On Fri, 2015-08-07 at 14:14 +0300, Francisco Jerez wrote: > Iago Toral <ito...@igalia.com> writes: > > > 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). > > > > True, I'll fix the comment. > > > >> > 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. > > > > Yes, you're right. > > > >> 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. > > > > Sounds good to me. > > > >> > + > >> > + 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. > > > > Ok. > > > >> > + 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. > > > > Yeah, makes sense. > > > >> > + > >> > + /* 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. > > > > I had my doubts about that, but the reason was the following. Say we > > have this code: > > > > r1 = r2 + r3 > > r4 = r2 * r3 > > > > In theory, if r2 and r3 were to be spilled we would want to reuse the > > scratch registers in the second instruction, but the truth is that if we > > spill them we end up with code like this: > > > > r2 = scratch_load(offset_r2) > > r3 = scratch_load(offset_r3) > > r1 = r2 + r3 > > r4 = r2 + r3 > > > > When we call this function for the instruction that writes r1, it will > > see that the previous instruction uses r3, but _not_ r2, and decide that > > it can't use the scratch result for r2 triggering a new load. > > Hm, I'm not following. Say we first decide to spill r2, the result will > be: > > | r2 = scratch_load(offset_r2) > | r1 = r2 + r3 > | r4 = r2 + r3 > > If we then decide to spill r3 your code would notice that it's read from > in two consecutive instructions and then go on and reuse it regardless > of whether scratch reads and writes are treated specially or not, like: > > | r2 = scratch_load(offset_r2) > | r3 = scratch_load(offset_r3) > | r1 = r2 + r3 > | r4 = r2 + r3 > > > This happens because each scratch load only pulls one register, so as > > soon as we inject these in the code we are effectively limiting the > > optimization to just one register. > > > > It can get worse. If we spill r1 before these, we would have: > > > > r2 = scratch_load(offset_r2) > > r3 = scratch_load(offset_r3) > > r1 = r2 + r3 > > write(r1, offset_r1) > > r4 = r2 + r3 > > > > Ah, this seems like a better example. In this case r2 and/or r3 will be > reused or not depending on the order in which the spills are done, what > indeed is slightly disconcerting -- but note that in all such cases the > original assumption you started from will be violated (the temporary is > re-used if it was already read or written in a sequence of consecutive > instructions). That said I don't really have any objection against > special-casing scratch reads and writes, I just wanted to understand why > you had decided to break your own rule. ;)
Yeah, I also thought that in this case it is ok-ish to break that rule... however, there is one more concern I had with this. We can also have scratch reads/writes because we lowered indirect GRF array accesses to scratch... If we have that then, I may be abusing the rule a bit too much here, but we can't tell which scratch operations are spills and which are lowered GRF array accesses :-/ > > Now the instruction that writes to r4 can't reuse neither r2 nor r3 > > because the scratch write in between won't read any of them. > > > >> > + /* 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? > > > > Yes. > > > >> > +} > >> > + > >> > 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. > > > > I figured we would rather skip loop for the 3 srcs and the check for the > > dst in this case since we already know that we won't see a match. I can > > remove the check if you think it is not worth it though. > > > > > >> > 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