On Fri, 2015-07-24 at 16:18 +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.
> 
> This sounds reasonable to me in principle.  I guess that there is in
> general a trade-off between the number of spills/fills you omit and the
> number of interference edges you eliminate.  It may also be worth
> checking whether you can extend the same principle to cache the value of
> the variable in a GRF until the next instruction regardless of whether
> it was written or read (e.g. so you don't unspill the same register in
> two adjacent instructions).

That makes sense, I'll send a v2 with that chage.

> In either case it seems like the overall cost of spilling a register
> would be decreased in cases where this heuristic can be applied, would
> it make sense to update the cost metric accordingly?

Yeah, I guess so. I'll do that too.

> One more comment inline.
> 
> > ---
> >  .../drivers/dri/i965/brw_vec4_reg_allocate.cpp     | 39 
> > +++++++++++++++++++++-
> >  1 file changed, 38 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 80ab813..5fed2f9 100644
> > --- a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp
> > +++ b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp
> > @@ -334,6 +334,18 @@ vec4_visitor::choose_spill_reg(struct ra_graph *g)
> >     return ra_get_best_spill_node(g);
> >  }
> >  
> > +static bool
> > +writemask_matches_swizzle(unsigned writemask, unsigned swizzle)
> > +{
> > +   for (int i = 0; i < 4; i++) {
> > +      unsigned channel = 1 << BRW_GET_SWZ(swizzle, i);
> > +      if (!(writemask & channel))
> > +         return false;
> > +   }
> > +
> > +   return true;
> > +}
> > +
> >  void
> >  vec4_visitor::spill_reg(int spill_reg_nr)
> >  {
> > @@ -341,11 +353,33 @@ 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;
> >        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 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.
> > +             */
> > +            if (spill_write_inst &&
> > +                (!spill_write_inst->predicate ||
> > +                 spill_write_inst->opcode == BRW_OPCODE_SEL) &&
> > +                writemask_matches_swizzle(spill_write_inst->dst.writemask,
> > +                                          inst->src[i].swizzle)) {
> 
> brw_mask_for_swizzle() returns the mask of components accessed by a
> swizzle, you could just AND it with ~spill_write_inst->dst.writemask to
> find out whether it's contained in the destination of the previous
> instruction.

Ah nice, thanks for the tip!

Iago

> > +               scratch_reg = spill_write_inst->dst.reg;
> > +            } else if (scratch_reg == -1) {
> >                 scratch_reg = alloc.allocate(1);
> >                 src_reg temp = inst->src[i];
> >                 temp.reg = scratch_reg;
> > @@ -358,6 +392,9 @@ 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 {
> > +         spill_write_inst = NULL;
> >        }
> >     }
> >  
> > -- 
> > 1.9.1
> >
> > _______________________________________________
> > mesa-dev mailing list
> > mesa-dev@lists.freedesktop.org
> > http://lists.freedesktop.org/mailman/listinfo/mesa-dev


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