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. > > v2: > - Apply the same logic when evaluating spilling costs (Curro). > > v3: > - Abstract the logic that decides if a register can be reused in a function. > that can be used from both spill_reg and evaluate_spill_costs (Curro). > > v4: > - Do not disallow reusing scratch_reg in predicated reads (Curro). > - Track if previous sources in the same instruction read scratch_reg > (Curro). > - Return prev_inst_read_scratch_reg at the end (Curro). > - No need to explicitily skip scratch read/write opcodes in spill_reg > (Curro). > - Fix the comments explaining what happens when we hit an instruction that > does not read or write scratch_reg (Curro) > - Return true early when the current or previous instructions read > scratch_reg with a compatible mask. > > v5: > - Do not return true early, the loop should not be expensive anyway > and this adds more complexity (Curro). > Looks good, Reviewed-by: Francisco Jerez <curroje...@riseup.net>
> --- > .../drivers/dri/i965/brw_vec4_reg_allocate.cpp | 126 > +++++++++++++++++++-- > 1 file changed, 118 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 62ed708..a49eca5 100644 > --- a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp > +++ b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp > @@ -267,6 +267,97 @@ 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 one that writes to it with a compatible mask or does not > read/write > + * scratch_reg at all. > + */ > +static bool > +can_use_scratch_for_source(const vec4_instruction *inst, unsigned i, > + unsigned scratch_reg) > +{ > + assert(inst->src[i].file == GRF); > + bool prev_inst_read_scratch_reg = false; > + > + /* See if any previous source in the same instructions reads scratch_reg > */ > + for (unsigned n = 0; n < i; n++) { > + if (inst->src[n].file == GRF && inst->src[n].reg == scratch_reg) > + prev_inst_read_scratch_reg = true; > + } > + > + /* Now check if previous instructions read/write scratch_reg */ > + for (vec4_instruction *prev_inst = (vec4_instruction *) inst->prev; > + !prev_inst->is_head_sentinel(); > + prev_inst = (vec4_instruction *) prev_inst->prev) { > + > + /* If the previous instruction writes to scratch_reg then we can reuse > + * it if the write is not conditional and the channels we write are > + * compatible with our read mask > + */ > + if (prev_inst->dst.file == GRF && prev_inst->dst.reg == scratch_reg) { > + return (!prev_inst->predicate || prev_inst->opcode == > BRW_OPCODE_SEL) && > + (brw_mask_for_swizzle(inst->src[i].swizzle) & > + ~prev_inst->dst.writemask) == 0; > + } > + > + /* Skip scratch read/writes so that instructions generated by spilling > + * other registers (that won't read/write scratch_reg) do not stop us > from > + * reusing scratch_reg for this instruction. > + */ > + if (prev_inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_WRITE || > + prev_inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_READ) > + continue; > + > + /* If the previous instruction does not write to scratch_reg, then > check > + * if it reads it > + */ > + 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) { > + /* The previous instruction does not read scratch_reg. At this > point, > + * if no previous instruction has read scratch_reg it means that we > + * will need to unspill it here and we can't reuse it (so we return > + * false). Otherwise, if we found at least one consecutive > instruction > + * that read scratch_reg, then we know that we got here from > + * evaluate_spill_costs (since for the spill_reg path any block of > + * consecutive instructions using scratch_reg must start with a > write > + * to that register, so we would've exited the loop in the check for > + * the write that we have at the start of this loop), and in that > case > + * it means that we found the point at which the scratch_reg would > be > + * unspilled. Since we always unspill a full vec4, it means that we > + * have all the channels available and we can just return true to > + * signal that we can reuse the register in the current instruction > + * too. > + */ > + return prev_inst_read_scratch_reg; > + } > + } > + > + return prev_inst_read_scratch_reg; > +} > + > void > vec4_visitor::evaluate_spill_costs(float *spill_costs, bool *no_spill) > { > @@ -284,9 +375,15 @@ 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; > + } > } > } > > @@ -345,19 +442,32 @@ 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) { > 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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