On Jul 24, 2015 8:02 AM, "Francisco Jerez" <curroje...@riseup.net> wrote: > > 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.
I don't care too much which we use. However, there should be comments both here and where we set the defaults saying why the defeault is 31/0xff. > > --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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