Jason Ekstrand <ja...@jlekstrand.net> writes: > On Jul 24, 2015 4:00 AM, "Francisco Jerez" <curroje...@riseup.net> wrote: >> >> Jason Ekstrand <ja...@jlekstrand.net> writes: >> >> > Ok, I've looked through this again and convinced myself that it's >> > *mostly* correct. I am a bit skeptical of the address swizzling for >> > Y-major tiling. >> > >> > I've also included some comments that I'd like to see added (assuming >> > they're correct). Sometimes it's easier to write helpful comments if >> > the person who is confused does the writing. :-) >> > >> >> Thanks! This will save me quite some guesswork, I'll add them to the >> patch. >> >> > Also, I'd just like to say that I'm terribly impressed after reading >> > through this. You managed to handle an amazing number of cases >> > without so much as a single if statement or predicated instruction. >> > My hat's off to you sir. >> > >> Hah, I feel flattered. :) >> >> > Modulo Y-tiling and comments, >> > >> > Reviewed-by: Jason Ekstrand <jason.ekstr...@intel.com> >> > >> > On Tue, Jul 21, 2015 at 9:38 AM, Francisco Jerez <curroje...@riseup.net> > wrote: >> >> Define a function to calculate the memory address of the image >> >> location given by a vector of coordinates. This is required in cases >> >> where we need to fall back to untyped surface access, which take a raw >> >> memory offset and know nothing about surface coordinates, type >> >> conversion or memory tiling and swizzling. They are still useful >> >> because typed surface reads don't support any 64 or 128-bit formats on >> >> IVB, and they don't support any 128-bit formats on HSW and BDW. >> >> >> >> The tiling algorithm is implemented based on a number of parameters >> >> which are passed in as uniforms and determine whether the surface >> >> layout is X-tiled, Y-tiled or untiled. This allows binding surfaces >> >> of different tiling layouts to the pipeline without recompiling the >> >> program. >> >> >> >> v2: Drop VEC4 suport. >> >> v3: Rebase. >> >> --- >> >> .../drivers/dri/i965/brw_fs_surface_builder.cpp | 108 > +++++++++++++++++++++ >> >> 1 file changed, 108 insertions(+) >> >> >> >> diff --git a/src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp > b/src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp >> >> index 5ee04de..0c879db 100644 >> >> --- a/src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp >> >> +++ b/src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp >> >> @@ -215,4 +215,112 @@ namespace { >> >> return BRW_PREDICATE_NORMAL; >> >> } >> >> } >> >> + >> >> + namespace image_coordinates { >> >> + /** >> >> + * Calculate the offset in memory of the texel given by \p > coord. >> >> + * >> >> + * This is meant to be used with untyped surface messages to > access a >> >> + * tiled surface, what involves taking into account the tiling > and >> >> + * swizzling modes of the surface manually so it will hopefully > not >> >> + * happen very often. >> >> + */ >> >> + fs_reg >> >> + emit_address_calculation(const fs_builder &bld, const fs_reg > &image, >> >> + const fs_reg &coord, unsigned dims) >> >> + { >> >> + const brw_device_info *devinfo = bld.shader->devinfo; >> >> + const fs_reg off = offset(image, bld, > BRW_IMAGE_PARAM_OFFSET_OFFSET); >> >> + const fs_reg stride = offset(image, bld, > BRW_IMAGE_PARAM_STRIDE_OFFSET); >> >> + const fs_reg tile = offset(image, bld, > BRW_IMAGE_PARAM_TILING_OFFSET); >> >> + const fs_reg swz = offset(image, bld, > BRW_IMAGE_PARAM_SWIZZLING_OFFSET); >> >> + const fs_reg addr = bld.vgrf(BRW_REGISTER_TYPE_UD, 2); >> >> + const fs_reg tmp = bld.vgrf(BRW_REGISTER_TYPE_UD, 2); >> >> + const fs_reg minor = bld.vgrf(BRW_REGISTER_TYPE_UD, 2); >> >> + const fs_reg major = bld.vgrf(BRW_REGISTER_TYPE_UD, 2); >> >> + const fs_reg dst = bld.vgrf(BRW_REGISTER_TYPE_UD); >> >> + >> >> + /* Shift the coordinates by the fixed surface offset. */ >> >> + for (unsigned c = 0; c < 2; ++c) >> >> + bld.ADD(offset(addr, bld, c), offset(off, bld, c), >> >> + (c < dims ? >> >> + offset(retype(coord, BRW_REGISTER_TYPE_UD), bld, > c) : >> >> + fs_reg(0))); >> >> + >> >> + if (dims > 2) { >> >> + /* Decompose z into a major (tmp.y) and a minor (tmp.x) >> >> + * index. >> > >> > Please add a comment: >> > /* >> > The layout of 3-D textures in memory is sort-of like a tiling format. >> > At each miplevel, the slices are arranged in rows of 2^level slices >> > per row. The slice row is stored in tmp.y and the slice within the >> > row is stored in tmp.x. The layout of 2-D array textures is much >> > simpler. Each slice of the texture is storred as a 2-D texture with >> > all its miplevels and then one qpitch later, the next slice is stored >> > with its miplevels. This code handles both by passing in the miplevel >> > as tile[2] for 3-D textures and 0 in tile[2] for 2-D array textures. >> > */ >> >> Note that depending on the ARYSPC_LOD0 surface state flag array textures >> may also be interleaved in the opposite way -- All slices for LOD0, then >> all slices for LOD1, and so on. We probably don't hit this case >> currently because MS images are not exposed but it's handled in the same >> way by setting stride[3] to the spacing between slices. I'll add that >> to your comment. >> >> >> + */ >> >> + bld.BFE(offset(tmp, bld, 0), offset(tile, bld, 2), > fs_reg(0), >> >> + offset(retype(coord, BRW_REGISTER_TYPE_UD), bld, > 2)); >> >> + bld.SHR(offset(tmp, bld, 1), >> >> + offset(retype(coord, BRW_REGISTER_TYPE_UD), bld, > 2), >> >> + offset(tile, bld, 2)); >> >> + >> >> + /* Take into account the horizontal (tmp.x) and vertical > (tmp.y) >> >> + * slice offset. >> >> + */ >> >> + for (unsigned c = 0; c < 2; ++c) { >> >> + bld.MUL(offset(tmp, bld, c), >> >> + offset(stride, bld, 2 + c), offset(tmp, bld, > c)); >> >> + bld.ADD(offset(addr, bld, c), >> >> + offset(addr, bld, c), offset(tmp, bld, c)); >> >> + } >> >> + } >> >> + >> >> + if (dims > 1) { >> > >> > Please add as a comment: >> > /* >> > Calculate the major/minor x and y indices. In order to accommodate >> > both X and Y tiling, the Y-major tiling format is treated as being a >> > bunch of narrow X-tiles placed next to each other. This means that >> > the tile width for Y-tiling is actually the width of one sub-column of >> > the Y-major tile where each 4K tile has 8 512B sub-columns. >> > >> > The major Y value is the row of tiles in which the pixel lives. The >> > major X value is the tile sub-column in which the pixel lives; for X >> > tiling, this is the same as the tile column, for Y tiling, each tile >> > has 8 sub-columns. The minor X and Y indices are the position within >> > the sub-column. >> > */ >> >> + for (unsigned c = 0; c < 2; ++c) { >> >> + /* Calculate the minor x and y indices. */ >> >> + bld.BFE(offset(minor, bld, c), offset(tile, bld, c), >> >> + fs_reg(0), offset(addr, bld, c)); >> >> + >> >> + /* Calculate the major x and y indices. */ >> >> + bld.SHR(offset(major, bld, c), >> >> + offset(addr, bld, c), offset(tile, bld, c)); >> >> + } >> >> + >> >> + /* Calculate the texel index from the start of the tile > row and >> >> + * the vertical coordinate of the row. >> >> + * Equivalent to: >> >> + * tmp.x = (major.x << tile.y << tile.x) + >> >> + * (minor.y << tile.x) + minor.x >> >> + * tmp.y = major.y << tile.y >> >> + */ >> >> + bld.SHL(tmp, major, offset(tile, bld, 1)); >> >> + bld.ADD(tmp, tmp, offset(minor, bld, 1)); >> >> + bld.SHL(tmp, tmp, offset(tile, bld, 0)); >> >> + bld.ADD(tmp, tmp, minor); >> >> + bld.SHL(offset(tmp, bld, 1), >> >> + offset(major, bld, 1), offset(tile, bld, 1)); >> >> + >> >> + /* Add it to the start of the tile row. */ >> >> + bld.MUL(offset(tmp, bld, 1), >> >> + offset(tmp, bld, 1), offset(stride, bld, 1)); >> >> + bld.ADD(tmp, tmp, offset(tmp, bld, 1)); >> >> + >> >> + /* Multiply by the Bpp value. */ >> >> + bld.MUL(dst, tmp, stride); >> >> + >> >> + if (devinfo->gen < 8 && !devinfo->is_baytrail) { >> > >> > Talking to Ken a bit about this. It seems as if this is actually the >> > check we want. It's going to be a nasty bug if someone has a shader >> > cache on a HSW machine, runs some compute shaders, pulls out a stick >> > of ram (going from dual to single-channel), and starts it up again. >> > Probably best to compile the shader the same regardless of how much >> > ram you have. >> > >> Hmm, I guess we could also invalidate the cache if the flag changes? >> (or in case anything else changes from the brw_device_info structure) >> >> >> + /* Take into account the two dynamically specified > shifts. */ >> >> + for (unsigned c = 0; c < 2; ++c) >> >> + bld.SHR(offset(tmp, bld, c), dst, offset(swz, bld, > c)); >> >> + >> >> + /* XOR tmp.x and tmp.y with bit 6 of the memory > address. */ >> >> + bld.XOR(tmp, tmp, offset(tmp, bld, 1)); >> >> + bld.AND(tmp, tmp, fs_reg(1 << 6)); >> >> + bld.XOR(dst, dst, tmp); >> > >> > I don't think this is correct for Y-tiled surfaces. In Y-tiling, bit >> > 6 of the address is given by bit6 XOR bit9. You have one extra XOR >> > which means you just get just bit9. >> > >> The extra XOR is made a no-op for the Y-tiled case in the same way that >> they are both made a no-op in the no-swizzling case. I'll add another >> comment clarifying that. > > I don't think that actually works. In the zero-shift case, the first XOR > produces an all-zero value, you mask to bit 6 (still all-zero) and XOR with > the original value and get the original back. In the Y-tiled case, you > compute a ^ (a >> 3) and mask off bit 6. This gives you bit6 ^ bit9 in the > sixth bit and zero everywhere else. When you then XOR that with the > original, the two copies of bit6 cancel out and you are left with bit9 only. > Not exactly, in either case the result of the swizzling calculation is: addr' = addr ^ ((1 << 6) & ((addr >> swz.x) ^ (addr >> swz.y)))
If the surface is Y-tiled, swz.x = 3 and swz.y = 31, which gives: addr' = addr ^ ((1 << 6) & ((addr[9] ^ addr[37]) << 6)) = addr ^ ((addr[9] ^ 0) << 6) = addr ^ (addr[9] << 6) I guess I should add another comment here about how the XOR instructions are NOP-ed out when they're not needed. :) >> >> + } >> >> + >> >> + } else { >> >> + /* Multiply by the Bpp/stride value. */ >> > >> > I'm still confused as to how addr can have 2 things while dims == 1. >> > Does dims specify the per-slice dimension or total dimension? That >> > should probably be documented at the top of the function. >> > >> dims specifies the dimension of the coord argument. addr may still have >> a non-zero y coordinate because it's the sum of coord and the >> two-dimensional offset value specified by surface set-up. 1D texture >> slices and levels are laid out in a 2D layout just like the rest, the >> offset value specifies where in the 2D miptree the requested 1D image >> starts. You may wonder why we pass a 2D offset to the shader instead of >> just fixing up the surface base memory address to point at the right >> slice at offset (0, 0), the answer is that in the general case (i.e. not >> necessarily 1D) it wouldn't work, because a level may start mid-tile and >> the result of shifting a tiled surface by less than the tile size is in >> general not a well-formed tiled surface -- In the 1D case it could >> probably be done though because I deliberately disabled tiling for those >> (36a17f0f9913), but it would require special-casing them in the surface >> state set-up code and another manual calculation of the base memory >> address of the right slice-level of the miptree. >> >> >> + bld.MUL(offset(addr, bld, 1), >> >> + offset(addr, bld, 1), offset(stride, bld, 1)); >> >> + bld.ADD(addr, addr, offset(addr, bld, 1)); >> >> + bld.MUL(dst, addr, stride); >> >> + } >> >> + >> >> + return dst; >> >> + } >> >> + } >> >> } >> >> -- >> >> 2.4.3 >> >> >> >> _______________________________________________ >> >> mesa-dev mailing list >> >> mesa-dev@lists.freedesktop.org >> >> http://lists.freedesktop.org/mailman/listinfo/mesa-dev
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