[Mesa-dev] [PATCH] i965: skip reading clip distances from the URB for the FS if possible
we can skip these slots when they are not read in the fragment shader and they are positioned right after a VUE header that we are already skipping. We also need to ensure that we are passing at least one other varying, since that is a hardware requirement. This helps alleviate a problem introduced with 99df02ca26f61 for separate shader objects: without separate shader objects we assign locations sequentially, however, since that commit we have changed the method for SSO so that the VUE slot assigned depends on the number of builtin slots plus the location assigned to the varying. This fixed layout is intended to help SSO programs by avoiding on-the-fly recompiles when swapping out shaders, however, it also means that if a varying uses a large location number close to the maximum allowed by the SF/FS units (31), then the offset introduced by the number of builtin slots can push the location outside the range and trigger an assertion. This problem is affecting at least the following CTS tests for enhanced layouts: KHR-GL45.enhanced_layouts.varying_array_components KHR-GL45.enhanced_layouts.varying_array_locations KHR-GL45.enhanced_layouts.varying_components KHR-GL45.enhanced_layouts.varying_locations which use SSO and the the location layout qualifier to select such location numbers explicitly. This change helps these tests because for SSO we always have to include VARYING_SLOT_CLIP_DIST{0,1} even if the fragment shader is very unlikely to read them, so by doing this we free builtin slots from the fixed VUE layout and we avoid the tests to crash in this scenario. Of course, this is not a proper fix, we'd still run into problems if someone tries to use an explicit max location and read gl_ViewportIndex, gl_LayerID or gl_CullDistancein in the FS, but that would be a much less common bug and we can probably wait to see if anyone actually runs into that situation in a real world scenario before making the decision that more aggresive changes are required to support this without reverting 99df02ca26f61. Suggested-by: Kenneth Graunke --- src/mesa/drivers/dri/i965/genX_state_upload.c | 25 + 1 file changed, 25 insertions(+) diff --git a/src/mesa/drivers/dri/i965/genX_state_upload.c b/src/mesa/drivers/dri/i965/genX_state_upload.c index 612761601a..ce3515067f 100644 --- a/src/mesa/drivers/dri/i965/genX_state_upload.c +++ b/src/mesa/drivers/dri/i965/genX_state_upload.c @@ -1040,6 +1040,31 @@ genX(calculate_attr_overrides)(const struct brw_context *brw, *urb_entry_read_offset = fs_needs_vue_header ? 0 : 1; + /* If we are already skipping the first 2 slots for the VUE header then we +* can also skip clip distances if they are located right after the header +* and the FS doesn't read them. Only do this is there are any user varyings +* though, since the hardware requires that we pass at least one varying +* between stages. +*/ + uint64_t var_bits = ~(VARYING_BIT_VAR(0) - 1); + uint64_t clip_dist_slots = VARYING_BIT_CLIP_DIST0 | VARYING_BIT_CLIP_DIST1; + if (!fs_needs_vue_header && + var_bits && + (brw->fragment_program->info.inputs_read & clip_dist_slots) == 0 && + (brw->vue_map_geom_out.slots_valid & clip_dist_slots)) { + + uint32_t clip_dist0_slot = + brw->vue_map_geom_out.varying_to_slot[VARYING_SLOT_CLIP_DIST0]; + + uint32_t clip_dist1_slot = + brw->vue_map_geom_out.varying_to_slot[VARYING_SLOT_CLIP_DIST1]; + + if (clip_dist0_slot >= 2 && clip_dist0_slot <= 3 && + clip_dist1_slot >= 2 && clip_dist1_slot <= 3) { + *urb_entry_read_offset = 2; + } + } + /* From the Ivybridge PRM, Vol 2 Part 1, 3DSTATE_SBE, * description of dw10 Point Sprite Texture Coordinate Enable: * -- 2.11.0 ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] [PATCH] i965: skip reading clip distances from the URB for the FS if possible
Perhaps a debug message would be warranted in such a situation? I suspect it would be difficult to debug, esp if it came up in a regular application. On Sep 26, 2017 3:50 AM, "Iago Toral Quiroga" wrote: we can skip these slots when they are not read in the fragment shader and they are positioned right after a VUE header that we are already skipping. We also need to ensure that we are passing at least one other varying, since that is a hardware requirement. This helps alleviate a problem introduced with 99df02ca26f61 for separate shader objects: without separate shader objects we assign locations sequentially, however, since that commit we have changed the method for SSO so that the VUE slot assigned depends on the number of builtin slots plus the location assigned to the varying. This fixed layout is intended to help SSO programs by avoiding on-the-fly recompiles when swapping out shaders, however, it also means that if a varying uses a large location number close to the maximum allowed by the SF/FS units (31), then the offset introduced by the number of builtin slots can push the location outside the range and trigger an assertion. This problem is affecting at least the following CTS tests for enhanced layouts: KHR-GL45.enhanced_layouts.varying_array_components KHR-GL45.enhanced_layouts.varying_array_locations KHR-GL45.enhanced_layouts.varying_components KHR-GL45.enhanced_layouts.varying_locations which use SSO and the the location layout qualifier to select such location numbers explicitly. This change helps these tests because for SSO we always have to include VARYING_SLOT_CLIP_DIST{0,1} even if the fragment shader is very unlikely to read them, so by doing this we free builtin slots from the fixed VUE layout and we avoid the tests to crash in this scenario. Of course, this is not a proper fix, we'd still run into problems if someone tries to use an explicit max location and read gl_ViewportIndex, gl_LayerID or gl_CullDistancein in the FS, but that would be a much less common bug and we can probably wait to see if anyone actually runs into that situation in a real world scenario before making the decision that more aggresive changes are required to support this without reverting 99df02ca26f61. Suggested-by: Kenneth Graunke --- src/mesa/drivers/dri/i965/genX_state_upload.c | 25 + 1 file changed, 25 insertions(+) diff --git a/src/mesa/drivers/dri/i965/genX_state_upload.c b/src/mesa/drivers/dri/i965/genX_state_upload.c index 612761601a..ce3515067f 100644 --- a/src/mesa/drivers/dri/i965/genX_state_upload.c +++ b/src/mesa/drivers/dri/i965/genX_state_upload.c @@ -1040,6 +1040,31 @@ genX(calculate_attr_overrides)(const struct brw_context *brw, *urb_entry_read_offset = fs_needs_vue_header ? 0 : 1; + /* If we are already skipping the first 2 slots for the VUE header then we +* can also skip clip distances if they are located right after the header +* and the FS doesn't read them. Only do this is there are any user varyings +* though, since the hardware requires that we pass at least one varying +* between stages. +*/ + uint64_t var_bits = ~(VARYING_BIT_VAR(0) - 1); + uint64_t clip_dist_slots = VARYING_BIT_CLIP_DIST0 | VARYING_BIT_CLIP_DIST1; + if (!fs_needs_vue_header && + var_bits && + (brw->fragment_program->info.inputs_read & clip_dist_slots) == 0 && + (brw->vue_map_geom_out.slots_valid & clip_dist_slots)) { + + uint32_t clip_dist0_slot = + brw->vue_map_geom_out.varying_to_slot[VARYING_SLOT_CLIP_DIST0]; + + uint32_t clip_dist1_slot = + brw->vue_map_geom_out.varying_to_slot[VARYING_SLOT_CLIP_DIST1]; + + if (clip_dist0_slot >= 2 && clip_dist0_slot <= 3 && + clip_dist1_slot >= 2 && clip_dist1_slot <= 3) { + *urb_entry_read_offset = 2; + } + } + /* From the Ivybridge PRM, Vol 2 Part 1, 3DSTATE_SBE, * description of dw10 Point Sprite Texture Coordinate Enable: * -- 2.11.0 ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] [PATCH] i965: skip reading clip distances from the URB for the FS if possible
Sure, I can do that. Iago On Tue, 2017-09-26 at 06:32 -0400, Ilia Mirkin wrote: > Perhaps a debug message would be warranted in such a situation? I > suspect it would be difficult to debug, esp if it came up in a > regular application. > On Sep 26, 2017 3:50 AM, "Iago Toral Quiroga" > wrote: > we can skip these slots when they are not read in the fragment shader > > and they are positioned right after a VUE header that we are already > > skipping. We also need to ensure that we are passing at least one > other > > varying, since that is a hardware requirement. > > > > This helps alleviate a problem introduced with 99df02ca26f61 for > > separate shader objects: without separate shader objects we assign > > locations sequentially, however, since that commit we have changed > the > > method for SSO so that the VUE slot assigned depends on the number of > > builtin slots plus the location assigned to the varying. This fixed > > layout is intended to help SSO programs by avoiding on-the-fly > recompiles > > when swapping out shaders, however, it also means that if a varying > uses > > a large location number close to the maximum allowed by the SF/FS > units > > (31), then the offset introduced by the number of builtin slots can > push > > the location outside the range and trigger an assertion. > > > > This problem is affecting at least the following CTS tests for > > enhanced layouts: > > > > KHR-GL45.enhanced_layouts.varying_array_components > > KHR-GL45.enhanced_layouts.varying_array_locations > > KHR-GL45.enhanced_layouts.varying_components > > KHR-GL45.enhanced_layouts.varying_locations > > > > which use SSO and the the location layout qualifier to select such > > location numbers explicitly. > > > > This change helps these tests because for SSO we always have to > include > > VARYING_SLOT_CLIP_DIST{0,1} even if the fragment shader is very > unlikely > > to read them, so by doing this we free builtin slots from the fixed > VUE > > layout and we avoid the tests to crash in this scenario. > > > > Of course, this is not a proper fix, we'd still run into problems if > someone > > tries to use an explicit max location and read gl_ViewportIndex, > gl_LayerID or > > gl_CullDistancein in the FS, but that would be a much less common bug > and we > > can probably wait to see if anyone actually runs into that situation > in a real > > world scenario before making the decision that more aggresive changes > are > > required to support this without reverting 99df02ca26f61. > > > > Suggested-by: Kenneth Graunke > > --- > > src/mesa/drivers/dri/i965/genX_state_upload.c | 25 > + > > 1 file changed, 25 insertions(+) > > > > diff --git a/src/mesa/drivers/dri/i965/genX_state_upload.c > b/src/mesa/drivers/dri/i965/genX_state_upload.c > > index 612761601a..ce3515067f 100644 > > --- a/src/mesa/drivers/dri/i965/genX_state_upload.c > > +++ b/src/mesa/drivers/dri/i965/genX_state_upload.c > > @@ -1040,6 +1040,31 @@ genX(calculate_attr_overrides)(const struct > brw_context *brw, > > > > *urb_entry_read_offset = fs_needs_vue_header ? 0 : 1; > > > > + /* If we are already skipping the first 2 slots for the VUE > header then we > > + * can also skip clip distances if they are located right after > the header > > + * and the FS doesn't read them. Only do this is there are any > user varyings > > + * though, since the hardware requires that we pass at least one > varying > > + * between stages. > > + */ > > + uint64_t var_bits = ~(VARYING_BIT_VAR(0) - 1); > > + uint64_t clip_dist_slots = VARYING_BIT_CLIP_DIST0 | > VARYING_BIT_CLIP_DIST1; > > + if (!fs_needs_vue_header && > > + var_bits && > > + (brw->fragment_program->info.inputs_read & clip_dist_slots) > == 0 && > > + (brw->vue_map_geom_out.slots_valid & clip_dist_slots)) { > > + > > + uint32_t clip_dist0_slot = > > + brw- > >vue_map_geom_out.varying_to_slot[VARYING_SLOT_CLIP_DIST0]; > > + > > + uint32_t clip_dist1_slot = > > + brw- > >vue_map_geom_out.varying_to_slot[VARYING_SLOT_CLIP_DIST1]; > > + > > + if (clip_dist0_slot >= 2 && clip_dist0_slot <= 3 && > > + clip_dist1_slot >= 2 && clip_dist1_slot <= 3) { > > + *urb_entry_read_offset = 2; > > + } > > + } > > + > > /* From the Ivybridge PRM, Vol 2 Part 1, 3DSTATE_SBE, > > * description of dw10 Point Sprite Texture Coordinate Enable: > > * > > -- > > 2.11.0 > > > > ___ > > mesa-dev mailing list > > mesa-dev@lists.freedesktop.org > > https://lists.freedesktop.org/mailman/listinfo/mesa-dev > > > ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev