VK_KHR_shader_float_controls2

1. Problem Statement

Vulkan currently only allows somewhat restricted control over how floating-point operations should be performed by the implementation. This causes missed opportunities for optimization in certain types of shader, which are forced to disable more relaxations than are really required.

The controls in VK_KHR_shader_float_controls must be applied entry-point wide, which makes it impossible to mix functions that require strict conformance with other functions that can benefit from the optimizations that result from assuming that this is not true.

Many instructions currently are not affected by the controls from VK_KHR_shader_float_controls, meaning that they cannot be used at all in shaders that require strict floating-point support.

The NoContraction decoration, which is used to control IEEE conformance in floating-point expression evaluation, only supports two states, one of which is full strictness and the other is less strict than is typically allowed by -ffast-math in CPU compilers. This means that any code for which this relaxed state is not sufficient must enable the strictest mode and pay the cost associated with that.

Additionally, SPIR-V already contains decorations to give finer-grained control over floating-point operations which are used by other APIs. Using different control mechanisms gives an unnecessary incompatibility between SPIR-V modules for different APIs and adds an associated cost to tooling.

This proposal aims to provide more flexible and wider ranging control over floating-point evaluation.

2. Proposal

Allow use of SPV_KHR_float_controls2 in Vulkan. The SPIR-V extension adopts and extends the floating-point controls that are used for Kernel SPIR-V. This eliminates the difference in how these controls are specified between APIs, simplifying SPIR-V and, in the long-term, reducing tooling costs.

The floating-point controls are specified per-instruction, so code requiring varying strictness can be freely mixed and the appropriate optimizations applied to all of it.

The controls are finer-grained so that code that requires stricter evaluation than the Vulkan default is not forced to disable larger classes of optimization than may be required.

Float controls may be added to a much wider class of instructions, allowing the use of more builtin functions more often.

3. Issues

3.1. Should support for all combinations of float controls be required?

This proposal is aimed at increasing the flexibility of float controls, not raising the minimum support. In order that this can be implemented everywhere, if the existing features are not supported then the related fine-grained controls must not be set.

3.2. Which extended instructions should support float controls?

The simplest answer and the one that provides the best solution to the problem of these instructions not being usable in shaders that require high precision is to support the controls on all of them. That is what is proposed here, although this does add an implementation requirement to support infinities and NaNs in these instructions.

Since the utility of this extension is greatly decreased if developers have to support both the existing and the new way of specifying float controls, getting wide adoption is an important part of solving all the problems. Therefore, if the increased implementation requirement blocks or delays adoption, it should be dropped. This could be done by requiring that apps not change the execution mode of these instructions, allowing future extension to relax the restriction.

It should be noted that the Vulkan precision requirements for many of these extended instructions do not make generation of infinities and NaNs reliable and this extension does not address that.