[Mesa-dev] [RFC PATCH] Add GL_MESA_ieee_fp_alu_mode specification draft

Ilia Mirkin imirkin at alum.mit.edu
Mon Feb 24 01:57:34 UTC 2020


---

We talked about something like this a while back, but the end result
was inconclusive. I added a TGSI MUL_ZERO_WINS shader property for nine.
But it'd be nice for wine to be able to control this too.

I couldn't actually find any evidence of the discussion from 2017 or so,
so ... let's have another one.

 docs/specs/MESA_ieee_fp_alu_mode.spec | 136 ++++++++++++++++++++++++++
 1 file changed, 136 insertions(+)
 create mode 100644 docs/specs/MESA_ieee_fp_alu_mode.spec

diff --git a/docs/specs/MESA_ieee_fp_alu_mode.spec b/docs/specs/MESA_ieee_fp_alu_mode.spec
new file mode 100644
index 00000000000..cb274f06571
--- /dev/null
+++ b/docs/specs/MESA_ieee_fp_alu_mode.spec
@@ -0,0 +1,136 @@
+Name
+
+    MESA_ieee_fp_alu_mode
+
+Name Strings
+
+    GL_MESA_ieee_fp_alu_mode
+
+Contact
+
+    Ilia Mirkin, ilia 'at' x.org
+
+IP Status
+
+    No known IP issues.
+
+Status
+
+    Proposed
+
+Version
+
+Number
+
+    TBD
+
+Dependencies
+
+    OpenGL 3.0 or OpenGL ES 3.0 is required.
+
+    The extension is written against the OpenGL GL 3.0 and OpenGL ES 3.0
+    specifications.
+
+Overview
+
+    Pre-GL3 hardware did not generally have full IEEE floating point operation
+    support. Among other things, 0 * Infinity would work out to 0, and NaN's
+    might not be generated, or otherwise be treated improperly. GL3-class and
+    later hardware introduced full IEEE FP support, including NaN, Infinity,
+    and the proper generation of these.
+
+    Some software targeted at older hardware makes assumptions about how the
+    shader ALU works. And to accomodate these, GL3-class hardware has a way to
+    change how the shader ALU behaves. There are no standards around this, and
+    different hardware has different ways of dealing with it. However these
+    modes were designed specifically with such older software in mind.
+
+    This extension introduces a way to configure a context to be in non-IEEE
+    ALU mode. This extension does not specify precisely what this means, as
+    each vendor has something different. Generally it means non-IEEE compliant
+    handling of multiplication, as well as any other unspecified changes.
+
+New Tokens
+
+    Accepted by the <cap> parameter of Enable, Disable, and IsEnabled, by
+    the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv, and
+    GetDoublev:
+
+        IEEE_FP_ALU_MODE_MESA                              0x????
+
+
+Changes to GLSL Section 4.1.4 Floats:
+
+    Add the following paragraph:
+
+    In case that the shader is being executed in a context with
+    IEEE_FP_ALU_MODE_MESA disabled, multiplication shall produce the following
+    (non-IEEE-complaint) result:
+
+       float a = 0;
+       float b = Infinity;
+       float c = a * b; // c == 0
+
+    There may be other implications from this mode being enabled, including
+    clamping of non-finite values, or anything else the hardware mode happens
+    to enable to achieve compatibility.
+
+New State
+
+    (add to table 6.52, Miscellaneous, p.392)
+
+                                               Initial
+    Get Value              Type   Get Command   Value     Description       Sec.   Attribute
+    ---------------------  -----  -----------  ------- ------------------  ------  ---------
+    IEEE_FP_ALU_MODE_MESA    B     IsEnabled    TRUE   Whether shader ALU           enable
+                                                       is in IEEE FP mode
+
+
+Issues
+
+    (1) This specification does not precisely specify what non-IEEE FP mode is.
+
+        RESOLVED. Shipping hardware has different ways of dealing with it. For
+        example, Intel clamps all values. NVIDIA Tesla series has a
+        context-wide mode for controlling whether zero wins in multiplication
+        or follows IEEE rules. NVIDIA Fermi+ series as well as ATI/AMD Radeon
+        R600+ has separate opcodes which control this (but again, a different
+        set of operations are covered).
+
+        A single extension which is going to be easy to use for emulation
+        software is thus much harder to write if it's to precisely specify
+        this.
+
+        The applications that want these have already been written and tested
+        against these approaches, so we know they all work with whatever the
+        hardware has to offer.
+
+    (2) Why use an Enable instead of a shader layout token?
+
+        RESOLVED. Because some hardware implementations don't allow
+        controlling this on a per-stage level. While one could come up with
+        rules requiring linked program stages to have the same setting, this
+        is going to be extra validation for the implementations to
+        implement. Furthermore, one would want these rules to also apply to
+        fixed-function-generated shaders equally. Instead a simple mode should
+        be able to flip this on and off.
+
+    (3) What about FP denorms?
+
+        RESOLVED. The same hardware tends to also have a way to control
+        whether denorm FP values are flushed to zero. GLSL does not specify
+        this explicitly, but some software relies on denorms being
+        flushed. Should there be a desire to allow denorms to work, this can
+        be done by another extension.
+
+    (4) What is the expected usage for this?
+
+        RESOLVED. Software which enables older games to operate,
+        e.g. emulators, will now be able to do shader translation without
+        copious checks for these "error" conditions.
+
+
+Revision History
+
+    Revision 1, ilia, 2020-02-23
+      - Initial draft
-- 
2.24.1



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