[Mesa-dev] [RFC] ARB_gl_spirv and NIR backend for radeonsi

Jason Ekstrand jason at jlekstrand.net
Tue May 23 01:48:56 UTC 2017


On Mon, May 22, 2017 at 6:45 PM, Rob Clark <robdclark at gmail.com> wrote:

> On Mon, May 22, 2017 at 9:33 PM, Rob Clark <robdclark at gmail.com> wrote:
> > On Mon, May 22, 2017 at 9:15 PM, Timothy Arceri <tarceri at itsqueeze.com>
> wrote:
> >> On 23/05/17 10:44, Marek Olšák wrote:
> >>>
> >>> On Tue, May 23, 2017 at 12:07 AM, Timothy Arceri <
> tarceri at itsqueeze.com>
> >>> wrote:
> >>>>
> >>>> On 23/05/17 05:02, Marek Olšák wrote:
> >>>>>
> >>>>>
> >>>>> On Sun, May 21, 2017 at 12:48 PM, Nicolai Hähnle <nhaehnle at gmail.com
> >
> >>>>> wrote:
> >>>>>>
> >>>>>>
> >>>>>> Hi all,
> >>>>>>
> >>>>>> I've been looking into ARB_gl_spirv for radeonsi. I don't fancy
> >>>>>> re-inventing
> >>>>>> the ~8k LOC of src/compiler/spirv, and there's already a perfectly
> fine
> >>>>>> SPIR-V -> NIR -> LLVM compiler pipeline in radv, so I looked into
> >>>>>> re-using
> >>>>>> that.
> >>>>>>
> >>>>>> It's not entirely straightforward because radeonsi and radv use
> >>>>>> different
> >>>>>> "ABIs" for their shaders, i.e. prolog/epilog shader parts, different
> >>>>>> user
> >>>>>> SGPR allocations, descriptor loads work differently (obviously),
> and so
> >>>>>> on.
> >>>>>>
> >>>>>> Still, it's possible to separate the ABI from the meat of the NIR ->
> >>>>>> LLVM
> >>>>>> translation. So here goes...
> >>>>>>
> >>>>>>
> >>>>>> The Step-by-Step Plan
> >>>>>> =====================
> >>>>>>
> >>>>>> 1. Add an optional GLSL-to-NIR path (controlled by R600_DEBUG=nir)
> for
> >>>>>> very
> >>>>>> simple VS-PS pipelines.
> >>>>>>
> >>>>>> 2. Add GL_ARB_gl_spirv support to Mesa and test it on simple VS-PS
> >>>>>> pipelines.
> >>>>>>
> >>>>>> 3. Fill in all the rest:
> >>>>>> 3a. GL 4.x shader extensions (SSBOs, images, atomics, ...)
> >>>>>> 3b. Geometry and tessellation shaders
> >>>>>> 3c. Compute shaders
> >>>>>> 3d. Tests
> >>>>>>
> >>>>>> I've started with step 1 and got basic GLSL 1.30-level vertex
> shaders
> >>>>>> working via NIR. The code is here:
> >>>>>> https://cgit.freedesktop.org/~nh/mesa/log/?h=nir
> >>>>>>
> >>>>>> The basic approach is to introduce `struct ac_shader_abi' to capture
> >>>>>> the
> >>>>>> differences between radeonsi and radv. In the end, the entry point
> for
> >>>>>> NIR
> >>>>>> -> LLVM translation will simply be:
> >>>>>>
> >>>>>>      void ac_nir_translate(struct ac_llvm_context *ac,
> >>>>>>                            struct ac_shader_abi *abi,
> >>>>>>                            struct nir_shader *nir);
> >>>>>>
> >>>>>> Setting up the LLVM function with its parameters is still considered
> >>>>>> part
> >>>>>> of
> >>>>>> the driver.
> >>>>>
> >>>>>
> >>>>>
> >>>>> This sounds good.
> >>>>>
> >>>>>>
> >>>>>>
> >>>>>> Questions
> >>>>>> =========
> >>>>>>
> >>>>>> 1. How do we get good test coverage?
> >>>>>> ------------------------------------
> >>>>>> A natural candidate would be to add a SPIR-V execution mode for the
> >>>>>> piglit
> >>>>>> shader_runner. That is, use build scripts to extract shaders from
> >>>>>> shader_test files and feed them through glslang to get spv files,
> and
> >>>>>> then
> >>>>>> load those from shader_runner if a `-spirv' flag is passed on the
> >>>>>> command
> >>>>>> line.
> >>>>>>
> >>>>>> This immediately runs into the difficulty that GL_ARB_gl_spirv wants
> >>>>>> SSO
> >>>>>> linking semantics, and I'm pretty sure the majority of shader_test
> >>>>>> files
> >>>>>> don't support that -- if only because they don't set a location on
> the
> >>>>>> fragment shader color output.
> >>>>>>
> >>>>>> Some ideas:
> >>>>>> 1. Add a GL_MESA_spirv_link_by_name extension
> >>>>>> 2. Have glslang add the locations for us (probably difficult because
> >>>>>> glslang
> >>>>>> seems to be focused on one shader stage at a time.)
> >>>>>> 3. Hack something together in the shader_test-to-spv build scripts
> via
> >>>>>> regular expressions (and now we have two problems? :-) )
> >>>>>> 4. Other ideas?
> >>>>>
> >>>>>
> >>>>>
> >>>>> We have plenty of GLSL SSO shader tests in shader-db, but we can only
> >>>>> compile-test them.
> >>>>>
> >>>>> Initially I think we can convert a few shader tests to SSO manually
> >>>>> and use those.
> >>>>>
> >>>>>>
> >>>>>>
> >>>>>> 2. What's the Gallium interface?
> >>>>>> --------------------------------
> >>>>>> Specifically, does it pass SPIR-V or NIR?
> >>>>>>
> >>>>>> I'm leaning towards NIR, because then specialization, mapping of
> >>>>>> uniform
> >>>>>> locations, atomics, etc. can be done entirely in st/mesa.
> >>>>>>
> >>>>>> On the other hand, Pierre Moreau's work passes SPIR-V directly. On
> the
> >>>>>> third
> >>>>>> hand, it wouldn't be the first time that clover does things
> >>>>>> differently.
> >>>>>
> >>>>>
> >>>>>
> >>>>> If you passed SPIR-V to radeonsi and let radeonsi do SPIR-V -> NIR ->
> >>>>> LLVM, you wouldn't need the serialization capability in NIR. You can
> >>>>> just use SPIR-V as the shader binary and the major NIR disadvantage
> is
> >>>>> gone. Also, you won't have to touch GLSL-to-NIR, and the radeonsi
> >>>>> shader cache will continue working as-is.
> >>>>>
> >>>>> However, I don't know how much GL awareness is required for doing
> >>>>> SPIR-V -> NIR in radeonsi. Additional GL-specific information might
> >>>>> have to be added to SPIR-V by st/mesa for the conversion to be
> doable.
> >>>>> You probably know better.
> >>>>>
> >>>>> st/mesa or core Mesa just needs to fill gl_program, gl_shader, and
> >>>>> gl_shader_program by parsing SPIR-V and not relying on NIR. I don't
> >>>>> know how feasible that is, but it seems to be the only thing needed
> in
> >>>>> shared code.
> >>>>>
> >>>>> That also answers the NIR vs TGSI debate for the shader cache. The
> >>>>> answer is: Neither.
> >>>>>
> >>>>
> >>>> Just to list some downsides to this approach, not switching the the
> GLSL
> >>>> path to also use NIR has the following negatives:
> >>>>
> >>>> 1. We don't get to leverage the large GL test suits and app ecosystem
> for
> >>>> testing the NIR -> LLVM pass both during development and afterwards.
> >>>>
> >>>> 2. Jason has already said it best so to quote his reply:
> >>>> "There have been a variety of different discussions over the last few
> >>>> years
> >>>> about compiler design choices but we've lacked the ability to get any
> >>>> good
> >>>> apples-to-apples comparisons.  This may provide some opportunities to
> do
> >>>> so."
> >>>>
> >>>> 3. The GLSL IR opts are both slow and not always optimal (possibly
> >>>> transforming the code to something that's harder to opt later), but
> due
> >>>> to
> >>>> uniform/varying optimisation requirements some optimisations are
> required
> >>>> *before* we can do validation. With NIR we have an opportunity to do
> >>>> these
> >>>> optimisations in NIR either by building a nir based linker for the
> final
> >>>> linking stage (uniform/varying validation/location assignment) or by a
> >>>> little bit of back and forth of information between NIR and GLSL IR.
> This
> >>>> is
> >>>> something that can't really be done with LLVM/Gallium. I was working
> >>>> towards
> >>>> this while at Collabora.
> >>>>
> >>>> 4. We don't get to drop the glsl_to_tgsi pass which is not the most
> >>>> maintenance friendly piece of code. Also currently 10% of cpu is
> spent in
> >>>> the slow tgsi optimisations during start-up of Deus EX which equals
> >>>> around
> >>>> 50 seconds on my machine. Most of this optimisation is clean-up simply
> >>>> due
> >>>> to how sloppy the glsl_to_tgsi pass is.
> >>>>
> >>>> 5. It's probably arguable but using GLSL -> NIR should result in more
> >>>> shared
> >>>> code paths both between radeonsi/radv and the drivers for other gpus
> >>>> anv/freedreno/vc4.
> >>>>
> >>>> Anyway just a few things to think about.
> >>>
> >>>
> >>> Using GLSL -> NIR for radeonsi won't really change the GLSL linker
> >>> situation, because there are 12 other drivers consuming only TGSI.
> >>
> >>
> >> Ignoring the software drivers Nouveau is the only one in active
> development
> >> though right?
> >
> > on x86, probably.. although etnaviv hasn't switched to nir and is
> > seeing active development.  (And, well, there are a couple arm/SoC
> > gpu's that still need a driver, although I guess if a foss mali driver
> > happens it is a good candidate to skip straight to nir)
> >
> >>> I
> >>> guess it's OK to switch only radeonsi to NIR if it improves compile
> >>> times, but we also have the shader cache, so I don't know if it's
> >>> worth it just for the faster compilation that takes place only on the
> >>> first run. It's very hard to justify the massive development effort
> >>> here.
> >>>
> >>
> >> Rob seemed to think wiring up geom/tess support for glsl_to_nir should
> be
> >> straightforward.
> >
> > I guess shader-stage aspect of it should be dead simple..
> > shader-feature aspect *might* be more involved (but really only to the
> > extent that mesa/st does clever things.. I probably should have split
> > up the patch that added mesa/st glsl->nir support for compute shaders
> > from the part that added ssbo's and atomic counters, because of the
> > way mesa/st lowers atomic counters to ssbo..).  Not sure if mesa/st
> > does anything clever with images (like it does w/ lowering atomic
> > counters to atomic ops to ssbo's).. if not that should require nothing
> > additional.
> >
> > Anyways, if there is anything I can do to help on the plumbing nir
> > through mesa/st end of things, let me know.. I'll need it eventually
> > for freedreno.  But there are some things I haven't looked at yet just
> > because of features I haven't r/e'd and implemented yet.
>
> btw, random thought, but if serializing/deserializing nir is going to
> be needed for on-disk shader cache (something I haven't had time to
> look at yet), maybe I should add that near the top of the todo-pile?
> AFAIU freedreno and vc4 will want that, and if it turns out to be
> useful for radeonsi too down the road, then bonus-points..
>

Serializing NIR would also potentially be useful for us for caching
purposes.  We could probably get quite a bit of benefit today if we just
cached the optimized but not yet 100% lowered NIR.
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