[Piglit] [PATCH] Test dependency hints on exp2 instructions.
Mike Stroyan
mike at lunarg.com
Tue Apr 8 10:04:37 PDT 2014
Reviewed-by: Mike Stroyan <mike at lunarg.com>
That does show the math dependency problem.
The same problem can also be demonstrated with other math opcodes than exp2.
On Mon, Mar 31, 2014 at 5:21 PM, Matt Turner <mattst88 at gmail.com> wrote:
> ---
> tests/shaders/dependency-hints/exp2.shader_test | 72
> +++++++++++++++++++++++++
> 1 file changed, 72 insertions(+)
> create mode 100644 tests/shaders/dependency-hints/exp2.shader_test
>
> diff --git a/tests/shaders/dependency-hints/exp2.shader_test
> b/tests/shaders/dependency-hints/exp2.shader_test
> new file mode 100644
> index 0000000..c7584e6
> --- /dev/null
> +++ b/tests/shaders/dependency-hints/exp2.shader_test
> @@ -0,0 +1,72 @@
> +[require]
> +GLSL >= 1.10
> +
> +[vertex shader]
> +/* On Sandybridge and newer chips in the i965 family, writes into separate
> + * channels of the same register stall. The compiler marks independent
> writes
> + * with NoDDClr and/or NoDDChk to allow the instructions to issue without
> + * stalling.
> + *
> + * Empirically, marking "math" instructions with these dependency control
> + * hints leads to broken dependency tracking. The following shader,
> compiled
> + * with the i965/vec4 backend unaware of this fact generates the following
> + * assembly:
> + *
> + * math exp(8) g3<1>.xF g1<0,4,1>.xF null {
> align16 WE_normal NoDDClr 1Q };
> + * add(8) g7<1>F g1<0,4,1>.yF 1e-08F {
> align16 WE_normal 1Q };
> + * math exp(8) g3<1>.yF g7<4,4,1>F null {
> align16 WE_normal NoDDClr,NoDDChk 1Q };
> + * math exp(8) g3<1>.zF g1<0,4,1>.zF null {
> align16 WE_normal NoDDChk 1Q };
> + * mul.sat(8) g116<1>.xyzF g3<4,4,1>.xyzzF 0.5F {
> align16 WE_normal NoDDClr 1Q };
> + * mov.sat(8) g116<1>.wF 1F {
> align16 WE_normal NoDDChk 1Q };
> + * mov(8) g114<1>D 0D {
> align16 WE_normal 1Q };
> + * mov(8) g115<1>F g2<4,4,1>F {
> align16 WE_normal 1Q };
> + * mov(8) g113<1>UD g0<4,4,1>UD {
> align16 WE_all 1Q };
> + * or(1) g113.5<1>UD g0.5<0,1,0>UD 0x0000ff00UD {
> align1 WE_all };
> + * send(8) null g113<4,4,1>F
> + * urb 0 urb_write used complete mlen 5 rlen 0 {
> align16 WE_normal 1Q EOT };
> + *
> + * The shader calculates the color exp2(vec3(0.1, 0.2 + 0.00000001, 0.3))
> * 0.5
> + * and expects to read back (0.535886, 0.5743491, 0.6155722).
> + *
> + * On affected platforms, the .x and .y components are correctly
> calculated,
> + * but .z is left to be 0.0.
> + */
> +
> +uniform vec3 exp;
> +
> +void main(){
> + gl_Position = gl_Vertex;
> +
> + /* Calling exp2() on a single component swizzle and then picking a
> single
> + * channel from its result works around the vec4 backend's inability to
> + * properly register coalesce.
> + */
> + gl_FrontColor.x = exp2(exp.xxxx).x;
> +
> + /* Adding 0.00000001 is essentially a no-op, but it prevents the GLSL
> + * compiler's opt_vectorize pass from combining the three exp2() calls
> + * into a single one.
> + */
> + gl_FrontColor.y = exp2(exp.yyyy + 0.00000001).y;
> +
> + gl_FrontColor.z = exp2(exp.zzzz).z;
> +
> + /* Scale the result back into the 0.0 to 1.0 range */
> + gl_FrontColor.xyz *= 0.5;
> +
> + /* Moving this assignment before the previous statement causes the test
> + * to sporadically fail, returning 1.0 (unrelated to value stored in
> .w)
> + * in all channels.
> + */
> + gl_FrontColor.w = 1.0;
> +}
> +
> +[fragment shader]
> +void main() {
> + gl_FragColor = gl_Color;
> +}
> +
> +[test]
> +uniform vec3 exp 0.1 0.2 0.3
> +draw rect -1 -1 2 2
> +probe rgb 1 1 0.535886 0.5743491 0.6155722
> --
> 1.8.3.2
>
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--
Mike Stroyan - Software Architect
LunarG, Inc. - The Graphics Experts
Cell: (970) 219-7905
Email: Mike at LunarG.com
Website: http://www.lunarg.com
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