* IN THE SOFTWARE.
*/
+extern "C" {
+#include "main/macros.h"
+#include "program/register_allocate.h"
+} /* extern "C" */
+
#include "brw_vec4.h"
-#include "../glsl/ir_print_visitor.h"
+#include "brw_vs.h"
using namespace brw;
namespace brw {
static void
-assign(int *reg_hw_locations, reg *reg)
+assign(unsigned int *reg_hw_locations, reg *reg)
{
if (reg->file == GRF) {
reg->reg = reg_hw_locations[reg->reg];
}
}
-void
+bool
vec4_visitor::reg_allocate_trivial()
{
- int hw_reg_mapping[this->virtual_grf_count];
+ unsigned int hw_reg_mapping[this->virtual_grf_count];
bool virtual_grf_used[this->virtual_grf_count];
int i;
int next;
assign(hw_reg_mapping, &inst->src[2]);
}
- if (prog_data->total_grf > BRW_MAX_GRF) {
+ if (prog_data->total_grf > max_grf) {
fail("Ran out of regs on trivial allocator (%d/%d)\n",
- prog_data->total_grf, BRW_MAX_GRF);
+ prog_data->total_grf, max_grf);
+ return false;
}
+
+ return true;
}
-void
+static void
+brw_alloc_reg_set_for_classes(struct brw_context *brw,
+ int *class_sizes,
+ int class_count,
+ int base_reg_count)
+{
+ /* Compute the total number of registers across all classes. */
+ int ra_reg_count = 0;
+ for (int i = 0; i < class_count; i++) {
+ ra_reg_count += base_reg_count - (class_sizes[i] - 1);
+ }
+
+ ralloc_free(brw->vs.ra_reg_to_grf);
+ brw->vs.ra_reg_to_grf = ralloc_array(brw, uint8_t, ra_reg_count);
+ ralloc_free(brw->vs.regs);
+ brw->vs.regs = ra_alloc_reg_set(brw, ra_reg_count);
+ if (brw->gen >= 6)
+ ra_set_allocate_round_robin(brw->vs.regs);
+ ralloc_free(brw->vs.classes);
+ brw->vs.classes = ralloc_array(brw, int, class_count + 1);
+
+ /* Now, add the registers to their classes, and add the conflicts
+ * between them and the base GRF registers (and also each other).
+ */
+ int reg = 0;
+ for (int i = 0; i < class_count; i++) {
+ int class_reg_count = base_reg_count - (class_sizes[i] - 1);
+ brw->vs.classes[i] = ra_alloc_reg_class(brw->vs.regs);
+
+ for (int j = 0; j < class_reg_count; j++) {
+ ra_class_add_reg(brw->vs.regs, brw->vs.classes[i], reg);
+
+ brw->vs.ra_reg_to_grf[reg] = j;
+
+ for (int base_reg = j;
+ base_reg < j + class_sizes[i];
+ base_reg++) {
+ ra_add_transitive_reg_conflict(brw->vs.regs, base_reg, reg);
+ }
+
+ reg++;
+ }
+ }
+ assert(reg == ra_reg_count);
+
+ ra_set_finalize(brw->vs.regs, NULL);
+}
+
+bool
vec4_visitor::reg_allocate()
{
- reg_allocate_trivial();
+ unsigned int hw_reg_mapping[virtual_grf_count];
+ int first_assigned_grf = this->first_non_payload_grf;
+ int base_reg_count = max_grf - first_assigned_grf;
+ int class_sizes[base_reg_count];
+ int class_count = 0;
+
+ /* Using the trivial allocator can be useful in debugging undefined
+ * register access as a result of broken optimization passes.
+ */
+ if (0)
+ return reg_allocate_trivial();
+
+ calculate_live_intervals();
+
+ /* Set up the register classes.
+ *
+ * The base registers store a vec4. However, we'll need larger
+ * storage for arrays, structures, and matrices, which will be sets
+ * of contiguous registers.
+ */
+ class_sizes[class_count++] = 1;
+
+ for (int r = 0; r < virtual_grf_count; r++) {
+ int i;
+
+ for (i = 0; i < class_count; i++) {
+ if (class_sizes[i] == this->virtual_grf_sizes[r])
+ break;
+ }
+ if (i == class_count) {
+ if (this->virtual_grf_sizes[r] >= base_reg_count) {
+ fail("Object too large to register allocate.\n");
+ }
+
+ class_sizes[class_count++] = this->virtual_grf_sizes[r];
+ }
+ }
+
+ brw_alloc_reg_set_for_classes(brw, class_sizes, class_count, base_reg_count);
+
+ struct ra_graph *g = ra_alloc_interference_graph(brw->vs.regs,
+ virtual_grf_count);
+
+ for (int i = 0; i < virtual_grf_count; i++) {
+ for (int c = 0; c < class_count; c++) {
+ if (class_sizes[c] == this->virtual_grf_sizes[i]) {
+ ra_set_node_class(g, i, brw->vs.classes[c]);
+ break;
+ }
+ }
+
+ for (int j = 0; j < i; j++) {
+ if (virtual_grf_interferes(i, j)) {
+ ra_add_node_interference(g, i, j);
+ }
+ }
+ }
+
+ if (!ra_allocate_no_spills(g)) {
+ /* Failed to allocate registers. Spill a reg, and the caller will
+ * loop back into here to try again.
+ */
+ int reg = choose_spill_reg(g);
+ if (reg == -1) {
+ fail("no register to spill\n");
+ } else {
+ spill_reg(reg);
+ }
+ ralloc_free(g);
+ return false;
+ }
+
+ /* Get the chosen virtual registers for each node, and map virtual
+ * regs in the register classes back down to real hardware reg
+ * numbers.
+ */
+ prog_data->total_grf = first_assigned_grf;
+ for (int i = 0; i < virtual_grf_count; i++) {
+ int reg = ra_get_node_reg(g, i);
+
+ hw_reg_mapping[i] = first_assigned_grf + brw->vs.ra_reg_to_grf[reg];
+ prog_data->total_grf = MAX2(prog_data->total_grf,
+ hw_reg_mapping[i] + virtual_grf_sizes[i]);
+ }
+
+ foreach_list(node, &this->instructions) {
+ vec4_instruction *inst = (vec4_instruction *)node;
+
+ assign(hw_reg_mapping, &inst->dst);
+ assign(hw_reg_mapping, &inst->src[0]);
+ assign(hw_reg_mapping, &inst->src[1]);
+ assign(hw_reg_mapping, &inst->src[2]);
+ }
+
+ ralloc_free(g);
+
+ return true;
+}
+
+void
+vec4_visitor::evaluate_spill_costs(float *spill_costs, bool *no_spill)
+{
+ float loop_scale = 1.0;
+
+ for (int i = 0; i < this->virtual_grf_count; i++) {
+ spill_costs[i] = 0.0;
+ no_spill[i] = virtual_grf_sizes[i] != 1;
+ }
+
+ /* Calculate costs for spilling nodes. Call it a cost of 1 per
+ * spill/unspill we'll have to do, and guess that the insides of
+ * loops run 10 times.
+ */
+ foreach_list(node, &this->instructions) {
+ vec4_instruction *inst = (vec4_instruction *) node;
+
+ 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;
+ }
+ }
+
+ if (inst->dst.file == GRF) {
+ spill_costs[inst->dst.reg] += loop_scale;
+ if (inst->dst.reladdr)
+ no_spill[inst->dst.reg] = true;
+ }
+
+ switch (inst->opcode) {
+
+ case BRW_OPCODE_DO:
+ loop_scale *= 10;
+ break;
+
+ case BRW_OPCODE_WHILE:
+ loop_scale /= 10;
+ break;
+
+ case VS_OPCODE_SCRATCH_READ:
+ case VS_OPCODE_SCRATCH_WRITE:
+ for (int i = 0; i < 3; i++) {
+ if (inst->src[i].file == GRF)
+ no_spill[inst->src[i].reg] = true;
+ }
+ if (inst->dst.file == GRF)
+ no_spill[inst->dst.reg] = true;
+ break;
+
+ default:
+ break;
+ }
+ }
+}
+
+int
+vec4_visitor::choose_spill_reg(struct ra_graph *g)
+{
+ float spill_costs[this->virtual_grf_count];
+ bool no_spill[this->virtual_grf_count];
+
+ evaluate_spill_costs(spill_costs, no_spill);
+
+ for (int i = 0; i < this->virtual_grf_count; i++) {
+ if (!no_spill[i])
+ ra_set_node_spill_cost(g, i, spill_costs[i]);
+ }
+
+ return ra_get_best_spill_node(g);
+}
+
+void
+vec4_visitor::spill_reg(int spill_reg_nr)
+{
+ assert(virtual_grf_sizes[spill_reg_nr] == 1);
+ unsigned int spill_offset = c->last_scratch++;
+
+ /* Generate spill/unspill instructions for the objects being spilled. */
+ foreach_list(node, &this->instructions) {
+ vec4_instruction *inst = (vec4_instruction *) node;
+
+ 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 = virtual_grf_alloc(1);
+ dst_reg temp = dst_reg(inst->src[i]);
+
+ /* Only read the necessary channels, to avoid overwriting the rest
+ * with data that may not have been written to scratch.
+ */
+ temp.writemask = 0;
+ for (int c = 0; c < 4; c++)
+ temp.writemask |= (1 << BRW_GET_SWZ(inst->src[i].swizzle, c));
+ assert(temp.writemask != 0);
+
+ emit_scratch_read(inst, temp, spill_reg, spill_offset);
+ }
+ }
+
+ if (inst->dst.file == GRF && inst->dst.reg == spill_reg_nr) {
+ emit_scratch_write(inst, spill_offset);
+ }
+ }
+
+ this->live_intervals_valid = false;
}
} /* namespace brw */