[Mesa-users] Mesa: llvmpipe: issues with using packDouble2x32
Brian Paul
brianp at vmware.com
Wed Aug 8 15:14:33 UTC 2018
That does look suspicious. Can you file a bug for this? Maybe Roland
can take a look.
-Brian
On 08/07/2018 01:29 PM, Matwey V. Kornilov wrote:
> Hi Brain,
>
> Can DADD correctly interpret things like .yx (in TEMP[1].yxyx)? It has
> to swap fours of bytes before.
>
> 2018-08-07 21:08 GMT+03:00 Matwey V. Kornilov <matwey.kornilov at gmail.com>:
>> Hi Brain,
>>
>> Thank you for useful advice. I've found the following.
>>
>> The shader when black screen is the following:
>>
>> llvmpipe: Create fragment shader #261 0x275fd10:
>> FRAG
>> PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1
>> DCL IN[0], GENERIC[0], CONSTANT
>> DCL OUT[0], COLOR
>> 0: MOV OUT[0], IN[0]
>> 1: END
>> usage masks:
>> IN[0].xyzw
>>
>> FRAG
>> DCL IN[0].xy, GENERIC[9], PERSPECTIVE
>> DCL OUT[0], COLOR
>> DCL SAMP[0]
>> DCL SAMP[1]
>> DCL SVIEW[0], 2D, UINT
>> DCL SVIEW[1], 1D, FLOAT
>> DCL CONST[0][0..1]
>> DCL TEMP[0..2], LOCAL
>> IMM[0] FLT64 {0,00000000, 1,00000000}
>> 0: F2D TEMP[0].xy, CONST[0][0].xxxx
>> 1: MOV TEMP[1].xy, IN[0].xyyy
>> 2: TEX TEMP[1].xy, TEMP[1], SAMP[0], 2D
>> 3: F2D TEMP[2].xy, CONST[0][1].xxxx
>> 4: DNEG TEMP[2].xy, TEMP[2].xyxy
>> 5: DADD TEMP[1].xy, TEMP[1].yxyx, TEMP[2].xyxy
>> 6: DMUL TEMP[0].xy, TEMP[0].xyxy, TEMP[1].xyxy
>> 7: DMAX TEMP[0].xy, TEMP[0].xyxy, IMM[0].xyxy
>> 8: DMIN TEMP[0].xy, TEMP[0].xyxy, IMM[0].zwzw
>> 9: D2F TEMP[0].x, TEMP[0].xyxy
>> 10: MOV TEMP[0].x, TEMP[0].xxxx
>> 11: TEX TEMP[0], TEMP[0], SAMP[1], 1D
>> 12: MOV OUT[0], TEMP[0]
>> 13: END
>>
>> llvmpipe: Create fragment shader #262 0x2916910:
>> FRAG
>> DCL IN[0].xy, GENERIC[9], PERSPECTIVE
>> DCL OUT[0], COLOR
>> DCL SAMP[0]
>> DCL SAMP[1]
>> DCL SVIEW[0], 2D, UINT
>> DCL SVIEW[1], 1D, FLOAT
>> DCL CONST[0][0..1]
>> DCL TEMP[0..2], LOCAL
>> IMM[0] FLT64 {0,00000000, 1,00000000}
>> 0: F2D TEMP[0].xy, CONST[0][0].xxxx
>> 1: MOV TEMP[1].xy, IN[0].xyyy
>> 2: TEX TEMP[1].xy, TEMP[1], SAMP[0], 2D
>> 3: F2D TEMP[2].xy, CONST[0][1].xxxx
>> 4: DNEG TEMP[2].xy, TEMP[2].xyxy
>> 5: DADD TEMP[1].xy, TEMP[1].yxyx, TEMP[2].xyxy
>> 6: DMUL TEMP[0].xy, TEMP[0].xyxy, TEMP[1].xyxy
>> 7: DMAX TEMP[0].xy, TEMP[0].xyxy, IMM[0].xyxy
>> 8: DMIN TEMP[0].xy, TEMP[0].xyxy, IMM[0].zwzw
>> 9: D2F TEMP[0].x, TEMP[0].xyxy
>> 10: MOV TEMP[0].x, TEMP[0].xxxx
>> 11: TEX TEMP[0], TEMP[0], SAMP[1], 1D
>> 12: MOV OUT[0], TEMP[0]
>> 13: END
>> usage masks:
>> IN[0].xy
>>
>>
>> For good shader version:
>>
>> llvmpipe: Create fragment shader #261 0x236ad50:
>> FRAG
>> PROPERTY FS_COLOR0_WRITES_ALL_CBUFS 1
>> DCL IN[0], GENERIC[0], CONSTANT
>> DCL OUT[0], COLOR
>> 0: MOV OUT[0], IN[0]
>> 1: END
>> usage masks:
>> IN[0].xyzw
>>
>> FRAG
>> DCL IN[0].xy, GENERIC[9], PERSPECTIVE
>> DCL OUT[0], COLOR
>> DCL SAMP[0]
>> DCL SAMP[1]
>> DCL SVIEW[0], 2D, UINT
>> DCL SVIEW[1], 1D, FLOAT
>> DCL CONST[0][0..1]
>> DCL TEMP[0..2], LOCAL
>> IMM[0] FLT64 {0,00000000, 1,00000000}
>> 0: MOV TEMP[0].xy, IN[0].xyyy
>> 1: TEX TEMP[0].y, TEMP[0], SAMP[0], 2D
>> 2: MOV TEMP[0].x, TEMP[0].yyyy
>> 3: MOV TEMP[1].xy, IN[0].xyyy
>> 4: TEX TEMP[1].x, TEMP[1], SAMP[0], 2D
>> 5: MOV TEMP[0].y, TEMP[1].xxxx
>> 6: F2D TEMP[1].xy, CONST[0][0].xxxx
>> 7: F2D TEMP[2].xy, CONST[0][1].xxxx
>> 8: DNEG TEMP[2].xy, TEMP[2].xyxy
>> 9: DADD TEMP[0].xy, TEMP[0].xyxy, TEMP[2].xyxy
>> 10: DMUL TEMP[0].xy, TEMP[1].xyxy, TEMP[0].xyxy
>> 11: DMAX TEMP[0].xy, TEMP[0].xyxy, IMM[0].xyxy
>> 12: DMIN TEMP[0].xy, TEMP[0].xyxy, IMM[0].zwzw
>> 13: D2F TEMP[0].x, TEMP[0].xyxy
>> 14: MOV TEMP[0].x, TEMP[0].xxxx
>> 15: TEX TEMP[0], TEMP[0], SAMP[1], 1D
>> 16: MOV OUT[0], TEMP[0]
>> 17: END
>>
>> llvmpipe: Create fragment shader #262 0x2525fd0:
>> FRAG
>> DCL IN[0].xy, GENERIC[9], PERSPECTIVE
>> DCL OUT[0], COLOR
>> DCL SAMP[0]
>> DCL SAMP[1]
>> DCL SVIEW[0], 2D, UINT
>> DCL SVIEW[1], 1D, FLOAT
>> DCL CONST[0][0..1]
>> DCL TEMP[0..2], LOCAL
>> IMM[0] FLT64 {0,00000000, 1,00000000}
>> 0: MOV TEMP[0].xy, IN[0].xyyy
>> 1: TEX TEMP[0].y, TEMP[0], SAMP[0], 2D
>> 2: MOV TEMP[0].x, TEMP[0].yyyy
>> 3: MOV TEMP[1].xy, IN[0].xyyy
>> 4: TEX TEMP[1].x, TEMP[1], SAMP[0], 2D
>> 5: MOV TEMP[0].y, TEMP[1].xxxx
>> 6: F2D TEMP[1].xy, CONST[0][0].xxxx
>> 7: F2D TEMP[2].xy, CONST[0][1].xxxx
>> 8: DNEG TEMP[2].xy, TEMP[2].xyxy
>> 9: DADD TEMP[0].xy, TEMP[0].xyxy, TEMP[2].xyxy
>> 10: DMUL TEMP[0].xy, TEMP[1].xyxy, TEMP[0].xyxy
>> 11: DMAX TEMP[0].xy, TEMP[0].xyxy, IMM[0].xyxy
>> 12: DMIN TEMP[0].xy, TEMP[0].xyxy, IMM[0].zwzw
>> 13: D2F TEMP[0].x, TEMP[0].xyxy
>> 14: MOV TEMP[0].x, TEMP[0].xxxx
>> 15: TEX TEMP[0], TEMP[0], SAMP[1], 1D
>> 16: MOV OUT[0], TEMP[0]
>> 17: END
>> usage masks:
>> IN[0].xy
>>
>>
>>
>> 2018-08-07 17:29 GMT+03:00 Brian Paul <brianp at vmware.com>:
>>> On 08/07/2018 03:16 AM, Matwey V. Kornilov wrote:
>>>>
>>>> Hi all,
>>>>
>>>> I am running Mesa-18.0.2 with Intel HD Graphics 620 (Kaby Lake GT2) on
>>>> Linux 4.12.14. I am trying to use GLSL packDouble2x32() function from
>>>> GL_ARB_gpu_shader_fp64 extension in my application.
>>>>
>>>> The following fragment shader works as expected:
>>>>
>>>> #version 330
>>>> #extension GL_ARB_gpu_shader_fp64 : require
>>>> in vec2 UV;
>>>> out vec4 color;
>>>> uniform usampler2D image_texture;
>>>>
>>>> void main() {
>>>> double value = packDouble2x32(texture(image_texture, UV).gr);
>>>> color = vec4(float(value), 0.0, 0.0, 1.0);
>>>> }
>>>>
>>>> `image_texture` parameters are the following. Texture type is
>>>> GL_UNSIGNED_INT, pixel format is GL_RG_INTEGER and texture format is
>>>> GL_RG32UI.
>>>>
>>>> However, when I force usage of llvmpipe with the same Mesa installation:
>>>>
>>>> OpenGL vendor string: VMware, Inc.
>>>> OpenGL renderer string: llvmpipe (LLVM 5.0, 256 bits)
>>>>
>>>> The same shader compiles successfully, but renders empty black screen.
>>>> I am not sure that this is how it should to be.
>>>>
>>>> It is interesting that the following shader modification works fine on
>>>> llvmpipe:
>>>>
>>>> #version 330
>>>> #extension GL_ARB_gpu_shader_fp64 : require
>>>> in vec2 UV;
>>>> out vec4 color;
>>>> uniform usampler2D image_texture;
>>>>
>>>> void main() {
>>>> double value = packDouble2x32(uvec2(texture(image_texture,
>>>> UV).g, texture(image_texture, UV).r));
>>>> color = vec4(float(value), 0.0, 0.0, 1.0);
>>>> }
>>>>
>>>> The question is how could I debug further what is going wrong here?
>>>>
>>>
>>> Maybe try setting ST_DEBUG=tgsi and run both versions and compare the TGSI
>>> code printed to your terminal. Any difference would be a clue.
>>>
>>> -Brian
>>>
>>
>>
>>
>> --
>> With best regards,
>> Matwey V. Kornilov
>
>
>
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