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>
Starting with d0d039a4d3, we emit writes to the push constant chunk
of the payload to stomp out-of-bounds data to zero for Vulkan. Then, in
369eab9420, we started emitting shader preamble code for emulated
push constants on Gen12.5 parts. In either of these cases, we can run
into issues if we don't have a proper live range for some of the payload
registers where they get used for something and then smashed by our push
handling code. We've not seen many issues with this yet because it only
happens when you have dead push constants.
Fixes: d0d039a4d3 "anv: Emit pushed UBO bounds checking code..."
Fixes: 369eab9420 "intel/fs: Emit code for Gen12-HP indirect..."
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9501>
The current scratch mechanism uses an MRF hack where we reserve a few
GRF registers to treat like the MRF and we collect the data into that
MRF region before doing a scratch write. We also use that region for
the header for scratch reads.
This commit changes things and gets rid of the MRF hack. Instead, we
reserve a single register (which RA is free to pick) for the scratch
header and uses split sends for scratch writes to avoid having to do
the copy. This should provide RA with more freedom in the presence of
spilling as well as avoid some unnecessary data moves. In future, the
new GEN9_SCRATCH_HEADER opcode gives us a place where we can do our own
per-thread scratch base address calculations rather than depending on
the scratch base address that gets pushed into g0. Having an opcode for
this lets us do it once at the top of the shader rather than repeating
it at every read/write.
One other noticeable difference is the use of SHADER_OPCODE_SEND. We
can get away with this thanks to the fact that we're now using a set to
track which instructions are generated by spills and don't rely on the
opcodes to find spill/fill instructions. This allows us to avoid adding
more virtual opcodes and let the normal code paths handle things like
scoreboard dependencies between header setup and the SEND. It also
means that post-RA scheduling may be able to space out the header setup
MOV and the SEND for better latency hiding.
Shader-db results on Skylake:
total spills in shared programs: 12137 -> 10604 (-12.63%)
spills in affected programs: 6685 -> 5152 (-22.93%)
helped: 274
HURT: 2
total fills in shared programs: 13065 -> 11515 (-11.86%)
fills in affected programs: 9007 -> 7457 (-17.21%)
helped: 275
HURT: 1
Shader-db results on Ice Lake:
total spills in shared programs: 12482 -> 10953 (-12.25%)
spills in affected programs: 6586 -> 5057 (-23.22%)
helped: 275
HURT: 0
total fills in shared programs: 12819 -> 11234 (-12.36%)
fills in affected programs: 7867 -> 6282 (-20.15%)
helped: 274
HURT: 0
Shader-db results on Tigerlake:
total spills in shared programs: 11689 -> 10233 (-12.46%)
spills in affected programs: 4740 -> 3284 (-30.72%)
helped: 259
HURT: 0
total fills in shared programs: 10840 -> 9443 (-12.89%)
fills in affected programs: 6244 -> 4847 (-22.37%)
helped: 259
HURT: 0
Fossil-db results on Ice Lake:
Spills in all programs: 245249 -> 201633 (-17.8%)
Fills in all programs: 366066 -> 314368 (-14.1%)
More practically, this seems to give about a 0.5-1% perf boost in
Witcher 3 (DXVK) and Shadow of the Tomb Raider (Vulkan native).
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7084>