From: Iago Toral Quiroga Date: Fri, 4 Sep 2015 11:23:20 +0000 (+0200) Subject: i965/vec4: Don't unspill the same register in consecutive instructions X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=96ea1663082c4a17eaf59873190f1e9677623d91;p=mesa.git i965/vec4: Don't unspill the same register in consecutive instructions 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. v2: - Apply the same logic when evaluating spilling costs (Curro). v3: - Abstract the logic that decides if a register can be reused in a function. that can be used from both spill_reg and evaluate_spill_costs (Curro). v4: - Do not disallow reusing scratch_reg in predicated reads (Curro). - Track if previous sources in the same instruction read scratch_reg (Curro). - Return prev_inst_read_scratch_reg at the end (Curro). - No need to explicitily skip scratch read/write opcodes in spill_reg (Curro). - Fix the comments explaining what happens when we hit an instruction that does not read or write scratch_reg (Curro) - Return true early when the current or previous instructions read scratch_reg with a compatible mask. v5: - Do not return true early, the loop should not be expensive anyway and this adds more complexity (Curro). Reviewed-by: Francisco Jerez --- 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 62ed7084883..a49eca56118 100644 --- a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp +++ b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp @@ -267,6 +267,97 @@ 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 one that writes to it with a compatible mask or does not read/write + * scratch_reg at all. + */ +static bool +can_use_scratch_for_source(const vec4_instruction *inst, unsigned i, + unsigned scratch_reg) +{ + assert(inst->src[i].file == GRF); + bool prev_inst_read_scratch_reg = false; + + /* See if any previous source in the same instructions reads scratch_reg */ + for (unsigned n = 0; n < i; n++) { + if (inst->src[n].file == GRF && inst->src[n].reg == scratch_reg) + prev_inst_read_scratch_reg = true; + } + + /* Now check if previous instructions read/write scratch_reg */ + for (vec4_instruction *prev_inst = (vec4_instruction *) inst->prev; + !prev_inst->is_head_sentinel(); + prev_inst = (vec4_instruction *) prev_inst->prev) { + + /* If the previous instruction writes to scratch_reg then we can reuse + * it if the write is not conditional and the channels we write are + * compatible with our read mask + */ + if (prev_inst->dst.file == GRF && prev_inst->dst.reg == scratch_reg) { + return (!prev_inst->predicate || prev_inst->opcode == BRW_OPCODE_SEL) && + (brw_mask_for_swizzle(inst->src[i].swizzle) & + ~prev_inst->dst.writemask) == 0; + } + + /* Skip scratch read/writes so that instructions generated by spilling + * other registers (that won't read/write scratch_reg) do not stop us from + * reusing scratch_reg for this instruction. + */ + if (prev_inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_WRITE || + prev_inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_READ) + continue; + + /* If the previous instruction does not write to scratch_reg, then check + * if it reads it + */ + 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) { + /* The previous instruction does not read scratch_reg. At this point, + * if no previous instruction has read scratch_reg it means that we + * will need to unspill it here and we can't reuse it (so we return + * false). Otherwise, if we found at least one consecutive instruction + * that read scratch_reg, then we know that we got here from + * evaluate_spill_costs (since for the spill_reg path any block of + * consecutive instructions using scratch_reg must start with a write + * to that register, so we would've exited the loop in the check for + * the write that we have at the start of this loop), and in that case + * it means that we found the point at which the scratch_reg would be + * unspilled. Since we always unspill a full vec4, it means that we + * have all the channels available and we can just return true to + * signal that we can reuse the register in the current instruction + * too. + */ + return prev_inst_read_scratch_reg; + } + } + + return prev_inst_read_scratch_reg; +} + void vec4_visitor::evaluate_spill_costs(float *spill_costs, bool *no_spill) { @@ -284,9 +375,15 @@ 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; + } } } @@ -345,19 +442,32 @@ 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) { 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; } }