The compiler only references `intel_device_info->subslice_masks` for
ray tracing workloads. Platforms which lack raytracing support can
share a cache even if they differ on this field.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28311>
The 64-bit type lowering for SEL in opt_algebraic had a pre-existing bug
where it only triggered when 64-bit float _and_ integer types were
unsupported. Meteorlake supports 64-bit float but not integer, so we
need to lower Q/UQ in that case still.
When I moved this to a later pass, opt_peephole_sel started generating
Q/UQ SEL instructions which were failing to be lowered.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/10867
Fixes: ea423aba1b ("intel/brw: Split out 64-bit lowering from algebraic optimizations")
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28328>
This is similar to what RADV implements using the NIR_LOOP_PASS
helpers. I have not used those helpers for a couple of reasons:
1. They use the pointer to the optimization function, which doesn't
work if the same function is called multiple times in one invocation
of the loop (fixable)
2. After fixing them, due to Intel's use of sub-expressions, the amount
of code added to wrap the shared macro becomes more than simply
reimplementing them for the Intel compiler
On most workloads the results are a wash, but on compile heavy
workloads like Cyberpunk 2077 and Rise of the Tomb Raider, I saw
fossil-db runtimes fall by 1-2% on my ICL, with no changes to the
compiled shaders. Caio saw closer to 2.5% on TGL.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27510>
The mlen tracking is in REG_SIZE units, but in Xe2 each GRF has
doubled the size. The optimization can only elide full GRFs, so
round down the amount of trailing zeros to ensure the optimization
will remove only full GRFs.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28279>
Folks, there's more than one accumulator. In general, when the
register file is ARF, the upper 4 bits of the register number specify
which ARF, and the lower 4 bits specify which one of that ARF. This
can be further partitioned by the subregister number.
This is already mostly handled correctly for flags register, but lots
of places wanted to check the register number for equality with
BRW_ARF_ACCUMULATOR. If acc1 is ever specified, that won't work.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28281>
In what is probably the most common case cross of compilation, x86_64
-> x86, it should be possible to build intel-clc for the host machine
and run it. Doing so simplifies the build by not needing to be able to
cross compile half of mesa, and should ease developer and distro strain
for building Intel drivers for x86.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28222>
brw_fs_opt_eliminate_find_live_channel eliminates FIND_LIVE_CHANNEL
outside of control flow. None of our optimization passes generate
additional cases of that instruction, so once it's gone, we shouldn't
ever have to run the pass again. Moving it out of the loop should
save a bit of CPU time.
While we're at it, also clean adjacent BROADCAST instructions that
consume the result of our FIND_LIVE_CHANNEL. Without this, we have
to perform copy propagation to get the MOV 0 immediate into the
BROADCAST, then algebraic to turn it into a MOV, which enables more
copy propagation...not to mention CSE gets involved. Since this
FIND_LIVE_CHANNEL + BROADCAST pattern from emit_uniformize() is
really common, and it's trivial to clean up, we can do that. This
lets the initial copy prop in the loop see MOV instead of BROADCAST.
Zero impact on fossil-db, but less work in the optimization loop.
Together with the previous patches, this cuts compile time in
Borderlands 3 on Alchemist by -1.38539% +/- 0.1632% (n = 24).
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28286>
It's a logical opcode which is lowered to a send-from-GRF later. That
lowering code is responsible for ensuring the sources are set up in a
proper SEND payload.
This was preventing copy propagation of surface handles which started
out as scalars, were splatted out to full-SIMD values with NoMask, then
actually consumed as only component 0 (scalar again), because we thought
that scalar values were not allowed.
fossil-db on Alchemist shows improvements in q2rtx but no other titles:
Totals:
Instrs: 161310436 -> 161310152 (-0.00%)
Cycles: 14370605159 -> 14370601066 (-0.00%)
Totals from 17 (0.00% of 652298) affected shaders:
Instrs: 16097 -> 15813 (-1.76%)
Cycles: 185508 -> 181415 (-2.21%)
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28286>
We don't necessarily want to split up MOVs for 64-bit addresses into
2x 32-bit MOVs right away, as this makes things like copy propagating
the whole address around harder. We should do this late, once, while
still doing other algebraic optimizations earlier.
fossil-db results for Alchemist show tiny improvements:
Totals:
Instrs: 161310502 -> 161310436 (-0.00%); split: -0.00%, +0.00%
Cycles: 14370605606 -> 14370605159 (-0.00%); split: -0.00%, +0.00%
Totals from 33 (0.01% of 652298) affected shaders:
Instrs: 15053 -> 14987 (-0.44%); split: -0.64%, +0.20%
Cycles: 196947 -> 196500 (-0.23%); split: -0.25%, +0.02%
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28286>
Emitting UNDEF is only necessary when the instructions we generate to
produce the NIR def are considered partial writes. By adding a simple
check (adapted from fs_inst::is_partial_write()), we can avoid creating
loads of unnecessary UNDEFs that we have to clean up later.
Our first dead code elimination pass does get rid of them pretty
quickly, but this should save memory and time during our first
split_virtual_grfs and dead_code_elimination passes.
This generates roughly 30% fewer instructions at the beginning.
Improves compilation time of shaders:
- Rise of the Tomb Raider: -3.51563% +/- 0.103951% (n=7)
- Borderlands 3: -3.64422% +/- 0.300951% (n=7).
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28169>
Outside SIMD1 instructions, a destination stride of zero doesn't make
any sense. When such strides exist, they would be fixed by the FS
generator. Currently the only place that intentionally generates such a
stride is setup_barrier_message_payload_gfx125, and this commit changes
that.
The existence of a zero stride that won't really be a zero stride causes
a variety of problems with other optimization passes. Those passes don't
know that 0 actually means 1, and they make incorrect assumptions about
sizes written, etc.
The assertion helped catch many bugs in some other work in progress that
tries to store convergent values in SIMD8 registers regardless of the
dispatch width. That code would accidentally generate destination
strides of zero.
v2: Check stride differently depending on register file. Suggested by
Caio.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28256>
The stride given in the shader is in number of elements of the of the
type pointed by the given pointer, which may not match the matrix own
element type.
Since we cast the pointer to match the element type, the stride needs to
be ajusted accordingly.
v2:
- Fix mismatching bit-width in matrix element type and pointer type (Caio)
- Do the stride calculation in one place
Fixes dEQP-VK.compute.pipeline.cooperative_matrix.khr_*.multicomponent.*
Fixes: 3a35f8b29b ("intel/cmat: Lower cmat_load and cmat_store")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/10820
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27903>
In 96e0d979a7, the restriction was dropped because we don't compile a
SIMD8 program on Xe2. This change moves it to run_fs() so the
restriction will be added when compiling SIMD16 on Xe2.
Fixes: 96e0d979a7 ("intel/fs: Check fs_visitor instance before using it")
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28191>
The `stride` and `offset` attributes are meaningful for the "virtual"
register files (VGRFs, UNIFORMs and ATTRs). Accumulator is an ARF so
validation should check `hstride` (part of the <V,W,H> triple) and `subnr`
instead.
Fixes: 12d7aaf2b8 ("intel/compiler: add more validation for acc register usage")
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28059>
This ensure the region triple <V,W,H> is set correctly, in this case the
desired region is a sequential like <8,8,1>. Without the helper the
sequence we get is <0,1,0> -- which the generator currently partially
adjusts when emitting code, but is not sufficient when doing validation
earlier.
The code generated code is slightly modified. From crucible test
func.shader.subtractSaturate.uint in the fragment shader for SIMD8, the
diff looks like
```
mov(8) acc0<1>UD g21<8,8,1>UD { align1 1Q $0.dst };
-add.sat(8) g22<1>UD -acc0<0,1,0>UD g16<8,8,1>UD { align1 1Q @1 $0.dst };
+add.sat(8) g22<1>UD -acc0<8,8,1>UD g16<8,8,1>UD { align1 1Q @1 $0.dst };
```
Note that without the patch generator adjusted the hstride for acc0 used
as destination (see brw_set_dest), but kept the src region as is. For
the source, it is not clear to me why the <0,1,0> would work correctly
here since it is a scalar, but using <8,8,1> it is correct.
Fixes: 58907568ec ("intel/fs: Add SHADER_OPCODE_[IU]SUB_SAT pseudo-ops")
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28059>
For something as basic as read_invocation(x, 0), we were emitting:
mov(8) vgrf67:D, 0d
find_live_channel(8) vgrf236:UD, NoMask
broadcast(8) vgrf237:D, vgrf67:D, vgrf236+0.0<0>:UD NoMask
broadcast(8) vgrf235+0.0:W, vgrf197+0.0:W, vgrf237+0.0<0>:D NoMask
mov(8) vgrf234+0.0:W, vgrf235+0.0<0>:W
This is way overcomplicated - if the invocation is a constant, we can
simply emit a single MOV which reads the desired channel index. Not
only that, but it's difficult to clean up:
1. If this expression appears multiple times, CSE will find all the
redundant emit_uniformize(invocation) and get rid of the duplicate
(find_live_channel+broadcast) on future instructions.
2. Copy propagation will put the 0d directly in the first broadcast.
3. Dead code elimination will get rid of the vgrf67 temp holding 0.
4. Algebraic will replace the first broadcast(x, 0) with a MOV.
5. Copy propagation will put the 0d directly in the second broadcast.
6. Dead code elimination will get rid of the vgrf237 temp.
7. Algebraic will replace the second broadcast(x, 0) with a MOV.
8. Copy propagation will finally combine the two MOVs
That's at least 7-8 optimization passes and several loops through the
same passes just to clean up something we can do trivially.
Cuts 25% of the of the optimizer steps in pipeline 22200210259a2c9c
of fossil-db/google-meet-clvk/BgBlur.1f58fdf742c27594.1 (31 to 23).
Shortens compilation time of the google-meet-clvk/Relight pipeline by
-2.87717% +/- 0.509162% (n=150).
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28097>
I tried this when I was working on MR !7698, and it didn't have much
affect back then. Maybe I've added more stuff to my fossil-db?
Gfx12 platforms (Tiger Lake and DG2) are unaffected because the POW
instruction was removed.
shader-db:
Ice Lake and Skylake had similar results. (Ice Lake shown)
total instructions in shared programs: 20301933 -> 20301900 (<.01%)
instructions in affected programs: 9077 -> 9044 (-0.36%)
helped: 33 / HURT: 0
total cycles in shared programs: 842797624 -> 842799471 (<.01%)
cycles in affected programs: 1361911 -> 1363758 (0.14%)
helped: 35 / HURT: 111
LOST: 0
GAINED: 9
fossil-db:
Ice Lake and Skylake had similar results. (Ice Lake shown)
Totals:
Instrs: 165510222 -> 165510163 (-0.00%)
Cycles: 15125195835 -> 15125194484 (-0.00%); split: -0.00%, +0.00%
Spill count: 45204 -> 45196 (-0.02%)
Fill count: 74157 -> 74149 (-0.01%)
Totals from 65 (0.01% of 656118) affected shaders:
Instrs: 57426 -> 57367 (-0.10%)
Cycles: 1667918 -> 1666567 (-0.08%); split: -0.11%, +0.03%
Spill count: 137 -> 129 (-5.84%)
Fill count: 515 -> 507 (-1.55%)
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27552>
The majority of cases that would have been affected by this actually
had both sources as integer constants. The earlier commit "intel/rt:
Don't directly generate umul_32x16" allowed those to be constant
folded.
v2: Move the a*-1 block to be near the existing a*-1 block.
No shader-db changes on any Intel platform.
fossil-db results:
All Intel platforms had similar results. (Ice Lake shown)
Totals:
Instrs: 165510246 -> 165510222 (-0.00%)
Cycles: 15125198238 -> 15125195835 (-0.00%); split: -0.00%, +0.00%
Totals from 46 (0.01% of 656118) affected shaders:
Instrs: 36010 -> 35986 (-0.07%)
Cycles: 2613658 -> 2611255 (-0.09%); split: -0.17%, +0.07%
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27552>
The DW source must be first on all platforms since Gfx7. On previous
platforms it's the other way around.
Unsurprisingly, no shader-db or fossil-db changes. This change is
necessary for the next commit.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27552>
src/intel/compiler/brw_lower_logical_sends.cpp: In member function ‘bool fs_visitor::lower_logical_sends()’:
src/intel/compiler/brw_lower_logical_sends.cpp:3170:10: warning: this statement may fall through [-Wimplicit-fallthrough=]
3170 | if (devinfo->has_lsc) {
| ^~
src/intel/compiler/brw_lower_logical_sends.cpp:3174:7: note: here
3174 | case SHADER_OPCODE_DWORD_SCATTERED_READ_LOGICAL:
| ^~~~
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27552>