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3 commits

Author SHA1 Message Date
Francisco Jerez
4d73988f6f intel/ir/gen12+: Work around FS performance regressions due to SIMD32 discard divergence.
This avoids some performance regressions on Gen12 platforms caused by
SIMD32 fragment shaders reported in titles like Dota2, TF2, Xonotic,
and GFXBench5 Car Chase and Aztec Ruins.

The most obvious pattern in the regressing shaders I identified among
these workloads is that they all had non-uniform discard statements,
which are handled rather optimistically by the current IR analysis
pass: No penalty is currently applied to the SIMD32 variant of the
shader in the form of differing branching weights like we do for other
control flow instructions in order to account for the greater
likelihood of divergence of a SIMD32 shader.

Simply changing that by giving the same treatment to discard
statements as we give to other branching instructions seemed to hurt
more than it helped on platforms earlier than Gen12, since it reversed
most of the improvement obtained from SIMD32 fragment shaders in
Manhattan for no measurable benefit in other workloads (Manhattan has
a handful of shaders with statically non-uniform discard statements
which actually perform better in SIMD32 mode due to their approximate
dynamic uniformity).  For that reason this change is applied to Gen12+
platforms only.

I've been running a number of tests trying to understand the
difference in behavior between Gen12 and earlier platforms, and most
of the evidence I've gathered seems to point at EU fusion being the
culprit: Unlike previous generations, on Gen12 EUs are arranged in
pairs which execute instructions in lockstep, giving an effective warp
size of 64 threads in SIMD32 mode, which seems to increase the
likelihood for control flow divergence in some of the affected shaders
significantly.

Fixes: 188a3659ae "intel/ir: Import shader performance analysis pass."
Reported-by: Caleb Callaway <caleb.callaway@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5910>
2020-07-23 01:40:06 +00:00
Francisco Jerez
0842758ec0 intel/ir: Update performance analysis parameters for memory fence codegen changes.
The SFID field of the SHADER_OPCODE_MEMORY_FENCE and
SHADER_OPCODE_INTERLOCK instructions now indicates the target function
of the memory fence.  Account the cycle-count cost to the right shared
unit.

Fixes: f858fa26b4 ("intel/fs,vec4: Pull stall logic for memory fences up into the IR")
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4817>
2020-04-29 23:40:36 +00:00
Francisco Jerez
188a3659ae 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>
2020-04-28 23:01:03 -07:00