On 12/04/2014 01:43 AM, Dave Airlie wrote:
Hi Vadim,

I've been looking with Glenn's help into a bug in sb for a couple of
weeks now triggered by a change in how GLSL generates switch
statements.

I understand you probably aren't too interested in r600g but I believe
I'm hitting a design level problem and I would like some advice.

So it appears that GLSL can create loops that don't repeat for switch
statements, and it appears SB wasn't ready to handle such a thing.

Hi, Dave,

I suspect we should rather get rid of such loops somehow, i.e. convert to something else, the loop that never repeats is not really a loop anyway. AFAICS "continue" is not supported in switch statements according to GLSL specs, so the loops generated for switch will never be repeated. Am I missing something? Even if repeating is possible somehow, at least we can get rid of the loops that are not repeated.

I think loops are less efficient than other control flow instructions on r600g hw (at least because they increase stack usage), and possibly on other hw too.

In fact it seems sb basically gets rid of it already in IR, it just doesn't know how to translate resulting control flow to ISA, because so far it only supports specific control flow structure for if-then-else that was previously preserved during optimizations. I think it may be not very hard to implement support for that in finalizer, I'll look into it.


sb has the ->is_loop() and it just checks !repeats.empty(), so this
meant in the finalizer code we'd fall into the if statement which
would then assert.

I hacked/fixed (more hacked), this in 7b0067d23a6f64cf83c42e7f11b2cd4100c569fe
which attempts to detect single pass loops and handle things that way.

However this lead to stack depth calculations being incorrectly done,
so I moved the single loop detect into the is_loop check, (see
attached patch).

This fixes the rendering in some places, but lead to a regression in
tests/shaders/glsl-vs-continue-in-switch-in-do-while.shader_test
error at : PHI     t76||FP@R3.x,       t128||FP@R3.x, t115||FP@R3.x,
t102||FP@R3.x, t89||FP@R3.x : expected
                 operand value t115||FP@R3.x, gpr contains t17||FP@R3.x
error at : PHI     t76||FP@R3.x,       t128||FP@R3.x, t115||FP@R3.x,
t102||FP@R3.x, t89||FP@R3.x : expected
                 operand value t102||FP@R3.x, gpr contains t17||FP@R3.x

Now Glenn suspected this was due to the is_loop check in
sb_shader.cpp:create_bbs,
and changing that check to only detect repeating loops removes that issue,
but introduces stack sizing issues again, resulting in lockups/random rendering.

So I just want to ask had you considered single loops with an always
break in sb design,

I didn't see such loops with any test cases, so I didn't even think about it.

and perhaps some idea where things are going so wrong with the
register alloc above.

Not sure, but as long as the only "repeat" node is optimized away in bc_parser because it's useless due to unconditional break, I suspect it may be not easy to make all other code think that it's still a loop.

I've tried a quick fix to not optimize the repeat away for such loops, but it results in other issues, probably it will require handling this as a special case in other places, so it doesn't look like a good idea either.

I'll try to implement the solution that I described above, that is, translate resulting control flow back to ISA. If it won't be too much work, it's probably the best way and it won't use loop instructions in the end.


I suspect I'll keep digging into this, but its getting to the edges of
the brain space/time I can find!

Dave.


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