On Mon, Jun 8, 2015 at 10:36 PM, Roland Scheidegger <srol...@vmware.com> wrote: > 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.
what d3d10 state tracker? BR, -R > 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