broadcom/compiler: disable TMU pipelining if we fail to register allocate

TMU pipelining can severely reduce our capacity to emit TMU spills,
causing us to fail to compile a shader we may otherwise be able to
compile. This is because pipelining extends the liveness of TMU
sequences by posponing the thread switch and LDTMU until a result
is needed, and we can't emit TMU spills while in the middle of a
TMU sequence.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8825>
This commit is contained in:
Iago Toral Quiroga
2021-02-01 11:01:47 +01:00
committed by Marge Bot
parent ecd654bf00
commit e18d6bbf2f
3 changed files with 26 additions and 5 deletions

View File

@@ -286,6 +286,9 @@ ntq_add_pending_tmu_flush(struct v3d_compile *c,
c->tmu.flush[c->tmu.flush_count].dest = dest; c->tmu.flush[c->tmu.flush_count].dest = dest;
c->tmu.flush[c->tmu.flush_count].component_mask = component_mask; c->tmu.flush[c->tmu.flush_count].component_mask = component_mask;
c->tmu.flush_count++; c->tmu.flush_count++;
if (c->disable_tmu_pipelining)
ntq_flush_tmu(c);
} }
enum emit_mode { enum emit_mode {

View File

@@ -627,6 +627,12 @@ struct v3d_compile {
*/ */
bool fallback_scheduler; bool fallback_scheduler;
/* Disable TMU pipelining. This may increase the chances of being able
* to compile shaders with high register pressure that require to emit
* TMU spills.
*/
bool disable_tmu_pipelining;
/* State for whether we're executing on each channel currently. 0 if /* State for whether we're executing on each channel currently. 0 if
* yes, otherwise a block number + 1 that the channel jumped to. * yes, otherwise a block number + 1 that the channel jumped to.
*/ */

View File

@@ -512,6 +512,7 @@ vir_compile_init(const struct v3d_compiler *compiler,
void *debug_output_data), void *debug_output_data),
void *debug_output_data, void *debug_output_data,
int program_id, int variant_id, int program_id, int variant_id,
bool disable_tmu_pipelining,
bool fallback_scheduler) bool fallback_scheduler)
{ {
struct v3d_compile *c = rzalloc(NULL, struct v3d_compile); struct v3d_compile *c = rzalloc(NULL, struct v3d_compile);
@@ -526,6 +527,7 @@ vir_compile_init(const struct v3d_compiler *compiler,
c->debug_output_data = debug_output_data; c->debug_output_data = debug_output_data;
c->compilation_result = V3D_COMPILATION_SUCCEEDED; c->compilation_result = V3D_COMPILATION_SUCCEEDED;
c->fallback_scheduler = fallback_scheduler; c->fallback_scheduler = fallback_scheduler;
c->disable_tmu_pipelining = disable_tmu_pipelining;
s = nir_shader_clone(c, s); s = nir_shader_clone(c, s);
c->s = s; c->s = s;
@@ -1237,22 +1239,32 @@ uint64_t *v3d_compile(const struct v3d_compiler *compiler,
{ {
struct v3d_compile *c; struct v3d_compile *c;
for (int i = 0; true; i++) { static const char *strategies[] = {
"default",
"disable TMU pipelining",
"fallback scheduler"
};
for (int i = 0; i < ARRAY_SIZE(strategies); i++) {
c = vir_compile_init(compiler, key, s, c = vir_compile_init(compiler, key, s,
debug_output, debug_output_data, debug_output, debug_output_data,
program_id, variant_id, program_id, variant_id,
i > 0 /* fallback_scheduler */); i > 0, /* Disable TMU pipelining */
i > 1 /* Fallback_scheduler */);
v3d_attempt_compile(c); v3d_attempt_compile(c);
if (i > 0 || if (i >= ARRAY_SIZE(strategies) - 1 ||
c->compilation_result != c->compilation_result !=
V3D_COMPILATION_FAILED_REGISTER_ALLOCATION) V3D_COMPILATION_FAILED_REGISTER_ALLOCATION) {
break; break;
}
/* Fallback strategy */
char *debug_msg; char *debug_msg;
int ret = asprintf(&debug_msg, int ret = asprintf(&debug_msg,
"Using fallback scheduler for %s", "Falling back to strategy '%s' for %s",
strategies[i + 1],
vir_get_stage_name(c)); vir_get_stage_name(c));
if (ret >= 0) { if (ret >= 0) {