diff options
author | Eric Anholt <[email protected]> | 2019-04-11 11:12:01 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2019-04-12 16:16:58 -0700 |
commit | dc402be73e4bbb9b43213a4266b98a46092e3038 (patch) | |
tree | 2ceedd9ccee93e28f7e661f0e0155b651e15608f /src/broadcom/compiler | |
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')
-rw-r--r-- | src/broadcom/compiler/meson.build | 1 | ||||
-rw-r--r-- | src/broadcom/compiler/nir_to_vir.c | 34 | ||||
-rw-r--r-- | src/broadcom/compiler/v3d_compiler.h | 2 | ||||
-rw-r--r-- | src/broadcom/compiler/v3d_nir_lower_scratch.c | 153 | ||||
-rw-r--r-- | src/broadcom/compiler/vir.c | 6 | ||||
-rw-r--r-- | src/broadcom/compiler/vir_register_allocate.c | 4 |
6 files changed, 190 insertions, 10 deletions
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 |