[Mesa-dev] [RFC PATCH 00/16] A new IR for Mesa

Jose Fonseca jfonseca at vmware.com
Tue Aug 19 07:23:58 PDT 2014


On 18/08/14 17:25, Connor Abbott wrote:
> On Mon, Aug 18, 2014 at 11:47 AM, Jose Fonseca <jfonseca at vmware.com> wrote:
>> On 18/08/14 14:21, Marek Olšák wrote:
>>>
>>> On Mon, Aug 18, 2014 at 2:44 PM, Roland Scheidegger <sroland at vmware.com>
>>> wrote:
>>>>
>>>> Am 16.08.2014 02:12, schrieb Connor Abbott:
>>>>>
>>>>> I know what you might be thinking right now. "Wait, *another* IR? Don't
>>>>> we already have like 5 of those, not counting all the driver-specific
>>>>> ones? Isn't this stuff complicated enough already?" Well, there are some
>>>>> pretty good reasons to start afresh (again...). In the years we've been
>>>>> using GLSL IR, we've come to realize that, in fact, it's not what we
>>>>> want *at all* to do optimizations on. Ian has done a talk at FOSDEM that
>>>>> highlights some of the problems they've run into:
>>>>>
>>>>>
>>>>> https://urldefense.proofpoint.com/v1/url?u=https://video.fosdem.org/2014/H1301_Cornil/Saturday/Three_Years_Experience_with_a_Treelike_Shader_IR.webm&k=oIvRg1%2BdGAgOoM1BIlLLqw%3D%3D%0A&r=F4msKE2WxRzA%2BwN%2B25muztFm5TSPwE8HKJfWfR2NgfY%3D%0A&m=iXhCeAYmidPDc1lFo757Cc9V0PvWAN4n3X%2Fw%2B%2F7Lx%2Fs%3D%0A&s=f103fb26bf53eee64318a490517d1ee9ab88ecd29fcdbe49d54b5a27e7581c2e
>>>>>
>>>>> But here's the summary:
>>>>>
>>>>> * GLSL IR is way too much of a memory hog, since it has to make a new
>>>>> variable for each temporary the compiler creates and then each time you
>>>>> want to dereference that temporary you need to create an
>>>>> ir_dereference_variable that points to it which is also very
>>>>> cache-unfriendly ("downright cache-mean!").
>>>>>
>>>>> * The expression trees were originally added so that we could do
>>>>> pattern matching to automatically optimize things, but this turned out
>>>>> to be both very difficult to do and not very helpful. Instead, all it
>>>>> does is add more complexity to the IR without much benefit - with SSA or
>>>>> having proper use-def chains, we could get back what the trees give us
>>>>> while also being able to do lots more optimizations.
>>>>>
>>>>> * We don't have the concept of basic blocks in GLSL IR, which makes a
>>>>> lot of optimizations harder because they were originally designed with
>>>>> basic blocks in mind - take, for example, my SSA series. I had to map a
>>>>> whole lot of concepts that were based on the control flow graph to this
>>>>> tree of statements that GLSL IR uses, and the end result wound up
>>>>> looking nothing at all like the original paper. This problem gets even
>>>>> worse for things like e.g. Global Code Motion that depend upon having
>>>>> the dominance tree.
>>>>>
>>>>> I originally wanted to modify GLSL IR to fix these problems by adding
>>>>> new instruction types that would address these issues and then
>>>>> converting back and forth between the old and the new form, but I
>>>>> realized that fixing all the problems would basically mean a complete
>>>>> rewrite - and if that's the case, then why don't we start from scratch?
>>>>> So I took Ken's suggestions and started designing, and then at Intel
>>>>> over the summer started implementing, a completely new IR which I call
>>>>> NIR that's at a lower level than GLSL IR, but still high-level enough to
>>>>> be mostly device-independant (different drivers may have different
>>>>> passes and different ways of lowering e.g.  matrix multiplies) so that
>>>>> we can do generic optimizations on it. Having support for SSA from the
>>>>> beginning was also a must, because lots of optimisations that we really
>>>>> want for cleaning up DX9-translated games are either a lot easier in or
>>>>> made possible by SSA. I also made the decision for it to be typeless,
>>>>> because that's what the cool kids are all doing :) and for a
>>>>> lower-level, flat IR it seemed like the thing to do (it could have gone
>>>>> either way, though). So the key design points of NIR (pronounced either
>>>>> like "near" as in "NIR is near!" or to rhyme with "burr") are:
>>>>>
>>>>> * It's flat (no expression trees)
>>>>>
>>>>> * It's typeless
>>>>>
>>>>> * Modifiers (abs, negate, saturate), swizzles, and write masks are part
>>>>> of ALU instructions
>>>>>
>>>>> * It includes enough GLSL-like things (variables that you can load from
>>>>> or store to, function calls) to be hardware-agnostic (although we don't
>>>>> have a way to represent matrix multiplies right now, but that could
>>>>> easily be added) to be able to do optimizations at a high level, while
>>>>> having lowering passes that convert variables to registers and
>>>>> input/output/uniform loads/stores that will open up more opportunities
>>>>> for optimization and save memory while being more hardware-specific.
>>>>>
>>>>> * Control flow consists of a tree of if statements and loops, like in
>>>>> GLSL IR, except the leaves of the tree are now basic blocks instead of
>>>>> instructions. Also, each basic block keeps track of its successors and
>>>>> predecessors, so the control flow graph is explicit in the IR.
>>>>>
>>>>> * SSA is natively supported, and SSA uses point directly to the SSA
>>>>> definition, which means that the use-def chains are always there, and
>>>>> def-use chains are kept by tracking the set of all uses for each
>>>>> definition.
>>>>>
>>>>> * It's written in C.
>>>>>
>>>>> (see the README in patch 3 and nir.h in patch 4 for more details)
>>>>>
>>>>> Some things that are missing or could be improved:
>>>>>
>>>>> * There's currently no alias tracking for inputs, outputs, and uniforms.
>>>>> This is especially important for uniforms because we don't pack them
>>>>> like we pack inputs and outputs.
>>>>>
>>>>> * We need a way to represent matrix multiplies so that we can do
>>>>> matrix-flipping optimizations in NIR (currently GLSL IR does this for
>>>>> us).
>>>>>
>>>>> * I'm not entirely happy about how we represent loads and stores in the
>>>>> IR. Right now, they're intrinsics, but that means we need a different
>>>>> intrinsic for each size and combination of arguments (indirect vs. not
>>>>> indirect, etc.) and we might run into a combinatorial explosion problem
>>>>> in the future, so we might need to make separate load/store instructions
>>>>> like what I did for textures.
>>>>>
>>>>> * Right now, we only have a pass that lowers variables for scalar
>>>>> backends. We need to write a similar pass for vector backends that uses
>>>>> std140 packing or something similar, as well as porting
>>>>> lower_ubo_reference to NIR and changing it to output offsets in the
>>>>> hardware-native units instead of bytes.
>>>>>
>>>>> * We'll need to write a pass that splits up vector expressions for
>>>>> scalar backends.
>>>>
>>>>
>>>
>> [...]
>>
>>
>>> However, let's face it, gallium is stuck with TGSI
>>>
>>> forever. Switching to another IR in Gallium is insane (unless you can
>>> rewrite all drivers and state trackers for it - let's be realistic, it
>>> just won't happen). The next GL NG IR, whatever it is going to be,
>>> will be just as important as the IR of ARB_vertex_program. TGSI will
>>> continue to be the major IR whether we like or not.
>>
>>
>>
>>
>> No, switching to another IR in Gallium is not insane if approached the right
>> way.   We already allow multiple IRs in gallium, so all it take to move to
>> another IR is to having helper modules to do the translation:
>>
>> - a pipe driver helper module that would translate new IR into TGSI, for the
>> sake of old pipe drivers
>>
>>
>> - a state tracker helper module that would translate TGSI into the new IR,
>> for the sake of old state trackers.
>>
>>
>> Once these are in place, all development effort to go on to
>> improving/leveraging the new IR.  We could deprecate TGSI when it would have
>> few users.
>
> Also, switching to LLVM, NIR, or some other IR that uses SSA (or at
> least modifying TGSI to support it) seems like something that's really
> necessary for the Gallium folks. Soon, considering most backends
> already use SSA in one form or another, the situation will look like:
>
> GLSL IR -> NIR -> NIR with SSA -> optimizations -> NIR without SSA ->
> TGSI -> backend without SSA -> backend with SSA
>
> So backends would have to duplicate the into-SSA logic and every
> shader would have to pay the penalty of being converted out of and
> then back into SSA thanks to TGSI not supporting it.
>
>>
>>
>>
>>
>> I also want to highlight there are two kinds of "IR".
>>
>>
>> a) one thing is a shader IR that communicates a shader between an interface
>> (be it application interface
>>
>>         High-level lang.             IR               GPU code
>>    App -----------------> front-end ----> back-end ---------->  GPU
>>
>> b) another is a shader IR that is meant to faciliate code transformations
>> (ie optimizations):
>>
>>        opt. pass     opt. pass
>>     IR ---------> IR ---------> IR --> ....
>>
>>
>> Gallium needs a), but not necessarily b).  An optimizing compiler needs b)
>> internally but necessarily a).
>>
>> An IR that achieves both a) and b) is not impossible, but it is a more
>> difficult trade-off.
>
> Indeed. NIR is definitely in b), but personally I think it might be a
> good idea for Gallium to start accepting NIR as well as TGSI so that
> drivers can do their own optimizations/lowering on it and avoid having
> to do it in their own IR. But that's another discussion, and we're
> thinking about step 15 here when we're only at step 2.

Yep, I don't have an opinion on the suitability of NIR for gallium yet 
but I agree with you here: if the state trackers speak SSA, and the pipe 
drivers speak SSA, then we will want Gallium to speak SSA too.

Modifying TGSI to represent SSA unmolested is relatively 
straightforward: just add a new register kind for the SSA values (where 
each index can only be written once, indirect addressing is forbiden), 
plus add a new PHI opcode.

For drivers which can't cope with SSA TGSI we'd add a simple TGSI 
transformation pass would detect the scope of the SSA variables and 
assign temporaries to each.



Nowadays we get away with current TGSI, but in the future when we want a 
single IR for both graphics and compute, I suspect we'll end up 
gravitating towards LLVM IR due to the large ecosystem behind it, and 
spite some difficulties there is enough evidence (e.g, GlassyMesa and 
Radeon drivers) that it can be made to work for graphics.

But even if the future is LLVM, by moving away from a tree IR into a 
SSA-form IR, NIR seems a step forward, so I personally don't have 
objections.


Jose


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