broadcom/vc5: Add support for register spilling.

Our register spilling support is nice to have since vc4 couldn't at all,
but we're still very restricted due to needing to not spill during a TMU
operation, or during the last segment of the program (which would be nice
to spill a value of, when there's a long-lived value being passed through
with little modification from the start to the end).

We could do better by emitting unspills for the last-segment values just
before the last thrsw, since the last segment is probably not the maximum
interference area.

Fixes GTF uniform_buffer_object_arrays_of_all_valid_basic_types and 3
others.
This commit is contained in:
Eric Anholt
2018-03-13 15:13:00 -07:00
parent 271fc58ba1
commit facc3c6f58
7 changed files with 306 additions and 11 deletions

View File

@@ -1919,12 +1919,11 @@ vir_remove_thrsw(struct v3d_compile *c)
vir_remove_instruction(c, inst); vir_remove_instruction(c, inst);
} }
} }
vir_calculate_live_intervals(c);
c->last_thrsw = NULL; c->last_thrsw = NULL;
} }
static void void
vir_emit_last_thrsw(struct v3d_compile *c) vir_emit_last_thrsw(struct v3d_compile *c)
{ {
/* On V3D before 4.1, we need a TMU op to be outstanding when thread /* On V3D before 4.1, we need a TMU op to be outstanding when thread
@@ -2012,16 +2011,16 @@ v3d_nir_to_vir(struct v3d_compile *c)
fprintf(stderr, "\n"); fprintf(stderr, "\n");
} }
/* Compute the live ranges so we can figure out interference. */
vir_calculate_live_intervals(c);
/* Attempt to allocate registers for the temporaries. If we fail, /* Attempt to allocate registers for the temporaries. If we fail,
* reduce thread count and try again. * reduce thread count and try again.
*/ */
int min_threads = (c->devinfo->ver >= 41) ? 2 : 1; int min_threads = (c->devinfo->ver >= 41) ? 2 : 1;
struct qpu_reg *temp_registers; struct qpu_reg *temp_registers;
while (true) { while (true) {
temp_registers = v3d_register_allocate(c); bool spilled;
temp_registers = v3d_register_allocate(c, &spilled);
if (spilled)
continue;
if (temp_registers) if (temp_registers)
break; break;

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@@ -248,6 +248,12 @@ enum quniform_contents {
QUNIFORM_ALPHA_REF, QUNIFORM_ALPHA_REF,
QUNIFORM_SAMPLE_MASK, QUNIFORM_SAMPLE_MASK,
/**
* Returns the the offset of the scratch buffer for register spilling.
*/
QUNIFORM_SPILL_OFFSET,
QUNIFORM_SPILL_SIZE_PER_THREAD,
}; };
struct v3d_varying_slot { struct v3d_varying_slot {
@@ -506,6 +512,20 @@ struct v3d_compile {
uint8_t vattr_sizes[V3D_MAX_VS_INPUTS]; uint8_t vattr_sizes[V3D_MAX_VS_INPUTS];
uint32_t num_vpm_writes; uint32_t num_vpm_writes;
/* Size in bytes of registers that have been spilled. This is how much
* space needs to be available in the spill BO per thread per QPU.
*/
uint32_t spill_size;
/* Shader-db stats for register spilling. */
uint32_t spills, fills;
/**
* Register spilling's per-thread base address, shared between each
* spill/fill's addressing calculations.
*/
struct qreg spill_base;
/* Bit vector of which temps may be spilled */
BITSET_WORD *spillable;
/** /**
* Array of the VARYING_SLOT_* of all FS QFILE_VARY reads. * Array of the VARYING_SLOT_* of all FS QFILE_VARY reads.
* *
@@ -600,6 +620,7 @@ struct v3d_prog_data {
struct v3d_ubo_range *ubo_ranges; struct v3d_ubo_range *ubo_ranges;
uint32_t num_ubo_ranges; uint32_t num_ubo_ranges;
uint32_t ubo_size; uint32_t ubo_size;
uint32_t spill_size;
uint8_t num_inputs; uint8_t num_inputs;
uint8_t threads; uint8_t threads;
@@ -697,6 +718,7 @@ void vir_set_unpack(struct qinst *inst, int src,
enum v3d_qpu_input_unpack unpack); enum v3d_qpu_input_unpack unpack);
struct qreg vir_get_temp(struct v3d_compile *c); struct qreg vir_get_temp(struct v3d_compile *c);
void vir_emit_last_thrsw(struct v3d_compile *c);
void vir_calculate_live_intervals(struct v3d_compile *c); void vir_calculate_live_intervals(struct v3d_compile *c);
bool vir_has_implicit_uniform(struct qinst *inst); bool vir_has_implicit_uniform(struct qinst *inst);
int vir_get_implicit_uniform_src(struct qinst *inst); int vir_get_implicit_uniform_src(struct qinst *inst);
@@ -746,7 +768,7 @@ void v3d40_vir_emit_tex(struct v3d_compile *c, nir_tex_instr *instr);
void v3d_vir_to_qpu(struct v3d_compile *c, struct qpu_reg *temp_registers); void v3d_vir_to_qpu(struct v3d_compile *c, struct qpu_reg *temp_registers);
uint32_t v3d_qpu_schedule_instructions(struct v3d_compile *c); uint32_t v3d_qpu_schedule_instructions(struct v3d_compile *c);
void qpu_validate(struct v3d_compile *c); void qpu_validate(struct v3d_compile *c);
struct qpu_reg *v3d_register_allocate(struct v3d_compile *c); struct qpu_reg *v3d_register_allocate(struct v3d_compile *c, bool *spilled);
bool vir_init_reg_sets(struct v3d_compiler *compiler); bool vir_init_reg_sets(struct v3d_compiler *compiler);
void vir_PF(struct v3d_compile *c, struct qreg src, enum v3d_qpu_pf pf); void vir_PF(struct v3d_compile *c, struct qreg src, enum v3d_qpu_pf pf);

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@@ -354,10 +354,17 @@ vir_get_temp(struct v3d_compile *c)
if (c->num_temps > c->defs_array_size) { if (c->num_temps > c->defs_array_size) {
uint32_t old_size = c->defs_array_size; uint32_t old_size = c->defs_array_size;
c->defs_array_size = MAX2(old_size * 2, 16); c->defs_array_size = MAX2(old_size * 2, 16);
c->defs = reralloc(c, c->defs, struct qinst *, c->defs = reralloc(c, c->defs, struct qinst *,
c->defs_array_size); c->defs_array_size);
memset(&c->defs[old_size], 0, memset(&c->defs[old_size], 0,
sizeof(c->defs[0]) * (c->defs_array_size - old_size)); sizeof(c->defs[0]) * (c->defs_array_size - old_size));
c->spillable = reralloc(c, c->spillable,
BITSET_WORD,
BITSET_WORDS(c->defs_array_size));
for (int i = old_size; i < c->defs_array_size; i++)
BITSET_SET(c->spillable, i);
} }
return reg; return reg;
@@ -653,6 +660,7 @@ v3d_set_prog_data(struct v3d_compile *c,
{ {
prog_data->threads = c->threads; prog_data->threads = c->threads;
prog_data->single_seg = !c->last_thrsw; prog_data->single_seg = !c->last_thrsw;
prog_data->spill_size = c->spill_size;
v3d_set_prog_data_uniforms(c, prog_data); v3d_set_prog_data_uniforms(c, prog_data);
v3d_set_prog_data_ubo(c, prog_data); v3d_set_prog_data_ubo(c, prog_data);

View File

@@ -33,6 +33,211 @@
#define PHYS_INDEX (ACC_INDEX + ACC_COUNT) #define PHYS_INDEX (ACC_INDEX + ACC_COUNT)
#define PHYS_COUNT 64 #define PHYS_COUNT 64
static bool
is_last_ldtmu(struct qinst *inst, struct qblock *block)
{
list_for_each_entry_from(struct qinst, scan_inst, inst,
&block->instructions, link) {
if (inst->qpu.sig.ldtmu)
return false;
if (v3d_qpu_writes_tmu(&inst->qpu))
return true;
}
return true;
}
static int
v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g,
uint32_t *temp_to_node)
{
float block_scale = 1.0;
float spill_costs[c->num_temps];
bool in_tmu_operation = false;
bool started_last_seg = false;
for (unsigned i = 0; i < c->num_temps; i++)
spill_costs[i] = 0.0;
/* XXX: Scale the cost up when inside of a loop. */
vir_for_each_block(block, c) {
vir_for_each_inst(inst, block) {
/* We can't insert a new TMU operation while currently
* in a TMU operation, and we can't insert new thread
* switches after starting output writes.
*/
bool no_spilling =
(in_tmu_operation ||
(c->threads > 1 && started_last_seg));
for (int i = 0; i < vir_get_nsrc(inst); i++) {
if (inst->src[i].file != QFILE_TEMP)
continue;
int temp = inst->src[i].index;
if (no_spilling) {
BITSET_CLEAR(c->spillable,
temp);
} else {
spill_costs[temp] += block_scale;
}
}
if (inst->dst.file == QFILE_TEMP) {
int temp = inst->dst.index;
if (no_spilling) {
BITSET_CLEAR(c->spillable,
temp);
} else {
spill_costs[temp] += block_scale;
}
}
if (inst->is_last_thrsw)
started_last_seg = true;
if (v3d_qpu_writes_vpm(&inst->qpu) ||
v3d_qpu_uses_tlb(&inst->qpu))
started_last_seg = true;
/* Track when we're in between a TMU setup and the
* final LDTMU from that TMU setup. We can't
* spill/fill any temps during that time, because that
* involves inserting a new TMU setup/LDTMU sequence.
*/
if (inst->qpu.sig.ldtmu &&
is_last_ldtmu(inst, block))
in_tmu_operation = false;
if (v3d_qpu_writes_tmu(&inst->qpu))
in_tmu_operation = true;
}
}
for (unsigned i = 0; i < c->num_temps; i++) {
int node = temp_to_node[i];
if (BITSET_TEST(c->spillable, i))
ra_set_node_spill_cost(g, node, spill_costs[i]);
}
return ra_get_best_spill_node(g);
}
/* The spill offset for this thread takes a bit of setup, so do it once at
* program start.
*/
static void
v3d_setup_spill_base(struct v3d_compile *c)
{
c->cursor = vir_before_block(vir_entry_block(c));
int start_num_temps = c->num_temps;
/* Each thread wants to be in a separate region of the scratch space
* so that the QPUs aren't fighting over cache lines. We have the
* driver keep a single global spill BO rather than
* per-spilling-program BOs, so we need a uniform from the driver for
* what the per-thread scale is.
*/
struct qreg thread_offset =
vir_UMUL(c,
vir_TIDX(c),
vir_uniform(c, QUNIFORM_SPILL_SIZE_PER_THREAD, 0));
/* Each channel in a reg is 4 bytes, so scale them up by that. */
struct qreg element_offset = vir_SHL(c, vir_EIDX(c),
vir_uniform_ui(c, 2));
c->spill_base = vir_ADD(c,
vir_ADD(c, thread_offset, element_offset),
vir_uniform(c, QUNIFORM_SPILL_OFFSET, 0));
/* Make sure that we don't spill the spilling setup instructions. */
for (int i = start_num_temps; i < c->num_temps; i++)
BITSET_CLEAR(c->spillable, i);
}
static void
v3d_emit_spill_tmua(struct v3d_compile *c, uint32_t spill_offset)
{
vir_ADD_dest(c, vir_reg(QFILE_MAGIC,
V3D_QPU_WADDR_TMUA),
c->spill_base,
vir_uniform_ui(c, spill_offset));
}
static void
v3d_spill_reg(struct v3d_compile *c, int spill_temp)
{
uint32_t spill_offset = c->spill_size;
c->spill_size += 16 * sizeof(uint32_t);
if (spill_offset == 0)
v3d_setup_spill_base(c);
struct qinst *last_thrsw = c->last_thrsw;
assert(!last_thrsw || last_thrsw->is_last_thrsw);
int start_num_temps = c->num_temps;
vir_for_each_inst_inorder(inst, c) {
for (int i = 0; i < vir_get_nsrc(inst); i++) {
if (inst->src[i].file != QFILE_TEMP ||
inst->src[i].index != spill_temp) {
continue;
}
c->cursor = vir_before_inst(inst);
v3d_emit_spill_tmua(c, spill_offset);
vir_emit_thrsw(c);
inst->src[i] = vir_LDTMU(c);
c->fills++;
}
if (inst->dst.file == QFILE_TEMP &&
inst->dst.index == spill_temp) {
c->cursor = vir_after_inst(inst);
inst->dst.index = c->num_temps++;
vir_MOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUD),
inst->dst);
v3d_emit_spill_tmua(c, spill_offset);
vir_emit_thrsw(c);
c->spills++;
}
/* If we didn't have a last-thrsw inserted by nir_to_vir and
* we've been inserting thrsws, then insert a new last_thrsw
* right before we start the vpm/tlb sequence for the last
* thread segment.
*/
if (!last_thrsw && c->last_thrsw &&
(v3d_qpu_writes_vpm(&inst->qpu) ||
v3d_qpu_uses_tlb(&inst->qpu))) {
c->cursor = vir_before_inst(inst);
vir_emit_thrsw(c);
last_thrsw = c->last_thrsw;
last_thrsw->is_last_thrsw = true;
}
}
/* Make sure c->last_thrsw is the actual last thrsw, not just one we
* inserted in our most recent unspill.
*/
if (last_thrsw)
c->last_thrsw = last_thrsw;
/* Don't allow spilling of our spilling instructions. There's no way
* they can help get things colored.
*/
for (int i = start_num_temps; i < c->num_temps; i++)
BITSET_CLEAR(c->spillable, i);
}
bool bool
vir_init_reg_sets(struct v3d_compiler *compiler) vir_init_reg_sets(struct v3d_compiler *compiler)
{ {
@@ -96,7 +301,7 @@ node_to_temp_priority(const void *in_a, const void *in_b)
* The return value should be freed by the caller. * The return value should be freed by the caller.
*/ */
struct qpu_reg * struct qpu_reg *
v3d_register_allocate(struct v3d_compile *c) v3d_register_allocate(struct v3d_compile *c, bool *spilled)
{ {
struct node_to_temp_map map[c->num_temps]; struct node_to_temp_map map[c->num_temps];
uint32_t temp_to_node[c->num_temps]; uint32_t temp_to_node[c->num_temps];
@@ -105,9 +310,10 @@ v3d_register_allocate(struct v3d_compile *c)
sizeof(*temp_registers)); sizeof(*temp_registers));
int acc_nodes[ACC_COUNT]; int acc_nodes[ACC_COUNT];
struct ra_graph *g = ra_alloc_interference_graph(c->compiler->regs, *spilled = false;
c->num_temps +
ARRAY_SIZE(acc_nodes)); vir_calculate_live_intervals(c);
/* Convert 1, 2, 4 threads to 0, 1, 2 index. /* Convert 1, 2, 4 threads to 0, 1, 2 index.
* *
* V3D 4.x has double the physical register space, so 64 physical regs * V3D 4.x has double the physical register space, so 64 physical regs
@@ -119,6 +325,10 @@ v3d_register_allocate(struct v3d_compile *c)
thread_index--; thread_index--;
} }
struct ra_graph *g = ra_alloc_interference_graph(c->compiler->regs,
c->num_temps +
ARRAY_SIZE(acc_nodes));
/* Make some fixed nodes for the accumulators, which we will need to /* Make some fixed nodes for the accumulators, which we will need to
* interfere with when ops have implied r3/r4 writes or for the thread * interfere with when ops have implied r3/r4 writes or for the thread
* switches. We could represent these as classes for the nodes to * switches. We could represent these as classes for the nodes to
@@ -254,6 +464,20 @@ v3d_register_allocate(struct v3d_compile *c)
bool ok = ra_allocate(g); bool ok = ra_allocate(g);
if (!ok) { if (!ok) {
/* Try to spill, if we can't reduce threading first. */
if (thread_index == 0) {
int node = v3d_choose_spill_node(c, g, temp_to_node);
if (node != -1) {
v3d_spill_reg(c, map[node].temp);
ralloc_free(g);
/* Ask the outer loop to call back in. */
*spilled = true;
return NULL;
}
}
free(temp_registers); free(temp_registers);
return NULL; return NULL;
} }
@@ -280,5 +504,17 @@ v3d_register_allocate(struct v3d_compile *c)
ralloc_free(g); ralloc_free(g);
if (V3D_DEBUG & V3D_DEBUG_SHADERDB) {
fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d spills\n",
vir_get_stage_name(c),
c->program_id, c->variant_id,
c->spills);
fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d fills\n",
vir_get_stage_name(c),
c->program_id, c->variant_id,
c->fills);
}
return temp_registers; return temp_registers;
} }

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@@ -154,6 +154,9 @@ struct vc5_compiled_shader {
struct vc5_program_stateobj { struct vc5_program_stateobj {
struct vc5_uncompiled_shader *bind_vs, *bind_fs; struct vc5_uncompiled_shader *bind_vs, *bind_fs;
struct vc5_compiled_shader *cs, *vs, *fs; struct vc5_compiled_shader *cs, *vs, *fs;
struct vc5_bo *spill_bo;
int spill_size_per_thread;
}; };
struct vc5_constbuf_stateobj { struct vc5_constbuf_stateobj {

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@@ -267,6 +267,21 @@ vc5_get_compiled_shader(struct vc5_context *vc5, struct v3d_key *key)
memcpy(dup_key, key, key_size); memcpy(dup_key, key, key_size);
_mesa_hash_table_insert(ht, dup_key, shader); _mesa_hash_table_insert(ht, dup_key, shader);
if (shader->prog_data.base->spill_size >
vc5->prog.spill_size_per_thread) {
/* Max 4 QPUs per slice, 3 slices per core. We only do single
* core so far. This overallocates memory on smaller cores.
*/
int total_spill_size =
4 * 3 * shader->prog_data.base->spill_size;
vc5_bo_unreference(&vc5->prog.spill_bo);
vc5->prog.spill_bo = vc5_bo_alloc(vc5->screen,
total_spill_size, "spill");
vc5->prog.spill_size_per_thread =
shader->prog_data.base->spill_size;
}
return shader; return shader;
} }

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@@ -389,6 +389,16 @@ vc5_write_uniforms(struct vc5_context *vc5, struct vc5_compiled_shader *shader,
/* XXX */ /* XXX */
break; break;
case QUNIFORM_SPILL_OFFSET:
cl_aligned_reloc(&job->indirect, &uniforms,
vc5->prog.spill_bo, 0);
break;
case QUNIFORM_SPILL_SIZE_PER_THREAD:
cl_aligned_u32(&uniforms,
vc5->prog.spill_size_per_thread);
break;
default: default:
assert(quniform_contents_is_texture_p0(uinfo->contents[i])); assert(quniform_contents_is_texture_p0(uinfo->contents[i]));
@@ -451,6 +461,8 @@ vc5_set_shader_uniform_dirty_flags(struct vc5_compiled_shader *shader)
case QUNIFORM_TEXTURE_DEPTH: case QUNIFORM_TEXTURE_DEPTH:
case QUNIFORM_TEXTURE_ARRAY_SIZE: case QUNIFORM_TEXTURE_ARRAY_SIZE:
case QUNIFORM_TEXTURE_LEVELS: case QUNIFORM_TEXTURE_LEVELS:
case QUNIFORM_SPILL_OFFSET:
case QUNIFORM_SPILL_SIZE_PER_THREAD:
/* We could flag this on just the stage we're /* We could flag this on just the stage we're
* compiling for, but it's not passed in. * compiling for, but it's not passed in.
*/ */