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Attempt add single pass scan. #685

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Adds single pass scan with new GPU and CPU shader. Removes previous tree based scans.

@b0nes164
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Although tests are passing, out of an abundance of caution, I want to add seperate tests specifically for the correctness of the scan. These should act as a litmus test for general compatibility with single-pass monoid techniques, which would be useful as more shaders are converted to single pass.

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Change fallback reduce pattern to match scan pattern so last thread in workgroup has the correct aggregate in registers without need for additional barrier.
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Ok, I think I have my head around this now. It feels like this is going to be a workable pattern. I think shared memory usage can be reduced, and there are some stylistic things that can be improved.

My overriding concern is the array structure for the monoid - we somehow have the worst of both worlds where the fields aren't named and there's also repetition. I think it can be improved by leaning in more heavily to arrays.

I didn't try this, but am assuming it works. Also, the main focus of my review is on the scan wgsl shader. I did skim the rest but will rely on other reviewers for any fine details I may have missed.

I'm not approving at this point, but think it can be landed soon.

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Some points from browsing

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raphlinus
raphlinus previously approved these changes Sep 23, 2024
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Thanks for addressing my comments. I also verified that it works (on Apple M1) with the test scenes. I think it's ready to go in, though I didn't go over it with a fine-toothed comb.

//so try unlocking, else, keep looking back
var all_complete = inc_complete.s[0];
for (var i = 1u; i < PATH_MEMBERS; i += 1u) {
all_complete = all_complete && inc_complete.s[i];
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I think you can write this &=, but it's a very minor stylistic point.

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DJMcNab commented Sep 23, 2024

To reduce the risk from this, I'd propose that we land this after we release version 0.3.0. I'm hopeful that we can do this after office hours this week, but we'll see.

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b0nes164 commented Sep 24, 2024

Following up on my conversation with Raph, FXC is still blocking on this:

In the looped version FXC is giving the following errors:

vello.pathtag_scan_csdldf(345,45-67): warning X3550: array reference cannot be used as an l-value; not natively addressable, forcing loop to unroll
vello.pathtag_scan_csdldf(310,21-31): error X3511: unable to unroll loop, loop does not appear to terminate in a timely manner (101 iterations) or unrolled loop is too large, use the [unroll(n)] attribute to force an exact higher number
vello.pathtag_scan_csdldf(299,9-19): error X3511: forced to unroll loop, but unrolling failed.

This is because the loop inside the lookback/fallback block cannot be unrolled.

Going back to the pre-looping implementation, FXC fails to compile due to uniformity analysis:

Internal error: FXC D3DCompile error (0x80004005): pathtag_scan_csdldf(484,29-61): error X4026: thread sync operation must be in non-varying flow control, due to a potential race condition this sync is illegal, consider adding a sync after reading any values controlling shader execution at this point
pathtag_scan_csdldf(548,26-43): error X4026: this variable dependent on potentially varying data: local_id
pathtag_scan_csdldf(664,30-76): error X4026: this variable dependent on potentially varying data: _e992
pathtag_scan_csdldf(451,30-36): error X4026: this memory access dependent on potentially varying data
pathtag_scan_csdldf(452,22-36): error X4026: this variable dependent on potentially varying data: _e565
pathtag_scan_csdldf(473,29-40): error X4026: this variable dependent on potentially varying data: loop_init_1
pathtag_scan_csdldf(479,30-47): error X4026: this variable dependent on potentially varying data: _e609
pathtag_scan_csdldf(472,21-31): error X4026: this loop dependent on potentially varying data
pathtag_scan_csdldf(473,29-40): error X4026: this variable dependent on potentially varying data: loop_init_1

I think it considers the barrier on line 107 illegal because the control flow is dependent on shared memory.

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raphlinus commented Sep 24, 2024

Ah, very interesting. Looking at the code, I'm surprised this runs at all, the WGSL uniformity analysis should reject it (if it doesn't, that's a bug in naga). I haven't tried it, but I'd expect Chrome/tint to also reject it.

Fortunately, it should be fairly easily fixable. Instead of using sh_lock directly in the loop predicate, do let lock = workgroupUniformLoad(&sh_lock) and predicate off that (this intrinsic also contains a barrier, so the separate workgroupBarrier can be eliminated).

I don't have my head around the loop unrolling yet. This is just PATH_MEMBERS, no? In which case you'd think the compiler would be able to unroll it a known number of times. One thing I noticed: we should now be able to use const instead of let (when the shaders were originally written, naga didn't support const), but I'd be surprised if that made a difference at the FXC level. It's possible that going back to manually unrolling the loops is an acceptable workaround.

One other thing I'd try is putting the literal 5 in the loop bounds.

I also have a theory why FXC might be rejecting this. I believe that naga compiles a for loop into an infinite loop with conditional break, rather than a straightforward HLSL for loop. That might be enough to put it out of reach of FXC's loop termination heuristic. Potentially that's worth raising as a naga issue - in addition to certain valid programs being rejected, I have a bit of evidence (from Metal) that it results in suboptimal code generation.

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After changing sh_lock to use workgroupUniformLoad, the shader does indeed pass uniformity analysis. I also had to change the read on line 170.

As for the loop unrolling, I think you're dead on with regard to the naga transpilation. Even after changing to const, subbing literals into the loops, and changing the spin_count loop to a fixed number, it's still complaining about loop unrolling, and in places that should be fine, like the initial local scan. Using the naga cli, it does indeed compile to while loops.

With regard to metal, I had the same exact performance issues. I think I was getting like 60% of the speed from wgsl->naga->msl as opposed to glsl->glslangvalidator->SPIR-V->spirv_cross->msl, and that's after I unrolled the device level loads/stores by hand.

@raphlinus raphlinus dismissed their stale review September 25, 2024 13:17

Needs to pass uniformity analysis

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DJMcNab commented Nov 1, 2024

What's the status of this PR? It looks to me that we're at least waiting for the change described in #685 (comment) to land?

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b0nes164 commented Nov 1, 2024

Naga emitting while loops instead of for loops is still blocking. This is breaking shader compilation on FXC, and causing general suboptimal performance on metal.

I reimplemented my prefix sum library in Dawn/Tint to gather data on how significant the slowdown is, and as the data comes in I'll use it to open up an issue requesting the change in naga. That might take a while though.

A more immediate option is to revert the for loop changes, as that would fix FXC's dynamic indexing problem.

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DJMcNab commented Nov 6, 2024

Naga emitting while loops instead of for loops is still blocking. This is breaking shader compilation on FXC, and causing general suboptimal performance on metal.

Is this being tracked on the wgpu side?

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b0nes164 commented Nov 6, 2024

Is this being tracked on the wgpu side?

No, I have the dawn/tint results in hand, but I'm waiting for fresh benchmarks on wgpu/naga 23.0. Once I have those, I'll open up an issue.

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See wgpu#6521

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