intel/fs: Add a parameter to speed up register spilling
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24299>
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@@ -128,6 +128,15 @@ struct brw_compiler {
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*/
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bool use_bindless_sampler_offset;
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/**
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* Calling the ra_allocate function after each register spill can take
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* several minutes. This option speeds up shader compilation by spilling
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* more registers after the ra_allocate failure. Required for
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* Cyberpunk 2077, which uses a watchdog thread to terminate the process
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* in case the render thread hasn't responded within 2 minutes.
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*/
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int spilling_rate;
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struct nir_shader *clc_shader;
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struct {
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@@ -1308,7 +1308,7 @@ fs_reg_alloc::assign_regs(bool allow_spilling, bool spill_all)
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{
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build_interference_graph(fs->spilled_any_registers || spill_all);
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bool spilled = false;
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unsigned spilled = 0;
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while (1) {
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/* Debug of register spilling: Go spill everything. */
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if (unlikely(spill_all)) {
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@@ -1325,24 +1325,33 @@ fs_reg_alloc::assign_regs(bool allow_spilling, bool spill_all)
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if (!allow_spilling)
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return false;
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/* Failed to allocate registers. Spill a reg, and the caller will
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/* Failed to allocate registers. Spill some regs, and the caller will
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* loop back into here to try again.
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*/
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int reg = choose_spill_reg();
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if (reg == -1)
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return false;
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unsigned nr_spills = 1;
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if (compiler->spilling_rate)
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nr_spills = MAX2(1, spilled / compiler->spilling_rate);
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/* If we're going to spill but we've never spilled before, we need to
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* re-build the interference graph with MRFs enabled to allow spilling.
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*/
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if (!fs->spilled_any_registers) {
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discard_interference_graph();
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build_interference_graph(true);
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for (unsigned j = 0; j < nr_spills; j++) {
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int reg = choose_spill_reg();
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if (reg == -1) {
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if (j == 0)
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return false; /* Nothing to spill */
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break;
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}
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/* If we're going to spill but we've never spilled before, we need
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* to re-build the interference graph with MRFs enabled to allow
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* spilling.
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*/
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if (!fs->spilled_any_registers) {
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discard_interference_graph();
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build_interference_graph(true);
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}
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spill_reg(reg);
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spilled++;
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}
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spilled = true;
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spill_reg(reg);
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}
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if (spilled)
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