[Mesa-dev] r600g: status of the r600-sb branch
Marek Olšák
maraeo at gmail.com
Fri Apr 19 16:11:57 PDT 2013
Please don't add any new environment variables and use R600_DEBUG
instead. The other environment variables are deprecated.
There is a table for R600_DEBUG in r600_pipe.c and it even comes with
a help feature: R600_DEBUG=help
Marek
On Fri, Apr 19, 2013 at 4:48 PM, Vadim Girlin <vadimgirlin at gmail.com> wrote:
> Hi,
>
> In the previous status update I said that the r600-sb branch is not ready to
> be merged yet, but recently I've done some cleanups and reworks, and though
> I haven't finished everything that I planned initially, I think now it's in
> a better state and may be considered for merging.
>
> I'm interested to know if the people think that merging of the r600-sb
> branch makes sense at all. I'll try to explain here why it makes sense to
> me.
>
> Although I understand that the development of llvm backend is a primary goal
> for the r600g developers, it's a complicated process and may require quite
> some time to achieve good results regarding the shader/compiler performance,
> and at the same time this branch already works and provides good results in
> many cases. That's why I think it makes sense to merge this branch as a
> non-default backend at least as a temporary solution for shader performance
> problems. We can always get rid of it if it becomes too much a maintenance
> burden or when llvm backend catches up in terms of shader performance and
> compilation speed/overhead.
>
> Regarding the support and maintenance of this code, I'll try to do my best
> to fix possible issues, and so far there are no known unfixed issues. I
> tested it with many apps on evergreen and fixed all issues with other chips
> that were reported to me on the list or privately after the last status
> announce. There are no piglit regressions on evergreen when this branch is
> used with both default and llvm backends.
>
> This code was intentionally separated as much as possible from the other
> parts of the driver, basically there are just two functions used from r600g,
> and the shader code is passed to/from r600-sb as a hardware bytecode that is
> not going to change. I think it won't require any modifications at all to
> keep it in sync with the most changes in r600g.
>
> Some work might be required though if we'll want to add support for the new
> hw features that are currently unused, e.g. geometry shaders, new
> instruction types for compute shaders, etc, but I think I'll be able to
> catch up when it's implemented in the driver and default or llvm backend.
> E.g. this branch already works for me on evergreen with some simple OpenCL
> kernels, including bfgminer where it increases performance of the kernel
> compiled with llvm backend by more than 20% for me.
>
> Besides the performance benefits, I think that alternative backend also
> might help with debugging of the default or llvm backend, in some cases it
> helped me by exposing the bugs that are not very obvious otherwise, e.g. it
> may be hard to compare the dumps from default and llvm backend to spot the
> regression because they are too different, but after processing both shaders
> with r600-sb the code is usually transformed to some more common form, and
> often this makes it easier to compare and find the differences in shader
> logic.
>
> One additional feature that might help with llvm backend debugging is the
> disassembler that works on the hardware bytecode instead of the internal
> r600g bytecode structs. This results in the more readable shader dumps for
> instructions passed in native hw encoding from llvm backend. I think this
> also can help to catch more potential bugs related to bytecode building in
> r600g/llvm. Currently r600-sb uses its bytecode disassembler for all shader
> dumps, including the fetch shaders, even when optimization is not enabled.
> Basically it can replace r600_bytecode_disasm and related code completely.
>
> Below are some quick benchmarks for shader performance and compilation time,
> to demonstrate that currently r600-sb might provide better performance for
> users, at least in some cases.
>
> As an example of the shaders with good optimization opportunities I used the
> application that computes and renders atmospheric scattering effects, it was
> mentioned in the previous thread:
> http://lists.freedesktop.org/archives/mesa-dev/2013-February/034682.html
>
> Here are current results for that app (Main.noprecompute, frames per second)
> with default backend, default backend + r600-sb, and llvm backend:
> def def+sb llvm
> 240 590 248
>
> Another quick benchmark is an OpenCL kernel performance with bfgminer
> (megahash/s):
> llvm llvm+sb
> 68 87
>
> One more benchmark is for compilation speed/overhead - I used two piglit
> tests, first compiles a lot of shaders (IIRC more than thousand), second
> compiles a few huge shaders. Result is a test run time in seconds, this
> includes not only the compilation time but anyway shows the difference:
> def def+sb llvm
> tfb max-varyings 10 14 53
> fp-long-alu 0.17 0.38 0.68
>
> This is especially important for GL apps, because longer compilation time
> results in the more significant freezes in the games etc. As for the quality
> of the compiled code in this test, of course generally llvm backend is
> already able to produce better code in some cases, but e.g. for the longest
> shader from the fp-long-alu test both backends optimize it to the two alu
> instructions.
>
> Of course this branch won't magically make all applications faster, many
> older apps are not really limited by the shader performance at all, but I
> think it might improve performance for many relatively modern
> applications/engines, e.g. for the applications based on the Unigine and
> Source engines.
>
> The branch itself can be found here:
>
> http://cgit.freedesktop.org/~vadimg/mesa/log/?h=r600-sb
>
> You might prefer to browse new files in a tree instead of reading a huge
> patch:
>
> http://cgit.freedesktop.org/~vadimg/mesa/tree/src/gallium/drivers/r600/sb?h=r600-sb
>
> If you'd like to test it, currently the optimization for GL shaders is
> enabled by default, can be disabled with R600_SB=0. Optimization for compute
> shaders is not enabled by default because it's still very limited and
> experimental, can be enabled with R600_SB_CL=1. Disassemble of the optimized
> shaders is printed with R600_DUMP_SHADERS=2.
>
> If you think that merging of the branch makes sense, any
> comments/suggestions about what is required to prepare the branch for
> merging are welcome.
>
> Vadim
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