[Mesa-dev] NaN behavior in GLSL (was Re: [PATCH] glsl: always do sqrt(abs()) and inversesqrt(abs()))
Nicolai Hähnle
nhaehnle at gmail.com
Fri Jan 13 18:06:36 UTC 2017
On 13.01.2017 18:53, Jason Ekstrand wrote:
> On Fri, Jan 13, 2017 at 8:43 AM, Marek Olšák <maraeo at gmail.com
> <mailto:maraeo at gmail.com>> wrote:
>
> On Fri, Jan 13, 2017 at 5:25 PM, Jason Ekstrand
> <jason at jlekstrand.net <mailto:jason at jlekstrand.net>> wrote:
> > On Fri, Jan 13, 2017 at 4:05 AM, Marek Olšák <maraeo at gmail.com
> <mailto:maraeo at gmail.com>> wrote:
> >>
> >> On Fri, Jan 13, 2017 at 3:37 AM, Ilia Mirkin
> <imirkin at alum.mit.edu <mailto:imirkin at alum.mit.edu>> wrote:
> >> > On Thu, Jan 12, 2017 at 9:13 PM, Jason Ekstrand
> <jason at jlekstrand.net <mailto:jason at jlekstrand.net>>
> >> > wrote:
> >> >> Unless, of course, it's controlled by the same hardware bit...
> Clearly,
> >> >> we
> >> >> can can give you abs on rsq without denorm flushing (easy
> shader hacks)
> >> >> but
> >> >> not the other way around.
> >> >
> >> > OK, so somehow I missed that earlier. However there's an
> interesting
> >> > section in the PRM:
> >> >
> >> >
> >> >
> https://01.org/sites/default/files/documentation/intel-gfx-prm-osrc-skl-vol07-3d_media_gpgpu.pdf
> <https://01.org/sites/default/files/documentation/intel-gfx-prm-osrc-skl-vol07-3d_media_gpgpu.pdf>
> >> >
> >> > on PDF page 854, "Dismissed Legacy Behaviors" which has a list of
> >> > suggested IEEE 754 deviations for DX9. One of them is indeed
> that 0 *
> >> > x = 0, but another is that input NaNs be propagated with certain
> >> > exceptions. Also they suggest that RCP(0)/RSQ(0) = fmax.
> Interesting.
> >> >
> >> > So at this point, the zero_wins thing is pretty much blown. i965
> >> > appears to have an all-or-nothing approach, and additionally that
> >> > approach doesn't match up exactly to what NVIDIA does (or at
> least I'm
> >> > not aware of a clamp-everything mode).
> >> >
> >> > This will take some thought to figure out how something can be
> >> > specified so that a single spec works for both i965 and nv/amd.
> OTOH
> >> > we could have two different specs that just expose different
> things -
> >> > e.g. i965 could expose a MESA_shader_float_alt_mode or whatever
> which
> >> > is spec'd to do the things that the PRM says, and nv/amd have the
> >> > MESA_shader_float_zero_wins ext which does what we were talking
> about
> >> > earlier.
> >> >
> >> > I'm open to other suggestions too.
> >>
> >> There is also the "small" problem that it would take a non-trivial
> >> effort for us on the LLVM side. You guys can flip a switch. We can't.
> >
> >
> > Don't you have to expend that effort for ARB programs anyway? I
> thought
> > they weren't supposed to generate NaN either.
>
> No, we don't, because st/mesa adds abs before RSQ and the driver
> implements POW as log+mul+exp, where mul follows the rule
> 0*anything=0. I don't think any other opcode follows that rule though.
>
>
> Ah. That makes sense. Do you also implement DIV as MUL+RCP?
For single-precision, yes. For double-precision, it seems we need to
move away from that due to precision issues (which is itself a bit odd,
since you don't seem to have encountered that?).
Nicolai
> If so,
> the two of those should take care of NaN getting generated in the
> shader. We'd still have to do something about inf and maybe denorms.
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