Am 09.06.2015 um 04:20 schrieb Rob Clark: > On Mon, Jun 8, 2015 at 9:40 PM, Roland Scheidegger <srol...@vmware.com> wrote: >> Am 09.06.2015 um 03:20 schrieb Rob Clark: >>> On Mon, Jun 8, 2015 at 8:35 PM, Roland Scheidegger <srol...@vmware.com> >>> wrote: >>>> Am 08.06.2015 um 20:15 schrieb Rob Clark: >>>>> From: Rob Clark <robcl...@freedesktop.org> >>>>> >>>>> Freedreno needs sampler type information to deal with int/uint textures. >>>>> To accomplish this, start creating sampler-view declarations, as >>>>> suggested here: >>>>> >>>>> http://lists.freedesktop.org/archives/mesa-dev/2014-November/071583.html >>>>> >>>>> create a sampler-view with index matching the sampler, to encode the >>>>> texture type (ie. SINT/UINT/FLOAT). Ie: >>>>> >>>>> DCL SVIEW[n], 2D, UINT >>>>> DCL SAMP[n] >>>>> TEX OUT[1], IN[1], SAMP[n] >>>>> >>>>> For tgsi texture instructions which do not take an explicit SVIEW >>>>> argument, the SVIEW index is implied by the SAMP index. >>>> I wonder if there should be some doc update somewhere. >>>> >>> >>> yeah, perhaps.. I wasn't quite sure where, tgsi.rst only talks about >>> SVIEW in terms of the SAMPLE and related opc's (ie. the ones which do >>> take an SVIEW arg), and the way things are with this patch, other >>> drivers simply need to ignore the extra SVIEW decl's and not randomly >>> assert for things to continue working as before.. >>> >>> hypothetically if something in tree actually created SVIEW decl >>> currently, and the shader also had TEX* style instructions, it would >>> have to take care to not have conflicting SVIEW's. But afaict nothing >>> in-tree creates sampler view decl's currently. >>> >>>>> >>>>> Signed-off-by: Rob Clark <robcl...@freedesktop.org> >>>>> --- >>>>> src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 29 >>>>> +++++++++++++++++++++++++++++ >>>>> 1 file changed, 29 insertions(+) >>>>> >>>>> diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp >>>>> b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp >>>>> index 0e60d95..ce8f2ea 100644 >>>>> --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp >>>>> +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp >>>>> @@ -239,6 +239,7 @@ public: >>>>> st_src_reg sampler; /**< sampler register */ >>>>> int sampler_array_size; /**< 1-based size of sampler array, 1 if not >>>>> array */ >>>>> int tex_target; /**< One of TEXTURE_*_INDEX */ >>>>> + glsl_base_type tex_type; >>>>> GLboolean tex_shadow; >>>>> >>>>> st_src_reg tex_offsets[MAX_GLSL_TEXTURE_OFFSET]; >>>>> @@ -345,6 +346,8 @@ public: >>>>> >>>>> int num_address_regs; >>>>> int samplers_used; >>>>> + glsl_base_type sampler_types[PIPE_MAX_SAMPLERS]; >>>>> + int sampler_targets[PIPE_MAX_SAMPLERS]; /**< One of TGSI_TEXTURE_* >>>>> */ >>>>> bool indirect_addr_consts; >>>>> int wpos_transform_const; >>>>> >>>>> @@ -3323,6 +3326,8 @@ glsl_to_tgsi_visitor::visit(ir_texture *ir) >>>>> assert(!"Should not get here."); >>>>> } >>>>> >>>>> + inst->tex_type = ir->type->base_type; >>>>> + >>>>> this->result = result_src; >>>>> } >>>>> >>>>> @@ -3471,6 +3476,11 @@ count_resources(glsl_to_tgsi_visitor *v, >>>>> gl_program *prog) >>>>> for (int i = 0; i < inst->sampler_array_size; i++) { >>>>> v->samplers_used |= 1 << (inst->sampler.index + i); >>>>> >>>>> + debug_assert(i < (int)ARRAY_SIZE(v->sampler_types)); >>>>> + v->sampler_types[i] = inst->tex_type; >>>>> + v->sampler_targets[i] = >>>>> + st_translate_texture_target(inst->tex_target, >>>>> inst->tex_shadow); >>>>> + >>>>> if (inst->tex_shadow) { >>>>> prog->ShadowSamplers |= 1 << (inst->sampler.index + i); >>>>> } >>>>> @@ -5529,7 +5539,26 @@ st_translate_program( >>>>> /* texture samplers */ >>>>> for (i = 0; i < >>>>> ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits; i++) { >>>>> if (program->samplers_used & (1 << i)) { >>>>> + unsigned type; >>>>> + >>>>> t->samplers[i] = ureg_DECL_sampler(ureg, i); >>>>> + >>>>> + switch (program->sampler_types[i]) { >>>>> + case GLSL_TYPE_INT: >>>>> + type = TGSI_RETURN_TYPE_SINT; >>>>> + break; >>>>> + case GLSL_TYPE_UINT: >>>>> + type = TGSI_RETURN_TYPE_UINT; >>>>> + break; >>>>> + case GLSL_TYPE_FLOAT: >>>>> + type = TGSI_RETURN_TYPE_FLOAT; >>>>> + break; >>>>> + default: >>>>> + unreachable("not reached"); >>>>> + } >>>>> + >>>>> + ureg_DECL_sampler_view( ureg, i, program->sampler_targets[i], >>>>> + type, type, type, type ); >>>>> } >>>>> } >>>>> >>>>> >>>> >>>> This indeed seems like a consistent solution. Hopefully drivers don't >>>> assert when they see sampler view dcls... >>> >>> well, tgsi_to_nir did before I fixed it :-( >>> >>> (mostly just because of liberal debug_assert() usage) >>> >>> it's at least not something I'd land right before a release branch >>> point. But I guess the fix is easy enough (ie. remove a bogus >>> assert), and 10.7 branch point is quite some time from now.. >>> >>>> I am also somewhat worried that this only changes the glsl-to-tgsi path, >>>> not other paths. llvmpipe and draw rely on either having sview >>>> declarations for all (sample) instructions or for none, and with draw >>>> possibly inserting tex opcodes (for aalines etc.) on its own this could >>>> probably break (these draw paths aren't used with d3d10 sample opcodes >>>> as it's more or less illegal to use tex and sample opcodes in the same >>>> shader, but that doesn't really matter here). I think using sview >>>> declarations is the right thing to do but it probably should be illegal >>>> then to NOT have them in some places. >>> >>> fwiw, the way I implemented it in tgsi_to_nir (and what I'd recommend >>> for other drivers) is that for the "tex style" opcodes, if there is >>> not a matching SVIEW decl, assume float. That seemed more sane than >>> fixing up *all* the other state trackers.. >>> >> >> Yeah but for llvmpipe/draw it's not just the type. The problem is how >> they are parsing this stuff - if there's at least one sview decl they'll >> construct the static texture state based on the defined sampler views, >> but if there's none (up to now for gl state tracker) they'll do this >> based on the defined samplers, and for some there simply won't be any >> such definitions (if draw inserted some stage). llvmpipe can handle tex >> opcodes without sview dcls, it should also be able to handle them if you >> have them (but I wouldn't bet on it without testing as that's definitely >> going to hit some code paths never seen before), but it can't handle >> having "some" sview dcls (see for example lp_state_fs.c, line 3050 and >> following why it can't work). This is fixable but only with some >> awkwardness (since due to d3d10 sample opcodes not having 1:1 mapping >> between samplers and sampler views). Hence my proposal of making it >> mandatory to have sview decls instead of having them optionally. That >> way could also ditch that code which distinguishes having sviews or not. > > hmm, I could squash in something like: > > ---- > diff --git a/src/gallium/drivers/llvmpipe/lp_state_fs.c > b/src/gallium/drivers/llvmpipe/lp_state_fs.c > index b5ce868..2878c49 100644 > --- a/src/gallium/drivers/llvmpipe/lp_state_fs.c > +++ b/src/gallium/drivers/llvmpipe/lp_state_fs.c > @@ -3059,27 +3059,11 @@ make_variant_key(struct llvmpipe_context *lp, > } > } > > - /* > - * XXX If TGSI_FILE_SAMPLER_VIEW exists assume all texture opcodes > - * are dx10-style? Can't really have mixed opcodes, at least not > - * if we want to skip the holes here (without rescanning tgsi). > - */ > - if (shader->info.base.file_max[TGSI_FILE_SAMPLER_VIEW] != -1) { > - key->nr_sampler_views = > shader->info.base.file_max[TGSI_FILE_SAMPLER_VIEW] + 1; > - for(i = 0; i < key->nr_sampler_views; ++i) { > - if(shader->info.base.file_mask[TGSI_FILE_SAMPLER_VIEW] & (1 << i)) { > - lp_sampler_static_texture_state(&key->state[i].texture_state, > - > lp->sampler_views[PIPE_SHADER_FRAGMENT][i]); > - } > - } > - } > - else { > - key->nr_sampler_views = key->nr_samplers; > - for(i = 0; i < key->nr_sampler_views; ++i) { > - if(shader->info.base.file_mask[TGSI_FILE_SAMPLER] & (1 << i)) { > - lp_sampler_static_texture_state(&key->state[i].texture_state, > - > lp->sampler_views[PIPE_SHADER_FRAGMENT][i]); > - } > + key->nr_sampler_views = key->nr_samplers; > + for(i = 0; i < key->nr_sampler_views; ++i) { > + if(shader->info.base.file_mask[TGSI_FILE_SAMPLER] & (1 << i)) { > + lp_sampler_static_texture_state(&key->state[i].texture_state, > + > lp->sampler_views[PIPE_SHADER_FRAGMENT][i]); > } > } > } No that won't work for d3d10 state trackers, where you typically have more views than samplers (though the opposite is possible as well and you can have holes in both). I think it really would look nicer if you could just rely on sampler views being present.
Roland > > I'd have to check if other spots need similar fixes.. > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev