On Fri, 2015-07-31 at 13:12 +0300, Francisco Jerez wrote: > 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.
Just to be clear, we can't assume XYZW unless we do the change you suggest below so I understand that your suggestion includes changing our scratch reads to always read the entire vec4. The alternative would be to assume that only the union of the scratch_reg channels read by the previous instructions are available in scratch_reg and compare our read mask with that, but as you say, that would make the optimization less successful in general. > 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) > > > 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. > >> > >> > scratch_reg = alloc.allocate(1); > >> > src_reg temp = inst->src[i]; > >> > temp.reg = scratch_reg; > >> > @@ -357,6 +389,9 @@ vec4_visitor::spill_reg(int spill_reg_nr) > >> > > >> > if (inst->dst.file == GRF && inst->dst.reg == spill_reg_nr) { > >> > emit_scratch_write(block, inst, spill_offset); > >> > + spill_write_inst = inst; > >> > + } else if (spill_write_inst && !spill_reg_was_read) { > >> > + spill_write_inst = NULL; > >> > } > >> > } > >> > > >> > -- > >> > 1.9.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev