On Mon, Sep 1, 2014 at 12:00 PM, Roland Scheidegger <srol...@vmware.com> wrote: > Am 29.08.2014 22:44, schrieb Ilia Mirkin: >> Hello, >> >> I've been thinking a bit about how to properly implement TCS outputs >> in TGSI. As a quick reminder, there are per-vertex (i.e. invocation) >> and per-patch outputs in TCS. And while you can only write to the >> current invocation's per-vertex outputs, you can read from any of >> them. (With barrier() used to synchronize invocations.) >> >> Per-patch outputs map quite nicely onto the existing infrastructure, >> so the rest of the questions will be about per-vertex outputs. >> >> One can represent per-vertex outputs as 2D output arrays. That means >> support for them needs to be added all over (which I've actually done, >> so I'm not complaining about the extra work but rather asking if it's >> a good idea). And then you might have >> >> DCL OUT[][0], GENERIC >> MOV ADDR[1].x, SV[0] /* invocation id */ >> MOV OUT[ADDR[1].x][0], TEMP[0] /* store value */ >> BARRIER >> MOV TEMP[0], OUT[3][0] /* read output from invocation == 3 */ >> >> The advantage here is that it's all nice and consistent. However the >> disadvantage is that we have to add a totally useless read of the >> invocation id and use it as a relative index for the store. At least >> the nvidia shaders don't even have a way of writing other invocations' >> data even if they wanted to (without resorting to global memory >> accesses). So it's complicating all sorts of logic for apparently no >> real benefit. >> >> Another approach might be to bypass the invocation id on storing the >> output, but using it on reads. For example code like >> >> DCL OUT[0], GENERIC >> MOV OUT[0], TEMP[0] >> BARRIER >> MOV TEMP[0], OUT[3][0] >> >> This avoids having to teach tgsi about 2d outputs (esp reladdr ones). >> This seems a lot simpler, but it ignores the gl_InvocationID indexing >> that happens when writing the output. However I don't think that's so >> bad. It also means that reads and writes are interpreted a little >> differently for OUT's, but that doesn't seem so bad either. >> >> Thoughts? >> > > I think in the second case though it should be required to declare the > inputs separately. It sounds to me like at least on nv50 the access > works different in any case (even if the actual data accessed is the > same). Though I have no idea how other hw handles this, but in any case
On nvc0 there are load and store instructions (nv50 is a little different, but it also doesn't support tess). When storing, there's no way to provide it the invocation offset. When loading, there is. > hull shader from d3d11 uses 2d addressed inputs but 1d addressed outputs > too - > http://msdn.microsoft.com/en-us/library/windows/desktop/hh447211%28v=vs.85%29.aspx > (though I don't know how that looks like at the ddi level). Probably GL Hmmm... well from a quick read of it, they've bypassed this problem by creating substages with inputs consuming previous stages' outputs. > used 2d outputs because it indeed looks more consistent (or perhaps some > extension could lift the restriction that only the current invocation be > written, though I'm not sure if that would ever make sense). > So I think if it doesn't actually make sense to try writing to other > outputs, option 2) makes more sense. I think though in this case the > outputs should probably be strictly write-only, I'd guess it would get > messy otherwise if you try to read some other invocations data vs. > reading back the current one. If they were write-only, how would you read another invocation's outputs? Or are you suggesting that some new input type be used which maps onto the invocations' outputs? -ilia _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev