Iago Toral <ito...@igalia.com> writes: > Hi Curro, > > I have been a couple of weeks on holidays and have just come back to > this: > > On Thu, 2015-08-06 at 18:27 +0300, Francisco Jerez wrote: >> Iago Toral Quiroga <ito...@igalia.com> writes: >> >> > If we have spilled/unspilled a register in the current instruction, avoid >> > emitting unspills for the same register in the same instruction or >> > consecutive >> > instructions following the current one as long as they keep reading the >> > spilled >> > register. This should allow us to avoid emitting costy unspills that come >> > with >> > little benefit to register allocation. >> > >> > Also, update evaluate_spill_costs so that we account for the saved >> > unspills. >> > --- >> > .../drivers/dri/i965/brw_vec4_reg_allocate.cpp | 129 >> > +++++++++++++++++++-- >> > 1 file changed, 121 insertions(+), 8 deletions(-) >> > >> > 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 617c988..fed5f4d 100644 >> > --- a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp >> > +++ b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp >> > @@ -264,6 +264,95 @@ vec4_visitor::reg_allocate() >> > return true; >> > } >> > >> > +/** >> > + * When we decide to spill a register, instead of blindly spilling every >> > use, >> > + * save unspills when the spill register is used (read) in consecutive >> > + * instructions. This can potentially save a bunch of unspills that would >> > + * have very little impact in register allocation anyway. >> > + * >> > + * Notice that we need to account for this behavior when spilling a >> > register >> > + * and when evaluating spilling costs. This function is designed so it can >> > + * be called from both places and avoid repeating the logic. >> > + * >> > + * - When we call this function from spill_reg, we pass in scratch_reg >> > the >> > + * actual unspill/spill register that we want to reuse in the current >> > + * instruction. >> > + * >> > + * - When we call this from evaluate_spill_costs, we pass the register >> > for >> > + * which we are evaluating spilling costs. >> > + * >> > + * In either case, we check if the previous instructions read scratch_reg >> > until >> > + * we find an instruction that writes to it (in which case we can reuse >> > + * scratch_reg as long as the writemask is compatible with the channels >> > we need >> > + * to read in the current instruction) or we hit an instruction that does >> > not >> > + * read scratch_reg at all. The latter can only happen when we call this >> > from >> > + * evaluate_spill_costs, >> >> Strictly speaking it can also happen when called from spill_reg() for >> the first time in a given sequence of consecutive instructions (in which >> case you correctly return false). > > not really, spill_reg() knows if it is the first time that it is > spilling a register and won't call this function in that case. > You may have several disjoint sequences of consecutive instructions using spill_reg_nr repeatedly. The check you have in spill_reg() will only help you for the first one sequence, so it's in fact redundant because can_use_scratch_for_source() seems to handle the case in which the register access is the first in a sequence just fine anyway.
>> > and means that this is the point at which we first >> > + * need the unspill this register for our current instruction. Since all >> > our >> > + * unspills read a full vec4, we know that in this case we will have all >> > + * the channels available in scratch_reg and we can reuse it. >> > + * >> > + * In any other case, we can't reuse scratch_reg in the current >> > instruction, >> > + * meaning that we will need to unspill it. >> > + */ >> > +static bool >> > +can_use_scratch_for_source(const vec4_instruction *inst, unsigned i, >> > + unsigned scratch_reg) >> > +{ >> > + assert(inst->src[i].file == GRF); >> > + >> > + /* If the current instruction is already using scratch_reg in src[n] >> > with >> > + * n < i, then we know we can reuse it for src[i] too. >> > + */ >> > + for (unsigned n = 0; n < i; n++) { >> > + if (inst->src[n].file == GRF && inst->src[n].reg == scratch_reg) >> > + return true; >> > + } >> >> I don't think this is correct in cases where the previous source reused >> the temporary of a previously spilled register with incompatible >> writemask. You probably want to handle the current instruction >> consistently with the previous ones, i.e. as part of the loop below. >> >> I suggest you define a variable (e.g. n as you've called it) initially >> equal to i that would determine the number of sources to check for the >> next instruction. At the end of the loop body it would be re-set to 3, >> what would also cause the destination registers to be checked in >> subsequent iterations. > > I have been thinking a bit about this and decided that it was simpler to > keep this part as it is in this patch and simply fix the condition to > check that the swizzle we read in src[i] is a subset of the swizzle in > src[n] too. I think that using the value of 'n' like you suggest would > make things a bit less clear in the loop below since we would be using > the value of n to tell if we are processing the current instruction or a > previous instruction (and thus decide if we need to check the dst or > not), which is not an obvious association. In any case, let me know if > you have a strong preference for your implementation and I'll change > that. > Wouldn't that be unnecessarily pessimistic if the n-th argument happens to read a subset of the components which are available in scratch_reg? If you want to keep the loop unrolled, I suggest you simply move the prev_inst_read_scratch_reg declaration up and have the first loop set it to true if any of the sources reads from scratch_reg instead of exiting the function. >> > + >> > + bool prev_inst_read_scratch_reg = false; >> > + vec4_instruction *prev_inst = (vec4_instruction *) inst->prev; >> >> You can move this declaration into the init statement of the for loop to >> limit its scope. >> >> > + for (; !prev_inst->is_head_sentinel(); >> > + prev_inst = (vec4_instruction *) prev_inst->prev) { >> > + /* If any previous instruction does not read from or write to >> > scratch_reg >> > + * inconditonally we cannot reuse scratch_reg >> > + */ >> > + if (prev_inst->predicate && prev_inst->opcode != BRW_OPCODE_SEL) >> > + return false; >> >> I think this is somewhat pessimistic, register fills for a predicated >> instruction won't be predicated AFAIK, so it should be possible to reuse >> them, only the destination of a predicated write cannot be reused. >> >> > + >> > + /* If the previous instruction writes to scratch_reg then we can >> > reuse >> > + * it if the channels we wrote are compatible with our read mask. >> > + */ >> > + if (prev_inst->dst.file == GRF && prev_inst->dst.reg == >> > scratch_reg) { >> > + return (brw_mask_for_swizzle(inst->src[i].swizzle) & >> > + ~prev_inst->dst.writemask) == 0; >> > + } >> > + >> > + if (prev_inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_WRITE || >> > + prev_inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_READ) >> > + continue; >> > + >> I'm not sure I see why you need to treat scratch reads and writes >> specially here. AFAICT if you come across one for the same scratch_reg >> it won't make a difference for the code below, and if you come across >> one for a different register the condition you wanted to check (the same >> register is reused for a number of consecutive instructions) may no >> longer hold, so you may as well return. >> >> > + /* Check that the previous instruction reads scratch_reg, if so, >> > continue >> > + * looping. Otherwise it means that we got here from >> > + * evaluate_spill_costs and this is the point at which we will emit >> > an >> > + * unspill for the register passed in scratch_reg, in which case we >> > can >> > + * only reuse it if all other instructions in between have read >> > + * scratch_reg. >> > + */ >> > + int n; >> > + for (n = 0; n < 3; n++) { >> > + if (prev_inst->src[n].file == GRF && >> > + prev_inst->src[n].reg == scratch_reg) { >> > + prev_inst_read_scratch_reg = true; >> > + break; >> > + } >> > + } >> > + if (n == 3) { >> > + return prev_inst_read_scratch_reg; >> > + } >> > + } >> > + >> > + return false; >> >> Shouldn't this return prev_inst_read_scratch_reg? >> >> > +} >> > + >> > void >> > vec4_visitor::evaluate_spill_costs(float *spill_costs, bool *no_spill) >> > { >> > @@ -281,9 +370,15 @@ vec4_visitor::evaluate_spill_costs(float >> > *spill_costs, bool *no_spill) >> > foreach_block_and_inst(block, vec4_instruction, inst, cfg) { >> > for (unsigned int i = 0; i < 3; i++) { >> > if (inst->src[i].file == GRF) { >> > - spill_costs[inst->src[i].reg] += loop_scale; >> > - if (inst->src[i].reladdr) >> > - no_spill[inst->src[i].reg] = true; >> > + /* We will only unspill src[i] it it wasn't unspilled for the >> > + * previous instruction, in which case we'll just reuse the >> > scratch >> > + * reg for this instruction. >> > + */ >> > + if (!can_use_scratch_for_source(inst, i, inst->src[i].reg)) { >> > + spill_costs[inst->src[i].reg] += loop_scale; >> > + if (inst->src[i].reladdr) >> > + no_spill[inst->src[i].reg] = true; >> > + } >> > } >> > } >> > >> > @@ -342,19 +437,37 @@ vec4_visitor::spill_reg(int spill_reg_nr) >> > unsigned int spill_offset = last_scratch++; >> > >> > /* Generate spill/unspill instructions for the objects being spilled. >> > */ >> > + int scratch_reg = -1; >> > 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; >> > + >> For that reason you'll never see a match in the loop below for scratch >> reads and writes, and it should be a harmless no-op. >> >> > for (unsigned int i = 0; i < 3; i++) { >> > if (inst->src[i].file == GRF && inst->src[i].reg == >> > spill_reg_nr) { >> > - src_reg spill_reg = inst->src[i]; >> > - inst->src[i].reg = alloc.allocate(1); >> > - dst_reg temp = dst_reg(inst->src[i]); >> > - >> > - emit_scratch_read(block, inst, temp, spill_reg, spill_offset); >> > + if (scratch_reg == -1 || >> > + !can_use_scratch_for_source(inst, i, scratch_reg)) { >> > + /* We need to unspill anyway so make sure we read the full >> > vec4 >> > + * in any case. This way, the cached register can be reused >> > + * for consecutive instructions that read different >> > channels of >> > + * the same vec4. >> > + */ >> > + scratch_reg = alloc.allocate(1); >> > + src_reg temp = inst->src[i]; >> > + temp.reg = scratch_reg; >> > + temp.swizzle = BRW_SWIZZLE_XYZW; >> > + emit_scratch_read(block, inst, >> > + dst_reg(temp), inst->src[i], >> > spill_offset); >> > + } >> > + assert(scratch_reg != -1); >> > + inst->src[i].reg = scratch_reg; >> > } >> > } >> > >> > if (inst->dst.file == GRF && inst->dst.reg == spill_reg_nr) { >> > emit_scratch_write(block, inst, spill_offset); >> > + scratch_reg = inst->dst.reg; >> > } >> > } >> > >> > -- >> > 1.9.1
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