/* * Copyright (C) 2014 Rob Clark * * 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. * * Authors: * Rob Clark */ #include "util/u_math.h" #include "ir3.h" #include "ir3_shader.h" /* * Instruction Depth: * * Calculates weighted instruction depth, ie. the sum of # of needed * instructions plus delay slots back to original input (ie INPUT or * CONST). That is to say, an instructions depth is: * * depth(instr) { * d = 0; * // for each src register: * foreach (src in instr->regs[1..n]) * d = max(d, delayslots(src->instr, n) + depth(src->instr)); * return d + 1; * } * * After an instruction's depth is calculated, it is inserted into the * blocks depth sorted list, which is used by the scheduling pass. */ /* generally don't count false dependencies, since this can just be * something like a barrier, or SSBO store. The exception is array * dependencies if the assigner is an array write and the consumer * reads the same array. */ static bool ignore_dep(struct ir3_instruction *assigner, struct ir3_instruction *consumer, unsigned n) { if (!__is_false_dep(consumer, n)) return false; if (assigner->barrier_class & IR3_BARRIER_ARRAY_W) { struct ir3_register *dst = assigner->regs[0]; struct ir3_register *src; debug_assert(dst->flags & IR3_REG_ARRAY); foreach_src(src, consumer) { if ((src->flags & IR3_REG_ARRAY) && (dst->array.id == src->array.id)) { return false; } } } return true; } /* calculate required # of delay slots between the instruction that * assigns a value and the one that consumes */ int ir3_delayslots(struct ir3_instruction *assigner, struct ir3_instruction *consumer, unsigned n) { if (ignore_dep(assigner, consumer, n)) return 0; /* worst case is cat1-3 (alu) -> cat4/5 needing 6 cycles, normal * alu -> alu needs 3 cycles, cat4 -> alu and texture fetch * handled with sync bits */ if (is_meta(assigner) || is_meta(consumer)) return 0; if (writes_addr(assigner)) return 6; /* handled via sync flags: */ if (is_sfu(assigner) || is_tex(assigner) || is_mem(assigner)) return 0; /* assigner must be alu: */ if (is_flow(consumer) || is_sfu(consumer) || is_tex(consumer) || is_mem(consumer)) { return 6; } else if ((is_mad(consumer->opc) || is_madsh(consumer->opc)) && (n == 3)) { /* special case, 3rd src to cat3 not required on first cycle */ return 1; } else { return 3; } } void ir3_insert_by_depth(struct ir3_instruction *instr, struct list_head *list) { /* remove from existing spot in list: */ list_delinit(&instr->node); /* find where to re-insert instruction: */ list_for_each_entry (struct ir3_instruction, pos, list, node) { if (pos->depth > instr->depth) { list_add(&instr->node, &pos->node); return; } } /* if we get here, we didn't find an insertion spot: */ list_addtail(&instr->node, list); } static void ir3_instr_depth(struct ir3_instruction *instr, unsigned boost, bool falsedep) { struct ir3_instruction *src; /* don't mark falsedep's as used, but otherwise process them normally: */ if (!falsedep) instr->flags &= ~IR3_INSTR_UNUSED; if (ir3_instr_check_mark(instr)) return; instr->depth = 0; foreach_ssa_src_n(src, i, instr) { unsigned sd; /* visit child to compute it's depth: */ ir3_instr_depth(src, boost, __is_false_dep(instr, i)); /* for array writes, no need to delay on previous write: */ if (i == 0) continue; sd = ir3_delayslots(src, instr, i) + src->depth; sd += boost; instr->depth = MAX2(instr->depth, sd); } if (!is_meta(instr)) instr->depth++; ir3_insert_by_depth(instr, &instr->block->instr_list); } static bool remove_unused_by_block(struct ir3_block *block) { bool progress = false; list_for_each_entry_safe (struct ir3_instruction, instr, &block->instr_list, node) { if (instr->opc == OPC_END || instr->opc == OPC_CHSH || instr->opc == OPC_CHMASK) continue; if (instr->flags & IR3_INSTR_UNUSED) { if (instr->opc == OPC_META_SPLIT) { struct ir3_instruction *src = ssa(instr->regs[1]); /* tex (cat5) instructions have a writemask, so we can * mask off unused components. Other instructions do not. */ if (is_tex(src) && (src->regs[0]->wrmask > 1)) { src->regs[0]->wrmask &= ~(1 << instr->split.off); /* prune no-longer needed right-neighbors. We could * probably do the same for left-neighbors (ie. tex * fetch that only need .yw components), but that * makes RA a bit more confusing than it already is */ struct ir3_instruction *n = instr; while (n && n->cp.right) n = n->cp.right; while (n->flags & IR3_INSTR_UNUSED) { n = n->cp.left; if (!n) break; n->cp.right = NULL; } } } list_delinit(&instr->node); progress = true; } } return progress; } static bool compute_depth_and_remove_unused(struct ir3 *ir, struct ir3_shader_variant *so) { unsigned i; bool progress = false; ir3_clear_mark(ir); /* initially mark everything as unused, we'll clear the flag as we * visit the instructions: */ list_for_each_entry (struct ir3_block, block, &ir->block_list, node) { list_for_each_entry (struct ir3_instruction, instr, &block->instr_list, node) { /* special case, if pre-fs texture fetch used, we cannot * eliminate the barycentric i/j input */ if (so->num_sampler_prefetch && (instr->opc == OPC_META_INPUT) && (instr->input.sysval == SYSTEM_VALUE_BARYCENTRIC_PIXEL)) continue; instr->flags |= IR3_INSTR_UNUSED; } } struct ir3_instruction *out; foreach_output(out, ir) ir3_instr_depth(out, 0, false); list_for_each_entry (struct ir3_block, block, &ir->block_list, node) { for (i = 0; i < block->keeps_count; i++) ir3_instr_depth(block->keeps[i], 0, false); /* We also need to account for if-condition: */ if (block->condition) ir3_instr_depth(block->condition, 6, false); } /* mark un-used instructions: */ list_for_each_entry (struct ir3_block, block, &ir->block_list, node) { progress |= remove_unused_by_block(block); } /* note that we can end up with unused indirects, but we should * not end up with unused predicates. */ for (i = 0; i < ir->indirects_count; i++) { struct ir3_instruction *instr = ir->indirects[i]; if (instr && (instr->flags & IR3_INSTR_UNUSED)) ir->indirects[i] = NULL; } /* cleanup unused inputs: */ struct ir3_instruction *in; foreach_input_n(in, n, ir) if (in->flags & IR3_INSTR_UNUSED) ir->inputs[n] = NULL; return progress; } void ir3_depth(struct ir3 *ir, struct ir3_shader_variant *so) { bool progress; do { progress = compute_depth_and_remove_unused(ir, so); } while (progress); }