On 12.01.2016 18:55, Marek Olšák wrote:
Hi Nicolai,
I only tested piglit on Bonaire.
The scratch buffer can deadlock too, though I guess we have enough
scratch space that we should never run out of it.
a) The lockup is prevented by the change to the value of
SHADER_PGM_RSRC3_VS. It means that 1 compute unit is reserved for PS
only. This is similar to tessellation, which isn't allowed to run on 2
compute units.
b) Yes, it can hurt performance if there are too many PS waves.
However, hw guys told me that the rule of thumb is to set the number
of waves to about a half, which is 32. The number can also be
calculated dynamically based on VS and PS resource usage, but I don't
know the equations.
Thanks for the explanation, that makes sense.
Reviewed-by: Nicolai Hähnle <nicolai.haeh...@amd.com>
Axel Davy benchmarked this briefly. We may need more benchmarks though.
Marek
On Tue, Jan 12, 2016 at 11:38 PM, Nicolai Hähnle <nhaeh...@gmail.com> wrote:
How well-tested is this? I'm a bit confused because I thought the
scratch_waves is about the scratch buffer ring (which should always be
allocated immediately when the shader starts), while the late_alloc is about
allocating the space where exports go.
So late_alloc is basically bounded by
(a) the need to avoid lockups (when all compute units are running VS that
don't have their export space allocated yet, so that there is nothing left
for the next shader to run on and start processing the queue) and
(b) even when there's no lockup, it may still hurt performance to have lots
of VS waiting for export space to become available.
I'm not sure if (a) is already covered by some of the registers that do
reservations (i.e., reserve one CU to be used only for pixel shaders etc.),
or if it's not an issue because every chip can have more than 31 waves in
flight (which I think is true).
As for (b), it's less critical but has anybody run benchmarks with this
patch?
Cheers,
Nicolai
On 12.01.2016 13:02, Marek Olšák wrote:
From: Marek Olšák <marek.ol...@amd.com>
This allows more VS waves to run on CIK and VI.
---
src/gallium/drivers/radeonsi/si_pipe.c | 4 +++-
src/gallium/drivers/radeonsi/si_pipe.h | 4 ++++
src/gallium/drivers/radeonsi/si_state.c | 5 +++--
3 files changed, 10 insertions(+), 3 deletions(-)
diff --git a/src/gallium/drivers/radeonsi/si_pipe.c
b/src/gallium/drivers/radeonsi/si_pipe.c
index 4e23cb1..cb0b8b2 100644
--- a/src/gallium/drivers/radeonsi/si_pipe.c
+++ b/src/gallium/drivers/radeonsi/si_pipe.c
@@ -207,8 +207,10 @@ static struct pipe_context *si_create_context(struct
pipe_screen *screen,
/* XXX: This is the maximum value allowed. I'm not sure how to
compute
* this for non-cs shaders. Using the wrong value here can result
in
* GPU lockups, but the maximum value seems to always work.
+ *
+ * If this is changed, SI_LATE_ALLOC_VS_WAVES should be updated
accordingly.
*/
- sctx->scratch_waves = 32 * sscreen->b.info.max_compute_units;
+ sctx->scratch_waves = SI_NUM_SCRATCH_WAVES *
sscreen->b.info.max_compute_units;
#if HAVE_LLVM >= 0x0306
/* Initialize LLVM TargetMachine */
diff --git a/src/gallium/drivers/radeonsi/si_pipe.h
b/src/gallium/drivers/radeonsi/si_pipe.h
index f83cb02..6ea3017 100644
--- a/src/gallium/drivers/radeonsi/si_pipe.h
+++ b/src/gallium/drivers/radeonsi/si_pipe.h
@@ -36,6 +36,10 @@
#define SI_BIG_ENDIAN 0
#endif
+#define SI_NUM_SCRATCH_WAVES 32
+#define SI_LATE_ALLOC_VS_WAVES (SI_NUM_SCRATCH_WAVES - 1)
+
+
/* The base vertex and primitive restart can be any number, but we must
pick
* one which will mean "unknown" for the purpose of state tracking and
* the number shouldn't be a commonly-used one. */
diff --git a/src/gallium/drivers/radeonsi/si_state.c
b/src/gallium/drivers/radeonsi/si_state.c
index 2a6d2c6..a8b292f 100644
--- a/src/gallium/drivers/radeonsi/si_state.c
+++ b/src/gallium/drivers/radeonsi/si_state.c
@@ -3600,8 +3600,9 @@ static void si_init_config(struct si_context *sctx)
si_pm4_set_reg(pm4, R_00B41C_SPI_SHADER_PGM_RSRC3_HS, 0);
si_pm4_set_reg(pm4, R_00B31C_SPI_SHADER_PGM_RSRC3_ES,
S_00B31C_CU_EN(0xfffe));
si_pm4_set_reg(pm4, R_00B21C_SPI_SHADER_PGM_RSRC3_GS,
S_00B21C_CU_EN(0xffff));
- si_pm4_set_reg(pm4, R_00B118_SPI_SHADER_PGM_RSRC3_VS,
S_00B118_CU_EN(0xffff));
- si_pm4_set_reg(pm4, R_00B11C_SPI_SHADER_LATE_ALLOC_VS,
S_00B11C_LIMIT(0));
+ si_pm4_set_reg(pm4, R_00B118_SPI_SHADER_PGM_RSRC3_VS,
S_00B118_CU_EN(0xfffe));
+ si_pm4_set_reg(pm4, R_00B11C_SPI_SHADER_LATE_ALLOC_VS,
+ S_00B11C_LIMIT(SI_LATE_ALLOC_VS_WAVES));
si_pm4_set_reg(pm4, R_00B01C_SPI_SHADER_PGM_RSRC3_PS,
S_00B01C_CU_EN(0xffff));
}
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