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authorEric Anholt <[email protected]>2011-04-24 13:44:32 -0700
committerEric Anholt <[email protected]>2011-04-29 15:26:34 -0700
commit04e3f1d3c29c68343e709d566b7fe13d617f8d13 (patch)
tree4a2f5f229a360f6415e12914bca56789009d53b1 /src
parenta82a43e8d99e1715dd11c9c091b5ab734079b6a6 (diff)
mesa: Add a bunch of documentation to the register allocator.
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/program/register_allocate.c68
1 files changed, 65 insertions, 3 deletions
diff --git a/src/mesa/program/register_allocate.c b/src/mesa/program/register_allocate.c
index 95a9bde401a..3b0bde3c890 100644
--- a/src/mesa/program/register_allocate.c
+++ b/src/mesa/program/register_allocate.c
@@ -28,6 +28,46 @@
/** @file register_allocate.c
*
* Graph-coloring register allocator.
+ *
+ * The basic idea of graph coloring is to make a node in a graph for
+ * every thing that needs a register (color) number assigned, and make
+ * edges in the graph between nodes that interfere (can't be allocated
+ * to the same register at the same time).
+ *
+ * During the "simplify" process, any any node with fewer edges than
+ * there are registers means that that edge can get assigned a
+ * register regardless of what its neighbors choose, so that node is
+ * pushed on a stack and removed (with its edges) from the graph.
+ * That likely causes other nodes to become trivially colorable as well.
+ *
+ * Then during the "select" process, nodes are popped off of that
+ * stack, their edges restored, and assigned a color different from
+ * their neighbors. Because they were pushed on the stack only when
+ * they were trivially colorable, any color chosen won't interfere
+ * with the registers to be popped later.
+ *
+ * The downside to most graph coloring is that real hardware often has
+ * limitations, like registers that need to be allocated to a node in
+ * pairs, or aligned on some boundary. This implementation follows
+ * the paper "Retargetable Graph-Coloring Register Allocation for
+ * Irregular Architectures" by Johan Runeson and Sven-Olof Nyström.
+ *
+ * In this system, there are register classes each containing various
+ * registers, and registers may interfere with other registers. For
+ * example, one might have a class of base registers, and a class of
+ * aligned register pairs that would each interfere with their pair of
+ * the base registers. Each node has a register class it needs to be
+ * assigned to. Define p(B) to be the size of register class B, and
+ * q(B,C) to be the number of registers in B that the worst choice
+ * register in C could conflict with. Then, this system replaces the
+ * basic graph coloring test of "fewer edges from this node than there
+ * are registers" with "For this node of class B, the sum of q(B,C)
+ * for each neighbor node of class C is less than pB".
+ *
+ * A nice feature of the pq test is that q(B,C) can be computed once
+ * up front and stored in a 2-dimensional array, so that the cost of
+ * coloring a node is constant with the number of registers. We do
+ * this during ra_set_finalize().
*/
#include <ralloc.h>
@@ -56,25 +96,47 @@ struct ra_class {
GLboolean *regs;
/**
- * p_B in Runeson/Nyström paper.
+ * p(B) in Runeson/Nyström paper.
*
* This is "how many regs are in the set."
*/
unsigned int p;
/**
- * q_B,C in Runeson/Nyström paper.
+ * q(B,C) (indexed by C, B is this register class) in
+ * Runeson/Nyström paper. This is "how many registers of B could
+ * the worst choice register from C conflict with".
*/
unsigned int *q;
};
struct ra_node {
+ /** @{
+ *
+ * List of which nodes this node interferes with. This should be
+ * symmetric with the other node.
+ */
GLboolean *adjacency;
unsigned int *adjacency_list;
- unsigned int class;
unsigned int adjacency_count;
+ /** @} */
+
+ unsigned int class;
+
+ /* Register, if assigned, or ~0. */
unsigned int reg;
+
+ /**
+ * Set when the node is in the trivially colorable stack. When
+ * set, the adjacency to this node is ignored, to implement the
+ * "remove the edge from the graph" in simplification without
+ * having to actually modify the adjacency_list.
+ */
GLboolean in_stack;
+
+ /* For an implementation that needs register spilling, this is the
+ * approximate cost of spilling this node.
+ */
float spill_cost;
};