[Nouveau] Tessellation shaders get MEM_OUT_OF_BOUNDS errors / missing triangles

Ilia Mirkin imirkin at alum.mit.edu
Tue May 26 16:34:44 PDT 2015


One additional observation that I just made is that on GK208, the blob
apparently doesn't use the result of S2R Rx, SR_INVOCATION_ID
wholesale in TCS. It either passes it through a I2I.S32.S32 Rx, |Rx|
(i.e. absolute value), or even more paradoxically, shl 2; shr 2; which
removes the top *2* bits, rather than just the top 1. However I see no
such behaviour on GF108.

I'm going to test out tomorrow whether this is the cause of my GK208 woes.

On Fri, May 22, 2015 at 5:10 PM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
> On Mon, May 18, 2015 at 4:48 PM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
>> Hello,
>>
>> I've been debugging a few different tessellation shader issues with
>> nouveau, but let's start small. I see this issue on my GK208 with high
>> frequency, and I *think* I've seen it once or twice on my GF108, but
>> it's exceedingly rare, if it does happen. I don't have a GK10x to test
>> on, unfortunately, but I assume it'll have the same issue as the
>> GK208.
>>
>> The issue is this -- a bunch of triangles that should come out of the
>> tessellator end up black. I also see a GPC0/TPC1/MP trap:
>> MEM_OUT_OF_BOUNDS error produced by nouveau -- this is output in
>> response to a interrupt and MP trap generated by the hardware, read
>> out with nv_rd32(priv, TPC_UNIT(gpc, tpc, 0x648)); (see
>> gf100_gr_trap_mp). I assume some of the tessellation evaluation
>> invocations get killed, but I have no proof of this.
>>
>> I also see this: TRAP ch 5 [0x003facf000 shader_runner[19044]]
>>
>> I would imagine that's some floating point number ending up in the
>> register instead of an address, but the fp32 value of it
>> (1.35107421875) does not seem familiar.
>
> Ben pointed out that the 0x3facf000 is a channel address, not a value
> from the shader. Oops. So that theory completely doesn't hold water.
> Perhaps some buffer isn't big enough? This ends up using 9 output
> vertices per patch, with 2 vec4's each. I've tried playing with the
> per-warp stack size to no avail, but I didn't *entirely* know what I
> was doing either though.
>
>>
>> Even when all the triangles show up, I still see the error on the
>> GK208, so I'm not sure if they're the same issue or not.
>>
>> Now, here's the fun part -- this is completely non-deterministic.
>> Sometimes everything shows up on the GK208, other times I see holes,
>> in varying locations. I'm fairly sure that the actual shader code is
>> correct... so I'm doing something funny wrong. (And yeah, tons of
>> missed optimization opportunities in this code, but let's not dwell on
>> that.)
>>
>> This is the piglit test:
>>
>> http://cgit.freedesktop.org/piglit/tree/tests/spec/arb_tessellation_shader/execution/quads.shader_test
>>
>> It should be noted that other piglit tests don't exhibit this error,
>> however they also tend to be simpler. One key difference is that they
>> don't change the patch size in TCS. I'm including a link to a text
>> file with the tessellation control and evaluation shaders (decoded
>> with nvdisasm which you're hopefully more familiar with), along with
>> the shader headers that we generate.
>>
>> FTR, this is how I feed the raw shader opcode bytes into nvdisasm:
>>
>> perl -ane 'foreach (@F) { print pack "I", hex($_) }' > tt; nvdisasm -b SM35 tt
>>
>> (for some reason it doesn't want to read from a pipe or even a fd).
>>
>> http://people.freedesktop.org/~imirkin/tess_shaders_quads.txt
>>
>> My suspicion is that we're doing something wrong with the sched codes.
>> We have an elaborate calculator, but... perhaps not elaborate enough?
>> You can see it here:
>>
>> http://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/nouveau/codegen/nv50_ir_emit_nvc0.cpp#n2574
>>
>> The reason I think it's an error in sched codes is due to the TRAP
>> memory location that I see -- could well be some "stale" value in the
>> register and the value from S2R or VILD doesn't make it in there in
>> time before the ALD reads it.
>>
>> If you should like to try this yourself, you can use
>> https://github.com/imirkin/mesa/commits/gl4-integration-2 . This
>> branch is good enough to run Unigine Heaven, but still has a lot of
>> known shortcomings. (Both at the core and the nouveau levels.)
>>
>> Any advice or suggestions for debugging this would be greatly
>> appreciated. And let me know if you'd like me to generate additional
>> info on this. For example I can supply a full command trace that can
>> be piped to demmt, if that's helpful.
>>
>> Thanks in advance,
>>
>>   -ilia


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