On Thu, Jul 12, 2012 at 10:43 AM, Paul Berry <stereotype...@gmail.com> wrote: > When downsampling from an MSAA image to a single-sampled image, it is > inevitable that some loss of numerical precision will occur, since we > have to use 32-bit floating point registers to hold the intermediate > results while blending. However, it seems reasonable to expect that > when all samples corresponding to a given pixel have the exact same > color value, there will be no loss of precision. > > Previously, we averaged samples as follows: > > blend = (((sample[0] + sample[1]) + sample[2]) + sample[3]) / 4 > > This had the potential to lose numerical precision when all samples > have the same color value, since ((sample[0] + sample[1]) + sample[2]) > may not be precisely representable as a 32-bit float, even if the > individual samples are. > > This patch changes the formula to: > > blend = ((sample[0] + sample[1]) + (sample[2] + sample[3])) / 4 > > This avoids any loss of precision in the event that all samples are > the same, by ensuring that each addition operation adds two equal > values. > > As a side benefit, this puts the formula in the form we will need in > order to implement correct blending of integer formats. > --- > src/mesa/drivers/dri/i965/brw_blorp_blit.cpp | 117 > ++++++++++++++++++++------ > 1 files changed, 90 insertions(+), 27 deletions(-) > > diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp > b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp > index 6954733..74ae52d 100644 > --- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp > +++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp > @@ -434,6 +434,11 @@ private: > const sampler_message_arg *args, int num_args); > void render_target_write(); > > + /** > + * Base-2 logarithm of the maximum number of samples that can be blended. > + */ > + static const unsigned LOG2_MAX_BLEND_SAMPLES = 2; > + > void *mem_ctx; > struct brw_context *brw; > const brw_blorp_blit_prog_key *key; > @@ -455,13 +460,8 @@ private: > struct brw_reg offset; > } x_transform, y_transform; > > - /* Data to be written to render target (4 vec16's) */ > - struct brw_reg result; > - > - /* Auxiliary storage for data returned by a sampling operation when > - * blending (4 vec16's) > - */ > - struct brw_reg texture_data; > + /* Data read from texture (4 vec16's per array element) */ > + struct brw_reg texture_data[LOG2_MAX_BLEND_SAMPLES + 1]; > > /* Auxiliary storage for the contents of the MCS surface. > * > @@ -622,7 +622,7 @@ brw_blorp_blit_program::compile(struct brw_context *brw, > if (brw->intel.gen == 6) { > /* Gen6 hardware an automatically blend using the SAMPLE message */ > single_to_blend(); > - sample(result); > + sample(texture_data[0]); > } else { > /* Gen7+ hardware doesn't automaticaly blend. */ > manual_blend(); > @@ -656,7 +656,7 @@ brw_blorp_blit_program::compile(struct brw_context *brw, > */ > if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS) > mcs_fetch(); > - texel_fetch(result); > + texel_fetch(texture_data[0]); > } > > /* Finally, write the fetched (or blended) value to the render target and > @@ -695,8 +695,9 @@ brw_blorp_blit_program::alloc_regs() > prog_data.first_curbe_grf = reg; > alloc_push_const_regs(reg); > reg += BRW_BLORP_NUM_PUSH_CONST_REGS; > - this->result = vec16(brw_vec8_grf(reg, 0)); reg += 8; > - this->texture_data = vec16(brw_vec8_grf(reg, 0)); reg += 8; > + for (unsigned i = 0; i < ARRAY_SIZE(texture_data); ++i) { > + this->texture_data[i] = vec16(brw_vec8_grf(reg, 0)); reg += 8; > + } > this->mcs_data = > retype(brw_vec8_grf(reg, 0), BRW_REGISTER_TYPE_UD); reg += 8; > for (int i = 0; i < 2; ++i) { > @@ -711,6 +712,9 @@ brw_blorp_blit_program::alloc_regs() > this->t1 = vec16(retype(brw_vec8_grf(reg++, 0), BRW_REGISTER_TYPE_UW)); > this->t2 = vec16(retype(brw_vec8_grf(reg++, 0), BRW_REGISTER_TYPE_UW)); > > + /* Make sure we didn't run out of registers */ > + assert(reg <= GEN7_MRF_HACK_START); > + > int mrf = 2; > this->base_mrf = mrf; > } > @@ -1061,6 +1065,24 @@ brw_blorp_blit_program::single_to_blend() > SWAP_XY_AND_XPYP(); > } > > + > +/** > + * Count the number of trailing 1 bits in the given value. For example: > + * > + * count_trailing_one_bits(0) == 0 > + * count_trailing_one_bits(7) == 3 > + * count_trailing_one_bits(11) == 2 > + */ > +inline int count_trailing_one_bits(unsigned value) > +{ > +#if defined(__GNUC__) && ((__GNUC__ * 100 + __GNUC_MINOR__) >= 304) /* gcc > 3.4 or later */ > + return __builtin_ctz(~value); > +#else > + return _mesa_bitcount(value & ~(value + 1)); > +#endif > +} > + > + > void > brw_blorp_blit_program::manual_blend() > { > @@ -1070,27 +1092,68 @@ brw_blorp_blit_program::manual_blend() > if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS) > mcs_fetch(); > > - /* Gather sample 0 data first */ > - s_is_zero = true; > - texel_fetch(result); > - > - /* Gather data for remaining samples and accumulate it into result. */ > - s_is_zero = false; > - for (int i = 1; i < num_samples; ++i) { > - brw_MOV(&func, S, brw_imm_uw(i)); > - texel_fetch(texture_data); > - > - /* TODO: should use a smaller loop bound for non-RGBA formats */ > - for (int j = 0; j < 4; ++j) { > - brw_ADD(&func, offset(result, 2*j), offset(vec8(result), 2*j), > - offset(vec8(texture_data), 2*j)); > + /* We add together samples using a binary tree structure, e.g. for 4x > MSAA: > + * > + * result = ((sample[0] + sample[1]) + (sample[2] + sample[3])) / 4 > + * > + * This ensures that when all samples have the same value, no numerical > + * precision is lost, since each addition operation always adds two equal > + * values, and summing two equal floating point values does not lose > + * precision. > + * > + * We perform this computation by treating the texture_data array as a > + * stack and performing the following operations: > + * > + * - push sample 0 onto stack > + * - push sample 1 onto stack > + * - add top two stack entries > + * - push sample 2 onto stack > + * - push sample 3 onto stack > + * - add top two stack entries > + * - add top two stack entries > + * - divide top stack entry by 4 > + * > + * Note that after pushing sample i onto the stack, the number of add > + * operations we do is equal to the number of trailing 1 bits in i. This > + * works provided the total number of samples is a power of two, which it > + * always is for i965. > + */ > + unsigned stack_depth = 0; > + for (int i = 0; i < num_samples; ++i) { > + assert(stack_depth == _mesa_bitcount(i)); /* Loop invariant */ > + > + /* Push sample i onto the stack */ > + assert(stack_depth < ARRAY_SIZE(texture_data)); > + if (i == 0) { > + s_is_zero = true; > + } else { > + s_is_zero = false; > + brw_MOV(&func, S, brw_imm_uw(i)); > + } > + texel_fetch(texture_data[stack_depth++]); > + > + /* Do count_trailing_one_bits(i) times */ > + for (int j = count_trailing_one_bits(i); j-- > 0; ) { > + assert(stack_depth >= 2); > + --stack_depth; > + > + /* TODO: should use a smaller loop bound for non_RGBA formats */ > + for (int k = 0; k < 4; ++k) { > + brw_ADD(&func, offset(texture_data[stack_depth - 1], 2*k), > + offset(vec8(texture_data[stack_depth - 1]), 2*k), > + offset(vec8(texture_data[stack_depth]), 2*k)); > + } > } > } > > + /* We should have just 1 sample on the stack now. */ > + assert(stack_depth == 1); > + > /* Scale the result down by a factor of num_samples */ > /* TODO: should use a smaller loop bound for non-RGBA formats */ > for (int j = 0; j < 4; ++j) { > - brw_MUL(&func, offset(result, 2*j), offset(vec8(result), 2*j), > + brw_MUL(&func, offset(texture_data[0], 2*j), > + offset(vec8(texture_data[0]), 2*j), > brw_imm_f(1.0/num_samples)); > } > } > @@ -1274,7 +1337,7 @@ brw_blorp_blit_program::render_target_write() > for (int i = 0; i < 4; ++i) { > /* E.g. mov(16) m2.0<1>:f r2.0<8;8,1>:f { Align1, H1 } */ > brw_MOV(&func, offset(mrf_rt_write, mrf_offset), > - offset(vec8(result), 2*i)); > + offset(vec8(texture_data[0]), 2*i)); > mrf_offset += 2; > } > > -- > 1.7.7.6 >
Reviewed-by: Anuj Phogat <anuj.pho...@gmail.com> _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev