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>
brw_send_indirect_split_message() implicitly reads g0 to construct the
extended message descriptor for certain send messages when this is set.
Record that liveness explicitly.
Thanks to Francisco Jerez for reminding me about this use of g0.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30319>
The generator code for emitting legacy scratch headers was implicitly
using g0 as a source. But the IR wasn't indicating any usage of g0,
which means the liveness isn't properly tracked at the IR level.
It works because we reserve g0 as permanently live for the whole
program. In order to stop doing that, we need to record it properly.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30319>
The idea here was that pixel shader framebuffer writes used the g0 and
g1 thread payload register values to construct the message header.
However, most messages are headerless and don't use either. There's a
2012-era comment that the simulator at one point had a bug where certain
headerless messages would incorrectly take the values from the g0/g1
register contents rather than using sideband. But, that was likely
fixed eons ago. So we really don't need to do this.
Furthermore, there are many more shader stages these days:
- VS: r1 contains output URB handles
- TCS: r1 contains ICP handles
- TES: r1 contains gl_TessCoord.x (r4 contains output URB handles)
- GS: r1 contains output URB handles
- CS: r1 contains LocalID.X on DG2+ but nothing on older hardware
- Task/Mesh: r1 contains LocalID.X
- BS: r1 contains bindless stack handles
Vertex and geometry aren't likely to benefit here because r1 is needed
for their output messages, which are also what terminate the shader.
TES will definitely benefit because we were making a value pointlessly
live for the whole program. Same for TCS, to a lesser extent. Compute
prior to DG2 was the worst, as g1 literally has no meaningful content,
so there is no point to keeping it live.
fossil-db on Alchemist shows substantial spill/fill improvements:
Totals:
Instrs: 148782351 -> 148741996 (-0.03%); split: -0.03%, +0.01%
Cycles: 12602907531 -> 12605795191 (+0.02%); split: -0.70%, +0.72%
Subgroup size: 7518608 -> 7518632 (+0.00%)
Send messages: 7341727 -> 7341762 (+0.00%)
Spill count: 54633 -> 52575 (-3.77%)
Fill count: 104694 -> 100680 (-3.83%)
Scratch Memory Size: 3375104 -> 3287040 (-2.61%)
Totals from 301172 (48.21% of 624670) affected shaders:
Instrs: 95531927 -> 95491572 (-0.04%); split: -0.05%, +0.01%
Cycles: 9643531593 -> 9646419253 (+0.03%); split: -0.91%, +0.94%
Subgroup size: 4492512 -> 4492536 (+0.00%)
Send messages: 4399737 -> 4399772 (+0.00%)
Spill count: 20034 -> 17976 (-10.27%)
Fill count: 41530 -> 37516 (-9.67%)
Scratch Memory Size: 1522688 -> 1434624 (-5.78%)
Assassin's Creed Odyssey in particular has 20% fewer fills.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30146>
We no longer need to reserve registers for constructing spill/fill
messages. We have split sends and construct message headers in new
temporary registers with a very short lifespan which are simply added
to the existing interference graph as new nodes and allocated via the
normal mechanism.
This means that when we need to spill for the first time, we can avoid
discarding and recomputing the entire interference graph. We also avoid
needing to recreate all spill candidate information once ra_allocate()
fails, because the graph remains valid, and none of the existing nodes
had any changes to their interference. The existing spill candidates
remain valid.
This will slightly help improve compile time when needing to spill.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25811>
Instead of reserving a register to contain the spill header, which
gets marked live for the entire program, we can just emit the ALU
instructions to build it on the fly. (This is similar to the way
we handle scratch on Alchemist with the newer LSC data port.)
There are a couple of downsides that make this not obviously a win.
First, in order to construct the scratch header on Gfx9-12, we have
to use fields from g0, which will have to remain live anywhere that
scratch access is required. This could negate the register pressure
benefits of creating the header on the fly. However, g0 is oft used
in other places anyway, so it may already be there. Another is that
it's a non-trivial number of ALU instructions to construct the value.
Still, trading lower pressure (so fewer spills, less memory access
and stalls) for more cheap ALU seems like it ought to be a win.
There is another valuable benefit: by not reserving a register, we
eliminate the need to reconstruct the interference graph. (The next
patch will actually do so.)
shader-db on Icelake shows spills/fills at 54/53 helped, 4/10 hurt,
and an 8% increase in ALU on affected shaders. Synmark's OglCSDof
(a benchmark that spills) performance remains the same on Alderlake.
fossil-db on Icelake shows a 5.6%/5.1% reduction in spills/fills and a
4% reduction in scratch memory size on affected shaders. Instruction
counts go up by 11.07%, but cycle estimates only increase by 0.57%.
Assassin's Creed Odyssey and Wolfenstein Youngblood both see 20-30%
reductions in spills/fills, a significant improvement.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25811>
Both of these helpers do the same thing. We now have brw_type_size_bits
and brw_type_size_bytes and can use whichever makes sense in that place.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28847>
We cannot rely on the immediate message descriptor having accurate
values for mlen and rlen at the IR level, since they are updated at
codegen time via 'inst->mlen' and 'inst->size_written', which could
end up with values inconsistent with the message descriptor if
e.g. the split sends optimization had an effect. Instead, define
helpers that do the computation without relying on the message
descriptor, and use the pre-existing
brw_message_desc_mlen()/brw_message_desc_rlen() helpers (fully
equivalent to the lsc helpers deleted here) during disassembly.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28484>
Different sets were needed for SIMD8/SIMD16 in old Gfx versions, but now
we can use a single one regardless of the SIMD size.
Suggested by Ken.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27691>
This will allow fs_builder have a reference to an fs_visitor (a
"fs_shader" really), instead of a reference to a backend_shader.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26323>
In 4ceaed7839 we made scratch surface state allocations part of the
internal heap (mapped to STATE_BASE_ADDRESS::SurfaceStateBaseAddress)
so that it doesn't uses slots in the application's expected 1M
descriptors (especially with vkd3d-proton).
But all our compiler code relies on BSS
(STATE_BASE_ADDRESS::BindlessSurfaceStateBaseAddress).
The additional issue is that there is only 26bits of surface offset
available in CS instruction (CFE_STATE, 3DSTATE_VS, etc...) for
scratch surfaces. So we need the drivers to put the scratch surfaces
in the first chunk of STATE_BASE_ADDRESS::SurfaceStateBaseAddress
(hence all the driver changes).
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 4ceaed7839 ("anv: split internal surface states from descriptors")
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7687
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19727>
v2: drop the hardcoded inst->mlen=1 (Rohan)
v3: Move back to LOAD/STORE messages (limited to SIMD16 for LSC)
v4: Also use 4 GRFs transpose loads for fills (Curro)
v5: Reduce amount of needed register to build per lane offsets (Curro)
Drop some now useless SIMD32 code
Unify unspill code
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Rohan Garg <rohan.garg@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17555>
The old version worked fine for SIMD16 instructions but SIMD8
instructions where the destination spans two registers have the same
problem.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17908>
SEND messages with EOT need to use g112-g127 for their sources so that
the hardware is able to launch new threads while old ones are finishing
without worrying about register overlap when pushing payloads. For the
newer split-send messages, this applies to both source registers.
Our special case for this in the register allocator was only considering
the first source. This wasn't a problem because we hadn't ever tried to
use split-sends with EOT before. However, my new optimization pass is
going to introduce some shortly, so we'll need to handle them properly.
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17018>
Originally, we had virtual opcodes for scratch access, and let the
generator count spills/fills separately from other sends. Later, we
started using the generic SHADER_OPCODE_SEND for spills/fills on some
generations of hardware, and simply detected stateless messages there.
But then we started using stateless messages for other things:
- anv uses stateless messages for the buffer device address feature.
- nir_opt_large_constants generates stateless messages.
- XeHP curbe setup can generate stateless messages.
So counting stateless messages is not accurate. Instead, we move the
spill/fill accounting to the register allocator, as it generates such
things, as well as the load/store_scratch intrinsic handling, as those
are basically spill/fills, just at a higher level.
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/16691>
Since 40e1d798c6, we are now using physical register numbers for
everything which makes it all simpler. In particular, we no longer need
the special case for setting up the payload for SIMD16 on Gen4-5. This
fixes a pile of piglit tests on ILK and similar.
Fixes: 40e1d798c6 "intel/fs: Use ra_alloc_contig_reg_class()..."
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11221>
By using the new class type, we don't need to make 1928 different
registers to represent each contigous reg size starting from the actual
128 HW register, or have a mapping between RA regs and HW base regs. With
the number of regs reduced, and the fast q computation when using the new
classes, we no longer need to compute our own q.
This drops the FS RA initialization time on my CFL system from about 1ms to
50us.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9437>
Those helpers exist primarily to sort out some of the weirdness around
Gen4-6 dataport access. On Gen5 and earlier, everything was called
"dataport" and, instead of the SFID we have today there was a "target
cache" parameter in the descriptor. There are also some bits that moved
around on various gens depending on read vs. write. Starting with Gen6,
most things which target one of the data cache SFIDs should use
brw_dp_desc() instead.
v2: Drop backward comment (Ken)
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7455>
Render target message descriptors are slightly different from the
dataport ones. In particular the msg_type field is on bits 14:17 for
RT while bits 14:18 for DP.
v2: Drop unused send_commit_msg field in brw_fb_write_desc() (Ken)
v3: Rebase on top renaming (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7455>