On 18.04.2017 21:49, Dave Airlie wrote:
On 19 April 2017 at 05:30, Samuel Pitoiset <samuel.pitoi...@gmail.com> wrote:


On 04/18/2017 08:14 PM, Nicolai Hähnle wrote:

On 11.04.2017 18:48, Samuel Pitoiset wrote:

Bindless sampler/image types are really different from the existing
sampler/image types. They are considered 64-bit unsigned integers,
they can be declared as temporary, shader inputs/outputs and are
non-opaque types.

For these reasons, it looks more convenient to introduce new
internal base types to the GLSL compiler, called
GLSL_TYPE_BINDLESS_SAMPLER and respectively GLSL_TYPE_BINDLESS_IMAGE.


Sorry for taking so long to get to this series, but could you explain the
rationale here a bit more?


No worries, all feedbacks are always welcome, even late. :)

So, the bindless sampler/image types introduced in ARB_bindless_texture are
really different from the "standard" ones.

They are considered as 64-bit unsigned integers (not 32-bit) and they are
non-opaque types. The latter means they can be declared as temporary
variables, as shader inputs/outputs, inside an interface block, etc.

I don't know that that's the best way to think about it at the GLSL level. Mostly they're still opaque types, it's just that they can be explicitly converted to/from 64-bit ints (or uvec2... not having an interaction with GL_ARB_gpu_shader_int64 seems like a spec oversight).


That said, the current sampler/image types are opaque (cf,
glsl_type::is_opaque()) and it seemed quite impossible to change the
glsl_type helpers to fit my needs.

I see no is_opaque, maybe you mean contains_opaque? I agree that it's annoying that the restrictions expressed in ast_to_hir.cpp need to be modified. What other helpers are an issue?


I tried many different solutions before figuring this one which seems better
for some reasons:

- easy to make bindless sampler/image types 64-bit unsigned int
- easy to make bindless sampler/image types non-opaque
- should avoid breakage because the base type is different
- reduce the amount of changes in most places in the compiler

I still don't see a *positive* justification for having the two different type families. Where do you actually need to *distinguish* between bindless and bound samplers in the compiler? The spec really doesn't make that distinction at all, except in one single place:

   "These modifiers control whether default-block uniforms of
    the corresponding types may have their values set via both
    UniformHandle* and Uniform1i (bindless_sampler and
    bindless_image) or only via Uniform1i (bound_sampler and
    bound_image)."

It seems like the only place to distinguish between the two is actually *outside* the compiler, in the uniforms API. And that's not even really have about the *type* of the variable; it's about the variable's memory layout. So it really behaves more similarly to the layout qualifiers (offset, alignment) you have in SSBO and UBO blocks rather than a property of a type.

So as I see it, this code is messing with the type system for no good reason, and doing so in a fundamentally incoherent way that goes against all that is good and sane in compiler design. And I think it shows. Consider the following example shader:

   layout (bound_sampler) uniform sampler2D tex_bound;
   layout (bindless_sampler) uniform sampler2D tex_bindless;

   vec4 f(sampler2D s, ...)
   {
      return texture2D(s, ...);
   }

   void main()
   {
      vec4 a = f(tex_bound, ...);
      vec4 b = f(tex_bindless, ...);
   }

What's the type of the parameter `s' of function `f'? Will this compile, and if so, how?

I guess the answer is: as is, the type is sampler2DBindless, which makes no sense whatsoever if the function f appears in a shader which *doesn't* enable ARB_bindless_texture (which is allowed!). But having the type of f depend on whether the extension is enabled makes even *less* sense.

And does it compile? Well, I don't recall seeing code that would automatically do a type conversion -- you probably either end up generating an incorrect compiler error, or you end up with IR that assigns a value of bindless-type to a variable of non-bindless-type, or vice versa.

None of this gives me confidence from a compiler design perspective. What's left are some vague implementation concerns that I don't understand yet, admittedly in part because I haven't tried to implement the alternative :-)


At the Gallium level, the changes are really small. Basically, if the type
is a bindless sampler, the ir_dereference variable is visited and it can be
considered as PROGRAM_UNIFORM or PROGRAM_TEMPORARY (for shader
inputs/outputs).

Hopefully, you are convinced now. :)

When I did my initial implementation I went with merged types, I don't think
it was a good idea either. Apart from making old non-bindless samples take up
twice as much space, there's a lot or corner cases.

Non-bindless samplers taking up twice as much space for the accounting of the default uniform block is something the spec explicitly calls out as being okay, though.

Even if we decide that it isn't, it's really something that belongs into struct gl_uniform_storage during linking, because it's clearly a property of... uniform storage layout.


Unless we hit some problem in the future where they need to be the same
type I'd say this is preferable.

I hope the code sample above is convincing evidence that using different types for the same thing just makes no sense.

Cheers,
Nicolai



Dave.



--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
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