mesa/src/intel/compiler/brw_shader.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_analysis.h"
#include "brw_cfg.h"
#include "brw_compiler.h"
#include "brw_inst.h"
#include "compiler/nir/nir.h"
#include "brw_analysis.h"
#include "brw_thread_payload.h"
#define UBO_START ((1 << 16) - 4)
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;
};
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,
};
struct brw_shader
{
public:
brw_shader(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);
brw_shader(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);
void init();
~brw_shader();
void import_uniforms(brw_shader *v);
void assign_curb_setup();
void convert_attr_sources_to_hw_regs(brw_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 brw_inst. */
exec_list instructions;
cfg_t *cfg;
gl_shader_stage stage;
bool debug_enabled;
/* VGRF allocation. */
struct {
/** Array of sizes for each allocation, in REG_SIZE units. */
unsigned *sizes;
/** Total number of VGRFs allocated. */
unsigned count;
unsigned capacity;
} alloc;
const brw_base_prog_key *const key;
struct brw_stage_prog_data *prog_data;
brw_analysis<brw_live_variables, brw_shader> live_analysis;
brw_analysis<brw_register_pressure, brw_shader> regpressure_analysis;
brw_analysis<brw_performance, brw_shader> performance_analysis;
brw_analysis<brw_idom_tree, brw_shader> idom_analysis;
brw_analysis<brw_def_analysis, brw_shader> 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;
/* Use the vs_payload(), fs_payload(), etc. to access the right payload. */
brw_thread_payload *payload_;
#define DEFINE_PAYLOAD_ACCESSOR(TYPE, NAME, ASSERTION) \
TYPE &NAME() { \
assert(ASSERTION); \
return *static_cast<TYPE *>(this->payload_); \
} \
const TYPE &NAME() const { \
assert(ASSERTION); \
return *static_cast<const TYPE *>(this->payload_); \
}
DEFINE_PAYLOAD_ACCESSOR(brw_thread_payload, payload, true);
DEFINE_PAYLOAD_ACCESSOR(brw_vs_thread_payload, vs_payload, stage == MESA_SHADER_VERTEX);
DEFINE_PAYLOAD_ACCESSOR(brw_tcs_thread_payload, tcs_payload, stage == MESA_SHADER_TESS_CTRL);
DEFINE_PAYLOAD_ACCESSOR(brw_tes_thread_payload, tes_payload, stage == MESA_SHADER_TESS_EVAL);
DEFINE_PAYLOAD_ACCESSOR(brw_gs_thread_payload, gs_payload, stage == MESA_SHADER_GEOMETRY);
DEFINE_PAYLOAD_ACCESSOR(brw_fs_thread_payload, fs_payload, stage == MESA_SHADER_FRAGMENT);
DEFINE_PAYLOAD_ACCESSOR(brw_cs_thread_payload, cs_payload,
gl_shader_stage_uses_workgroup(stage));
DEFINE_PAYLOAD_ACCESSOR(brw_task_mesh_thread_payload, task_mesh_payload,
stage == MESA_SHADER_TASK || stage == MESA_SHADER_MESH);
DEFINE_PAYLOAD_ACCESSOR(brw_bs_thread_payload, bs_payload,
stage >= MESA_SHADER_RAYGEN && stage <= MESA_SHADER_CALLABLE);
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;
struct {
unsigned control_data_bits_per_vertex;
unsigned control_data_header_size_bits;
} gs;
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 brw_shader &s, FILE *file = stderr);
void brw_print_instruction(const brw_shader &s, const brw_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 brw_shader &s)
{
assert(s.stage == MESA_SHADER_FRAGMENT);
return 2;
}
inline brw_reg
brw_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);
}
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 brw_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 brw_from_nir(brw_shader *s);
void brw_shader_phase_update(brw_shader &s, enum brw_shader_phase phase);
#ifndef NDEBUG
void brw_validate(const brw_shader &s);
#else
static inline void brw_validate(const brw_shader &s) {}
#endif
void brw_calculate_cfg(brw_shader &s);
void brw_optimize(brw_shader &s);
enum brw_instruction_scheduler_mode {
BRW_SCHEDULE_PRE,
BRW_SCHEDULE_PRE_NON_LIFO,
BRW_SCHEDULE_PRE_LIFO,
BRW_SCHEDULE_POST,
BRW_SCHEDULE_NONE,
};
class brw_instruction_scheduler;
brw_instruction_scheduler *brw_prepare_scheduler(brw_shader &s, void *mem_ctx);
void brw_schedule_instructions_pre_ra(brw_shader &s, brw_instruction_scheduler *sched,
brw_instruction_scheduler_mode mode);
void brw_schedule_instructions_post_ra(brw_shader &s);
void brw_allocate_registers(brw_shader &s, bool allow_spilling);
bool brw_assign_regs(brw_shader &s, bool allow_spilling, bool spill_all);
void brw_assign_regs_trivial(brw_shader &s);
bool brw_lower_3src_null_dest(brw_shader &s);
bool brw_lower_alu_restrictions(brw_shader &s);
bool brw_lower_barycentrics(brw_shader &s);
bool brw_lower_constant_loads(brw_shader &s);
bool brw_lower_csel(brw_shader &s);
bool brw_lower_derivatives(brw_shader &s);
bool brw_lower_dpas(brw_shader &s);
bool brw_lower_find_live_channel(brw_shader &s);
bool brw_lower_indirect_mov(brw_shader &s);
bool brw_lower_integer_multiplication(brw_shader &s);
bool brw_lower_load_payload(brw_shader &s);
bool brw_lower_load_subgroup_invocation(brw_shader &s);
bool brw_lower_logical_sends(brw_shader &s);
bool brw_lower_pack(brw_shader &s);
bool brw_lower_regioning(brw_shader &s);
bool brw_lower_scalar_fp64_MAD(brw_shader &s);
bool brw_lower_scoreboard(brw_shader &s);
bool brw_lower_send_descriptors(brw_shader &s);
bool brw_lower_send_gather(brw_shader &s);
bool brw_lower_sends_overlapping_payload(brw_shader &s);
bool brw_lower_simd_width(brw_shader &s);
bool brw_lower_src_modifiers(brw_shader &s, brw_inst *inst, unsigned i);
bool brw_lower_sub_sat(brw_shader &s);
bool brw_lower_subgroup_ops(brw_shader &s);
bool brw_lower_uniform_pull_constant_loads(brw_shader &s);
void brw_lower_vgrfs_to_fixed_grfs(brw_shader &s);
bool brw_opt_address_reg_load(brw_shader &s);
bool brw_opt_algebraic(brw_shader &s);
bool brw_opt_bank_conflicts(brw_shader &s);
bool brw_opt_cmod_propagation(brw_shader &s);
bool brw_opt_combine_constants(brw_shader &s);
bool brw_opt_combine_convergent_txf(brw_shader &s);
bool brw_opt_compact_virtual_grfs(brw_shader &s);
bool brw_opt_constant_fold_instruction(const intel_device_info *devinfo, brw_inst *inst);
bool brw_opt_copy_propagation(brw_shader &s);
bool brw_opt_copy_propagation_defs(brw_shader &s);
bool brw_opt_cse_defs(brw_shader &s);
bool brw_opt_dead_code_eliminate(brw_shader &s);
bool brw_opt_eliminate_find_live_channel(brw_shader &s);
bool brw_opt_register_coalesce(brw_shader &s);
bool brw_opt_remove_extra_rounding_modes(brw_shader &s);
bool brw_opt_remove_redundant_halts(brw_shader &s);
bool brw_opt_saturate_propagation(brw_shader &s);
bool brw_opt_send_gather_to_send(brw_shader &s);
bool brw_opt_send_to_send_gather(brw_shader &s);
bool brw_opt_split_sends(brw_shader &s);
bool brw_opt_split_virtual_grfs(brw_shader &s);
bool brw_opt_zero_samples(brw_shader &s);
bool brw_workaround_emit_dummy_mov_instruction(brw_shader &s);
bool brw_workaround_memory_fence_before_eot(brw_shader &s);
bool brw_workaround_nomask_control_flow(brw_shader &s);
bool brw_workaround_source_arf_before_eot(brw_shader &s);
/* Helpers. */
unsigned brw_get_lowered_simd_width(const brw_shader *shader,
const brw_inst *inst);
brw_reg brw_allocate_vgrf(brw_shader &s, brw_reg_type type, unsigned count);
brw_reg brw_allocate_vgrf_units(brw_shader &s, unsigned units_of_REGSIZE);