diff options
author | Eric Anholt <[email protected]> | 2019-04-11 11:12:01 -0700 |
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committer | Eric Anholt <[email protected]> | 2019-04-12 16:16:58 -0700 |
commit | dc402be73e4bbb9b43213a4266b98a46092e3038 (patch) | |
tree | 2ceedd9ccee93e28f7e661f0e0155b651e15608f /src/broadcom/compiler/v3d_nir_lower_scratch.c | |
parent | 18ed82b084c79bf63666f2da22e5d675fb01aa26 (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.
Diffstat (limited to 'src/broadcom/compiler/v3d_nir_lower_scratch.c')
-rw-r--r-- | src/broadcom/compiler/v3d_nir_lower_scratch.c | 153 |
1 files changed, 153 insertions, 0 deletions
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); + } +} |