On Thu, 2015-09-03 at 13:15 +0300, Francisco Jerez wrote: > Iago Toral <ito...@igalia.com> writes: > > > On Wed, 2015-09-02 at 17:53 +0300, Francisco Jerez wrote: > >> Iago Toral <ito...@igalia.com> writes: > >> > >> > On Wed, 2015-09-02 at 14:29 +0300, Francisco Jerez wrote: > >> >> 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. > >> > > >> > Ah, right. I'll update the comment accordingly. > >> > > >> >> >> > 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? > >> > > >> > I think it wouldn't. That loop only checks if we can make the decision > >> > of reusing scratch_reg early only by looking at previous srcs in the > >> > current instruction. If none of the previous srcs in the same > >> > instruction reads scratch_reg with a compatible readmask we do not > >> > return FALSE, we just we just do as usual and check previous > >> > instructions, and we make the decision based on that. > >> > > >> > >> You won't directly return false, but prev_inst_read_scratch_reg is left > >> equal to false and if there's no previous read or write of the same > >> register you'll return false incorrectly. > > > > If a previous src in the same instruction uses scratch_reg it means that > > we have already checked that previous instructions read/write to > > scratch_reg (that is why we decided to use it for that other src in the > > same instruction), so we should never hit the case you mention, right? > > > Unless there's no previous read or write, say, if you're called from > evaluate_spill_costs().
Yes, you're right. I'll implement the suggestion you made above. Thanks for the patience ;) Iago > >> Anyway I was suggesting that > >> because it's also likely to be easier than having to check the swizzles > >> explicitly. > > > > That is only a matter of doing something like: > > > > unsigned swizzle_mask_i = brw_mask_for_swizzle(inst->src[i].swizzle); > > unsigned swizzle_mask_n = brw_mask_for_swizzle(inst->src[n].swizzle); > > > > And then add this to the condition: > > > > (swizzle_mask_i & swizzle_mask_n) == swizzle_mask_i > > > > In any case, I have no issues with doing what you suggest, it is not > > like this is a relevant optimization anyway, I just want to understand > > whether the implementation could really have any issues that I am still > > missing. > > > >> >> 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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev