Am 11.08.2016 um 11:29 schrieb Nicolai Hähnle:
On 10.08.2016 23:36, Marek Olšák wrote:
On Wed, Aug 10, 2016 at 9:23 PM, Nicolai Hähnle <nhaeh...@gmail.com>
wrote:
Hi,
this is a respin of the series which scans the shader's TGSI to
determine
which channels of an array are actually written to. Most of the st/mesa
changes have become unnecessary. Most of the radeon-specific part stays
the same.
For one F1 2015 shader, it reduces the scratch size from 132096 to
26624
bytes, which is bound to be much nicer on the texture cache.
This has been bugging me... is there something we can do to move
temporary arrays to registers?
F1 2015 is the only game that doesn't "spill VGPRs", yet has the
highest scratch usage per shader. (without this series)
If a shader uses 32 VGPRs and a *ton* of scratch space, you know
something is wrong.
We actually already do that partially: in emit_declaration, we check
the size of the array, and if it's below a certain threshold (<= 16
currently) it is lowered to LLVM IR that becomes registers. In
particular, that one shader has:
Before: Shader Stats: SGPRS: 40 VGPRS: 32 Code Size: 3316 LDS: 0
Scratch: 132096 Max Waves: 8 Spilled SGPRs: 0 Spilled VGPRs: 0
After: Shader Stats: SGPRS: 32 VGPRS: 60 Code Size: 3068 LDS: 0
Scratch: 26624 Max Waves: 4 Spilled SGPRs: 0 Spilled VGPRs: 0
Looks like some of the arrays now land in VGPRs since they have become
smaller with that series.
There are still a _lot_ of weaknesses in all of this, and they mostly
have to do with limitations that are rather deeply baked into
assumptions of LLVM's codegen architecture.
The biggest problem is that an array in VGPRs needs to be represented
somehow in the codegen, and it is currently being represented as one
of the VGPR vector register classes, which go up to VReg_512, i.e. 16
registers. Two problems with that:
1. The granularity sucks. If you have an array of 10 entries, it'll
end up effectively using 16 registers anyway.
2. You can't go above arrays of size 16. (Though to be fair, once you
reach that size, you should probably start worrying about VGPR pressure.)
Some other issues are that
3. It should really be LLVM that decides how to lower an array, not
Mesa. Ideally, LLVM should be able to make an intelligent decision
based on the overall register pressure.
4. We currently don't use LDS for shaders. This was disabled because
LLVM needs to be taught about interactions with other LDS uses,
especially in tessellation.
I think fixing point 4 is the thing with the highest impact/effort
ratio right now.
For point 3, perhaps we could actually extend the alloca lowering even
further so that it lowers allocas into VGPRs
_after_register_allocation_. But there's a whole can of worms
associated with this.
(Oh, another thing to keep in mind: we cannot do non-uniform relative
indexing of VGPR arrays. This is emulated by a loop in the shader. So
depending on the access patterns into arrays, LDS or in extreme cases
even scratch space can actually be faster than VGPR.)
1+2 are a serious headache. I'm not deeply enough into all the
GlobalISel work going on in LLVM, though I've read some things that
make me hopeful that CodeGen based on GlobalISel could help (because
it generally makes the process of register assignment more flexible
and configurable).
When I initially implemented the support for arrays in radeonsi one of
the fundamental problems was that LLVM couldn't handle anything else
than power of two vectors in its instruction selection.
I looked a bit into fixing this, but never completed it. Sounds like
nobody worked on this since then and yes I completely agree with your
points.
Regards,
Christian.
Cheers,
Nicolai
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