Francisco Jerez <curroje...@riseup.net> writes:

> Iago Toral <ito...@igalia.com> writes:
>
>> On Thu, 2015-07-30 at 17:08 +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.
>>> >
>>> > In general, we avoid emitting scratch reads for as long as the next 
>>> > instruction
>>> > keeps reading the spilled register. This should not harm the benefit of
>>> > spilling the register because gains for register allocation only come 
>>> > when we
>>> > have chunks of program code where the register is alive but not really 
>>> > used
>>> > (because these are the points where we could effectively use that 
>>> > register for
>>> > another purpose if we spilled it), so as long as consecutive instructions 
>>> > use
>>> > that register we can avoid the scratch reads without losing anything.
>>> > ---
>>> >  .../drivers/dri/i965/brw_vec4_reg_allocate.cpp     | 37 
>>> > +++++++++++++++++++++-
>>> >  1 file changed, 36 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 cff5406..fd56dae 100644
>>> > --- a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp
>>> > +++ b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp
>>> > @@ -340,11 +340,43 @@ 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;
>>> > +      bool spill_reg_was_read = false;
>>> >        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 (!spill_reg_was_read) {
>>> > +               spill_reg_was_read = (!inst->predicate ||
>>> > +                                     inst->opcode == BRW_OPCODE_SEL);
>>> > +            }
>>> > +
>>> > +            /* 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.
>>> > +             *
>>> > +             * We keep doing this for as long as the next instruction
>>> > +             * keeps reading the spilled register and break as soon as we
>>> > +             * find an instruction that doesn't.
>>> > +             */
>>> > +            if (spill_write_inst &&
>>> > +                (!spill_write_inst->predicate ||
>>> > +                 spill_write_inst->opcode == BRW_OPCODE_SEL) &&
>>> > +                ((brw_mask_for_swizzle(inst->src[i].swizzle) &
>>> > +                 ~spill_write_inst->dst.writemask) == 0)) {
>>> > +               scratch_reg = spill_write_inst->dst.reg;
>>> > +            } else if (scratch_reg == -1) {
>>> 
>>> One suggestion: You could factor out the rather complex caching logic
>>> into a separate function (e.g. 'bool can_reuse_scratch_for_source(const
>>> vec4_instruction *, unsigned i, unsigned scratch_reg)').  The function
>>> would simply compare scratch_reg with the sources of the current
>>> instruction (up to src) and the sources and destination of the previous
>>> non-scratch_read/write instruction.  If there's a match it would check
>>> that the regioning is compatible with the i-th source and return true in
>>> that case.  This would have several benefits:
>>
>> I think this might need to be a bit more complex. The previous inst's
>> src[i] might read only a subset of the channels that where loaded into
>> scratch_reg so comparing only against that can lead us to think that we
>> can't reuse scratch_reg when in fact we can.
>>
>> I think the process should be more like we loop back looking at the prev
>> instruction for as long as the previous instruction reads the
>> scratch_ref until we find the one that writes to scratch_reg (which must
>> be a scratch read). At that point we check that the writemask in that
>> instruction is compatible with our swizzle on src[i], in which case we
>> can reuse scratch_reg. Does this make sense to you?
>>
> The thing is that there may be no scratch read in the program yet if
> you're being called from evaluate_spill_costs().  I think you want to
> iterate for as long as the previous instruction reads scratch_reg but
> doesn't write it -- If after the end of the loop you end up at an
> instruction that writes, fine, you take the writemask from it, otherwise
> assume XYZW.
>
> Yes, we should probably change spill_reg() to read whole vec4s at once
> when unspilling a register, reading a subset of the channels doesn't
> save any memory bandwidth and makes the optimization you're implementing
> less likely to succeed.
>
>> In this case, if we have a successful match, we probably want to keep a
>> reference to that instruction so that for the next src of the current
>> instruction (or for the next instruction in our program) we don't have
>> to repeat that process.
>>
>
> Keep in mind that the assumption behind this optimization is that a
> given spill candidate is only re-used for a very short sequence of
> consecutive instructions (otherwise it might in fact be harmful), so the
> amount of CPU cycles you can save by doing that is likely to be tiny in
> practice -- Feel free to do it if it's trivial but I wouldn't trade it
> for any additional complexity in the spill_reg() and
> evaluate_spill_costs() loops.
>
> One last concern I had about this series has to do with the possibility
> of it leading to an infinite loop in the allocate-spill loop -- I guess
> that at least in theory it would be possible for a register used *only*
> in a consecutive sequence of instructions to score quite high if the
> sequence is part of a region of high register pressure.  If the register
> allocator decides it's the best candidate we have a problem because this
> heuristic will prevent us from making any progress.  I guess the easiest
> way around this would be to have an array of counters in
> evaluate_spill_costs() keeping track of the number of individual
> instructions each register had to be (un)spilled for.  At the end of the
> loop you'd check if it's less or equal to one and in that case mark it
> as no_spill.  (Note that in theory this situation is possible even
> without your changes AFAICT, just far less likely)
>
You should in fact be able to do without the array of counters even.

You could find out whether some register has already been un/spilled
by (ab)using spill_costs[i].  The first time you see a register set
no_spill[i] to true, and then reset it to false if you see it a second
time -- Not sure if it would be worth doing or helpful though. ;)

>> Iago
>>
>>
>>>  - It would keep ::spill_reg() simple and the caching heuristic factored
>>>    out.  The only thing spill_reg() would still need to take care of is
>>>    keep track of the last spilling temporary (e.g. as you're doing it
>>>    now with the scratch_reg variable) and pass it to
>>>    can_reuse_scratch_for_source(), but it would no longer be necessary
>>>    to reset it to -1 when reuse is not possible.
>>> 
>>>  - It would allow you to use a single implementation of the caching
>>>    policy to implement both spill_reg() and evaluate_spill_costs(), what
>>>    would make sure that things don't go out of sync in the likely case
>>>    that we want to change the caching heuristic in the future.
>>> 
>>> >
>>> >
>>> >
>>> > @@ -357,6 +389,9 @@ vec4_visitor::spill_reg(int spill_reg_nr)
>>> >  
>>> >
>>> >
>>> > +
>>> > +
>>> > +
>>> >
>>> >
>>> >  
>>> > -- 
>>> > 1.9.1

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