MSL: Prevent RAW hazards on read_write textures

This commit is contained in:
Evan Tang 2023-05-17 16:50:41 -05:00
parent bccaa94db8
commit 4405dd6b28
5 changed files with 9 additions and 1 deletions

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@ -8,6 +8,7 @@ using namespace metal;
static inline __attribute__((always_inline)) static inline __attribute__((always_inline))
void _main(thread const uint3& id, texture2d<float, access::read_write> TargetTexture) void _main(thread const uint3& id, texture2d<float, access::read_write> TargetTexture)
{ {
TargetTexture.fence();
float2 loaded = TargetTexture.read(uint2(id.xy)).xy; float2 loaded = TargetTexture.read(uint2(id.xy)).xy;
float2 storeTemp = loaded + float2(1.0); float2 storeTemp = loaded + float2(1.0);
TargetTexture.write(storeTemp.xyyy, uint2((id.xy + uint2(1u)))); TargetTexture.write(storeTemp.xyyy, uint2((id.xy + uint2(1u))));

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@ -5,6 +5,7 @@ using namespace metal;
fragment void main0(texture2d_ms<float> uImageMS [[texture(0)]], texture2d_array<float, access::read_write> uImageArray [[texture(1)]], texture2d<float, access::write> uImage [[texture(2)]]) fragment void main0(texture2d_ms<float> uImageMS [[texture(0)]], texture2d_array<float, access::read_write> uImageArray [[texture(1)]], texture2d<float, access::write> uImage [[texture(2)]])
{ {
uImageArray.fence();
uImage.write(uImageMS.read(uint2(int2(1, 2)), 2), uint2(int2(2, 3))); uImage.write(uImageMS.read(uint2(int2(1, 2)), 2), uint2(int2(2, 3)));
uImageArray.write(uImageArray.read(uint2(int3(1, 2, 4).xy), uint(int3(1, 2, 4).z)), uint2(int3(2, 3, 7).xy), uint(int3(2, 3, 7).z)); uImageArray.write(uImageArray.read(uint2(int3(1, 2, 4).xy), uint(int3(1, 2, 4).z)), uint2(int3(2, 3, 7).xy), uint(int3(2, 3, 7).z));
} }

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@ -8,6 +8,7 @@ using namespace metal;
static inline __attribute__((always_inline)) static inline __attribute__((always_inline))
void _main(thread const uint3& id, texture2d<float, access::read_write> TargetTexture) void _main(thread const uint3& id, texture2d<float, access::read_write> TargetTexture)
{ {
TargetTexture.fence();
float2 loaded = TargetTexture.read(uint2(id.xy)).xy; float2 loaded = TargetTexture.read(uint2(id.xy)).xy;
float2 storeTemp = loaded + float2(1.0); float2 storeTemp = loaded + float2(1.0);
TargetTexture.write(storeTemp.xyyy, uint2((id.xy + uint2(1u)))); TargetTexture.write(storeTemp.xyyy, uint2((id.xy + uint2(1u))));

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@ -6,6 +6,7 @@ using namespace metal;
fragment void main0(texture2d_ms<float> uImageMS [[texture(0)]], texture2d_array<float, access::read_write> uImageArray [[texture(1)]], texture2d<float, access::write> uImage [[texture(2)]]) fragment void main0(texture2d_ms<float> uImageMS [[texture(0)]], texture2d_array<float, access::read_write> uImageArray [[texture(1)]], texture2d<float, access::write> uImage [[texture(2)]])
{ {
float4 a = uImageMS.read(uint2(int2(1, 2)), 2); float4 a = uImageMS.read(uint2(int2(1, 2)), 2);
uImageArray.fence();
float4 b = uImageArray.read(uint2(int3(1, 2, 4).xy), uint(int3(1, 2, 4).z)); float4 b = uImageArray.read(uint2(int3(1, 2, 4).xy), uint(int3(1, 2, 4).z));
uImage.write(a, uint2(int2(2, 3))); uImage.write(a, uint2(int2(2, 3)));
uImageArray.write(b, uint2(int3(2, 3, 7).xy), uint(int3(2, 3, 7).z)); uImageArray.write(b, uint2(int3(2, 3, 7).xy), uint(int3(2, 3, 7).z));

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@ -8675,9 +8675,9 @@ void CompilerMSL::emit_instruction(const Instruction &instruction)
// Mark that this shader reads from this image // Mark that this shader reads from this image
uint32_t img_id = ops[2]; uint32_t img_id = ops[2];
auto &type = expression_type(img_id); auto &type = expression_type(img_id);
auto *p_var = maybe_get_backing_variable(img_id);
if (type.image.dim != DimSubpassData) if (type.image.dim != DimSubpassData)
{ {
auto *p_var = maybe_get_backing_variable(img_id);
if (p_var && has_decoration(p_var->self, DecorationNonReadable)) if (p_var && has_decoration(p_var->self, DecorationNonReadable))
{ {
unset_decoration(p_var->self, DecorationNonReadable); unset_decoration(p_var->self, DecorationNonReadable);
@ -8685,6 +8685,10 @@ void CompilerMSL::emit_instruction(const Instruction &instruction)
} }
} }
// Metal requires explicit fences to break up RAW hazards, even within the same shader invocation
if (p_var && !has_decoration(p_var->self, DecorationNonWritable))
statement(to_expression(img_id), ".fence();");
emit_texture_op(instruction, false); emit_texture_op(instruction, false);
break; break;
} }