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

Timothy Arceri tarceri at itsqueeze.com
Tue May 23 23:49:55 UTC 2017


On 23/05/17 22:18, Brian Paul wrote:
> On 05/22/2017 07:15 PM, Timothy Arceri 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?
> 
> What are you getting at with that question?  The VMware svga driver is 
> actively being developed.

I was just supporting my claim (5) above. That radeonsi moving to a GLSL 
-> NIR may result in more shared code paths between drivers (at least 
the active ones). As I said it's arguable but it does seem like this is 
where drivers and development effort are headed, nothing to worry about 
though I'm not suggesting we try to drop tgsi or anything like that.


> 
> -Brian
> 
>>
>>> 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.
>>
>> IMO it would be interesting to be able to play around with the various
>> NIR optimsation passes in conjunction with LLVM and shader-db it could,
>> be useful for comparisons and identifying weaknesses in both compilers.
>>
>> Anyway there is value in either approach I just thought I'd throw some
>> counterpoints out there :)
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> 


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