On Wed, Oct 12, 2016 at 9:01 AM, Nanley Chery <nanleych...@gmail.com> wrote:
> On Tue, Oct 11, 2016 at 06:55:53PM -0700, Jason Ekstrand wrote: > > On Tue, Oct 11, 2016 at 6:16 PM, Nanley Chery <nanleych...@gmail.com> > wrote: > > > > > On Mon, Oct 10, 2016 at 06:00:49PM -0700, Jason Ekstrand wrote: > > > > On Mon, Oct 10, 2016 at 2:23 PM, Nanley Chery <nanleych...@gmail.com > > > > > wrote: > > > > > > > > > On Fri, Oct 07, 2016 at 09:41:14PM -0700, Jason Ekstrand wrote: > > > > > > If we don't, we can end up with corruption in the portion of the > > > depth > > > > > > buffer that lies outside the render area when we do a HiZ > resolve at > > > the > > > > > > end. The only reason we weren't seeing this before was that all > of > > > the > > > > > > meta-based clears such as VkCmdClearDepthStencilImage were > internally > > > > > using > > > > > > HiZ so the HiZ buffer never truly got out-of-sync. If the CTS > ever > > > > > tested > > > > > > a depth upload (which doesn't care about HiZ) and then a partial > > > render > > > > > we > > > > > > would have seen problems. Soon, we will be using blorp to do > depth > > > > > clears > > > > > > and it won't bother with HiZ so we would get CTS regressions > without > > > > > this. > > > > > > > > > > > > > > > > I understand the problem, but I think this solution unnecessarily > > > > > penalizes the user's renderpass. > > > > > > > > > > Since depth buffer updates via vkCopy*ToImage and > > > > > vkCmdClearDepthStencilImage cause the HiZ buffer to become stale, > > > > > calling > > > > > > > > > > genX(cmd_buffer_emit_hz_op)(cmd_buffer, BLORP_HIZ_OP_HIZ_RESOLVE); > > > > > > > > > > at the bottom of those commands should fix the issue without the > extra > > > > > penalty. I'd imagine that as a prequisite, blorp would have to > learn to > > > > > emit enough depth stencil state for this command. > > > > > > > > > > > > > I think that's dangerously mixing HiZ data validity models. There > are 3 > > > > basic aux data validity models that we've thrown around: > > > > > > > > 1) AUX is always correct. > > > > 2) AUX is correct within a render pass and invalid outside. > > > > 3) Track whether or not AUX is valid and resolve only as needed. > > > > > > > > > > What is the definition of correct here? I'd assume you mean that the > > > data matches what's in the depth buffer, but that sometimes may not be > > > the case (STORE_OP_DONTCARE) yet the program behavior is correct > > > nonetheless. > > > > > > > By "correct" I mean "consistent with the depth buffer" or, more > precicely, > > "all well-defined pixels of the depth buffer are consistent with the HiZ > > buffer". We *may* be able to avoid the depth resolve at the end if you > > have STORE_OP_DONT_CARE. However, we would probably not do anything > > interesting with LOAD_OP_DONT_CARE. > > > > > With this definition of correct (accessing either buffer will give you > the correct value due to their being consistent with each other), the > current implementation is arguably a course-grained version of (3) (no > tracking, let's call this 4) than it is (2). The HiZ buffer is only > consistent with the depth buffer when a user performs an operation that > likely requires it to be so. For example: > > * LOAD_OP_LOAD -> HiZ Resolve (consistent) > * LOAD_OP_CLEAR -> No resolve, Fast Depth Clear (inconsistent) > * vkCmdDraw* -> No resolve (inconsistent) > * STORE_OP_STORE -> Depth Resolve (consistent) > > > > > > Also, could you please explain where the danger comes into play? > > > > > > > We need to have a solid mental model of when HiZ and depth are > consistent. > > Otherwise, we'll make mistakes, things will get inconsistent, and we'll > > Agreed. > > > have weird bugs. This bug is a good example of this. Our mental model > (2) > > works fine except that we were leaking garbage depth from DONT_CARE when > we > > have a partial areat. Just doing a HiZ resolve after a blorp clear > "fixes" > > the bug by making things always consistent (mental model 1). But then it > > As mentioned above, I'm not advocating mixing 1 and 2, but covering a > missed case in 4. Whether or not that mental model is solid seems like > a subjective claim. > > > means that we have LOAD_OP_LOAD, we're doing two HiZ resolves which we > > don't want either. > > > > I wouldn't expect Vulkan apps to submit image copies as frequently as > render passes, so my thinking is that an extra HiZ resolve at the end of > an Image copy should have less of an impact on FPS than performing the > resolve on every clearing RP that doesn't use a full render area. I > did not write the patch to test my suggestion, but I was able to get a > measurable difference by forcing HiZ resolves on the triangle demo. I > won't post the numbers I obtained from the questionable method of > eye-balling the FPS counter (especially with the amount of variance > involved), so feel free to take a look at it yourself. > I wouldn't expect copies to happen particularly frequently either and I certainly don't think we should optimize for them. > I think the temporarily minor dip in performance introduced here is a > small price to pay for the removal of meta. I also think my suggestion > may be a lot more work than it seemed initially, so it's likely best to > revisit this later. > Agreed. I think we need to do some reading and thinking about image layouts. I believe that's how we're intended to do these sorts of things in Vulkan. My initial thought would be to have a mapping from image layout to a "use HiZ" flag that would look something like this: GENERAL -> no DEPTH_STENCIL_ATTACHMENT_OPTIMAL -> yes SHADER_READ_ONLY_OPTIMAL -> gen >= 8 TRANSFER_SRC_OPTIMAL -> gen >= 8 TRANSFER_DST_OPTIMAL -> no And then, when they do a CmdPipelineBarrier that transitions the layout in such a way that "use HiZ" goes from yes to no we do a depth resolve and when it goes from no to yes, we do a HiZ resolve. The layout transitions are per-layer and per-miplevel so the client is required to do basically the exact same tracking we do in the GL driver today. > This patch is: > Reviewed-by: Nanley Chery <nanley.g.ch...@intel.com> > Thanks! > > > As I intended to say below, I don't mind moving to (1), but if that's > what > > we want to do we should commit to it and change rather than going with > > half-and-half. > > > > > > > > So far, our initial enabling strategy has been (2). We can move to > (1) > > > or > > > > maybe even (3) with layout transitions, but that's not what we've > done so > > > > far. Your suggestion is to mix in a little of (1) because there is > a bug > > > > in our implementation of (2). > > > > > > > > I'm Ok, for gen8+ HiZ, with moving to (2) eventually since gen8 is > > > capable > > > ^ > > > I'm not sure which model > you're > > > referring to here since you > > > said this was our initial > > > enabling model. > > > > > > > I meant "moving to (1)". Sorry for the typo. > > > > > > > > > > -Nanley > > > > > > > of sampling with HiZ. (Maybe we can even move to (3).) However, > that's > > > > not where we are right now and I don't really want to start mixing > mental > > > > models. > > > > > > > > --Jason > > > > > > > > > > > > > -Nanley > > > > > > > > > > > Signed-off-by: Jason Ekstrand <ja...@jlekstrand.net> > > > > > > --- > > > > > > src/intel/vulkan/gen8_cmd_buffer.c | 12 +++++++++++- > > > > > > 1 file changed, 11 insertions(+), 1 deletion(-) > > > > > > > > > > > > diff --git a/src/intel/vulkan/gen8_cmd_buffer.c > > > > > b/src/intel/vulkan/gen8_cmd_buffer.c > > > > > > index e6a3c3d..44ffcbf 100644 > > > > > > --- a/src/intel/vulkan/gen8_cmd_buffer.c > > > > > > +++ b/src/intel/vulkan/gen8_cmd_buffer.c > > > > > > @@ -513,7 +513,17 @@ genX(cmd_buffer_emit_hz_op)(struct > > > anv_cmd_buffer > > > > > *cmd_buffer, > > > > > > return; > > > > > > break; > > > > > > case BLORP_HIZ_OP_HIZ_RESOLVE: > > > > > > - if (cmd_buffer->state.pass->attachments[ds].load_op != > > > > > > + /* If the render area covers the entire surface *and* > load_op > > > is > > > > > either > > > > > > + * CLEAR or DONT_CARE then the previous contents of the > depth > > > > > buffer > > > > > > + * will be entirely discarded. In this case, we can skip > the > > > HiZ > > > > > > + * resolve. > > > > > > + * > > > > > > + * If the render area is not the full surface, we need to > do > > > > > > + * the resolve because otherwise data outside the render > area > > > may > > > > > get > > > > > > + * garbled by the resolve at the end of the render pass. > > > > > > + */ > > > > > > + if (full_surface_op && > > > > > > + cmd_buffer->state.pass->attachments[ds].load_op != > > > > > > VK_ATTACHMENT_LOAD_OP_LOAD) > > > > > > return; > > > > > > break; > > > > > > -- > > > > > > 2.5.0.400.gff86faf > > > > > > > > > > > > _______________________________________________ > > > > > > mesa-dev mailing list > > > > > > mesa-dev@lists.freedesktop.org > > > > > > https://lists.freedesktop.org/mailman/listinfo/mesa-dev > > > > > > > > >
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