broadcom/vc5: Add support for register spilling.
[mesa.git] / src / broadcom / compiler / vir_register_allocate.c
1 /*
2 * Copyright © 2014 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "util/ralloc.h"
25 #include "util/register_allocate.h"
26 #include "common/v3d_device_info.h"
27 #include "v3d_compiler.h"
28
29 #define QPU_R(i) { .magic = false, .index = i }
30
31 #define ACC_INDEX 0
32 #define ACC_COUNT 5
33 #define PHYS_INDEX (ACC_INDEX + ACC_COUNT)
34 #define PHYS_COUNT 64
35
36 static bool
37 is_last_ldtmu(struct qinst *inst, struct qblock *block)
38 {
39 list_for_each_entry_from(struct qinst, scan_inst, inst,
40 &block->instructions, link) {
41 if (inst->qpu.sig.ldtmu)
42 return false;
43 if (v3d_qpu_writes_tmu(&inst->qpu))
44 return true;
45 }
46
47 return true;
48 }
49
50 static int
51 v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g,
52 uint32_t *temp_to_node)
53 {
54 float block_scale = 1.0;
55 float spill_costs[c->num_temps];
56 bool in_tmu_operation = false;
57 bool started_last_seg = false;
58
59 for (unsigned i = 0; i < c->num_temps; i++)
60 spill_costs[i] = 0.0;
61
62 /* XXX: Scale the cost up when inside of a loop. */
63 vir_for_each_block(block, c) {
64 vir_for_each_inst(inst, block) {
65 /* We can't insert a new TMU operation while currently
66 * in a TMU operation, and we can't insert new thread
67 * switches after starting output writes.
68 */
69 bool no_spilling =
70 (in_tmu_operation ||
71 (c->threads > 1 && started_last_seg));
72
73 for (int i = 0; i < vir_get_nsrc(inst); i++) {
74 if (inst->src[i].file != QFILE_TEMP)
75 continue;
76
77 int temp = inst->src[i].index;
78 if (no_spilling) {
79 BITSET_CLEAR(c->spillable,
80 temp);
81 } else {
82 spill_costs[temp] += block_scale;
83 }
84 }
85
86 if (inst->dst.file == QFILE_TEMP) {
87 int temp = inst->dst.index;
88
89 if (no_spilling) {
90 BITSET_CLEAR(c->spillable,
91 temp);
92 } else {
93 spill_costs[temp] += block_scale;
94 }
95 }
96
97 if (inst->is_last_thrsw)
98 started_last_seg = true;
99
100 if (v3d_qpu_writes_vpm(&inst->qpu) ||
101 v3d_qpu_uses_tlb(&inst->qpu))
102 started_last_seg = true;
103
104 /* Track when we're in between a TMU setup and the
105 * final LDTMU from that TMU setup. We can't
106 * spill/fill any temps during that time, because that
107 * involves inserting a new TMU setup/LDTMU sequence.
108 */
109 if (inst->qpu.sig.ldtmu &&
110 is_last_ldtmu(inst, block))
111 in_tmu_operation = false;
112
113 if (v3d_qpu_writes_tmu(&inst->qpu))
114 in_tmu_operation = true;
115 }
116 }
117
118 for (unsigned i = 0; i < c->num_temps; i++) {
119 int node = temp_to_node[i];
120
121 if (BITSET_TEST(c->spillable, i))
122 ra_set_node_spill_cost(g, node, spill_costs[i]);
123 }
124
125 return ra_get_best_spill_node(g);
126 }
127
128 /* The spill offset for this thread takes a bit of setup, so do it once at
129 * program start.
130 */
131 static void
132 v3d_setup_spill_base(struct v3d_compile *c)
133 {
134 c->cursor = vir_before_block(vir_entry_block(c));
135
136 int start_num_temps = c->num_temps;
137
138 /* Each thread wants to be in a separate region of the scratch space
139 * so that the QPUs aren't fighting over cache lines. We have the
140 * driver keep a single global spill BO rather than
141 * per-spilling-program BOs, so we need a uniform from the driver for
142 * what the per-thread scale is.
143 */
144 struct qreg thread_offset =
145 vir_UMUL(c,
146 vir_TIDX(c),
147 vir_uniform(c, QUNIFORM_SPILL_SIZE_PER_THREAD, 0));
148
149 /* Each channel in a reg is 4 bytes, so scale them up by that. */
150 struct qreg element_offset = vir_SHL(c, vir_EIDX(c),
151 vir_uniform_ui(c, 2));
152
153 c->spill_base = vir_ADD(c,
154 vir_ADD(c, thread_offset, element_offset),
155 vir_uniform(c, QUNIFORM_SPILL_OFFSET, 0));
156
157 /* Make sure that we don't spill the spilling setup instructions. */
158 for (int i = start_num_temps; i < c->num_temps; i++)
159 BITSET_CLEAR(c->spillable, i);
160 }
161
162 static void
163 v3d_emit_spill_tmua(struct v3d_compile *c, uint32_t spill_offset)
164 {
165 vir_ADD_dest(c, vir_reg(QFILE_MAGIC,
166 V3D_QPU_WADDR_TMUA),
167 c->spill_base,
168 vir_uniform_ui(c, spill_offset));
169 }
170
171 static void
172 v3d_spill_reg(struct v3d_compile *c, int spill_temp)
173 {
174 uint32_t spill_offset = c->spill_size;
175 c->spill_size += 16 * sizeof(uint32_t);
176
177 if (spill_offset == 0)
178 v3d_setup_spill_base(c);
179
180 struct qinst *last_thrsw = c->last_thrsw;
181 assert(!last_thrsw || last_thrsw->is_last_thrsw);
182
183 int start_num_temps = c->num_temps;
184
185 vir_for_each_inst_inorder(inst, c) {
186 for (int i = 0; i < vir_get_nsrc(inst); i++) {
187 if (inst->src[i].file != QFILE_TEMP ||
188 inst->src[i].index != spill_temp) {
189 continue;
190 }
191
192 c->cursor = vir_before_inst(inst);
193
194 v3d_emit_spill_tmua(c, spill_offset);
195 vir_emit_thrsw(c);
196 inst->src[i] = vir_LDTMU(c);
197 c->fills++;
198 }
199
200 if (inst->dst.file == QFILE_TEMP &&
201 inst->dst.index == spill_temp) {
202 c->cursor = vir_after_inst(inst);
203
204 inst->dst.index = c->num_temps++;
205 vir_MOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUD),
206 inst->dst);
207 v3d_emit_spill_tmua(c, spill_offset);
208 vir_emit_thrsw(c);
209 c->spills++;
210 }
211
212 /* If we didn't have a last-thrsw inserted by nir_to_vir and
213 * we've been inserting thrsws, then insert a new last_thrsw
214 * right before we start the vpm/tlb sequence for the last
215 * thread segment.
216 */
217 if (!last_thrsw && c->last_thrsw &&
218 (v3d_qpu_writes_vpm(&inst->qpu) ||
219 v3d_qpu_uses_tlb(&inst->qpu))) {
220 c->cursor = vir_before_inst(inst);
221 vir_emit_thrsw(c);
222
223 last_thrsw = c->last_thrsw;
224 last_thrsw->is_last_thrsw = true;
225 }
226 }
227
228 /* Make sure c->last_thrsw is the actual last thrsw, not just one we
229 * inserted in our most recent unspill.
230 */
231 if (last_thrsw)
232 c->last_thrsw = last_thrsw;
233
234 /* Don't allow spilling of our spilling instructions. There's no way
235 * they can help get things colored.
236 */
237 for (int i = start_num_temps; i < c->num_temps; i++)
238 BITSET_CLEAR(c->spillable, i);
239 }
240
241 bool
242 vir_init_reg_sets(struct v3d_compiler *compiler)
243 {
244 /* Allocate up to 3 regfile classes, for the ways the physical
245 * register file can be divided up for fragment shader threading.
246 */
247 int max_thread_index = (compiler->devinfo->ver >= 40 ? 2 : 3);
248
249 compiler->regs = ra_alloc_reg_set(compiler, PHYS_INDEX + PHYS_COUNT,
250 true);
251 if (!compiler->regs)
252 return false;
253
254 for (int threads = 0; threads < max_thread_index; threads++) {
255 compiler->reg_class_phys_or_acc[threads] =
256 ra_alloc_reg_class(compiler->regs);
257 compiler->reg_class_phys[threads] =
258 ra_alloc_reg_class(compiler->regs);
259
260 for (int i = PHYS_INDEX;
261 i < PHYS_INDEX + (PHYS_COUNT >> threads); i++) {
262 ra_class_add_reg(compiler->regs,
263 compiler->reg_class_phys_or_acc[threads], i);
264 ra_class_add_reg(compiler->regs,
265 compiler->reg_class_phys[threads], i);
266 }
267
268 for (int i = ACC_INDEX + 0; i < ACC_INDEX + ACC_COUNT; i++) {
269 ra_class_add_reg(compiler->regs,
270 compiler->reg_class_phys_or_acc[threads], i);
271 }
272 }
273
274 ra_set_finalize(compiler->regs, NULL);
275
276 return true;
277 }
278
279 struct node_to_temp_map {
280 uint32_t temp;
281 uint32_t priority;
282 };
283
284 static int
285 node_to_temp_priority(const void *in_a, const void *in_b)
286 {
287 const struct node_to_temp_map *a = in_a;
288 const struct node_to_temp_map *b = in_b;
289
290 return a->priority - b->priority;
291 }
292
293 #define CLASS_BIT_PHYS (1 << 0)
294 #define CLASS_BIT_R0_R2 (1 << 1)
295 #define CLASS_BIT_R3 (1 << 2)
296 #define CLASS_BIT_R4 (1 << 3)
297
298 /**
299 * Returns a mapping from QFILE_TEMP indices to struct qpu_regs.
300 *
301 * The return value should be freed by the caller.
302 */
303 struct qpu_reg *
304 v3d_register_allocate(struct v3d_compile *c, bool *spilled)
305 {
306 struct node_to_temp_map map[c->num_temps];
307 uint32_t temp_to_node[c->num_temps];
308 uint8_t class_bits[c->num_temps];
309 struct qpu_reg *temp_registers = calloc(c->num_temps,
310 sizeof(*temp_registers));
311 int acc_nodes[ACC_COUNT];
312
313 *spilled = false;
314
315 vir_calculate_live_intervals(c);
316
317 /* Convert 1, 2, 4 threads to 0, 1, 2 index.
318 *
319 * V3D 4.x has double the physical register space, so 64 physical regs
320 * are available at both 1x and 2x threading, and 4x has 32.
321 */
322 int thread_index = ffs(c->threads) - 1;
323 if (c->devinfo->ver >= 40) {
324 if (thread_index >= 1)
325 thread_index--;
326 }
327
328 struct ra_graph *g = ra_alloc_interference_graph(c->compiler->regs,
329 c->num_temps +
330 ARRAY_SIZE(acc_nodes));
331
332 /* Make some fixed nodes for the accumulators, which we will need to
333 * interfere with when ops have implied r3/r4 writes or for the thread
334 * switches. We could represent these as classes for the nodes to
335 * live in, but the classes take up a lot of memory to set up, so we
336 * don't want to make too many.
337 */
338 for (int i = 0; i < ARRAY_SIZE(acc_nodes); i++) {
339 acc_nodes[i] = c->num_temps + i;
340 ra_set_node_reg(g, acc_nodes[i], ACC_INDEX + i);
341 }
342
343 for (uint32_t i = 0; i < c->num_temps; i++) {
344 map[i].temp = i;
345 map[i].priority = c->temp_end[i] - c->temp_start[i];
346 }
347 qsort(map, c->num_temps, sizeof(map[0]), node_to_temp_priority);
348 for (uint32_t i = 0; i < c->num_temps; i++) {
349 temp_to_node[map[i].temp] = i;
350 }
351
352 /* Figure out our register classes and preallocated registers. We
353 * start with any temp being able to be in any file, then instructions
354 * incrementally remove bits that the temp definitely can't be in.
355 */
356 memset(class_bits,
357 CLASS_BIT_PHYS | CLASS_BIT_R0_R2 | CLASS_BIT_R3 | CLASS_BIT_R4,
358 sizeof(class_bits));
359
360 int ip = 0;
361 vir_for_each_inst_inorder(inst, c) {
362 /* If the instruction writes r3/r4 (and optionally moves its
363 * result to a temp), nothing else can be stored in r3/r4 across
364 * it.
365 */
366 if (vir_writes_r3(c->devinfo, inst)) {
367 for (int i = 0; i < c->num_temps; i++) {
368 if (c->temp_start[i] < ip &&
369 c->temp_end[i] > ip) {
370 ra_add_node_interference(g,
371 temp_to_node[i],
372 acc_nodes[3]);
373 }
374 }
375 }
376 if (vir_writes_r4(c->devinfo, inst)) {
377 for (int i = 0; i < c->num_temps; i++) {
378 if (c->temp_start[i] < ip &&
379 c->temp_end[i] > ip) {
380 ra_add_node_interference(g,
381 temp_to_node[i],
382 acc_nodes[4]);
383 }
384 }
385 }
386
387 if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU) {
388 switch (inst->qpu.alu.add.op) {
389 case V3D_QPU_A_LDVPMV_IN:
390 case V3D_QPU_A_LDVPMV_OUT:
391 case V3D_QPU_A_LDVPMD_IN:
392 case V3D_QPU_A_LDVPMD_OUT:
393 case V3D_QPU_A_LDVPMP:
394 case V3D_QPU_A_LDVPMG_IN:
395 case V3D_QPU_A_LDVPMG_OUT:
396 /* LDVPMs only store to temps (the MA flag
397 * decides whether the LDVPM is in or out)
398 */
399 assert(inst->dst.file == QFILE_TEMP);
400 class_bits[inst->dst.index] &= CLASS_BIT_PHYS;
401 break;
402
403 default:
404 break;
405 }
406 }
407
408 if (inst->src[0].file == QFILE_REG) {
409 switch (inst->src[0].index) {
410 case 0:
411 case 1:
412 case 2:
413 /* Payload setup instructions: Force allocate
414 * the dst to the given register (so the MOV
415 * will disappear).
416 */
417 assert(inst->qpu.alu.mul.op == V3D_QPU_M_MOV);
418 assert(inst->dst.file == QFILE_TEMP);
419 ra_set_node_reg(g,
420 temp_to_node[inst->dst.index],
421 PHYS_INDEX +
422 inst->src[0].index);
423 break;
424 }
425 }
426
427 if (inst->qpu.sig.thrsw) {
428 /* All accumulators are invalidated across a thread
429 * switch.
430 */
431 for (int i = 0; i < c->num_temps; i++) {
432 if (c->temp_start[i] < ip && c->temp_end[i] > ip)
433 class_bits[i] &= CLASS_BIT_PHYS;
434 }
435 }
436
437 ip++;
438 }
439
440 for (uint32_t i = 0; i < c->num_temps; i++) {
441 if (class_bits[i] == CLASS_BIT_PHYS) {
442 ra_set_node_class(g, temp_to_node[i],
443 c->compiler->reg_class_phys[thread_index]);
444 } else {
445 assert(class_bits[i] == (CLASS_BIT_PHYS |
446 CLASS_BIT_R0_R2 |
447 CLASS_BIT_R3 |
448 CLASS_BIT_R4));
449 ra_set_node_class(g, temp_to_node[i],
450 c->compiler->reg_class_phys_or_acc[thread_index]);
451 }
452 }
453
454 for (uint32_t i = 0; i < c->num_temps; i++) {
455 for (uint32_t j = i + 1; j < c->num_temps; j++) {
456 if (!(c->temp_start[i] >= c->temp_end[j] ||
457 c->temp_start[j] >= c->temp_end[i])) {
458 ra_add_node_interference(g,
459 temp_to_node[i],
460 temp_to_node[j]);
461 }
462 }
463 }
464
465 bool ok = ra_allocate(g);
466 if (!ok) {
467 /* Try to spill, if we can't reduce threading first. */
468 if (thread_index == 0) {
469 int node = v3d_choose_spill_node(c, g, temp_to_node);
470
471 if (node != -1) {
472 v3d_spill_reg(c, map[node].temp);
473 ralloc_free(g);
474
475 /* Ask the outer loop to call back in. */
476 *spilled = true;
477 return NULL;
478 }
479 }
480
481 free(temp_registers);
482 return NULL;
483 }
484
485 for (uint32_t i = 0; i < c->num_temps; i++) {
486 int ra_reg = ra_get_node_reg(g, temp_to_node[i]);
487 if (ra_reg < PHYS_INDEX) {
488 temp_registers[i].magic = true;
489 temp_registers[i].index = (V3D_QPU_WADDR_R0 +
490 ra_reg - ACC_INDEX);
491 } else {
492 temp_registers[i].magic = false;
493 temp_registers[i].index = ra_reg - PHYS_INDEX;
494 }
495
496 /* If the value's never used, just write to the NOP register
497 * for clarity in debug output.
498 */
499 if (c->temp_start[i] == c->temp_end[i]) {
500 temp_registers[i].magic = true;
501 temp_registers[i].index = V3D_QPU_WADDR_NOP;
502 }
503 }
504
505 ralloc_free(g);
506
507 if (V3D_DEBUG & V3D_DEBUG_SHADERDB) {
508 fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d spills\n",
509 vir_get_stage_name(c),
510 c->program_id, c->variant_id,
511 c->spills);
512
513 fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d fills\n",
514 vir_get_stage_name(c),
515 c->program_id, c->variant_id,
516 c->fills);
517 }
518
519 return temp_registers;
520 }