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authorEric Anholt <[email protected]>2019-02-25 15:36:26 -0800
committerEric Anholt <[email protected]>2019-02-25 21:33:47 -0800
commit97566efe5cac0ff11b23d8f27001fc98c7cea2af (patch)
tree4ab67ee2bcfb296955238c7202d12e80e9cede87 /src/broadcom
parente0fada983dd24d1cd1c0a1d7e4705d4f06bc2026 (diff)
v3d: Rematerialize MOVs of uniforms instead of spilling them.
If we have a MOV of a uniform value available to spill, that's one of our best choices. We can just not spill the value, and emit a new load of the uniform as the fill. This saves bothering the TMU and the thrsw, and is the same cost in uniforms (since the spill offset is a uniform anyway). This doesn't have a huge impact on shader-db, since there aren't a whole lot of spills and we usually copy-prop the uniforms at the VIR level such that the only uniform MOVs are from vir_lower_uniforms: total instructions in shared programs: 6430292 -> 6430279 (<.01%) total uniforms in shared programs: 2386023 -> 2385787 (<.01%) total spills in shared programs: 4961 -> 4960 (-0.02%) total fills in shared programs: 6352 -> 6350 (-0.03%) However, I'm interested in dropping the uniforms copy-prop in the backend, since it would be cheaper to not load repeated uniforms if we have the registers to spare. This also saves many spills on dEQP-GLES31.functional.ubo.random.all_per_block_buffers.20, which is what motivated a bunch of my recent backend work in the first place: before: 46 spills, 106 fills, 3062 instructions after: 0 spills, 0 fills, 2611 instructions
Diffstat (limited to 'src/broadcom')
-rw-r--r--src/broadcom/compiler/v3d_compiler.h4
-rw-r--r--src/broadcom/compiler/vir_register_allocate.c91
2 files changed, 68 insertions, 27 deletions
diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h
index 3995bb1e74f..5984d3ef5fe 100644
--- a/src/broadcom/compiler/v3d_compiler.h
+++ b/src/broadcom/compiler/v3d_compiler.h
@@ -1152,4 +1152,8 @@ vir_BRANCH(struct v3d_compile *c, enum v3d_qpu_branch_cond cond)
vir_for_each_block(_block, c) \
vir_for_each_inst(inst, _block)
+#define vir_for_each_inst_inorder_safe(inst, c) \
+ vir_for_each_block(_block, c) \
+ vir_for_each_inst_safe(inst, _block)
+
#endif /* V3D_COMPILER_H */
diff --git a/src/broadcom/compiler/vir_register_allocate.c b/src/broadcom/compiler/vir_register_allocate.c
index 79ab5acd764..91cce71e0ac 100644
--- a/src/broadcom/compiler/vir_register_allocate.c
+++ b/src/broadcom/compiler/vir_register_allocate.c
@@ -47,10 +47,21 @@ is_last_ldtmu(struct qinst *inst, struct qblock *block)
return true;
}
+static bool
+vir_is_mov_uniform(struct v3d_compile *c, int temp)
+{
+ struct qinst *def = c->defs[temp];
+
+ return (def &&
+ vir_is_raw_mov(def) &&
+ def->src[0].file == QFILE_UNIF);
+}
+
static int
v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g,
uint32_t *temp_to_node)
{
+ const float tmu_scale = 5;
float block_scale = 1.0;
float spill_costs[c->num_temps];
bool in_tmu_operation = false;
@@ -75,22 +86,28 @@ v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g,
continue;
int temp = inst->src[i].index;
- if (no_spilling) {
- BITSET_CLEAR(c->spillable,
- temp);
- } else {
+ if (vir_is_mov_uniform(c, temp)) {
spill_costs[temp] += block_scale;
+ } else if (!no_spilling) {
+ spill_costs[temp] += (block_scale *
+ tmu_scale);
+ } else {
+ BITSET_CLEAR(c->spillable, temp);
}
}
if (inst->dst.file == QFILE_TEMP) {
int temp = inst->dst.index;
- if (no_spilling) {
- BITSET_CLEAR(c->spillable,
- temp);
+ if (vir_is_mov_uniform(c, temp)) {
+ /* We just rematerialize the unform
+ * later.
+ */
+ } else if (!no_spilling) {
+ spill_costs[temp] += (block_scale *
+ tmu_scale);
} else {
- spill_costs[temp] += block_scale;
+ BITSET_CLEAR(c->spillable, temp);
}
}
@@ -184,18 +201,28 @@ v3d_emit_spill_tmua(struct v3d_compile *c, uint32_t spill_offset)
static void
v3d_spill_reg(struct v3d_compile *c, int spill_temp)
{
- uint32_t spill_offset = c->spill_size;
- c->spill_size += 16 * sizeof(uint32_t);
+ bool is_uniform = vir_is_mov_uniform(c, spill_temp);
+
+ uint32_t spill_offset = 0;
- if (spill_offset == 0)
- v3d_setup_spill_base(c);
+ if (!is_uniform) {
+ uint32_t spill_offset = c->spill_size;
+ c->spill_size += 16 * sizeof(uint32_t);
+
+ if (spill_offset == 0)
+ v3d_setup_spill_base(c);
+ }
struct qinst *last_thrsw = c->last_thrsw;
assert(!last_thrsw || last_thrsw->is_last_thrsw);
int start_num_temps = c->num_temps;
- vir_for_each_inst_inorder(inst, c) {
+ struct qreg uniform_src = c->undef;
+ if (is_uniform)
+ uniform_src = c->defs[spill_temp]->src[0];
+
+ vir_for_each_inst_inorder_safe(inst, c) {
for (int i = 0; i < vir_get_nsrc(inst); i++) {
if (inst->src[i].file != QFILE_TEMP ||
inst->src[i].index != spill_temp) {
@@ -204,23 +231,33 @@ v3d_spill_reg(struct v3d_compile *c, int spill_temp)
c->cursor = vir_before_inst(inst);
- v3d_emit_spill_tmua(c, spill_offset);
- vir_emit_thrsw(c);
- inst->src[i] = vir_LDTMU(c);
- c->fills++;
+ if (is_uniform) {
+ inst->src[i] = vir_MOV(c, uniform_src);
+ } else {
+ v3d_emit_spill_tmua(c, spill_offset);
+ vir_emit_thrsw(c);
+ inst->src[i] = vir_LDTMU(c);
+ c->fills++;
+ }
}
if (inst->dst.file == QFILE_TEMP &&
inst->dst.index == spill_temp) {
- c->cursor = vir_after_inst(inst);
-
- inst->dst.index = c->num_temps++;
- vir_MOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUD),
- inst->dst);
- v3d_emit_spill_tmua(c, spill_offset);
- vir_emit_thrsw(c);
- vir_TMUWT(c);
- c->spills++;
+ if (is_uniform) {
+ c->cursor.link = NULL;
+ vir_remove_instruction(c, inst);
+ } else {
+ c->cursor = vir_after_inst(inst);
+
+ inst->dst.index = c->num_temps++;
+ vir_MOV_dest(c, vir_reg(QFILE_MAGIC,
+ V3D_QPU_WADDR_TMUD),
+ inst->dst);
+ v3d_emit_spill_tmua(c, spill_offset);
+ vir_emit_thrsw(c);
+ vir_TMUWT(c);
+ c->spills++;
+ }
}
/* If we didn't have a last-thrsw inserted by nir_to_vir and
@@ -228,7 +265,7 @@ v3d_spill_reg(struct v3d_compile *c, int spill_temp)
* right before we start the vpm/tlb sequence for the last
* thread segment.
*/
- if (!last_thrsw && c->last_thrsw &&
+ if (!is_uniform && !last_thrsw && c->last_thrsw &&
(v3d_qpu_writes_vpm(&inst->qpu) ||
v3d_qpu_uses_tlb(&inst->qpu))) {
c->cursor = vir_before_inst(inst);