On Wed, Jan 11, 2017 at 9:42 PM, Erik Faye-Lund <kusmab...@gmail.com> wrote: > On Wed, Jan 11, 2017 at 9:22 PM, Samuel Pitoiset > <samuel.pitoi...@gmail.com> wrote: >> >> >> On 01/11/2017 07:34 PM, Erik Faye-Lund wrote: >>> >>> On Wed, Jan 11, 2017 at 7:33 PM, Jason Ekstrand <ja...@jlekstrand.net> >>> wrote: >>>> >>>> On Wed, Jan 11, 2017 at 10:31 AM, Erik Faye-Lund <kusmab...@gmail.com> >>>> wrote: >>>>> >>>>> >>>>> On Wed, Jan 11, 2017 at 7:22 PM, Marek Olšák <mar...@gmail.com> wrote: >>>>>> >>>>>> On Wed, Jan 11, 2017 at 7:09 PM, Jason Ekstrand <ja...@jlekstrand.net> >>>>>> wrote: >>>>>>> >>>>>>> On Wed, Jan 11, 2017 at 9:32 AM, Samuel Pitoiset >>>>>>> <samuel.pitoi...@gmail.com> >>>>>>> wrote: >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> On 01/11/2017 05:32 PM, Marek Olšák wrote: >>>>>>>>> >>>>>>>>> >>>>>>>>> On Wed, Jan 11, 2017 at 4:33 PM, Erik Faye-Lund >>>>>>>>> <kusmab...@gmail.com> >>>>>>>>> wrote: >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Wed, Jan 11, 2017 at 4:14 PM, Nicolai Hähnle >>>>>>>>>> <nhaeh...@gmail.com> >>>>>>>>>> wrote: >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On 11.01.2017 13:17, Marek Olšák wrote: >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> On Tue, Jan 10, 2017 at 6:48 PM, Jason Ekstrand >>>>>>>>>>>> <ja...@jlekstrand.net> >>>>>>>>>>>> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> I'll be honest, I'm not a fan... Given that D3D10 has one >>>>>>>>>>>>> defined >>>>>>>>>>>>> behavior, >>>>>>>>>>>>> D3D9 has another, and GL doesn't specify, I don't really think >>>>>>>>>>>>> we >>>>>>>>>>>>> should >>>>>>>>>>>>> be >>>>>>>>>>>>> making a global change to all drivers to do the D3D9 behavior >>>>>>>>>>>>> just to >>>>>>>>>>>>> fix >>>>>>>>>>>>> one app. Sure, other apps probably have the same bug, but are >>>>>>>>>>>>> we >>>>>>>>>>>>> going >>>>>>>>>>>>> to >>>>>>>>>>>>> have apps that expect the D3D10 behavior that we've now >>>>>>>>>>>>> explicitly >>>>>>>>>>>>> made >>>>>>>>>>>>> not >>>>>>>>>>>>> work? >>>>>>>>>>>>> >>>>>>>>>>>>> If we're going to hack around an app bug, I would really rather >>>>>>>>>>>>> see >>>>>>>>>>>>> it >>>>>>>>>>>>> behind a driconf option rather than a global change to driver >>>>>>>>>>>>> behavior. >>>>>>>>>>>>> Even better, it'd be cool if we could see the app get fixed. >>>>>>>>>>>>> (Yes, I >>>>>>>>>>>>> know >>>>>>>>>>>>> that's not likely). >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> I think we are not in a position to refuse this workaround, or >>>>>>>>>>>> put >>>>>>>>>>>> more precisely, to have a different behavior from everybody else. >>>>>>>>>>>> By >>>>>>>>>>>> "we", I mean i965, radeonsi, svga. All closed drivers use abs. >>>>>>>>>>>> Many >>>>>>>>>>>> Mesa drivers also use abs internally (r300, r600, nv30, >>>>>>>>>>>> nv50/nvc0). >>>>>>>>>>>> This is not really a workaround for a specific application, even >>>>>>>>>>>> though it's strongly motivated by that. It's a fix to align the >>>>>>>>>>>> few >>>>>>>>>>>> remaining drivers with all others. >>>>>>>>>>>> >>>>>>>>>>>> We talked with the publisher about this a very long time ago. >>>>>>>>>>>> While I >>>>>>>>>>>> don't remember the details (Nicolai?), I think they refused to >>>>>>>>>>>> fix >>>>>>>>>>>> it >>>>>>>>>>>> because radeonsi appeared to be the only driver not doing abs. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> If I remember correctly, it wasn't so much a refusal as a lack of >>>>>>>>>>> follow-through. They even had an option in their framework to add >>>>>>>>>>> the >>>>>>>>>>> abs(...) when translating shaders, but somehow didn't turn it on >>>>>>>>>>> unconditionally for some reason... >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> VP even says so here: >>>>>>>>>> https://github.com/virtual-programming/specops-linux/issues/20 >>>>>>>>>> >>>>>>>>>> They recommend against patching mesa to do abs, though. >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> We should still patch Mesa to align the behavior with closed drivers >>>>>>>>> and gallium drivers like r600g and nouveau. In other words, it's too >>>>>>>>> late to tell us not to patch Mesa, because r600g and nouveau have >>>>>>>>> been >>>>>>>>> "patched" since the beginning. >>>>>>>>> >>>>>>>>> We only need to decide whether we should do it in the GLSL compiler >>>>>>>>> or >>>>>>>>> radeonsi, i.e. whether we should exclude i965 and svga. >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> I do agree with that. >>>>>>> >>>>>>> >>>>>>> >>>>>>> I tend to disagree but I've come to the conclusion that I won't stand >>>>>>> in the >>>>>>> way either. If both of the other desktop vendors do it and we've >>>>>>> already >>>>>>> decided that no implementation we care about will have its performance >>>>>>> impacted, it seems like a valid spec-compliant thing to do. I would >>>>>>> prefer >>>>>>> it to be behind a driconf option, but if it's unconditional, oh well. >>>>>>> My >>>>>>> disagreement is mostly philosophical. >>>>>>> >>>>>>> Over the last two years of working on Vulkan, I've been fighting >>>>>>> broken >>>>>>> tests and apps left and right. Vulkan has a huge amount of area >>>>>>> where, >>>>>>> if >>>>>>> an app does something wrong, they get undefined behavior which is up >>>>>>> to >>>>>>> and >>>>>>> including program termination. And basically all apps are broken in >>>>>>> some >>>>>>> way. Fortunately, the validation layers are finally starting to catch >>>>>>> up to >>>>>>> the point where I'm noticing very few bugs that the validation layers >>>>>>> don't >>>>>>> catch and things are getting into a better state. However, I've had >>>>>>> more >>>>>>> discussions than I can count with people where I have to explain to >>>>>>> them >>>>>>> that "No, the app is broken. It needs to be fixed. It's not my job >>>>>>> to >>>>>>> make >>>>>>> it work." Once you start allowing brokenness, you can never stop >>>>>>> allowing >>>>>>> it and you paint yourself into a corner. Suddenly, you go to make a >>>>>>> change, >>>>>>> and your design decisions are not guided by the spec, they're guided >>>>>>> by >>>>>>> the >>>>>>> spec *and* all of the broken apps that you have to keep working on >>>>>>> your >>>>>>> driver because you let something through. >>>>>>> >>>>>>> In the world of GLES and OpenGL conformance, we fight the same fight. >>>>>>> When >>>>>>> people ask me how conformance is coming, I frequently answer with, >>>>>>> "We've >>>>>>> got a bunch of people fixing <insert test suite name here> so that our >>>>>>> driver passes". It's not that mesa is particularly touchy, it's that >>>>>>> a >>>>>>> good >>>>>>> chunk of the rest of the industry just hacks around everything inside >>>>>>> their >>>>>>> driver and doesn't bother to fix the tests. Sometimes the driver that >>>>>>> passes the conformance suite isn't even the one they ship. If we're >>>>>>> going >>>>>>> to have a spec and hardware vendors (or the FOSS community) are going >>>>>>> to >>>>>>> implement it and apps are going to write to it, then we all need to >>>>>>> agree on >>>>>>> what it means and play by the rules. If an app doesn't play by the >>>>>>> rules >>>>>>> and does something with undefined behavior, then it's a broken app. >>>>>>> If >>>>>>> we >>>>>>> say, "No, it's ok, you don't have to fix it. We'll just hack around >>>>>>> it" >>>>>>> we're enablers for their broken behavior and the broken behavior >>>>>>> continues. >>>>>>> In this particular case, we're dealing with a broken app. The only >>>>>>> real >>>>>>> issue is that all of the drivers that point out the issues were not >>>>>>> drivers >>>>>>> they tested on. >>>>>>> >>>>>>> Another reason why I'm not a huge fan is that there is some momentum >>>>>>> in >>>>>>> the >>>>>>> industry to make GLSL better defined with respect to NaN. I don't >>>>>>> know >>>>>>> that >>>>>>> anything will ever come of it (because it may break apps) but if >>>>>>> something >>>>>>> does, we may find ourselves having to make SQRT and RSQ NaN-correct in >>>>>>> the >>>>>>> future and, hey look, it'll break apps. >>>>>>> >>>>>>> Ok, rant over. Push it if you want. You can even put my nakked-by on >>>>>>> it if >>>>>>> you'd like. :-) >>>>>> >>>>>> >>>>>> I agree with you completely, and I find it unfortunate too that we >>>>>> have to add the workaround to GLSL or radeonsi to align its behavior >>>>>> with closed drivers. >>>>> >>>>> >>>>> Just for reference, I just tested what NVIDIA does on Windows, and >>>>> they *don't* seem to do inversesqrt(abs(x)) on my HW/driver. >>>> >>>> >>>> >>>> What about sqrt()? Do they do abs for one and not the other? Because >>>> that >>>> would be crazy but also possible. >>> >>> >>> Not for sqrt either, it seems. >> >> >> Huh? I'm sure I have seen NVIDIA doing rsq(abs()) one day. Maybe it was >> specific to that application but I don't remember the name... > > Could be. But negative inputs to inversesqrt() returns NaN for me when > writing a GLSL-shader in Render Monkey. > > This fragment shader produces red output: > > ---8<--- > void main(void) > { > gl_FragColor = vec4(0.0); > float tmp = inversesqrt(-1.0); > if (tmp != tmp) > gl_FragColor.x = 1.0; > } > ---8<--- > And just to be sure, I've verified that passing the -1.0 through a > varying doesn't change the result, neither does negative non-constant > values. > > Now I've even tested on two different NVIDIA-GPUs, with two different > driver versions, both give the same result. I even tried on Intel's > Windows drivers, same result. I'm starting to think that this issue > hasn't been diagnosed correctly.
Actually, the test on the Intel Windows-driver was a mistake (optimus mixup); Intel seems to do abs on Windows. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev