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i965/blorp: Modify manual_blend() to avoid unnecessary loss of precision.
When downsampling from an MSAA image to a single-sampled image, it is
inevitable that some loss of numerical precision will occur, since we
have to use 32-bit floating point registers to hold the intermediate
results while blending. However, it seems reasonable to expect that
when all samples corresponding to a given pixel have the exact same
color value, there will be no loss of precision.
Previously, we averaged samples as follows:
blend = (((sample[0] + sample[1]) + sample[2]) + sample[3]) / 4
This had the potential to lose numerical precision when all samples
have the same color value, since ((sample[0] + sample[1]) + sample[2])
may not be precisely representable as a 32-bit float, even if the
individual samples are.
This patch changes the formula to:
blend = ((sample[0] + sample[1]) + (sample[2] + sample[3])) / 4
This avoids any loss of precision in the event that all samples are
the same, by ensuring that each addition operation adds two equal
values.
As a side benefit, this puts the formula in the form we will need in
order to implement correct blending of integer formats.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This commit is contained in:
parent
6a27506181
commit
b961d37e61
1 changed files with 88 additions and 25 deletions
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@ -434,6 +434,11 @@ private:
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const sampler_message_arg *args, int num_args);
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void render_target_write();
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/**
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* Base-2 logarithm of the maximum number of samples that can be blended.
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*/
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static const unsigned LOG2_MAX_BLEND_SAMPLES = 2;
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void *mem_ctx;
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struct brw_context *brw;
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const brw_blorp_blit_prog_key *key;
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@ -455,13 +460,8 @@ private:
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struct brw_reg offset;
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} x_transform, y_transform;
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/* Data to be written to render target (4 vec16's) */
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struct brw_reg result;
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/* Auxiliary storage for data returned by a sampling operation when
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* blending (4 vec16's)
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*/
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struct brw_reg texture_data;
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/* Data read from texture (4 vec16's per array element) */
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struct brw_reg texture_data[LOG2_MAX_BLEND_SAMPLES + 1];
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/* Auxiliary storage for the contents of the MCS surface.
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*
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@ -622,7 +622,7 @@ brw_blorp_blit_program::compile(struct brw_context *brw,
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if (brw->intel.gen == 6) {
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/* Gen6 hardware an automatically blend using the SAMPLE message */
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single_to_blend();
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sample(result);
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sample(texture_data[0]);
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} else {
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/* Gen7+ hardware doesn't automaticaly blend. */
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manual_blend();
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@ -656,7 +656,7 @@ brw_blorp_blit_program::compile(struct brw_context *brw,
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*/
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if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
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mcs_fetch();
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texel_fetch(result);
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texel_fetch(texture_data[0]);
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}
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/* Finally, write the fetched (or blended) value to the render target and
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@ -695,8 +695,9 @@ brw_blorp_blit_program::alloc_regs()
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prog_data.first_curbe_grf = reg;
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alloc_push_const_regs(reg);
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reg += BRW_BLORP_NUM_PUSH_CONST_REGS;
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this->result = vec16(brw_vec8_grf(reg, 0)); reg += 8;
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this->texture_data = vec16(brw_vec8_grf(reg, 0)); reg += 8;
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for (unsigned i = 0; i < ARRAY_SIZE(texture_data); ++i) {
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this->texture_data[i] = vec16(brw_vec8_grf(reg, 0)); reg += 8;
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}
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this->mcs_data =
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retype(brw_vec8_grf(reg, 0), BRW_REGISTER_TYPE_UD); reg += 8;
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for (int i = 0; i < 2; ++i) {
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@ -711,6 +712,9 @@ brw_blorp_blit_program::alloc_regs()
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this->t1 = vec16(retype(brw_vec8_grf(reg++, 0), BRW_REGISTER_TYPE_UW));
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this->t2 = vec16(retype(brw_vec8_grf(reg++, 0), BRW_REGISTER_TYPE_UW));
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/* Make sure we didn't run out of registers */
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assert(reg <= GEN7_MRF_HACK_START);
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int mrf = 2;
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this->base_mrf = mrf;
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}
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@ -1061,6 +1065,24 @@ brw_blorp_blit_program::single_to_blend()
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SWAP_XY_AND_XPYP();
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}
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/**
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* Count the number of trailing 1 bits in the given value. For example:
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*
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* count_trailing_one_bits(0) == 0
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* count_trailing_one_bits(7) == 3
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* count_trailing_one_bits(11) == 2
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*/
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inline int count_trailing_one_bits(unsigned value)
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{
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#if defined(__GNUC__) && ((__GNUC__ * 100 + __GNUC_MINOR__) >= 304) /* gcc 3.4 or later */
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return __builtin_ctz(~value);
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#else
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return _mesa_bitcount(value & ~(value + 1));
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#endif
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}
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void
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brw_blorp_blit_program::manual_blend()
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{
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@ -1070,27 +1092,68 @@ brw_blorp_blit_program::manual_blend()
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if (key->tex_layout == INTEL_MSAA_LAYOUT_CMS)
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mcs_fetch();
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/* Gather sample 0 data first */
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s_is_zero = true;
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texel_fetch(result);
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/* We add together samples using a binary tree structure, e.g. for 4x MSAA:
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*
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* result = ((sample[0] + sample[1]) + (sample[2] + sample[3])) / 4
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*
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* This ensures that when all samples have the same value, no numerical
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* precision is lost, since each addition operation always adds two equal
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* values, and summing two equal floating point values does not lose
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* precision.
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*
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* We perform this computation by treating the texture_data array as a
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* stack and performing the following operations:
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*
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* - push sample 0 onto stack
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* - push sample 1 onto stack
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* - add top two stack entries
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* - push sample 2 onto stack
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* - push sample 3 onto stack
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* - add top two stack entries
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* - add top two stack entries
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* - divide top stack entry by 4
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*
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* Note that after pushing sample i onto the stack, the number of add
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* operations we do is equal to the number of trailing 1 bits in i. This
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* works provided the total number of samples is a power of two, which it
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* always is for i965.
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*/
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unsigned stack_depth = 0;
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for (int i = 0; i < num_samples; ++i) {
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assert(stack_depth == _mesa_bitcount(i)); /* Loop invariant */
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/* Gather data for remaining samples and accumulate it into result. */
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s_is_zero = false;
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for (int i = 1; i < num_samples; ++i) {
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brw_MOV(&func, S, brw_imm_uw(i));
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texel_fetch(texture_data);
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/* Push sample i onto the stack */
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assert(stack_depth < ARRAY_SIZE(texture_data));
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if (i == 0) {
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s_is_zero = true;
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} else {
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s_is_zero = false;
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brw_MOV(&func, S, brw_imm_uw(i));
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}
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texel_fetch(texture_data[stack_depth++]);
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/* TODO: should use a smaller loop bound for non-RGBA formats */
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for (int j = 0; j < 4; ++j) {
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brw_ADD(&func, offset(result, 2*j), offset(vec8(result), 2*j),
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offset(vec8(texture_data), 2*j));
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/* Do count_trailing_one_bits(i) times */
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for (int j = count_trailing_one_bits(i); j-- > 0; ) {
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assert(stack_depth >= 2);
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--stack_depth;
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/* TODO: should use a smaller loop bound for non_RGBA formats */
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for (int k = 0; k < 4; ++k) {
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brw_ADD(&func, offset(texture_data[stack_depth - 1], 2*k),
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offset(vec8(texture_data[stack_depth - 1]), 2*k),
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offset(vec8(texture_data[stack_depth]), 2*k));
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}
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}
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}
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/* We should have just 1 sample on the stack now. */
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assert(stack_depth == 1);
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/* Scale the result down by a factor of num_samples */
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/* TODO: should use a smaller loop bound for non-RGBA formats */
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for (int j = 0; j < 4; ++j) {
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brw_MUL(&func, offset(result, 2*j), offset(vec8(result), 2*j),
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brw_MUL(&func, offset(texture_data[0], 2*j),
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offset(vec8(texture_data[0]), 2*j),
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brw_imm_f(1.0/num_samples));
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}
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}
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@ -1274,7 +1337,7 @@ brw_blorp_blit_program::render_target_write()
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for (int i = 0; i < 4; ++i) {
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/* E.g. mov(16) m2.0<1>:f r2.0<8;8,1>:f { Align1, H1 } */
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brw_MOV(&func, offset(mrf_rt_write, mrf_offset),
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offset(vec8(result), 2*i));
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offset(vec8(texture_data[0]), 2*i));
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mrf_offset += 2;
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}
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