[Piglit] [PATCH 5/8] arb_shader_image_load_store: add additional coherency test

Nicolai Hähnle nhaehnle at gmail.com
Fri Apr 15 14:50:18 UTC 2016


On 14.04.2016 23:43, Francisco Jerez wrote:
> Nicolai Hähnle <nicolai.haehnle at amd.com> writes:
>
>> On 14.04.2016 22:37, Francisco Jerez wrote:
>>> This test seems bogus, ARB_shader_image_load_store doesn't give you any
>>> ordering or concurrency guarantees for independent shader invocations
>>> (i.e. invocations so that there is no data dependency between the inputs
>>> of one and the outputs of another).  The writer thread may seem to make
>>> no progress or may seem to have already run to completion from the point
>>> of view of the reader threads in a perfectly valid implementation of
>>> ARB_shader_image_load_store, because the ordering in which your fragment
>>> shader invocations will be run is fully unspecified -- In fact this
>>> seems to fail on most Intel hardware as it started showing up in our CI
>>> system today, can we please revert it?
>>
>> You're right, the test is too tight. I still think something like this
>> test could be useful, but it shouldn't use a hard-coded limit for the
>> writer thread, and instead have a mechanism to communicate how many
>> reader threads were successfully started in parallel. In any case, feel
>> free to revert this in the meantime.
>>
> Right, the thing is that even if you have some mechanism to find out
>  From thread A that some other threads have started executing, you have
> no guarantee that those other threads will continue making progress in a
> finite amount of time before thread A runs to completion, because you
> have no guarantees about the way that concurrency is implemented between
> those threads (whether they actually run in parallel, whether the
> implementation does time slicing in a round-robin, priority-based or
> first-come first-served fashion or some sort of SIMD-like parallelism
> with multiple threads in a bundle executing in lockstep with a single
> instruction counter, etc...).  What you *can* do is assume that shader
> invocations sharing some sort of data dependency will be executed in
> sequence and that therefore coherent memory writes from the first to
> execute will be visible from the second (which is what the existing
> coherency image load/store test attempts to do).  You can also assume
> that *if* you find out on thread B that the (not necessarily ordered)
> thread A has had side effects 1 and 2 on coherent memory locations, and
> 1 was guaranteed not to happen after 2 (e.g. because of a shader memory
> barrier), thread B will see them happen consistently in the right order
> (which is roughly what the existing shader-mem-barrier test checks).
>
>>> For a test doing almost the same thing but not relying on unspecified
>>> invocation ordering, see
>>> "tests/spec/arb_shader_image_load_store/shader-mem-barrier.c" -- It
>>> would be interesting to see whether you can get it to reproduce the GCN
>>> coherency bug using different framebuffer size and modulus parameters.
>>
>> I tried that, but couldn't reproduce. Whether I just wasn't thorough
>> enough/"unlucky" or whether the in-order nature of the hardware and L1
>> cache behavior just makes it impossible to fail the shader-mem-barrier
>> test, I'm not sure.
>>
> Now I'm curious about the exact nature of the bug ;), some sort of
> missing L1 cache-flushing which could potentially affect dependent
> invocations?

I'm not sure I remember everything, to be honest.

One issue that I do remember is that load/store by default go through 
L1, but atomics _never_ go through L1, no matter how you compile them. 
This means that if you're working on two different images, one with 
atomics and the other without, then the atomic one will always behave 
coherently but the other one won't unless you explicitly tell it to.

Now that I think about this again, there should probably be a 
shader-mem-barrier-style way to test for that particular issue in a way 
that doesn't depend on the specifics of the parallelization. Something 
like, in a loop:

Thread 1: increasing imageStore into image 1 at location 1, imageLoad 
from image 1 location 2

Thread 2: same, but exchange locations 1 and 2

Both threads: imageAtomicAdd on the same location in image 2

Then each thread can check that _if_ the imageAtomicAdd detects the 
buddy thread operating in parallel, _then_ they must also observe 
incrementing values in the location that the buddy thread stores to. 
Does that sound reasonable?

Cheers,
Nicolai

>
>> Cheers,
>> Nicolai
>>
>>> Nicolai Hähnle <nhaehnle at gmail.com> writes:
>>>
>>>> From: Nicolai Hähnle <nicolai.haehnle at amd.com>
>>>>
>>>> The existing coherency test isn't a good match for the AMD GCN execution
>>>> model.
>>>> ---
>>>>    .../execution/coherency-extra.shader_test          | 90 ++++++++++++++++++++++
>>>>    1 file changed, 90 insertions(+)
>>>>    create mode 100644 tests/spec/arb_shader_image_load_store/execution/coherency-extra.shader_test
>>>>
>>>> diff --git a/tests/spec/arb_shader_image_load_store/execution/coherency-extra.shader_test b/tests/spec/arb_shader_image_load_store/execution/coherency-extra.shader_test
>>>> new file mode 100644
>>>> index 0000000..f718cd2
>>>> --- /dev/null
>>>> +++ b/tests/spec/arb_shader_image_load_store/execution/coherency-extra.shader_test
>>>> @@ -0,0 +1,90 @@
>>>> +# Additional coherency test that can demonstrate failures in an incorrect
>>>> +# coherency implementation for AMD GCN, unlike arb_shader_image_load_store-coherency.
>>>> +#
>>>> +# The real problem with coherency in AMD GCN is separate, non-coherent L1
>>>> +# caches, i.e. when a shader execution writes to an image in a CU that uses
>>>> +# one L1 cache, and a different shader execution reads from the image
>>>> +# in a CU with a different L1 cache.
>>>> +#
>>>> +# This test uses atomic accesses to a control texture to select the very first
>>>> +# fragment shader thread as a writer thread which keeps changing a data
>>>> +# texture in a tight loop. All other threads become reader threads which
>>>> +# report success if they see two different values of the same texture.
>>>> +#
>>>> +# This test can produce a false negative (false failure) in two cases:
>>>> +#  1) The timeout value ITERS is too low,
>>>> +#  2) There is no (or insufficient) parallelism in the implementation, and
>>>> +#     therefore the writer thread must finish before most of the reader threads
>>>> +#     get a chance to run.
>>>> +#
>>>> +
>>>> +[require]
>>>> +GL >= 3.3
>>>> +GLSL >= 3.30
>>>> +GL_ARB_shader_image_load_store
>>>> +SIZE 256 256
>>>> +
>>>> +[vertex shader passthrough]
>>>> +
>>>> +[fragment shader]
>>>> +#version 330
>>>> +#extension GL_ARB_shader_image_load_store: enable
>>>> +
>>>> +// Change this to 0 to get a control test that should fail on hardware
>>>> +// without coherent L1 caches.
>>>> +//
>>>> +// Need volatile instead of just coherent to prevent overly smart compilers
>>>> +// from moving the imageLoad/imageStore out of the loop.
>>>> +#if 1
>>>> +volatile
>>>> +#endif
>>>> +layout(r32i) uniform iimage2D tex;
>>>> +volatile layout(r32i) uniform iimage2D ctrl;
>>>> +out vec4 outcolor;
>>>> +
>>>> +// Add a timeout so that an incorrect coherency implementation doesn't hang
>>>> +// the GPU. If this timeout is too low, you can get false negative results
>>>> +// because the writer thread quits before all reader threads have
>>>> +// executed.
>>>> +#define ITERS 100000
>>>> +
>>>> +void main()
>>>> +{
>>>> +	int id = imageAtomicAdd(ctrl, ivec2(0, 0), 1);
>>>> +	int orig = imageLoad(tex, ivec2(0, 0)).x;
>>>> +	bool done = false;
>>>> +
>>>> +	outcolor = vec4(0.0, 0.0, 0.0, 1.0);
>>>> +
>>>> +	for (int iter = 0; iter < ITERS && !done; ++iter) {
>>>> +		if (id == 0) {
>>>> +			imageStore(tex, ivec2(0, 0), ivec4(iter));
>>>> +			if (imageLoad(ctrl, ivec2(0, 1)).x >= 256 * 256)
>>>> +				done = true;
>>>> +		} else {
>>>> +			int current = imageLoad(tex, ivec2(0, 0)).x;
>>>> +			if (current != orig)
>>>> +				done = true;
>>>> +		}
>>>> +
>>>> +		if (done || (id == 0 && iter == 0))
>>>> +			imageAtomicAdd(ctrl, ivec2(0, 1), 1);
>>>> +	}
>>>> +
>>>> +	if (done)
>>>> +		outcolor.y = 1.0;
>>>> +	else
>>>> +		outcolor.x = 1.0;
>>>> +}
>>>> +
>>>> +[test]
>>>> +texture integer 0 (1, 2) (0, 0) GL_R32I
>>>> +image texture 0 GL_R32I
>>>> +texture integer 1 (1, 1) (0, 0) GL_R32I
>>>> +image texture 1 GL_R32I
>>>> +
>>>> +uniform int ctrl 0
>>>> +uniform int tex 1
>>>> +draw rect -1 -1 2 2
>>>> +
>>>> +probe all rgba 0.0 1.0 0.0 1.0
>>>> --
>>>> 2.5.0
>>>>
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