Jason Ekstrand <ja...@jlekstrand.net> writes: > On Fri, Jul 24, 2015 at 7:39 AM, Francisco Jerez <curroje...@riseup.net> > wrote: >> 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. :) > > Right. I'd missed the fact that the default swizzle was not zero. > Also, it's 0xff, so it's 255, not 31. I'm not sure what addr >> 255 > does. Maybe it only takes 5 bits and it's actually 31, but we should > probably use 31 rather than 255.
Yeah, I wrote 31 because the actual value used by the hardware is the LSBs of the shift value depending on the execution type -- I.e. 5 bits for UD. We could definitely initialize the swz parameters to 0x1f as well but I used 0xff instead because it would also work for larger offset types, e.g. 64bit in which case the hardware shift instruction would take the lowest 6 bits -- I'm not planning to extend the code above to handle 64-bit offsets anytime soon though. > --Jason > >>>> >> + } >>>> >> + >>>> >> + } 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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