader);
> > 
> > +
> > 
> >     shader->info->name = ralloc_asprintf(shader, "GLSL%d",
> > shader_prog->Name);
> > 
> >     if (shader_prog->Label)
> > 
> >        shader->info->label = ralloc_strdup(shader, shader_prog-
> > >Label);
> > 
> > @@ -315,6 +335,14 @@ nir_visitor::visit(ir_variable *ir)
> > 
> >        } else {
> > 
> >           var->data.mode = nir_var_shader_in;
> > 
> >        }
> > 
> > +
> > 
> > +      /* Mark all the locations that require two slots */
> > 
> > +      if (glsl_type_is_dual_slot(glsl_without_array(var->type))) {
> > 
> > +         for (uint i = 0; i < glsl_count_attribute_slots(var-
> > >type, true); i++) {
> > 
> > +            uint64_t bitfield = BITFIELD64_BIT(var->data.location
> > + i);
> > 
> > +            shader->info->double_inputs_read |= bitfield;
> > 
> > +         }
> > 
> > +      }
> > 
> >        break;
> > 
> > 
> > 
> >     case ir_var_shader_out:
> > 
> > diff --git a/src/compiler/nir/nir_gather_info.c
> > b/src/compiler/nir/nir_gather_info.c
> > 
> > index 07c9949..35a1ce4 100644
> > 
> > --- a/src/compiler/nir/nir_gather_info.c
> > 
> > +++ b/src/compiler/nir/nir_gather_info.c
> > 
> > @@ -53,11 +53,6 @@ set_io_mask(nir_shader *shader, nir_variable
> > *var, int offset, int len)
> > 
> >           else
> > 
> >              shader->info->inputs_read |= bitfield;
> > 
> > 
> > 
> > -         /* double inputs read is only for vertex inputs */
> > 
> > -         if (shader->stage == MESA_SHADER_VERTEX &&
> > 
> > -             glsl_type_is_dual_slot(glsl_without_array(var-
> > >type)))
> > 
> > -            shader->info->double_inputs_read |= bitfield;
> > 
> > -
> > 
> >           if (shader->stage == MESA_SHADER_FRAGMENT) {
> > 
> >              shader->info->fs.uses_sample_qualifier |= var-
> > >data.sample;
> > 
> >           }
> > 
> > @@ -83,26 +78,21 @@ static void
> > 
> >  mark_whole_variable(nir_shader *shader, nir_variable *var)
> > 
> >  {
> > 
> >     const struct glsl_type *type = var->type;
> > 
> > -   bool is_vertex_input = false;
> > 
> > 
> > 
> >     if (nir_is_per_vertex_io(var, shader->stage)) {
> > 
> >        assert(glsl_type_is_array(type));
> > 
> >        type = glsl_get_array_element(type);
> > 
> >     }
> > 
> > 
> > 
> > -   if (shader->stage == MESA_SHADER_VERTEX &&
> > 
> > -       var->data.mode == nir_var_shader_in)
> > 
> > -      is_vertex_input = true;
> > 
> > -
> > 
> >     const unsigned slots =
> > 
> >        var->data.compact ? DIV_ROUND_UP(glsl_get_length(type), 4)
> > 
> > -                        : glsl_count_attribute_slots(type,
> > is_vertex_input);
> > 
> > +                        : glsl_count_attribute_slots(type, false);
> > 
> > 
> > 
> >     set_io_mask(shader, var, 0, slots);
> > 
> >  }
> > 
> > 
> > 
> >  static unsigned
> > 
> > -get_io_offset(nir_deref_var *deref, bool is_vertex_input)
> > 
> > +get_io_offset(nir_deref_var *deref)
> > 
> >  {
> > 
> >     unsigned offset = 0;
> > 
> > 
> > 
> > @@ -117,7 +107,7 @@ get_io_offset(nir_deref_var *deref, bool
> > is_vertex_input)
> > 
> >              return -1;
> > 
> >           }
> > 
> > 
> > 
> > -         offset += glsl_count_attribute_slots(tail->type,
> > is_vertex_input) *
> > 
> > +         offset += glsl_count_attribute_slots(tail->type, false) *
> > 
> >              deref_array->base_offset;
> > 
> >        }
> > 
> >        /* TODO: we can get the offset for structs here see
> > nir_lower_io() */
> > 
> > @@ -163,12 +153,7 @@ try_mask_partial_io(nir_shader *shader,
> > nir_deref_var *deref)
> > 
> >        return false;
> > 
> >     }
> > 
> > 
> > 
> > -   bool is_vertex_input = false;
> > 
> > -   if (shader->stage == MESA_SHADER_VERTEX &&
> > 
> > -       var->data.mode == nir_var_shader_in)
> > 
> > -      is_vertex_input = true;
> > 
> > -
> > 
> > -   unsigned offset = get_io_offset(deref, is_vertex_input);
> > 
> > +   unsigned offset = get_io_offset(deref);
> > 
> >     if (offset == -1)
> > 
> >        return false;
> > 
> > 
> > 
> > @@ -184,8 +169,7 @@ try_mask_partial_io(nir_shader *shader,
> > nir_deref_var *deref)
> > 
> >     }
> > 
> > 
> > 
> >     /* double element width for double types that takes two slots
> > */
> > 
> > -   if (!is_vertex_input &&
> > 
> > -       glsl_type_is_dual_slot(glsl_without_array(type))) {
> > 
> > +   if (glsl_type_is_dual_slot(glsl_without_array(type))) {
> > 
> >        elem_width *= 2;
> > 
> >     }
> > 
> > 
> > 
> > @@ -220,13 +204,27 @@ gather_intrinsic_info(nir_intrinsic_instr
> > *instr, nir_shader *shader)
> > 
> >     case nir_intrinsic_interp_var_at_sample:
> > 
> >     case nir_intrinsic_interp_var_at_offset:
> > 
> >     case nir_intrinsic_load_var:
> > 
> > -   case nir_intrinsic_store_var:
> > 
> > -      if (instr->variables[0]->var->data.mode == nir_var_shader_in
> > ||
> > 
> > -          instr->variables[0]->var->data.mode ==
> > nir_var_shader_out) {
> > 
> > +   case nir_intrinsic_store_var: {
> > 
> > +      nir_variable *var = instr->variables[0]->var;
> > 
> > +
> > 
> > +      if (var->data.mode == nir_var_shader_in ||
> > 
> > +          var->data.mode == nir_var_shader_out) {
> > 
> >           if (!try_mask_partial_io(shader, instr->variables[0]))
> > 
> > -            mark_whole_variable(shader, instr->variables[0]->var);
> > 
> > +            mark_whole_variable(shader, var);
> > 
> > +
> > 
> > +         /* We need to track which input_reads bits correspond to
> > a
> > 
> > +          * dvec3/dvec4 input attribute */
> > 
> > +         if (shader->stage == MESA_SHADER_VERTEX &&
> > 
> > +             var->data.mode == nir_var_shader_in &&
> > 
> > +             glsl_type_is_dual_slot(glsl_without_array(var-
> > >type))) {
> > 
> > +            for (uint i = 0; i < glsl_count_attribute_slots(var-
> > >type, false); i++) {
> > 
> > +               int idx = var->data.location + i;
> > 
> > +               shader->info->double_inputs_read |=
> > BITFIELD64_BIT(idx);
> > 
> > +            }
> > 
> > +         }
> > 
> >        }
> > 
> >        break;
> > 
> > +   }
> > 
> > 
> > 
> >     case nir_intrinsic_load_draw_id:
> > 
> >     case nir_intrinsic_load_front_face:
> > 
> > diff --git a/src/intel/vulkan/genX_pipeline.c
> > b/src/intel/vulkan/genX_pipeline.c
> > 
> > index 845d020..7b94959 100644
> > 
> > --- a/src/intel/vulkan/genX_pipeline.c
> > 
> > +++ b/src/intel/vulkan/genX_pipeline.c
> > 
> > @@ -33,26 +33,33 @@
> > 
> >  static uint32_t
> > 
> >  vertex_element_comp_control(enum isl_format format, unsigned comp)
> > 
> >  {
> > 
> > -   uint8_t bits;
> > 
> >     switch (comp) {
> > 
> > -   case 0: bits = isl_format_layouts[format].channels.r.bits;
> > break;
> > 
> > -   case 1: bits = isl_format_layouts[format].channels.g.bits;
> > break;
> > 
> > -   case 2: bits = isl_format_layouts[format].channels.b.bits;
> > break;
> > 
> > -   case 3: bits = isl_format_layouts[format].channels.a.bits;
> > break;
> > 
> > -   default: unreachable("Invalid component");
> > 
> > -   }
> > 
> > -
> > 
> > -   if (bits) {
> > 
> > -      return VFCOMP_STORE_SRC;
> > 
> > -   } else if (comp < 3) {
> > 
> > -      return VFCOMP_STORE_0;
> > 
> > -   } else if (isl_format_layouts[format].channels.r.type ==
> > ISL_UINT ||
> > 
> > -            isl_format_layouts[format].channels.r.type ==
> > ISL_SINT) {
> > 
> > -      assert(comp == 3);
> > 
> > -      return VFCOMP_STORE_1_INT;
> > 
> > -   } else {
> > 
> > -      assert(comp == 3);
> > 
> > -      return VFCOMP_STORE_1_FP;
> > 
> > +   case 0:
> > 
> > +      return isl_format_layouts[format].channels.r.bits ?
> > 
> > +         VFCOMP_STORE_SRC : VFCOMP_STORE_0;
> > 
> > +   case 1:
> > 
> > +      return isl_format_layouts[format].channels.g.bits ?
> > 
> > +         VFCOMP_STORE_SRC : VFCOMP_STORE_0;
> > 
> > +   case 2:
> > 
> > +      return isl_format_layouts[format].channels.b.bits ?
> > 
> > +         VFCOMP_STORE_SRC :
> > ((isl_format_layouts[format].channels.r.type == ISL_RAW) ?
> > 
> > +                             VFCOMP_NOSTORE : VFCOMP_STORE_0);
> > 
> > 
> > Given all the line wrapping, I think it would be clearer to just
> > have an if ladder here
> > 
> > 
> > +   case 3:
> > 
> > +      if (isl_format_layouts[format].channels.a.bits)
> > 
> > +         return VFCOMP_STORE_SRC;
> > 
> > +      else
> > 
> > 
> > Please use braces when one side of the if/else is multiple lines.
> > 
> > 
> > +         switch (isl_format_layouts[format].channels.r.type) {
> > 
> > +         case ISL_RAW:
> > 
> > +            return isl_format_layouts[format].channels.b.bits ?
> > 
> > +               VFCOMP_STORE_0 : VFCOMP_NOSTORE;
> > 
> > 
> > This seems a bit odd.  Mind explaining what's going on here?
> > 
> 
> Yes. When emitting 64-bit components, we either write 128 or 256
> bits, using VFCOMP_STORE_0 to pad output properly. We write 256 bits
> if we need to emit Blue and/or Alpha components.
> 
> If we only need to write 128bits then we use VFCOMP_NOSTORE for the
> 3rd and 4th components.
> 
> In above code, we already know we are not emitting Alpha (the first
> condition in "case 3" is false). If we neither need to emit Blue
> component, then we only need to write 128 bits, so we return NOSTORE.
> 
> But if Blue is required, then we need to write 256bits, so we return
> VFCOMP_STORE_0 to pad the output.
> 
> Maybe this would be clearer:  leave it structured the way it was with
> the "bits" temporary and add a new case to the if ladder right after
> the first one that is
> 
> } else if (comp >= 2 && !isl_format_layouts[format].channels.b.bits
> &&
>           isl_format_layouts[format].channels.r.type == ISL_RAW) {
>    /* comment about writing 128-bit chunks */
>    return VFCOMP_NOSTORE;
> 

Sounds good for me. This also requires to change the next branch to

} else if(comp < 3 || (comp == 3 &&
                                    isl_format_layouts[format].channels
.r.type == ISL_RAW)) {
    return VFCOMP_STORE_0;


Otherwise, it would return the wrong value for 4th component when
format is R64G64B64.

          	J.A.
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