Francisco Jerez <curroje...@riseup.net> writes: > Iago Toral <ito...@igalia.com> writes: > >> On Thu, 2015-07-30 at 17:08 +0300, Francisco Jerez wrote: >>> Iago Toral Quiroga <ito...@igalia.com> writes: >>> >>> > When we have code such as this: >>> > >>> > mov vgrf1.0.x:F, vgrf2.xxxx:F >>> > mov vgrf3.0.x:F, vgrf1.xxxx:F >>> > ... >>> > mov vgrf3.0.x:F, vgrf1.xxxx:F >>> > >>> > And vgrf1 is chosen for spilling, we can emit this: >>> > >>> > mov vgrf1.0.x:F, vgrf2.xxxx:F >>> > gen4_scratch_write hw_reg0:F, vgrf1.xxxx:D, 22D >>> > mov vgrf3.0.x:F, vgrf1.xxxx:F >>> > ... >>> > gen4_scratch_read vgrf4.0.x:F, 22D >>> > mov vgrf3.0.x:F, vgrf4.xxxx:F >>> > >>> > Instead of this: >>> > >>> > mov vgrf1.0.x:F, vgrf2.xxxx:F >>> > gen4_scratch_write hw_reg0:F, vgrf1.xxxx:D, 22D >>> > gen4_scratch_read vgrf4.0.x:F, 22D >>> > mov vgrf3.0.x:F, vgrf4.xxxx:F >>> > ... >>> > gen4_scratch_read vgrf5.0.x:F, 22D >>> > mov vgrf3.0.x:F, vgrf5.xxxx:F >>> > >>> > And save one scratch read while still preserving the benefits of >>> > spilling the register. >>> > >>> > In general, we avoid emitting scratch reads for as long as the next >>> > instruction >>> > keeps reading the spilled register. This should not harm the benefit of >>> > spilling the register because gains for register allocation only come >>> > when we >>> > have chunks of program code where the register is alive but not really >>> > used >>> > (because these are the points where we could effectively use that >>> > register for >>> > another purpose if we spilled it), so as long as consecutive instructions >>> > use >>> > that register we can avoid the scratch reads without losing anything. >>> > --- >>> > .../drivers/dri/i965/brw_vec4_reg_allocate.cpp | 37 >>> > +++++++++++++++++++++- >>> > 1 file changed, 36 insertions(+), 1 deletion(-) >>> > >>> > diff --git a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp >>> > b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp >>> > index cff5406..fd56dae 100644 >>> > --- a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp >>> > +++ b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp >>> > @@ -340,11 +340,43 @@ vec4_visitor::spill_reg(int spill_reg_nr) >>> > unsigned int spill_offset = last_scratch++; >>> > >>> > /* Generate spill/unspill instructions for the objects being spilled. >>> > */ >>> > + vec4_instruction *spill_write_inst = NULL; >>> > foreach_block_and_inst(block, vec4_instruction, inst, cfg) { >>> > + /* We don't spill registers used for scratch */ >>> > + if (inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_READ || >>> > + inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_WRITE) >>> > + continue; >>> > + >>> > int scratch_reg = -1; >>> > + bool spill_reg_was_read = false; >>> > for (unsigned int i = 0; i < 3; i++) { >>> > if (inst->src[i].file == GRF && inst->src[i].reg == >>> > spill_reg_nr) { >>> > - if (scratch_reg == -1) { >>> > + if (!spill_reg_was_read) { >>> > + spill_reg_was_read = (!inst->predicate || >>> > + inst->opcode == BRW_OPCODE_SEL); >>> > + } >>> > + >>> > + /* If we are reading the spilled register right after writing >>> > + * to it we can skip the scratch read and use directly the >>> > + * register we used as source for the scratch write. For this >>> > + * to work we must check that: >>> > + * >>> > + * 1) The write is inconditional, that is, it is not >>> > predicated or >>> > + * it is a SEL. >>> > + * 2) All the channels that we read have been written in that >>> > + * last write instruction. >>> > + * >>> > + * We keep doing this for as long as the next instruction >>> > + * keeps reading the spilled register and break as soon as we >>> > + * find an instruction that doesn't. >>> > + */ >>> > + if (spill_write_inst && >>> > + (!spill_write_inst->predicate || >>> > + spill_write_inst->opcode == BRW_OPCODE_SEL) && >>> > + ((brw_mask_for_swizzle(inst->src[i].swizzle) & >>> > + ~spill_write_inst->dst.writemask) == 0)) { >>> > + scratch_reg = spill_write_inst->dst.reg; >>> > + } else if (scratch_reg == -1) { >>> >>> One suggestion: You could factor out the rather complex caching logic >>> into a separate function (e.g. 'bool can_reuse_scratch_for_source(const >>> vec4_instruction *, unsigned i, unsigned scratch_reg)'). The function >>> would simply compare scratch_reg with the sources of the current >>> instruction (up to src) and the sources and destination of the previous >>> non-scratch_read/write instruction. If there's a match it would check >>> that the regioning is compatible with the i-th source and return true in >>> that case. This would have several benefits: >> >> I think this might need to be a bit more complex. The previous inst's >> src[i] might read only a subset of the channels that where loaded into >> scratch_reg so comparing only against that can lead us to think that we >> can't reuse scratch_reg when in fact we can. >> >> I think the process should be more like we loop back looking at the prev >> instruction for as long as the previous instruction reads the >> scratch_ref until we find the one that writes to scratch_reg (which must >> be a scratch read). At that point we check that the writemask in that >> instruction is compatible with our swizzle on src[i], in which case we >> can reuse scratch_reg. Does this make sense to you? >> > The thing is that there may be no scratch read in the program yet if > you're being called from evaluate_spill_costs(). I think you want to > iterate for as long as the previous instruction reads scratch_reg but > doesn't write it -- If after the end of the loop you end up at an > instruction that writes, fine, you take the writemask from it, otherwise > assume XYZW. > > Yes, we should probably change spill_reg() to read whole vec4s at once > when unspilling a register, reading a subset of the channels doesn't > save any memory bandwidth and makes the optimization you're implementing > less likely to succeed. > >> In this case, if we have a successful match, we probably want to keep a >> reference to that instruction so that for the next src of the current >> instruction (or for the next instruction in our program) we don't have >> to repeat that process. >> > > Keep in mind that the assumption behind this optimization is that a > given spill candidate is only re-used for a very short sequence of > consecutive instructions (otherwise it might in fact be harmful), so the > amount of CPU cycles you can save by doing that is likely to be tiny in > practice -- Feel free to do it if it's trivial but I wouldn't trade it > for any additional complexity in the spill_reg() and > evaluate_spill_costs() loops. > > One last concern I had about this series has to do with the possibility > of it leading to an infinite loop in the allocate-spill loop -- I guess > that at least in theory it would be possible for a register used *only* > in a consecutive sequence of instructions to score quite high if the > sequence is part of a region of high register pressure. If the register > allocator decides it's the best candidate we have a problem because this > heuristic will prevent us from making any progress. I guess the easiest > way around this would be to have an array of counters in > evaluate_spill_costs() keeping track of the number of individual > instructions each register had to be (un)spilled for. At the end of the > loop you'd check if it's less or equal to one and in that case mark it > as no_spill. (Note that in theory this situation is possible even > without your changes AFAICT, just far less likely) > You should in fact be able to do without the array of counters even.
You could find out whether some register has already been un/spilled by (ab)using spill_costs[i]. The first time you see a register set no_spill[i] to true, and then reset it to false if you see it a second time -- Not sure if it would be worth doing or helpful though. ;) >> Iago >> >> >>> - It would keep ::spill_reg() simple and the caching heuristic factored >>> out. The only thing spill_reg() would still need to take care of is >>> keep track of the last spilling temporary (e.g. as you're doing it >>> now with the scratch_reg variable) and pass it to >>> can_reuse_scratch_for_source(), but it would no longer be necessary >>> to reset it to -1 when reuse is not possible. >>> >>> - It would allow you to use a single implementation of the caching >>> policy to implement both spill_reg() and evaluate_spill_costs(), what >>> would make sure that things don't go out of sync in the likely case >>> that we want to change the caching heuristic in the future. >>> >>> > >>> > >>> > >>> > @@ -357,6 +389,9 @@ vec4_visitor::spill_reg(int spill_reg_nr) >>> > >>> > >>> > >>> > + >>> > + >>> > + >>> > >>> > >>> > >>> > -- >>> > 1.9.1
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