Was causing trouble in some build configurations, we don't really need
them. Use ralloc for consistency.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Antonio Ospite <None>
Reviewed-by: Kenneth Graunke <None>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32916>
This isn't used now, but future commits will add uses. Doing this as a
separate commit removes a lot of "just typing" churn from commits that
have real changes to review.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29884>
Almost all cases now handled with default arguments. The only real
extra work that was being done was pushed to the client code in
debug_optimizer().
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32596>
All of the spilling code should work with physical register units
because for example SEND messages will expect a physical register as
destination.
So always allocate a full physical register for the spilled/unspilled
values and adjust the offsets of the registers to physical sizes too.
Cc: mesa-stable
Fixes: aa494cba ("brw: align spilling offsets to physical register sizes")
Closes: mesa/mesa#11967
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Found-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32124>
This predicate at the moment is only relevant during register
allocation, so move it there and the code can ignore virtual
instructions that were already lowered previously.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30496>
Add the `brw_` and `elk_` prefixes to the structs to avoid compilation
failure building with LTO ("violates the C++ One Definition Rule") when
the structs diverge.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30496>
In commit fe3d90aedf ("intel/fs/xe2+: Fix calculation of spill message
width for Xe2 regs.") we aligned the width of scratch messages to
physical register sizes (32B prior to Xe2, 64B for Xe2+).
But our spilling offsets are computed using the register allocations
sizes which are in units of 32B. That means on Xe2, you can end up
spilling a virtual register allocated at 32B (which we use for surface
state computations with exec_all) and then the spilling of that
register will be emitted in SIMD16, having the upper 8 lanes
overwriting the next spilled register.
We could potentially limit spills to SIMD8 messages on Xe2 (only
writing 32B of data), but we're also unlikely to have all 32B virtual
register spilled next to one another. And if not tightly packed, we
would have 64B registers stored on 2 different cachelines which sounds
inefficient.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: fe3d90aedf ("intel/fs/xe2+: Fix calculation of spill message width for Xe2 regs.")
Backport-to: 24.2
Reviewed-by: Rohan Garg <rohan.garg@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30983>
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>