[Mesa-dev] r600g: status of the r600-sb branch
Marek Olšák
maraeo at gmail.com
Sat Apr 20 17:04:31 PDT 2013
Ah, I didn't know you had any other env vars. It's preferable to have
as many boolean flags as possible handled by a single env var, because
it's easier to use (R600_DUMP_SHADERS counts as a pretty ugly list of
boolean flags hidden behind a magic number). Feel free to have
separate env vars for more complex parameters.
I skimmed through some of your code and the coding style looks good.
I'm also okay with C++, it really seems like the right choice here.
However I agree with the argument that one header file per cpp might
not always be a good idea, especially if the header file is pretty
small.
Marek
On Sat, Apr 20, 2013 at 11:02 AM, Vadim Girlin <vadimgirlin at gmail.com> wrote:
> On 04/20/2013 03:11 AM, Marek Olšák wrote:
>>
>> Please don't add any new environment variables and use R600_DEBUG
>> instead. The other environment variables are deprecated.
>
>
> I agree, those vars probably need some cleanup, they were added before
> R600_DEBUG appeared.
>
> Though I'm afraid some of my options won't fit well into the R600_DEBUG
> flags, unless we'll add support for the name/value pairs with optional
> custom parsers.
>
> E.g. I have a group of env vars to define the range of included/excluded
> shaders for optimization and mode (include/exclude/off), I thought about
> doing this with a single var and custom parser to specify the range e.g. as
> "10-20", but after all it's just a debug feature, not intended for everyday
> use, and so far I failed to convince myself that it's worth the efforts.
>
> I can implement the support for custom parsers for R600_DEBUG, but do we
> really need it? Maybe it would be enough to add e.g."sb" instead of R600_SB
> var to the R600_DEBUG flags for enabling it (probably together with other
> boolean options such as R600_SB_USE_NEW_BYTECODE) but leave more complicated
> internal debug options as is?
>
> Vadim
>
>
>> 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
>>> _______________________________________________
>>> mesa-dev mailing list
>>> mesa-dev at lists.freedesktop.org
>>> http://lists.freedesktop.org/mailman/listinfo/mesa-dev
>
>
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