mesa/src/intel/compiler/brw_fs.h

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/*
* Copyright © 2010 Intel Corporation
*
* 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:
* Eric Anholt <eric@anholt.net>
*
*/
#pragma once
#include "brw_cfg.h"
#include "brw_compiler.h"
#include "brw_ir_allocator.h"
#include "brw_ir_fs.h"
#include "brw_fs_live_variables.h"
intel/ir: Import shader performance analysis pass. This introduces an analysis pass intended to estimate several performance statistics of the shader, including cycle count latency and throughput values, based on static modeling. It has instruction performance information more comprehensive than the current scheduling pass for all platforms between Gen4-11, and works on both the FS and VEC4 back-end. The most immediate purpose of this pass is to implement a heuristic meant to determine whether using SIMD32 dispatch for a fragment shader can be expected to help more than it hurts. In addition this will allow the effect of passes run after scheduling (e.g. the TGL software scoreboard pass and the VEC4 dependency control pass) to be visible in shader-db statistics. But that isn't the end of the story, other potential applications of this pass (not part of this MR) I've been playing around with are: - Implement a similar SIMD16 heuristic allowing the identification of inefficient SIMD16 fragment shaders. - Implement similar SIMD16 and SIMD32 heuristics for the compute shader stage -- Currently compute shader builds always use the SIMD16 shader if available and never use the SIMD32 shader unless strictly necessary, which is suboptimal under certain conditions. - Hook up to the instruction scheduler in order to improve the accuracy of its timing information. - Use as heuristic in order to drive the selection of scheduling modes (Matt was experimenting with that). - Plug to the TGL software scoreboard pass in order to implement a more effective SBID token allocation algorithm, since in general the optimal token allocation depends on the timings of all instructions in the program. - Use its bottleneck detection functionality in order to implement a heuristic computing a more optimal bound for the number of fragment shader threads executed in parallel (by adjusting the MaximumNumberofThreadsPerPSD control of 3DSTATE_PS). As a follow-up I'm planning to submit updated timing information for Gen12 platforms -- Everything else required to support Gen12 like SWSB handling is already included in this patch, but there were some IP concerns regarding the TGL timing parameters since they cannot currently be obtained with the documentation and hardware which is publicly available. The timing parameters for any previous Gen7-11 platforms can be obtained by anyone by sampling the timestamp register using e.g. shader_time, though I have some more convenient instrumentation coming up. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2020-03-26 14:59:02 -07:00
#include "brw_ir_performance.h"
#include "compiler/nir/nir.h"
struct bblock_t;
namespace {
struct acp_entry;
}
struct fs_visitor;
namespace brw {
/**
* Register pressure analysis of a shader. Estimates how many registers
* are live at any point of the program in GRF units.
*/
struct register_pressure {
register_pressure(const fs_visitor *v);
~register_pressure();
analysis_dependency_class
dependency_class() const
{
return (DEPENDENCY_INSTRUCTION_IDENTITY |
DEPENDENCY_INSTRUCTION_DATA_FLOW |
DEPENDENCY_VARIABLES);
}
bool
validate(const fs_visitor *) const
{
/* FINISHME */
return true;
}
unsigned *regs_live_at_ip;
};
class def_analysis {
public:
def_analysis(const fs_visitor *v);
~def_analysis();
fs_inst *
get(const brw_reg &reg) const
{
return reg.file == VGRF && reg.nr < def_count ?
def_insts[reg.nr] : NULL;
}
bblock_t *
get_block(const brw_reg &reg) const
{
return reg.file == VGRF && reg.nr < def_count ?
def_blocks[reg.nr] : NULL;
}
uint32_t
get_use_count(const brw_reg &reg) const
{
return reg.file == VGRF && reg.nr < def_count ?
def_use_counts[reg.nr] : 0;
}
unsigned count() const { return def_count; }
unsigned ssa_count() const;
void print_stats(const fs_visitor *) const;
analysis_dependency_class
dependency_class() const
{
return DEPENDENCY_INSTRUCTION_IDENTITY |
DEPENDENCY_INSTRUCTION_DATA_FLOW |
DEPENDENCY_VARIABLES |
DEPENDENCY_BLOCKS;
}
bool validate(const fs_visitor *) const;
private:
void mark_invalid(int);
bool fully_defines(const fs_visitor *v, fs_inst *);
void update_for_reads(const idom_tree &idom, bblock_t *block, fs_inst *);
void update_for_write(const fs_visitor *v, bblock_t *block, fs_inst *);
fs_inst **def_insts;
bblock_t **def_blocks;
uint32_t *def_use_counts;
unsigned def_count;
};
}
#define UBO_START ((1 << 16) - 4)
/**
* Scratch data used when compiling a GLSL geometry shader.
*/
struct brw_gs_compile
{
struct brw_gs_prog_key key;
struct intel_vue_map input_vue_map;
unsigned control_data_bits_per_vertex;
unsigned control_data_header_size_bits;
};
class brw_builder;
struct brw_shader_stats {
const char *scheduler_mode;
unsigned promoted_constants;
unsigned spill_count;
unsigned fill_count;
unsigned max_register_pressure;
unsigned non_ssa_registers_after_nir;
};
/** Register numbers for thread payload fields. */
struct thread_payload {
/** The number of thread payload registers the hardware will supply. */
uint8_t num_regs;
virtual ~thread_payload() = default;
protected:
thread_payload() : num_regs() {}
};
struct vs_thread_payload : public thread_payload {
vs_thread_payload(const fs_visitor &v);
brw_reg urb_handles;
};
struct tcs_thread_payload : public thread_payload {
tcs_thread_payload(const fs_visitor &v);
brw_reg patch_urb_output;
brw_reg primitive_id;
brw_reg icp_handle_start;
};
struct tes_thread_payload : public thread_payload {
tes_thread_payload(const fs_visitor &v);
brw_reg patch_urb_input;
brw_reg primitive_id;
brw_reg coords[3];
brw_reg urb_output;
};
struct gs_thread_payload : public thread_payload {
gs_thread_payload(fs_visitor &v);
brw_reg urb_handles;
brw_reg primitive_id;
brw_reg instance_id;
brw_reg icp_handle_start;
};
struct fs_thread_payload : public thread_payload {
fs_thread_payload(const fs_visitor &v,
bool &source_depth_to_render_target);
uint8_t subspan_coord_reg[2];
uint8_t source_depth_reg[2];
uint8_t source_w_reg[2];
uint8_t aa_dest_stencil_reg[2];
uint8_t dest_depth_reg[2];
uint8_t sample_pos_reg[2];
uint8_t sample_mask_in_reg[2];
uint8_t barycentric_coord_reg[INTEL_BARYCENTRIC_MODE_COUNT][2];
uint8_t depth_w_coef_reg;
uint8_t pc_bary_coef_reg;
uint8_t npc_bary_coef_reg;
uint8_t sample_offsets_reg;
};
struct cs_thread_payload : public thread_payload {
cs_thread_payload(const fs_visitor &v);
void load_subgroup_id(const brw_builder &bld, brw_reg &dest) const;
brw_reg local_invocation_id[3];
brw_reg inline_parameter;
protected:
brw_reg subgroup_id_;
};
struct task_mesh_thread_payload : public cs_thread_payload {
task_mesh_thread_payload(fs_visitor &v);
brw_reg extended_parameter_0;
brw_reg local_index;
brw_reg urb_output;
/* URB to read Task memory inputs. Only valid for MESH stage. */
brw_reg task_urb_input;
};
struct bs_thread_payload : public thread_payload {
bs_thread_payload(const fs_visitor &v);
brw_reg global_arg_ptr;
brw_reg local_arg_ptr;
void load_shader_type(const brw_builder &bld, brw_reg &dest) const;
};
enum instruction_scheduler_mode {
SCHEDULE_PRE,
SCHEDULE_PRE_NON_LIFO,
SCHEDULE_PRE_LIFO,
SCHEDULE_POST,
SCHEDULE_NONE,
};
class instruction_scheduler;
enum brw_shader_phase {
BRW_SHADER_PHASE_INITIAL = 0,
BRW_SHADER_PHASE_AFTER_NIR,
BRW_SHADER_PHASE_AFTER_OPT_LOOP,
BRW_SHADER_PHASE_AFTER_EARLY_LOWERING,
BRW_SHADER_PHASE_AFTER_MIDDLE_LOWERING,
BRW_SHADER_PHASE_AFTER_LATE_LOWERING,
BRW_SHADER_PHASE_AFTER_REGALLOC,
/* Larger value than any other phase. */
BRW_SHADER_PHASE_INVALID,
};
/**
* The fragment shader front-end.
*
* Translates either GLSL IR or Mesa IR (for ARB_fragment_program) into FS IR.
*/
struct fs_visitor
{
public:
fs_visitor(const struct brw_compiler *compiler,
const struct brw_compile_params *params,
const brw_base_prog_key *key,
struct brw_stage_prog_data *prog_data,
const nir_shader *shader,
unsigned dispatch_width,
bool needs_register_pressure,
bool debug_enabled);
fs_visitor(const struct brw_compiler *compiler,
const struct brw_compile_params *params,
const brw_wm_prog_key *key,
struct brw_wm_prog_data *prog_data,
const nir_shader *shader,
unsigned dispatch_width,
unsigned num_polygons,
bool needs_register_pressure,
bool debug_enabled);
fs_visitor(const struct brw_compiler *compiler,
const struct brw_compile_params *params,
struct brw_gs_compile *gs_compile,
struct brw_gs_prog_data *prog_data,
const nir_shader *shader,
bool needs_register_pressure,
bool debug_enabled);
void init();
~fs_visitor();
void import_uniforms(fs_visitor *v);
void assign_curb_setup();
void convert_attr_sources_to_hw_regs(fs_inst *inst);
intel/brw: Only force g0's liveness to be the whole program if spilling We don't actually need to extend g0's live range to the EOT message generally - most messages that end a shader are headerless. The main implicit use of g0 is for constructing scratch headers. With the last two patches, we now consider scratch access that may exist in the IR and already extend the liveness appropriately. There is one remaining problem: spilling. The register allocator will create new scratch messages when spilling a register, which need to create scratch headers, which need g0. So, every new spill or fill might extend the live range of g0, which would create new interference, altering the graph. This can be problematic. However, when compiling SIMD16 or SIMD32 fragment shaders, we don't allow spilling anyway. So, why not use allow g0? Also, when trying various scheduling modes, we first try allocation without spilling. If it works, great, if not, we try a (hopefully) less aggressive schedule, and only allow spilling on the lowest-pressure schedule. So, even for regular SIMD8 shaders, we can potentially gain the use of g0 on the first few tries at scheduling+allocation. Once we try to allocate with spilling, we go back to reserving g0 for the entire program, so that we can construct scratch headers at any point. We could possibly do better here, but this is simple and reliable with some benefit. Thanks to Ian Romanick for suggesting I try this approach. fossil-db on Alchemist shows some more spill/fill improvements: Totals: Instrs: 149062395 -> 149053010 (-0.01%); split: -0.01%, +0.00% Cycles: 12609496913 -> 12611652181 (+0.02%); split: -0.45%, +0.47% Spill count: 52891 -> 52471 (-0.79%) Fill count: 101599 -> 100818 (-0.77%) Scratch Memory Size: 3292160 -> 3197952 (-2.86%) Totals from 416541 (66.59% of 625484) affected shaders: Instrs: 124058587 -> 124049202 (-0.01%); split: -0.01%, +0.01% Cycles: 3567164271 -> 3569319539 (+0.06%); split: -1.61%, +1.67% Spill count: 420 -> 0 (-inf%) Fill count: 781 -> 0 (-inf%) Scratch Memory Size: 94208 -> 0 (-inf%) Witcher 3 shows a 33% reduction in scratch memory size, for example. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30319>
2024-07-22 17:22:47 -07:00
void calculate_payload_ranges(bool allow_spilling,
unsigned payload_node_count,
int *payload_last_use_ip) const;
void invalidate_analysis(brw::analysis_dependency_class c);
void vfail(const char *msg, va_list args);
void fail(const char *msg, ...);
void limit_dispatch_width(unsigned n, const char *msg);
void emit_urb_writes(const brw_reg &gs_vertex_count = brw_reg());
void emit_gs_control_data_bits(const brw_reg &vertex_count);
brw_reg gs_urb_channel_mask(const brw_reg &dword_index);
brw_reg gs_urb_per_slot_dword_index(const brw_reg &vertex_count);
bool mark_last_urb_write_with_eot();
void emit_cs_terminate();
const struct brw_compiler *compiler;
void *log_data; /* Passed to compiler->*_log functions */
const struct intel_device_info * const devinfo;
const nir_shader *nir;
/** ralloc context for temporary data used during compile */
void *mem_ctx;
/** List of fs_inst. */
exec_list instructions;
cfg_t *cfg;
gl_shader_stage stage;
bool debug_enabled;
brw::simple_allocator alloc;
const brw_base_prog_key *const key;
struct brw_gs_compile *gs_compile;
struct brw_stage_prog_data *prog_data;
brw_analysis<brw::fs_live_variables, fs_visitor> live_analysis;
brw_analysis<brw::register_pressure, fs_visitor> regpressure_analysis;
brw_analysis<brw::performance, fs_visitor> performance_analysis;
brw_analysis<brw::idom_tree, fs_visitor> idom_analysis;
brw_analysis<brw::def_analysis, fs_visitor> def_analysis;
/** Number of uniform variable components visited. */
unsigned uniforms;
/** Byte-offset for the next available spot in the scratch space buffer. */
unsigned last_scratch;
brw_reg frag_depth;
brw_reg frag_stencil;
brw_reg sample_mask;
brw_reg outputs[VARYING_SLOT_MAX];
brw_reg dual_src_output;
int first_non_payload_grf;
enum brw_shader_phase phase;
bool failed;
char *fail_msg;
thread_payload *payload_;
thread_payload &payload() {
return *this->payload_;
}
vs_thread_payload &vs_payload() {
assert(stage == MESA_SHADER_VERTEX);
return *static_cast<vs_thread_payload *>(this->payload_);
}
tcs_thread_payload &tcs_payload() {
assert(stage == MESA_SHADER_TESS_CTRL);
return *static_cast<tcs_thread_payload *>(this->payload_);
}
tes_thread_payload &tes_payload() {
assert(stage == MESA_SHADER_TESS_EVAL);
return *static_cast<tes_thread_payload *>(this->payload_);
}
gs_thread_payload &gs_payload() {
assert(stage == MESA_SHADER_GEOMETRY);
return *static_cast<gs_thread_payload *>(this->payload_);
}
fs_thread_payload &fs_payload() {
assert(stage == MESA_SHADER_FRAGMENT);
return *static_cast<fs_thread_payload *>(this->payload_);
};
const fs_thread_payload &fs_payload() const {
assert(stage == MESA_SHADER_FRAGMENT);
return *static_cast<const fs_thread_payload *>(this->payload_);
};
cs_thread_payload &cs_payload() {
assert(gl_shader_stage_uses_workgroup(stage));
return *static_cast<cs_thread_payload *>(this->payload_);
}
task_mesh_thread_payload &task_mesh_payload() {
assert(stage == MESA_SHADER_TASK || stage == MESA_SHADER_MESH);
return *static_cast<task_mesh_thread_payload *>(this->payload_);
}
bs_thread_payload &bs_payload() {
assert(stage >= MESA_SHADER_RAYGEN && stage <= MESA_SHADER_CALLABLE);
return *static_cast<bs_thread_payload *>(this->payload_);
}
bool source_depth_to_render_target;
brw_reg pixel_x;
brw_reg pixel_y;
brw_reg pixel_z;
brw_reg wpos_w;
brw_reg pixel_w;
brw_reg delta_xy[INTEL_BARYCENTRIC_MODE_COUNT];
brw_reg final_gs_vertex_count;
brw_reg control_data_bits;
brw_reg invocation_id;
unsigned grf_used;
bool spilled_any_registers;
bool needs_register_pressure;
const unsigned dispatch_width; /**< 8, 16 or 32 */
const unsigned max_polygons;
unsigned max_dispatch_width;
/* The API selected subgroup size */
unsigned api_subgroup_size; /**< 0, 8, 16, 32 */
unsigned next_address_register_nr;
struct brw_shader_stats shader_stats;
void debug_optimizer(const nir_shader *nir,
const char *pass_name,
int iteration, int pass_num) const;
};
void brw_print_instructions(const fs_visitor &s, FILE *file = stderr);
void brw_print_instruction(const fs_visitor &s, const fs_inst *inst,
FILE *file = stderr,
const brw::def_analysis *defs = nullptr);
void brw_print_swsb(FILE *f, const struct intel_device_info *devinfo, const tgl_swsb swsb);
/**
* Return the flag register used in fragment shaders to keep track of live
* samples. On Gfx7+ we use f1.0-f1.1 to allow discard jumps in SIMD32
* dispatch mode.
*/
static inline unsigned
sample_mask_flag_subreg(const fs_visitor &s)
{
assert(s.stage == MESA_SHADER_FRAGMENT);
return 2;
}
namespace brw {
inline brw_reg
dynamic_msaa_flags(const struct brw_wm_prog_data *wm_prog_data)
{
return brw_uniform_reg(wm_prog_data->msaa_flags_param, BRW_TYPE_UD);
}
bool
lower_src_modifiers(fs_visitor *v, bblock_t *block, fs_inst *inst, unsigned i);
}
enum intel_barycentric_mode brw_barycentric_mode(const struct brw_wm_prog_key *key,
nir_intrinsic_instr *intr);
uint32_t brw_fb_write_msg_control(const fs_inst *inst,
const struct brw_wm_prog_data *prog_data);
void brw_compute_urb_setup_index(struct brw_wm_prog_data *wm_prog_data);
int brw_get_subgroup_id_param_index(const intel_device_info *devinfo,
const brw_stage_prog_data *prog_data);
void nir_to_brw(fs_visitor *s);
void brw_shader_phase_update(fs_visitor &s, enum brw_shader_phase phase);
#ifndef NDEBUG
void brw_validate(const fs_visitor &s);
#else
static inline void brw_validate(const fs_visitor &s) {}
#endif
void brw_calculate_cfg(fs_visitor &s);
void brw_optimize(fs_visitor &s);
instruction_scheduler *brw_prepare_scheduler(fs_visitor &s, void *mem_ctx);
void brw_schedule_instructions_pre_ra(fs_visitor &s, instruction_scheduler *sched,
instruction_scheduler_mode mode);
void brw_schedule_instructions_post_ra(fs_visitor &s);
void brw_allocate_registers(fs_visitor &s, bool allow_spilling);
bool brw_assign_regs(fs_visitor &s, bool allow_spilling, bool spill_all);
void brw_assign_regs_trivial(fs_visitor &s);
bool brw_lower_3src_null_dest(fs_visitor &s);
bool brw_lower_alu_restrictions(fs_visitor &s);
bool brw_lower_barycentrics(fs_visitor &s);
bool brw_lower_constant_loads(fs_visitor &s);
bool brw_lower_csel(fs_visitor &s);
bool brw_lower_derivatives(fs_visitor &s);
bool brw_lower_dpas(fs_visitor &s);
bool brw_lower_find_live_channel(fs_visitor &s);
bool brw_lower_indirect_mov(fs_visitor &s);
bool brw_lower_integer_multiplication(fs_visitor &s);
bool brw_lower_load_payload(fs_visitor &s);
bool brw_lower_load_subgroup_invocation(fs_visitor &s);
bool brw_lower_logical_sends(fs_visitor &s);
bool brw_lower_pack(fs_visitor &s);
bool brw_lower_regioning(fs_visitor &s);
bool brw_lower_scalar_fp64_MAD(fs_visitor &s);
bool brw_lower_scoreboard(fs_visitor &s);
brw: move final send lowering up into the IR Because we do emit the final send message form in code generation, a lot of emissions look like this : add(8) vgrf0, u0, 0x100 mov(1) a0.1, vgrf0 # emitted by the generator send(8) ..., a0.1 By moving address register manipulation in the IR, we can get this down to : add(1) a0.1, u0, 0x100 send(8) ..., a0.1 This reduce register pressure around some send messages by 1 vgrf. All lost shaders in the below results are fragment SIMD32, due to the throughput estimator. If turned off, we loose no SIMD32 shaders with this change. DG2 results: Assassin's Creed Valhalla: Totals from 2044 (96.87% of 2110) affected shaders: Instrs: 852879 -> 832044 (-2.44%); split: -2.45%, +0.00% Subgroup size: 23832 -> 23824 (-0.03%) Cycle count: 53345742 -> 52144277 (-2.25%); split: -5.08%, +2.82% Spill count: 729 -> 554 (-24.01%); split: -28.40%, +4.39% Fill count: 2005 -> 1256 (-37.36%) Scratch Memory Size: 25600 -> 19456 (-24.00%); split: -32.00%, +8.00% Max live registers: 116765 -> 115058 (-1.46%) Max dispatch width: 19152 -> 18872 (-1.46%); split: +0.21%, -1.67% Cyberpunk 2077: Totals from 1181 (93.43% of 1264) affected shaders: Instrs: 667192 -> 663615 (-0.54%); split: -0.55%, +0.01% Subgroup size: 13016 -> 13032 (+0.12%) Cycle count: 17383539 -> 17986073 (+3.47%); split: -0.93%, +4.39% Spill count: 12 -> 8 (-33.33%) Fill count: 9 -> 6 (-33.33%) Dota2: Totals from 173 (11.59% of 1493) affected shaders: Cycle count: 274403 -> 280817 (+2.34%); split: -0.01%, +2.34% Max live registers: 5787 -> 5779 (-0.14%) Max dispatch width: 1344 -> 1152 (-14.29%) Hitman3: Totals from 5072 (95.39% of 5317) affected shaders: Instrs: 2879952 -> 2841804 (-1.32%); split: -1.32%, +0.00% Cycle count: 153208505 -> 165860401 (+8.26%); split: -2.22%, +10.48% Spill count: 3942 -> 3200 (-18.82%) Fill count: 10158 -> 8846 (-12.92%) Scratch Memory Size: 257024 -> 223232 (-13.15%) Max live registers: 328467 -> 324631 (-1.17%) Max dispatch width: 43928 -> 42768 (-2.64%); split: +0.09%, -2.73% Fortnite: Totals from 360 (4.82% of 7472) affected shaders: Instrs: 778068 -> 777925 (-0.02%) Subgroup size: 3128 -> 3136 (+0.26%) Cycle count: 38684183 -> 38734579 (+0.13%); split: -0.06%, +0.19% Max live registers: 50689 -> 50658 (-0.06%) Hogwarts Legacy: Totals from 1376 (84.00% of 1638) affected shaders: Instrs: 758810 -> 749727 (-1.20%); split: -1.23%, +0.03% Cycle count: 27778983 -> 28805469 (+3.70%); split: -1.42%, +5.12% Spill count: 2475 -> 2299 (-7.11%); split: -7.47%, +0.36% Fill count: 2677 -> 2445 (-8.67%); split: -9.90%, +1.23% Scratch Memory Size: 99328 -> 89088 (-10.31%) Max live registers: 84969 -> 84671 (-0.35%); split: -0.58%, +0.23% Max dispatch width: 11848 -> 11920 (+0.61%) Metro Exodus: Totals from 92 (0.21% of 43072) affected shaders: Instrs: 262995 -> 262968 (-0.01%) Cycle count: 13818007 -> 13851266 (+0.24%); split: -0.01%, +0.25% Max live registers: 11152 -> 11140 (-0.11%) Red Dead Redemption 2 : Totals from 451 (7.71% of 5847) affected shaders: Instrs: 754178 -> 753811 (-0.05%); split: -0.05%, +0.00% Cycle count: 3484078523 -> 3484111965 (+0.00%); split: -0.00%, +0.00% Max live registers: 42294 -> 42185 (-0.26%) Spiderman Remastered: Totals from 6820 (98.02% of 6958) affected shaders: Instrs: 6921500 -> 6747933 (-2.51%); split: -4.16%, +1.65% Cycle count: 234400692460 -> 236846720707 (+1.04%); split: -0.20%, +1.25% Spill count: 72971 -> 72622 (-0.48%); split: -8.08%, +7.61% Fill count: 212921 -> 198483 (-6.78%); split: -12.37%, +5.58% Scratch Memory Size: 3491840 -> 3410944 (-2.32%); split: -12.05%, +9.74% Max live registers: 493149 -> 487458 (-1.15%) Max dispatch width: 56936 -> 56856 (-0.14%); split: +0.06%, -0.20% Strange Brigade: Totals from 3769 (91.21% of 4132) affected shaders: Instrs: 1354476 -> 1321474 (-2.44%) Cycle count: 25351530 -> 25339190 (-0.05%); split: -1.64%, +1.59% Max live registers: 199057 -> 193656 (-2.71%) Max dispatch width: 30272 -> 30240 (-0.11%) Witcher 3: Totals from 25 (2.40% of 1041) affected shaders: Instrs: 24621 -> 24606 (-0.06%) Cycle count: 2218793 -> 2217503 (-0.06%); split: -0.11%, +0.05% Max live registers: 1963 -> 1955 (-0.41%) LNL results: Assassin's Creed Valhalla: Totals from 1928 (98.02% of 1967) affected shaders: Instrs: 856107 -> 835756 (-2.38%); split: -2.48%, +0.11% Subgroup size: 41264 -> 41280 (+0.04%) Cycle count: 64606590 -> 62371700 (-3.46%); split: -5.57%, +2.11% Spill count: 915 -> 669 (-26.89%); split: -32.79%, +5.90% Fill count: 2414 -> 1617 (-33.02%); split: -36.62%, +3.60% Scratch Memory Size: 62464 -> 44032 (-29.51%); split: -36.07%, +6.56% Max live registers: 205483 -> 202192 (-1.60%) Cyberpunk 2077: Totals from 1177 (96.40% of 1221) affected shaders: Instrs: 682237 -> 678931 (-0.48%); split: -0.51%, +0.03% Subgroup size: 24912 -> 24944 (+0.13%) Cycle count: 24355928 -> 25089292 (+3.01%); split: -0.80%, +3.81% Spill count: 8 -> 3 (-62.50%) Fill count: 6 -> 3 (-50.00%) Max live registers: 126922 -> 125472 (-1.14%) Dota2: Totals from 428 (32.47% of 1318) affected shaders: Instrs: 89355 -> 89740 (+0.43%) Cycle count: 1152412 -> 1152706 (+0.03%); split: -0.52%, +0.55% Max live registers: 32863 -> 32847 (-0.05%) Fortnite: Totals from 5354 (81.72% of 6552) affected shaders: Instrs: 4135059 -> 4239015 (+2.51%); split: -0.01%, +2.53% Cycle count: 132557506 -> 132427302 (-0.10%); split: -0.75%, +0.65% Spill count: 7144 -> 7234 (+1.26%); split: -0.46%, +1.72% Fill count: 12086 -> 12403 (+2.62%); split: -0.73%, +3.35% Scratch Memory Size: 600064 -> 604160 (+0.68%); split: -1.02%, +1.71% Hitman3: Totals from 4912 (97.09% of 5059) affected shaders: Instrs: 2952124 -> 2916824 (-1.20%); split: -1.20%, +0.00% Cycle count: 179985656 -> 189175250 (+5.11%); split: -2.44%, +7.55% Spill count: 3739 -> 3136 (-16.13%) Fill count: 10657 -> 9564 (-10.26%) Scratch Memory Size: 373760 -> 318464 (-14.79%) Max live registers: 597566 -> 589460 (-1.36%) Hogwarts Legacy: Totals from 1471 (96.33% of 1527) affected shaders: Instrs: 748749 -> 766214 (+2.33%); split: -0.71%, +3.05% Cycle count: 33301528 -> 34426308 (+3.38%); split: -1.30%, +4.68% Spill count: 3278 -> 3070 (-6.35%); split: -8.30%, +1.95% Fill count: 4553 -> 4097 (-10.02%); split: -10.85%, +0.83% Scratch Memory Size: 251904 -> 217088 (-13.82%) Max live registers: 168911 -> 168106 (-0.48%); split: -0.59%, +0.12% Metro Exodus: Totals from 18356 (49.81% of 36854) affected shaders: Instrs: 7559386 -> 7621591 (+0.82%); split: -0.01%, +0.83% Cycle count: 195240612 -> 196455186 (+0.62%); split: -1.22%, +1.84% Spill count: 595 -> 546 (-8.24%) Fill count: 1604 -> 1408 (-12.22%) Max live registers: 2086937 -> 2086933 (-0.00%) Red Dead Redemption 2: Totals from 4171 (79.31% of 5259) affected shaders: Instrs: 2619392 -> 2719587 (+3.83%); split: -0.00%, +3.83% Subgroup size: 86416 -> 86432 (+0.02%) Cycle count: 8542836160 -> 8531976886 (-0.13%); split: -0.65%, +0.53% Fill count: 12949 -> 12970 (+0.16%); split: -0.43%, +0.59% Scratch Memory Size: 401408 -> 385024 (-4.08%) Spiderman Remastered: Totals from 6639 (98.94% of 6710) affected shaders: Instrs: 6877980 -> 6800592 (-1.13%); split: -3.11%, +1.98% Cycle count: 282183352210 -> 282100051824 (-0.03%); split: -0.62%, +0.59% Spill count: 63147 -> 64218 (+1.70%); split: -7.12%, +8.82% Fill count: 184931 -> 175591 (-5.05%); split: -10.81%, +5.76% Scratch Memory Size: 5318656 -> 5970944 (+12.26%); split: -5.91%, +18.17% Max live registers: 918240 -> 906604 (-1.27%) Strange Brigade: Totals from 3675 (92.24% of 3984) affected shaders: Instrs: 1462231 -> 1429345 (-2.25%); split: -2.25%, +0.00% Cycle count: 37404050 -> 37345292 (-0.16%); split: -1.25%, +1.09% Max live registers: 361849 -> 351265 (-2.92%) Witcher 3: Totals from 13 (46.43% of 28) affected shaders: Instrs: 593 -> 660 (+11.30%) Cycle count: 28302 -> 28714 (+1.46%) Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28199>
2024-02-29 20:51:50 +02:00
bool brw_lower_send_descriptors(fs_visitor &s);
bool brw_lower_sends_overlapping_payload(fs_visitor &s);
bool brw_lower_simd_width(fs_visitor &s);
bool brw_lower_sub_sat(fs_visitor &s);
bool brw_lower_subgroup_ops(fs_visitor &s);
bool brw_lower_uniform_pull_constant_loads(fs_visitor &s);
void brw_lower_vgrfs_to_fixed_grfs(fs_visitor &s);
brw: move final send lowering up into the IR Because we do emit the final send message form in code generation, a lot of emissions look like this : add(8) vgrf0, u0, 0x100 mov(1) a0.1, vgrf0 # emitted by the generator send(8) ..., a0.1 By moving address register manipulation in the IR, we can get this down to : add(1) a0.1, u0, 0x100 send(8) ..., a0.1 This reduce register pressure around some send messages by 1 vgrf. All lost shaders in the below results are fragment SIMD32, due to the throughput estimator. If turned off, we loose no SIMD32 shaders with this change. DG2 results: Assassin's Creed Valhalla: Totals from 2044 (96.87% of 2110) affected shaders: Instrs: 852879 -> 832044 (-2.44%); split: -2.45%, +0.00% Subgroup size: 23832 -> 23824 (-0.03%) Cycle count: 53345742 -> 52144277 (-2.25%); split: -5.08%, +2.82% Spill count: 729 -> 554 (-24.01%); split: -28.40%, +4.39% Fill count: 2005 -> 1256 (-37.36%) Scratch Memory Size: 25600 -> 19456 (-24.00%); split: -32.00%, +8.00% Max live registers: 116765 -> 115058 (-1.46%) Max dispatch width: 19152 -> 18872 (-1.46%); split: +0.21%, -1.67% Cyberpunk 2077: Totals from 1181 (93.43% of 1264) affected shaders: Instrs: 667192 -> 663615 (-0.54%); split: -0.55%, +0.01% Subgroup size: 13016 -> 13032 (+0.12%) Cycle count: 17383539 -> 17986073 (+3.47%); split: -0.93%, +4.39% Spill count: 12 -> 8 (-33.33%) Fill count: 9 -> 6 (-33.33%) Dota2: Totals from 173 (11.59% of 1493) affected shaders: Cycle count: 274403 -> 280817 (+2.34%); split: -0.01%, +2.34% Max live registers: 5787 -> 5779 (-0.14%) Max dispatch width: 1344 -> 1152 (-14.29%) Hitman3: Totals from 5072 (95.39% of 5317) affected shaders: Instrs: 2879952 -> 2841804 (-1.32%); split: -1.32%, +0.00% Cycle count: 153208505 -> 165860401 (+8.26%); split: -2.22%, +10.48% Spill count: 3942 -> 3200 (-18.82%) Fill count: 10158 -> 8846 (-12.92%) Scratch Memory Size: 257024 -> 223232 (-13.15%) Max live registers: 328467 -> 324631 (-1.17%) Max dispatch width: 43928 -> 42768 (-2.64%); split: +0.09%, -2.73% Fortnite: Totals from 360 (4.82% of 7472) affected shaders: Instrs: 778068 -> 777925 (-0.02%) Subgroup size: 3128 -> 3136 (+0.26%) Cycle count: 38684183 -> 38734579 (+0.13%); split: -0.06%, +0.19% Max live registers: 50689 -> 50658 (-0.06%) Hogwarts Legacy: Totals from 1376 (84.00% of 1638) affected shaders: Instrs: 758810 -> 749727 (-1.20%); split: -1.23%, +0.03% Cycle count: 27778983 -> 28805469 (+3.70%); split: -1.42%, +5.12% Spill count: 2475 -> 2299 (-7.11%); split: -7.47%, +0.36% Fill count: 2677 -> 2445 (-8.67%); split: -9.90%, +1.23% Scratch Memory Size: 99328 -> 89088 (-10.31%) Max live registers: 84969 -> 84671 (-0.35%); split: -0.58%, +0.23% Max dispatch width: 11848 -> 11920 (+0.61%) Metro Exodus: Totals from 92 (0.21% of 43072) affected shaders: Instrs: 262995 -> 262968 (-0.01%) Cycle count: 13818007 -> 13851266 (+0.24%); split: -0.01%, +0.25% Max live registers: 11152 -> 11140 (-0.11%) Red Dead Redemption 2 : Totals from 451 (7.71% of 5847) affected shaders: Instrs: 754178 -> 753811 (-0.05%); split: -0.05%, +0.00% Cycle count: 3484078523 -> 3484111965 (+0.00%); split: -0.00%, +0.00% Max live registers: 42294 -> 42185 (-0.26%) Spiderman Remastered: Totals from 6820 (98.02% of 6958) affected shaders: Instrs: 6921500 -> 6747933 (-2.51%); split: -4.16%, +1.65% Cycle count: 234400692460 -> 236846720707 (+1.04%); split: -0.20%, +1.25% Spill count: 72971 -> 72622 (-0.48%); split: -8.08%, +7.61% Fill count: 212921 -> 198483 (-6.78%); split: -12.37%, +5.58% Scratch Memory Size: 3491840 -> 3410944 (-2.32%); split: -12.05%, +9.74% Max live registers: 493149 -> 487458 (-1.15%) Max dispatch width: 56936 -> 56856 (-0.14%); split: +0.06%, -0.20% Strange Brigade: Totals from 3769 (91.21% of 4132) affected shaders: Instrs: 1354476 -> 1321474 (-2.44%) Cycle count: 25351530 -> 25339190 (-0.05%); split: -1.64%, +1.59% Max live registers: 199057 -> 193656 (-2.71%) Max dispatch width: 30272 -> 30240 (-0.11%) Witcher 3: Totals from 25 (2.40% of 1041) affected shaders: Instrs: 24621 -> 24606 (-0.06%) Cycle count: 2218793 -> 2217503 (-0.06%); split: -0.11%, +0.05% Max live registers: 1963 -> 1955 (-0.41%) LNL results: Assassin's Creed Valhalla: Totals from 1928 (98.02% of 1967) affected shaders: Instrs: 856107 -> 835756 (-2.38%); split: -2.48%, +0.11% Subgroup size: 41264 -> 41280 (+0.04%) Cycle count: 64606590 -> 62371700 (-3.46%); split: -5.57%, +2.11% Spill count: 915 -> 669 (-26.89%); split: -32.79%, +5.90% Fill count: 2414 -> 1617 (-33.02%); split: -36.62%, +3.60% Scratch Memory Size: 62464 -> 44032 (-29.51%); split: -36.07%, +6.56% Max live registers: 205483 -> 202192 (-1.60%) Cyberpunk 2077: Totals from 1177 (96.40% of 1221) affected shaders: Instrs: 682237 -> 678931 (-0.48%); split: -0.51%, +0.03% Subgroup size: 24912 -> 24944 (+0.13%) Cycle count: 24355928 -> 25089292 (+3.01%); split: -0.80%, +3.81% Spill count: 8 -> 3 (-62.50%) Fill count: 6 -> 3 (-50.00%) Max live registers: 126922 -> 125472 (-1.14%) Dota2: Totals from 428 (32.47% of 1318) affected shaders: Instrs: 89355 -> 89740 (+0.43%) Cycle count: 1152412 -> 1152706 (+0.03%); split: -0.52%, +0.55% Max live registers: 32863 -> 32847 (-0.05%) Fortnite: Totals from 5354 (81.72% of 6552) affected shaders: Instrs: 4135059 -> 4239015 (+2.51%); split: -0.01%, +2.53% Cycle count: 132557506 -> 132427302 (-0.10%); split: -0.75%, +0.65% Spill count: 7144 -> 7234 (+1.26%); split: -0.46%, +1.72% Fill count: 12086 -> 12403 (+2.62%); split: -0.73%, +3.35% Scratch Memory Size: 600064 -> 604160 (+0.68%); split: -1.02%, +1.71% Hitman3: Totals from 4912 (97.09% of 5059) affected shaders: Instrs: 2952124 -> 2916824 (-1.20%); split: -1.20%, +0.00% Cycle count: 179985656 -> 189175250 (+5.11%); split: -2.44%, +7.55% Spill count: 3739 -> 3136 (-16.13%) Fill count: 10657 -> 9564 (-10.26%) Scratch Memory Size: 373760 -> 318464 (-14.79%) Max live registers: 597566 -> 589460 (-1.36%) Hogwarts Legacy: Totals from 1471 (96.33% of 1527) affected shaders: Instrs: 748749 -> 766214 (+2.33%); split: -0.71%, +3.05% Cycle count: 33301528 -> 34426308 (+3.38%); split: -1.30%, +4.68% Spill count: 3278 -> 3070 (-6.35%); split: -8.30%, +1.95% Fill count: 4553 -> 4097 (-10.02%); split: -10.85%, +0.83% Scratch Memory Size: 251904 -> 217088 (-13.82%) Max live registers: 168911 -> 168106 (-0.48%); split: -0.59%, +0.12% Metro Exodus: Totals from 18356 (49.81% of 36854) affected shaders: Instrs: 7559386 -> 7621591 (+0.82%); split: -0.01%, +0.83% Cycle count: 195240612 -> 196455186 (+0.62%); split: -1.22%, +1.84% Spill count: 595 -> 546 (-8.24%) Fill count: 1604 -> 1408 (-12.22%) Max live registers: 2086937 -> 2086933 (-0.00%) Red Dead Redemption 2: Totals from 4171 (79.31% of 5259) affected shaders: Instrs: 2619392 -> 2719587 (+3.83%); split: -0.00%, +3.83% Subgroup size: 86416 -> 86432 (+0.02%) Cycle count: 8542836160 -> 8531976886 (-0.13%); split: -0.65%, +0.53% Fill count: 12949 -> 12970 (+0.16%); split: -0.43%, +0.59% Scratch Memory Size: 401408 -> 385024 (-4.08%) Spiderman Remastered: Totals from 6639 (98.94% of 6710) affected shaders: Instrs: 6877980 -> 6800592 (-1.13%); split: -3.11%, +1.98% Cycle count: 282183352210 -> 282100051824 (-0.03%); split: -0.62%, +0.59% Spill count: 63147 -> 64218 (+1.70%); split: -7.12%, +8.82% Fill count: 184931 -> 175591 (-5.05%); split: -10.81%, +5.76% Scratch Memory Size: 5318656 -> 5970944 (+12.26%); split: -5.91%, +18.17% Max live registers: 918240 -> 906604 (-1.27%) Strange Brigade: Totals from 3675 (92.24% of 3984) affected shaders: Instrs: 1462231 -> 1429345 (-2.25%); split: -2.25%, +0.00% Cycle count: 37404050 -> 37345292 (-0.16%); split: -1.25%, +1.09% Max live registers: 361849 -> 351265 (-2.92%) Witcher 3: Totals from 13 (46.43% of 28) affected shaders: Instrs: 593 -> 660 (+11.30%) Cycle count: 28302 -> 28714 (+1.46%) Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28199>
2024-02-29 20:51:50 +02:00
bool brw_opt_address_reg_load(fs_visitor &s);
bool brw_opt_algebraic(fs_visitor &s);
bool brw_opt_bank_conflicts(fs_visitor &s);
bool brw_opt_cmod_propagation(fs_visitor &s);
bool brw_opt_combine_constants(fs_visitor &s);
brw: Combine convergent texture buffer fetches into fewer loads Borderlands 3 (both DX11 and DX12 renderers) have a common pattern across many shaders: con 32x4 %510 = (uint32)txf %2 (handle), %1191 (0x10) (coord), %1 (0x0) (lod), 0 (texture) con 32x4 %512 = (uint32)txf %2 (handle), %1511 (0x11) (coord), %1 (0x0) (lod), 0 (texture) ... con 32x4 %550 = (uint32)txf %2 (handle), %1549 (0x25) (coord), %1 (0x0) (lod), 0 (texture) con 32x4 %552 = (uint32)txf %2 (handle), %1551 (0x26) (coord), %1 (0x0) (lod), 0 (texture) A single basic block contains piles of texelFetches from a 1D buffer texture, with constant coordinates. In most cases, only the .x channel of the result is read. So we have something on the order of 28 sampler messages, each asking for...a single uint32_t scalar value. Because our sampler doesn't have any support for convergent block loads (like the untyped LSC transpose messages for SSBOs)...this means we were emitting SIMD8/16 (or SIMD16/32 on Xe2) sampler messages for every single scalar, replicating what's effectively a SIMD1 value to the entire register. This is hugely wasteful, both in terms of register pressure, and also in back-and-forth sending and receiving memory messages. The good news is we can take advantage of our explicit SIMD model to handle this more efficiently. This patch adds a new optimization pass that detects a series of SHADER_OPCODE_TXF_LOGICAL, in the same basic block, with constant offsets, from the same texture. It constructs a new divergent coordinate where each channel is one of the constants (i.e <10, 11, 12, ..., 26> in the above example). It issues a new NoMask divergent texel fetch which loads N useful channels in one go, and replaces the rest with expansion MOVs that splat the SIMD1 result back to the full SIMD width. (These get copy propagated away.) We can pick the SIMD size of the load independently of the native shader width as well. On Xe2, those 28 convergent loads become a single SIMD32 ld message. On earlier hardware, we use 2 SIMD16 messages. Or we can use a smaller size when there aren't many to combine. In fossil-db, this cuts 27% of send messages in affected shaders, 3-6% of cycles, 2-3% of instructions, and 8-12% of live registers. On A770, this improves performance of Borderlands 3 by roughly 2.5-3.5%. Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32573>
2024-12-09 13:25:18 -08:00
bool brw_opt_combine_convergent_txf(fs_visitor &s);
bool brw_opt_compact_virtual_grfs(fs_visitor &s);
bool brw_opt_constant_fold_instruction(const intel_device_info *devinfo, fs_inst *inst);
bool brw_opt_copy_propagation(fs_visitor &s);
bool brw_opt_copy_propagation_defs(fs_visitor &s);
bool brw_opt_cse_defs(fs_visitor &s);
bool brw_opt_dead_code_eliminate(fs_visitor &s);
bool brw_opt_eliminate_find_live_channel(fs_visitor &s);
bool brw_opt_register_coalesce(fs_visitor &s);
bool brw_opt_remove_extra_rounding_modes(fs_visitor &s);
bool brw_opt_remove_redundant_halts(fs_visitor &s);
bool brw_opt_saturate_propagation(fs_visitor &s);
bool brw_opt_split_sends(fs_visitor &s);
bool brw_opt_split_virtual_grfs(fs_visitor &s);
bool brw_opt_zero_samples(fs_visitor &s);
bool brw_workaround_emit_dummy_mov_instruction(fs_visitor &s);
bool brw_workaround_memory_fence_before_eot(fs_visitor &s);
bool brw_workaround_nomask_control_flow(fs_visitor &s);
bool brw_workaround_source_arf_before_eot(fs_visitor &s);
/* Helpers. */
unsigned brw_get_lowered_simd_width(const fs_visitor *shader,
const fs_inst *inst);