The Saga Continues
More Fixes
Yesterday I covered the problems related to handling gl_PointSize
during the SPIR-V
conversion. But there were still more problems to overcome.
Packed outputs are a thing. This is the case when a variable is partially captured by xfb
, e.g., in the case where only the x coordinate is selected from a vec4
output, it will be packed into the buffer as a single float. The original code assumed that all captured output types would match the original type, which is clearly not the case in the previously-described scenario.
A lot went into handling this case. Let’s jump into some of the code.
Critical terminology for this post:
SpvId
- an id inSPIR-V
which represents some other value, as denoted by<id>
in theSPIR-V
spec
Improved variable creation
The first step here was to figure out what the heck the resulting output type would be. Having remapped the struct pipe_stream_output::register_index
values, it’s now possible to check the original variable types and use that when creating the xfb
output.
/* return the intended xfb output vec type based on base type and vector size */
static SpvId
get_output_type(struct ntv_context *ctx, unsigned register_index, unsigned num_components)
{
const struct glsl_type *out_type = ctx->so_output_gl_types[register_index];
enum glsl_base_type base_type = glsl_get_base_type(out_type);
if (base_type == GLSL_TYPE_ARRAY)
base_type = glsl_get_base_type(glsl_without_array(out_type));
switch (base_type) {
case GLSL_TYPE_BOOL:
return get_bvec_type(ctx, num_components);
case GLSL_TYPE_FLOAT:
return get_fvec_type(ctx, 32, num_components);
case GLSL_TYPE_INT:
return get_ivec_type(ctx, 32, num_components);
case GLSL_TYPE_UINT:
return get_uvec_type(ctx, 32, num_components);
default:
break;
}
unreachable("unknown type");
return 0;
}
/* for streamout create new outputs, as streamout can be done on individual components,
from complete outputs, so we just can't use the created packed outputs */
static void
emit_so_info(struct ntv_context *ctx, unsigned max_output_location,
const struct pipe_stream_output_info *so_info, struct pipe_stream_output_info *local_so_info)
{
for (unsigned i = 0; i < local_so_info->num_outputs; i++) {
struct pipe_stream_output so_output = local_so_info->output[i];
SpvId out_type = get_output_type(ctx, so_output.register_index, so_output.num_components);
SpvId pointer_type = spirv_builder_type_pointer(&ctx->builder,
SpvStorageClassOutput,
out_type);
SpvId var_id = spirv_builder_emit_var(&ctx->builder, pointer_type,
SpvStorageClassOutput);
char name[10];
snprintf(name, 10, "xfb%d", i);
spirv_builder_emit_name(&ctx->builder, var_id, name);
spirv_builder_emit_offset(&ctx->builder, var_id, (so_output.dst_offset * 4));
spirv_builder_emit_xfb_buffer(&ctx->builder, var_id, so_output.output_buffer);
spirv_builder_emit_xfb_stride(&ctx->builder, var_id, so_info->stride[so_output.output_buffer] * 4);
/* output location is incremented by VARYING_SLOT_VAR0 for non-builtins in vtn
*/
uint32_t location = so_info->output[i].register_index;
spirv_builder_emit_location(&ctx->builder, var_id, location);
/* note: gl_ClipDistance[4] can the 0-indexed member of VARYING_SLOT_CLIP_DIST1 here,
* so this is still the 0 component
*/
if (so_output.start_component)
spirv_builder_emit_component(&ctx->builder, var_id, so_output.start_component);
uint32_t *key = ralloc_size(NULL, sizeof(uint32_t));
*key = (uint32_t)so_output.register_index << 2 | so_output.start_component;
_mesa_hash_table_insert(ctx->so_outputs, key, (void *)(intptr_t)var_id);
assert(ctx->num_entry_ifaces < ARRAY_SIZE(ctx->entry_ifaces));
ctx->entry_ifaces[ctx->num_entry_ifaces++] = var_id;
}
}
Here’s the slightly changed code for emit_so_info()
along with a new helper function. Note that there’s now so_info
and local_so_info
being passed here: the former is the gallium-produced streamout info, and the latter is the one that’s been re-translated back to enum gl_varying_slot
using the code from yesterday’s post.
The remapped value is passed into the helper function, which retrieves the previously-stored struct glsl_type
and then returns an SpvId
for the necessary xfb
output type, which is what’s now used to create the variable.
Improved variable value emission
Now that the variables are correctly created, it’s important to ensure that the correct value is being emitted.
static void
emit_so_outputs(struct ntv_context *ctx,
const struct pipe_stream_output_info *so_info, struct pipe_stream_output_info *local_so_info)
{
SpvId loaded_outputs[VARYING_SLOT_MAX] = {};
for (unsigned i = 0; i < local_so_info->num_outputs; i++) {
uint32_t components[NIR_MAX_VEC_COMPONENTS];
struct pipe_stream_output so_output = local_so_info->output[i];
uint32_t so_key = (uint32_t) so_output.register_index << 2 | so_output.start_component;
struct hash_entry *he = _mesa_hash_table_search(ctx->so_outputs, &so_key);
assert(he);
SpvId so_output_var_id = (SpvId)(intptr_t)he->data;
SpvId type = get_output_type(ctx, so_output.register_index, so_output.num_components);
SpvId output = ctx->outputs[so_output.register_index];
SpvId output_type = ctx->so_output_types[so_output.register_index];
const struct glsl_type *out_type = ctx->so_output_gl_types[so_output.register_index];
if (!loaded_outputs[so_output.register_index])
loaded_outputs[so_output.register_index] = spirv_builder_emit_load(&ctx->builder, output_type, output);
SpvId src = loaded_outputs[so_output.register_index];
SpvId result;
for (unsigned c = 0; c < so_output.num_components; c++) {
components[c] = so_output.start_component + c;
/* this is the second half of a 2 * vec4 array */
if (ctx->stage == MESA_SHADER_VERTEX && so_output.register_index == VARYING_SLOT_CLIP_DIST1)
components[c] += 4;
}
Taking a short break here, a lot has changed. There’s now code for getting both the original type of the output as well as the xfb
output type, and special handling has been added for gl_ClipDistance
, which is potentially a vec8
that’s represented in memory as two vec4
values spanning two separate varying slots.
This takes care of loading the value for the variable corresponding to the xfb
output as well as building an array of the components that are going to be emitted in the xfb
output.
Now let’s get to the ugly stuff:
/* if we're emitting a scalar or the type we're emitting matches the output's original type and we're
* emitting the same number of components, then we can skip any sort of conversion here
*/
if (glsl_type_is_scalar(out_type) || (type == output_type && glsl_get_length(out_type) == so_output.num_components))
result = src;
else {
if (ctx->stage == MESA_SHADER_VERTEX && so_output.register_index == VARYING_SLOT_POS) {
/* gl_Position was modified by nir_lower_clip_halfz, so we need to reverse that for streamout here:
*
* opengl gl_Position.z = (vulkan gl_Position.z * 2.0) - vulkan gl_Position.w
*
* to do this, we extract the z and w components, perform the multiply and subtract ops, then reinsert
*/
uint32_t z_component[] = {2};
uint32_t w_component[] = {3};
SpvId ftype = spirv_builder_type_float(&ctx->builder, 32);
SpvId z = spirv_builder_emit_composite_extract(&ctx->builder, ftype, src, z_component, 1);
SpvId w = spirv_builder_emit_composite_extract(&ctx->builder, ftype, src, w_component, 1);
SpvId new_z = emit_binop(ctx, SpvOpFMul, ftype, z, spirv_builder_const_float(&ctx->builder, 32, 2.0));
new_z = emit_binop(ctx, SpvOpFSub, ftype, new_z, w);
src = spirv_builder_emit_vector_insert(&ctx->builder, type, src, new_z, 2);
}
/* OpCompositeExtract can only extract scalars for our use here */
if (so_output.num_components == 1) {
result = spirv_builder_emit_composite_extract(&ctx->builder, type, src, components, so_output.num_components);
} else if (glsl_type_is_vector(out_type)) {
/* OpVectorShuffle can select vector members into a differently-sized vector */
result = spirv_builder_emit_vector_shuffle(&ctx->builder, type,
src, src,
components, so_output.num_components);
result = emit_unop(ctx, SpvOpBitcast, type, result);
} else {
/* for arrays, we need to manually extract each desired member
* and re-pack them into the desired output type
*/
for (unsigned c = 0; c < so_output.num_components; c++) {
uint32_t member[] = { so_output.start_component + c };
SpvId base_type = get_glsl_type(ctx, glsl_without_array(out_type));
if (ctx->stage == MESA_SHADER_VERTEX && so_output.register_index == VARYING_SLOT_CLIP_DIST1)
member[0] += 4;
components[c] = spirv_builder_emit_composite_extract(&ctx->builder, base_type, src, member, 1);
}
result = spirv_builder_emit_composite_construct(&ctx->builder, type, components, so_output.num_components);
}
}
spirv_builder_emit_store(&ctx->builder, so_output_var_id, result);
}
}
There’s five blocks here:
- Handling for cases of either a scalar value or a vec/array type containing the same total number of components that are being output to
xfb
- Handling for
gl_Position
, which, as was previously discussed, has already been converted to Vulkan coordinates, and so now the value of this variable needs to be un-converted so the expected value can be read back - Handling for the case of extracting a single component from a vector/array, which can be done using a single OpCompositeExtract
- Handling for extracting a sequence of components from a vector, which is the OpVectorShuffle from the original implementation
- Handling for extracting a sequence of components from an array, which requires manually extracting each desired array element and then re-assembling the resulting component array into the output
And now…
Well, the tests all pass, so maybe this will be the end of it.
Just kidding.