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authorEric Anholt <[email protected]>2019-04-11 11:12:01 -0700
committerEric Anholt <[email protected]>2019-04-12 16:16:58 -0700
commitdc402be73e4bbb9b43213a4266b98a46092e3038 (patch)
tree2ceedd9ccee93e28f7e661f0e0155b651e15608f
parent18ed82b084c79bf63666f2da22e5d675fb01aa26 (diff)
v3d: Use the new lower_to_scratch implementation for indirects on temps.
We can use the same register spilling infrastructure for our loads/stores of indirect access of temp variables, instead of doing an if ladder. Cuts 50% of instructions and max-temps from 2 KSP shaders in shader-db. Also causes several other KSP shaders with large bodies and large loop counts to not be force-unrolled. The change was originally motivated by NOLTIS slightly modifying register pressure in piglit temp mat4 array read/write tests, triggering register allocation failures.
-rw-r--r--src/broadcom/Makefile.sources1
-rw-r--r--src/broadcom/compiler/meson.build1
-rw-r--r--src/broadcom/compiler/nir_to_vir.c34
-rw-r--r--src/broadcom/compiler/v3d_compiler.h2
-rw-r--r--src/broadcom/compiler/v3d_nir_lower_scratch.c153
-rw-r--r--src/broadcom/compiler/vir.c6
-rw-r--r--src/broadcom/compiler/vir_register_allocate.c4
-rw-r--r--src/gallium/drivers/v3d/v3d_screen.c3
8 files changed, 193 insertions, 11 deletions
diff --git a/src/broadcom/Makefile.sources b/src/broadcom/Makefile.sources
index 568e7b8701b..e759b545496 100644
--- a/src/broadcom/Makefile.sources
+++ b/src/broadcom/Makefile.sources
@@ -41,6 +41,7 @@ BROADCOM_FILES = \
compiler/v3d_compiler.h \
compiler/v3d_nir_lower_image_load_store.c \
compiler/v3d_nir_lower_io.c \
+ compiler/v3d_nir_lower_scratch.c \
compiler/v3d_nir_lower_txf_ms.c \
qpu/qpu_disasm.c \
qpu/qpu_disasm.h \
diff --git a/src/broadcom/compiler/meson.build b/src/broadcom/compiler/meson.build
index a58a711a83a..1249af5e8ab 100644
--- a/src/broadcom/compiler/meson.build
+++ b/src/broadcom/compiler/meson.build
@@ -37,6 +37,7 @@ libbroadcom_compiler_files = files(
'v3d_compiler.h',
'v3d_nir_lower_io.c',
'v3d_nir_lower_image_load_store.c',
+ 'v3d_nir_lower_scratch.c',
'v3d_nir_lower_txf_ms.c',
)
diff --git a/src/broadcom/compiler/nir_to_vir.c b/src/broadcom/compiler/nir_to_vir.c
index de1ee07be71..11c49f5efa9 100644
--- a/src/broadcom/compiler/nir_to_vir.c
+++ b/src/broadcom/compiler/nir_to_vir.c
@@ -132,9 +132,11 @@ v3d_general_tmu_op(nir_intrinsic_instr *instr)
case nir_intrinsic_load_ubo:
case nir_intrinsic_load_uniform:
case nir_intrinsic_load_shared:
+ case nir_intrinsic_load_scratch:
return GENERAL_TMU_READ_OP_READ;
case nir_intrinsic_store_ssbo:
case nir_intrinsic_store_shared:
+ case nir_intrinsic_store_scratch:
return GENERAL_TMU_WRITE_OP_WRITE;
case nir_intrinsic_ssbo_atomic_add:
case nir_intrinsic_shared_atomic_add:
@@ -177,7 +179,7 @@ v3d_general_tmu_op(nir_intrinsic_instr *instr)
*/
static void
ntq_emit_tmu_general(struct v3d_compile *c, nir_intrinsic_instr *instr,
- bool is_shared)
+ bool is_shared_or_scratch)
{
/* XXX perf: We should turn add/sub of 1 to inc/dec. Perhaps NIR
* wants to have support for inc/dec?
@@ -185,8 +187,9 @@ ntq_emit_tmu_general(struct v3d_compile *c, nir_intrinsic_instr *instr,
uint32_t tmu_op = v3d_general_tmu_op(instr);
bool is_store = (instr->intrinsic == nir_intrinsic_store_ssbo ||
+ instr->intrinsic == nir_intrinsic_store_scratch ||
instr->intrinsic == nir_intrinsic_store_shared);
- bool has_index = !is_shared;
+ bool has_index = !is_shared_or_scratch;
int offset_src;
int tmu_writes = 1; /* address */
@@ -194,6 +197,7 @@ ntq_emit_tmu_general(struct v3d_compile *c, nir_intrinsic_instr *instr,
offset_src = 0;
} else if (instr->intrinsic == nir_intrinsic_load_ssbo ||
instr->intrinsic == nir_intrinsic_load_ubo ||
+ instr->intrinsic == nir_intrinsic_load_scratch ||
instr->intrinsic == nir_intrinsic_load_shared) {
offset_src = 0 + has_index;
} else if (is_store) {
@@ -244,13 +248,18 @@ ntq_emit_tmu_general(struct v3d_compile *c, nir_intrinsic_instr *instr,
offset = vir_uniform(c, QUNIFORM_UBO_ADDR,
v3d_unit_data_create(index, const_offset));
const_offset = 0;
- } else if (is_shared) {
- const_offset += nir_intrinsic_base(instr);
-
- /* Shared variables have no buffer index, and all start from a
- * common base that we set up at the start of dispatch
+ } else if (is_shared_or_scratch) {
+ /* Shared and scratch variables have no buffer index, and all
+ * start from a common base that we set up at the start of
+ * dispatch.
*/
- offset = c->cs_shared_offset;
+ if (instr->intrinsic == nir_intrinsic_load_scratch ||
+ instr->intrinsic == nir_intrinsic_store_scratch) {
+ offset = c->spill_base;
+ } else {
+ offset = c->cs_shared_offset;
+ const_offset += nir_intrinsic_base(instr);
+ }
} else {
offset = vir_uniform(c, QUNIFORM_SSBO_OFFSET,
nir_src_as_uint(instr->src[is_store ?
@@ -1629,6 +1638,8 @@ ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
case nir_intrinsic_shared_atomic_comp_swap:
case nir_intrinsic_load_shared:
case nir_intrinsic_store_shared:
+ case nir_intrinsic_load_scratch:
+ case nir_intrinsic_store_scratch:
ntq_emit_tmu_general(c, instr, true);
break;
@@ -2308,6 +2319,11 @@ nir_to_vir(struct v3d_compile *c)
break;
}
+ if (c->s->scratch_size) {
+ v3d_setup_spill_base(c);
+ c->spill_size += V3D_CHANNELS * c->s->scratch_size;
+ }
+
if (c->s->info.stage == MESA_SHADER_FRAGMENT)
ntq_setup_fs_inputs(c);
else
@@ -2524,7 +2540,7 @@ v3d_nir_to_vir(struct v3d_compile *c)
vir_remove_thrsw(c);
}
- if (c->spill_size &&
+ if (c->spills &&
(V3D_DEBUG & (V3D_DEBUG_VIR |
v3d_debug_flag_for_shader_stage(c->s->info.stage)))) {
fprintf(stderr, "%s prog %d/%d spilled VIR:\n",
diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h
index b2bc40b10fe..2bc07de7e1f 100644
--- a/src/broadcom/compiler/v3d_compiler.h
+++ b/src/broadcom/compiler/v3d_compiler.h
@@ -749,6 +749,7 @@ struct qreg vir_uniform(struct v3d_compile *c,
enum quniform_contents contents,
uint32_t data);
void vir_schedule_instructions(struct v3d_compile *c);
+void v3d_setup_spill_base(struct v3d_compile *c);
struct v3d_qpu_instr v3d_qpu_nop(void);
struct qreg vir_emit_def(struct v3d_compile *c, struct qinst *inst);
@@ -796,6 +797,7 @@ bool vir_opt_small_immediates(struct v3d_compile *c);
bool vir_opt_vpm(struct v3d_compile *c);
void v3d_nir_lower_blend(nir_shader *s, struct v3d_compile *c);
void v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c);
+void v3d_nir_lower_scratch(nir_shader *s);
void v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c);
void v3d_nir_lower_image_load_store(nir_shader *s);
void vir_lower_uniforms(struct v3d_compile *c);
diff --git a/src/broadcom/compiler/v3d_nir_lower_scratch.c b/src/broadcom/compiler/v3d_nir_lower_scratch.c
new file mode 100644
index 00000000000..d23b8be838f
--- /dev/null
+++ b/src/broadcom/compiler/v3d_nir_lower_scratch.c
@@ -0,0 +1,153 @@
+/*
+ * Copyright © 2018 Intel Corporation
+ * Copyright © 2018 Broadcom
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "v3d_compiler.h"
+#include "compiler/nir/nir_builder.h"
+#include "compiler/nir/nir_format_convert.h"
+
+/** @file v3d_nir_lower_scratch.c
+ *
+ * Swizzles around the addresses of
+ * nir_intrinsic_load_scratch/nir_intrinsic_store_scratch so that a QPU stores
+ * a cacheline at a time per dword of scratch access, scalarizing and removing
+ * writemasks in the process.
+ */
+
+static nir_ssa_def *
+v3d_nir_scratch_offset(nir_builder *b, nir_intrinsic_instr *instr)
+{
+ bool is_store = instr->intrinsic == nir_intrinsic_store_scratch;
+ nir_ssa_def *offset = nir_ssa_for_src(b, instr->src[is_store ? 1 : 0], 1);
+
+ assert(nir_intrinsic_align_mul(instr) >= 4);
+ assert(nir_intrinsic_align_offset(instr) == 0);
+
+ /* The spill_offset register will already have the subgroup ID (EIDX)
+ * shifted and ORed in at bit 2, so all we need to do is to move the
+ * dword index up above V3D_CHANNELS.
+ */
+ return nir_imul_imm(b, offset, V3D_CHANNELS);
+}
+
+static void
+v3d_nir_lower_load_scratch(nir_builder *b, nir_intrinsic_instr *instr)
+{
+ b->cursor = nir_before_instr(&instr->instr);
+
+ nir_ssa_def *offset = v3d_nir_scratch_offset(b,instr);
+
+ nir_ssa_def *chans[NIR_MAX_VEC_COMPONENTS];
+ for (int i = 0; i < instr->num_components; i++) {
+ nir_ssa_def *chan_offset =
+ nir_iadd_imm(b, offset, V3D_CHANNELS * i * 4);
+
+ nir_intrinsic_instr *chan_instr =
+ nir_intrinsic_instr_create(b->shader, instr->intrinsic);
+ chan_instr->num_components = 1;
+ nir_ssa_dest_init(&chan_instr->instr, &chan_instr->dest, 1,
+ instr->dest.ssa.bit_size, NULL);
+
+ chan_instr->src[0] = nir_src_for_ssa(chan_offset);
+
+ nir_intrinsic_set_align(chan_instr, 4, 0);
+
+ nir_builder_instr_insert(b, &chan_instr->instr);
+
+ chans[i] = &chan_instr->dest.ssa;
+ }
+
+ nir_ssa_def *result = nir_vec(b, chans, instr->num_components);
+ nir_ssa_def_rewrite_uses(&instr->dest.ssa, nir_src_for_ssa(result));
+ nir_instr_remove(&instr->instr);
+}
+
+static void
+v3d_nir_lower_store_scratch(nir_builder *b, nir_intrinsic_instr *instr)
+{
+ b->cursor = nir_before_instr(&instr->instr);
+
+ nir_ssa_def *offset = v3d_nir_scratch_offset(b, instr);
+ nir_ssa_def *value = nir_ssa_for_src(b, instr->src[0],
+ instr->num_components);
+
+ for (int i = 0; i < instr->num_components; i++) {
+ if (!(nir_intrinsic_write_mask(instr) & (1 << i)))
+ continue;
+
+ nir_ssa_def *chan_offset =
+ nir_iadd_imm(b, offset, V3D_CHANNELS * i * 4);
+
+ nir_intrinsic_instr *chan_instr =
+ nir_intrinsic_instr_create(b->shader, instr->intrinsic);
+ chan_instr->num_components = 1;
+
+ chan_instr->src[0] = nir_src_for_ssa(nir_channel(b,
+ value,
+ i));
+ chan_instr->src[1] = nir_src_for_ssa(chan_offset);
+ nir_intrinsic_set_write_mask(chan_instr, 0x1);
+ nir_intrinsic_set_align(chan_instr, 4, 0);
+
+ nir_builder_instr_insert(b, &chan_instr->instr);
+ }
+
+ nir_instr_remove(&instr->instr);
+}
+
+void
+v3d_nir_lower_scratch(nir_shader *s)
+{
+ nir_foreach_function(function, s) {
+ if (!function->impl)
+ continue;
+
+ nir_builder b;
+ nir_builder_init(&b, function->impl);
+
+ nir_foreach_block(block, function->impl) {
+ nir_foreach_instr_safe(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intr =
+ nir_instr_as_intrinsic(instr);
+
+ switch (intr->intrinsic) {
+ case nir_intrinsic_load_scratch:
+ v3d_nir_lower_load_scratch(&b, intr);
+ break;
+ case nir_intrinsic_store_scratch:
+ v3d_nir_lower_store_scratch(&b, intr);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ nir_metadata_preserve(function->impl,
+ nir_metadata_block_index |
+ nir_metadata_dominance);
+ }
+}
diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c
index 6655e5e73bc..5d4e5dd103a 100644
--- a/src/broadcom/compiler/vir.c
+++ b/src/broadcom/compiler/vir.c
@@ -579,6 +579,12 @@ v3d_lower_nir(struct v3d_compile *c)
NIR_PASS_V(c->s, nir_lower_tex, &tex_options);
NIR_PASS_V(c->s, nir_lower_system_values);
+
+ NIR_PASS_V(c->s, nir_lower_vars_to_scratch,
+ nir_var_function_temp,
+ 0,
+ glsl_get_natural_size_align_bytes);
+ NIR_PASS_V(c->s, v3d_nir_lower_scratch);
}
static void
diff --git a/src/broadcom/compiler/vir_register_allocate.c b/src/broadcom/compiler/vir_register_allocate.c
index 1c79ac93530..32b9a8abe8e 100644
--- a/src/broadcom/compiler/vir_register_allocate.c
+++ b/src/broadcom/compiler/vir_register_allocate.c
@@ -156,7 +156,7 @@ v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g,
/* The spill offset for this thread takes a bit of setup, so do it once at
* program start.
*/
-static void
+void
v3d_setup_spill_base(struct v3d_compile *c)
{
c->cursor = vir_before_block(vir_entry_block(c));
@@ -185,6 +185,8 @@ v3d_setup_spill_base(struct v3d_compile *c)
/* Make sure that we don't spill the spilling setup instructions. */
for (int i = start_num_temps; i < c->num_temps; i++)
BITSET_CLEAR(c->spillable, i);
+
+ c->cursor = vir_after_block(c->cur_block);
}
static void
diff --git a/src/gallium/drivers/v3d/v3d_screen.c b/src/gallium/drivers/v3d/v3d_screen.c
index 6f91e35521a..0d9184279df 100644
--- a/src/gallium/drivers/v3d/v3d_screen.c
+++ b/src/gallium/drivers/v3d/v3d_screen.c
@@ -310,8 +310,9 @@ v3d_screen_get_shader_param(struct pipe_screen *pscreen, unsigned shader,
return 0;
case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR:
case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR:
- case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
return 0;
+ case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR:
+ return 1;
case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR:
return 1;
case PIPE_SHADER_CAP_SUBROUTINES: