mesa/src/intel/vulkan/anv_nir_compute_push_layout.c

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/*
* Copyright © 2019 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.
*/
#include "anv_nir.h"
#include "nir_builder.h"
#include "compiler/brw_nir.h"
#include "util/mesa-sha1.h"
void
anv_nir_compute_push_layout(const struct anv_physical_device *pdevice,
bool robust_buffer_access,
nir_shader *nir,
struct brw_stage_prog_data *prog_data,
struct anv_pipeline_bind_map *map,
void *mem_ctx)
{
const struct brw_compiler *compiler = pdevice->compiler;
const struct gen_device_info *devinfo = compiler->devinfo;
memset(map->push_ranges, 0, sizeof(map->push_ranges));
bool has_const_ubo = false;
unsigned push_start = UINT_MAX, push_end = 0;
nir_foreach_function(function, nir) {
if (!function->impl)
continue;
nir_foreach_block(block, function->impl) {
nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
switch (intrin->intrinsic) {
case nir_intrinsic_load_ubo:
if (nir_src_is_const(intrin->src[0]) &&
nir_src_is_const(intrin->src[1]))
has_const_ubo = true;
break;
case nir_intrinsic_load_push_constant: {
unsigned base = nir_intrinsic_base(intrin);
unsigned range = nir_intrinsic_range(intrin);
push_start = MIN2(push_start, base);
push_end = MAX2(push_end, base + range);
break;
}
default:
break;
}
}
}
}
const bool has_push_intrinsic = push_start <= push_end;
const bool push_ubo_ranges =
(pdevice->info.gen >= 8 || pdevice->info.is_haswell) &&
has_const_ubo && nir->info.stage != MESA_SHADER_COMPUTE;
if (push_ubo_ranges && robust_buffer_access) {
/* We can't on-the-fly adjust our push ranges because doing so would
* mess up the layout in the shader. When robustBufferAccess is
anv: Emit pushed UBO bounds checking code in the back-end compiler This commit fixes performance regressions introduced by e03f9652801ad7 in which we started bounds checking our push constants. This added a LOT of shader code to shaders which use the robustBufferAccess feature and led to substantial spilling. The checking we just added to the FS back-end is far more efficient for two reasons: 1. It can be done at a whole register granularity rather than per- scalar and so we emit one SIMD8 SEL per 32B GRF rather than one SIMD16 SEL (executed as two SELs) for each component loaded. 2. Because we do it with NoMask instructions, we can do it on whole pushed GRFs without splatting them out to SIMD8 or SIME16 values. This means that robust buffer access no longer explodes our register pressure for no good reason. As a tiny side-benefit, we're now using can use AND instead of SEL which means no need for the flag and better scheduling. Vulkan pipeline database results on ICL: Instructions in all programs: 293586059 -> 238009118 (-18.9%) SENDs in all programs: 13568515 -> 13568515 (+0.0%) Loops in all programs: 149720 -> 149720 (+0.0%) Cycles in all programs: 88499234498 -> 84348917496 (-4.7%) Spills in all programs: 1229018 -> 184339 (-85.0%) Fills in all programs: 1348397 -> 246061 (-81.8%) This also improves the performance of a few apps: - Shadow of the Tomb Raider: +4% - Witcher 3: +3.5% - UE4 Shooter demo: +2% Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4447>
2020-04-03 20:20:53 -05:00
* enabled, we push a mask into the shader indicating which pushed
* registers are valid and we zero out the invalid ones at the top of
* the shader.
*/
anv: Emit pushed UBO bounds checking code in the back-end compiler This commit fixes performance regressions introduced by e03f9652801ad7 in which we started bounds checking our push constants. This added a LOT of shader code to shaders which use the robustBufferAccess feature and led to substantial spilling. The checking we just added to the FS back-end is far more efficient for two reasons: 1. It can be done at a whole register granularity rather than per- scalar and so we emit one SIMD8 SEL per 32B GRF rather than one SIMD16 SEL (executed as two SELs) for each component loaded. 2. Because we do it with NoMask instructions, we can do it on whole pushed GRFs without splatting them out to SIMD8 or SIME16 values. This means that robust buffer access no longer explodes our register pressure for no good reason. As a tiny side-benefit, we're now using can use AND instead of SEL which means no need for the flag and better scheduling. Vulkan pipeline database results on ICL: Instructions in all programs: 293586059 -> 238009118 (-18.9%) SENDs in all programs: 13568515 -> 13568515 (+0.0%) Loops in all programs: 149720 -> 149720 (+0.0%) Cycles in all programs: 88499234498 -> 84348917496 (-4.7%) Spills in all programs: 1229018 -> 184339 (-85.0%) Fills in all programs: 1348397 -> 246061 (-81.8%) This also improves the performance of a few apps: - Shadow of the Tomb Raider: +4% - Witcher 3: +3.5% - UE4 Shooter demo: +2% Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4447>
2020-04-03 20:20:53 -05:00
const uint32_t push_reg_mask_start =
offsetof(struct anv_push_constants, push_reg_mask[nir->info.stage]);
anv: Emit pushed UBO bounds checking code in the back-end compiler This commit fixes performance regressions introduced by e03f9652801ad7 in which we started bounds checking our push constants. This added a LOT of shader code to shaders which use the robustBufferAccess feature and led to substantial spilling. The checking we just added to the FS back-end is far more efficient for two reasons: 1. It can be done at a whole register granularity rather than per- scalar and so we emit one SIMD8 SEL per 32B GRF rather than one SIMD16 SEL (executed as two SELs) for each component loaded. 2. Because we do it with NoMask instructions, we can do it on whole pushed GRFs without splatting them out to SIMD8 or SIME16 values. This means that robust buffer access no longer explodes our register pressure for no good reason. As a tiny side-benefit, we're now using can use AND instead of SEL which means no need for the flag and better scheduling. Vulkan pipeline database results on ICL: Instructions in all programs: 293586059 -> 238009118 (-18.9%) SENDs in all programs: 13568515 -> 13568515 (+0.0%) Loops in all programs: 149720 -> 149720 (+0.0%) Cycles in all programs: 88499234498 -> 84348917496 (-4.7%) Spills in all programs: 1229018 -> 184339 (-85.0%) Fills in all programs: 1348397 -> 246061 (-81.8%) This also improves the performance of a few apps: - Shadow of the Tomb Raider: +4% - Witcher 3: +3.5% - UE4 Shooter demo: +2% Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4447>
2020-04-03 20:20:53 -05:00
const uint32_t push_reg_mask_end = push_reg_mask_start + sizeof(uint64_t);
push_start = MIN2(push_start, push_reg_mask_start);
push_end = MAX2(push_end, push_reg_mask_end);
}
if (nir->info.stage == MESA_SHADER_COMPUTE && devinfo->verx10 < 125) {
/* For compute shaders, we always have to have the subgroup ID. The
* back-end compiler will "helpfully" add it for us in the last push
* constant slot. Yes, there is an off-by-one error here but that's
* because the back-end will add it so we want to claim the number of
* push constants one dword less than the full amount including
* gl_SubgroupId.
*/
assert(push_end <= offsetof(struct anv_push_constants, cs.subgroup_id));
push_end = offsetof(struct anv_push_constants, cs.subgroup_id);
}
/* Align push_start down to a 32B boundary and make it no larger than
* push_end (no push constants is indicated by push_start = UINT_MAX).
*/
push_start = MIN2(push_start, push_end);
push_start = align_down_u32(push_start, 32);
/* For vec4 our push data size needs to be aligned to a vec4 and for
* scalar, it needs to be aligned to a DWORD.
*/
const unsigned align = compiler->scalar_stage[nir->info.stage] ? 4 : 16;
nir->num_uniforms = ALIGN(push_end - push_start, align);
prog_data->nr_params = nir->num_uniforms / 4;
prog_data->param = rzalloc_array(mem_ctx, uint32_t, prog_data->nr_params);
struct anv_push_range push_constant_range = {
.set = ANV_DESCRIPTOR_SET_PUSH_CONSTANTS,
.start = push_start / 32,
.length = DIV_ROUND_UP(push_end - push_start, 32),
};
anv: Emit pushed UBO bounds checking code in the back-end compiler This commit fixes performance regressions introduced by e03f9652801ad7 in which we started bounds checking our push constants. This added a LOT of shader code to shaders which use the robustBufferAccess feature and led to substantial spilling. The checking we just added to the FS back-end is far more efficient for two reasons: 1. It can be done at a whole register granularity rather than per- scalar and so we emit one SIMD8 SEL per 32B GRF rather than one SIMD16 SEL (executed as two SELs) for each component loaded. 2. Because we do it with NoMask instructions, we can do it on whole pushed GRFs without splatting them out to SIMD8 or SIME16 values. This means that robust buffer access no longer explodes our register pressure for no good reason. As a tiny side-benefit, we're now using can use AND instead of SEL which means no need for the flag and better scheduling. Vulkan pipeline database results on ICL: Instructions in all programs: 293586059 -> 238009118 (-18.9%) SENDs in all programs: 13568515 -> 13568515 (+0.0%) Loops in all programs: 149720 -> 149720 (+0.0%) Cycles in all programs: 88499234498 -> 84348917496 (-4.7%) Spills in all programs: 1229018 -> 184339 (-85.0%) Fills in all programs: 1348397 -> 246061 (-81.8%) This also improves the performance of a few apps: - Shadow of the Tomb Raider: +4% - Witcher 3: +3.5% - UE4 Shooter demo: +2% Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4447>
2020-04-03 20:20:53 -05:00
if (has_push_intrinsic) {
nir_foreach_function(function, nir) {
if (!function->impl)
continue;
nir_foreach_block(block, function->impl) {
nir_foreach_instr_safe(instr, block) {
if (instr->type != nir_instr_type_intrinsic)
continue;
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
switch (intrin->intrinsic) {
case nir_intrinsic_load_push_constant:
intrin->intrinsic = nir_intrinsic_load_uniform;
nir_intrinsic_set_base(intrin,
nir_intrinsic_base(intrin) -
push_start);
break;
default:
break;
}
}
}
}
}
if (push_ubo_ranges) {
brw_nir_analyze_ubo_ranges(compiler, nir, NULL, prog_data->ubo_ranges);
/* We can push at most 64 registers worth of data. The back-end
* compiler would do this fixup for us but we'd like to calculate
* the push constant layout ourselves.
*/
unsigned total_push_regs = push_constant_range.length;
for (unsigned i = 0; i < 4; i++) {
if (total_push_regs + prog_data->ubo_ranges[i].length > 64)
prog_data->ubo_ranges[i].length = 64 - total_push_regs;
total_push_regs += prog_data->ubo_ranges[i].length;
}
assert(total_push_regs <= 64);
int n = 0;
if (push_constant_range.length > 0)
map->push_ranges[n++] = push_constant_range;
anv: Emit pushed UBO bounds checking code in the back-end compiler This commit fixes performance regressions introduced by e03f9652801ad7 in which we started bounds checking our push constants. This added a LOT of shader code to shaders which use the robustBufferAccess feature and led to substantial spilling. The checking we just added to the FS back-end is far more efficient for two reasons: 1. It can be done at a whole register granularity rather than per- scalar and so we emit one SIMD8 SEL per 32B GRF rather than one SIMD16 SEL (executed as two SELs) for each component loaded. 2. Because we do it with NoMask instructions, we can do it on whole pushed GRFs without splatting them out to SIMD8 or SIME16 values. This means that robust buffer access no longer explodes our register pressure for no good reason. As a tiny side-benefit, we're now using can use AND instead of SEL which means no need for the flag and better scheduling. Vulkan pipeline database results on ICL: Instructions in all programs: 293586059 -> 238009118 (-18.9%) SENDs in all programs: 13568515 -> 13568515 (+0.0%) Loops in all programs: 149720 -> 149720 (+0.0%) Cycles in all programs: 88499234498 -> 84348917496 (-4.7%) Spills in all programs: 1229018 -> 184339 (-85.0%) Fills in all programs: 1348397 -> 246061 (-81.8%) This also improves the performance of a few apps: - Shadow of the Tomb Raider: +4% - Witcher 3: +3.5% - UE4 Shooter demo: +2% Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4447>
2020-04-03 20:20:53 -05:00
if (robust_buffer_access) {
const uint32_t push_reg_mask_offset =
offsetof(struct anv_push_constants, push_reg_mask[nir->info.stage]);
anv: Emit pushed UBO bounds checking code in the back-end compiler This commit fixes performance regressions introduced by e03f9652801ad7 in which we started bounds checking our push constants. This added a LOT of shader code to shaders which use the robustBufferAccess feature and led to substantial spilling. The checking we just added to the FS back-end is far more efficient for two reasons: 1. It can be done at a whole register granularity rather than per- scalar and so we emit one SIMD8 SEL per 32B GRF rather than one SIMD16 SEL (executed as two SELs) for each component loaded. 2. Because we do it with NoMask instructions, we can do it on whole pushed GRFs without splatting them out to SIMD8 or SIME16 values. This means that robust buffer access no longer explodes our register pressure for no good reason. As a tiny side-benefit, we're now using can use AND instead of SEL which means no need for the flag and better scheduling. Vulkan pipeline database results on ICL: Instructions in all programs: 293586059 -> 238009118 (-18.9%) SENDs in all programs: 13568515 -> 13568515 (+0.0%) Loops in all programs: 149720 -> 149720 (+0.0%) Cycles in all programs: 88499234498 -> 84348917496 (-4.7%) Spills in all programs: 1229018 -> 184339 (-85.0%) Fills in all programs: 1348397 -> 246061 (-81.8%) This also improves the performance of a few apps: - Shadow of the Tomb Raider: +4% - Witcher 3: +3.5% - UE4 Shooter demo: +2% Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4447>
2020-04-03 20:20:53 -05:00
assert(push_reg_mask_offset >= push_start);
prog_data->push_reg_mask_param =
(push_reg_mask_offset - push_start) / 4;
}
unsigned range_start_reg = push_constant_range.length;
for (int i = 0; i < 4; i++) {
struct brw_ubo_range *ubo_range = &prog_data->ubo_ranges[i];
if (ubo_range->length == 0)
continue;
if (n >= 4 || (n == 3 && compiler->constant_buffer_0_is_relative)) {
memset(ubo_range, 0, sizeof(*ubo_range));
continue;
}
const struct anv_pipeline_binding *binding =
&map->surface_to_descriptor[ubo_range->block];
map->push_ranges[n++] = (struct anv_push_range) {
.set = binding->set,
.index = binding->index,
.dynamic_offset_index = binding->dynamic_offset_index,
.start = ubo_range->start,
.length = ubo_range->length,
};
anv: Emit pushed UBO bounds checking code in the back-end compiler This commit fixes performance regressions introduced by e03f9652801ad7 in which we started bounds checking our push constants. This added a LOT of shader code to shaders which use the robustBufferAccess feature and led to substantial spilling. The checking we just added to the FS back-end is far more efficient for two reasons: 1. It can be done at a whole register granularity rather than per- scalar and so we emit one SIMD8 SEL per 32B GRF rather than one SIMD16 SEL (executed as two SELs) for each component loaded. 2. Because we do it with NoMask instructions, we can do it on whole pushed GRFs without splatting them out to SIMD8 or SIME16 values. This means that robust buffer access no longer explodes our register pressure for no good reason. As a tiny side-benefit, we're now using can use AND instead of SEL which means no need for the flag and better scheduling. Vulkan pipeline database results on ICL: Instructions in all programs: 293586059 -> 238009118 (-18.9%) SENDs in all programs: 13568515 -> 13568515 (+0.0%) Loops in all programs: 149720 -> 149720 (+0.0%) Cycles in all programs: 88499234498 -> 84348917496 (-4.7%) Spills in all programs: 1229018 -> 184339 (-85.0%) Fills in all programs: 1348397 -> 246061 (-81.8%) This also improves the performance of a few apps: - Shadow of the Tomb Raider: +4% - Witcher 3: +3.5% - UE4 Shooter demo: +2% Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4447>
2020-04-03 20:20:53 -05:00
/* We only bother to shader-zero pushed client UBOs */
if (binding->set < MAX_SETS && robust_buffer_access) {
prog_data->zero_push_reg |= BITFIELD64_RANGE(range_start_reg,
ubo_range->length);
}
range_start_reg += ubo_range->length;
}
} else {
/* For Ivy Bridge, the push constants packets have a different
* rule that would require us to iterate in the other direction
* and possibly mess around with dynamic state base address.
* Don't bother; just emit regular push constants at n = 0.
*
* In the compute case, we don't have multiple push ranges so it's
* better to just provide one in push_ranges[0].
*/
map->push_ranges[0] = push_constant_range;
}
/* Now that we're done computing the push constant portion of the
* bind map, hash it. This lets us quickly determine if the actual
* mapping has changed and not just a no-op pipeline change.
*/
_mesa_sha1_compute(map->push_ranges,
sizeof(map->push_ranges),
map->push_sha1);
}
void
anv_nir_validate_push_layout(struct brw_stage_prog_data *prog_data,
struct anv_pipeline_bind_map *map)
{
#ifndef NDEBUG
unsigned prog_data_push_size = DIV_ROUND_UP(prog_data->nr_params, 8);
for (unsigned i = 0; i < 4; i++)
prog_data_push_size += prog_data->ubo_ranges[i].length;
unsigned bind_map_push_size = 0;
for (unsigned i = 0; i < 4; i++)
bind_map_push_size += map->push_ranges[i].length;
/* We could go through everything again but it should be enough to assert
* that they push the same number of registers. This should alert us if
* the back-end compiler decides to re-arrange stuff or shrink a range.
*/
assert(prog_data_push_size == bind_map_push_size);
#endif
}