[Mesa-dev] [PATCH v2 3/6] i965/vec4: Don't emit scratch reads for a spilled register we have just written

Francisco Jerez currojerez at riseup.net
Thu Jul 30 07:08:46 PDT 2015


Iago Toral Quiroga <itoral at igalia.com> writes:

> When we have code such as this:
>
> mov vgrf1.0.x:F, vgrf2.xxxx:F
> mov vgrf3.0.x:F, vgrf1.xxxx:F
> ...
> mov vgrf3.0.x:F, vgrf1.xxxx:F
>
> And vgrf1 is chosen for spilling, we can emit this:
>
> mov vgrf1.0.x:F, vgrf2.xxxx:F
> gen4_scratch_write hw_reg0:F, vgrf1.xxxx:D, 22D
> mov vgrf3.0.x:F, vgrf1.xxxx:F
> ...
> gen4_scratch_read vgrf4.0.x:F, 22D
> mov vgrf3.0.x:F, vgrf4.xxxx:F
>
> Instead of this:
>
> mov vgrf1.0.x:F, vgrf2.xxxx:F
> gen4_scratch_write hw_reg0:F, vgrf1.xxxx:D, 22D
> gen4_scratch_read vgrf4.0.x:F, 22D
> mov vgrf3.0.x:F, vgrf4.xxxx:F
> ...
> gen4_scratch_read vgrf5.0.x:F, 22D
> mov vgrf3.0.x:F, vgrf5.xxxx:F
>
> And save one scratch read while still preserving the benefits of
> spilling the register.
>
> In general, we avoid emitting scratch reads for as long as the next instruction
> keeps reading the spilled register. This should not harm the benefit of
> spilling the register because gains for register allocation only come when we
> have chunks of program code where the register is alive but not really used
> (because these are the points where we could effectively use that register for
> another purpose if we spilled it), so as long as consecutive instructions use
> that register we can avoid the scratch reads without losing anything.
> ---
>  .../drivers/dri/i965/brw_vec4_reg_allocate.cpp     | 37 +++++++++++++++++++++-
>  1 file changed, 36 insertions(+), 1 deletion(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp
> index cff5406..fd56dae 100644
> --- a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp
> @@ -340,11 +340,43 @@ vec4_visitor::spill_reg(int spill_reg_nr)
>     unsigned int spill_offset = last_scratch++;
>  
>     /* Generate spill/unspill instructions for the objects being spilled. */
> +   vec4_instruction *spill_write_inst = NULL;
>     foreach_block_and_inst(block, vec4_instruction, inst, cfg) {
> +      /* We don't spill registers used for scratch */
> +      if (inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_READ ||
> +          inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_WRITE)
> +         continue;
> +
>        int scratch_reg = -1;
> +      bool spill_reg_was_read = false;
>        for (unsigned int i = 0; i < 3; i++) {
>           if (inst->src[i].file == GRF && inst->src[i].reg == spill_reg_nr) {
> -            if (scratch_reg == -1) {
> +            if (!spill_reg_was_read) {
> +               spill_reg_was_read = (!inst->predicate ||
> +                                     inst->opcode == BRW_OPCODE_SEL);
> +            }
> +
> +            /* If we are reading the spilled register right after writing
> +             * to it we can skip the scratch read and use directly the
> +             * register we used as source for the scratch write. For this
> +             * to work we must check that:
> +             *
> +             * 1) The write is inconditional, that is, it is not predicated or
> +             *    it is a SEL.
> +             * 2) All the channels that we read have been written in that
> +             *    last write instruction.
> +             *
> +             * We keep doing this for as long as the next instruction
> +             * keeps reading the spilled register and break as soon as we
> +             * find an instruction that doesn't.
> +             */
> +            if (spill_write_inst &&
> +                (!spill_write_inst->predicate ||
> +                 spill_write_inst->opcode == BRW_OPCODE_SEL) &&
> +                ((brw_mask_for_swizzle(inst->src[i].swizzle) &
> +                 ~spill_write_inst->dst.writemask) == 0)) {
> +               scratch_reg = spill_write_inst->dst.reg;
> +            } else if (scratch_reg == -1) {

One suggestion: You could factor out the rather complex caching logic
into a separate function (e.g. 'bool can_reuse_scratch_for_source(const
vec4_instruction *, unsigned i, unsigned scratch_reg)').  The function
would simply compare scratch_reg with the sources of the current
instruction (up to src) and the sources and destination of the previous
non-scratch_read/write instruction.  If there's a match it would check
that the regioning is compatible with the i-th source and return true in
that case.  This would have several benefits:

 - It would keep ::spill_reg() simple and the caching heuristic factored
   out.  The only thing spill_reg() would still need to take care of is
   keep track of the last spilling temporary (e.g. as you're doing it
   now with the scratch_reg variable) and pass it to
   can_reuse_scratch_for_source(), but it would no longer be necessary
   to reset it to -1 when reuse is not possible.

 - It would allow you to use a single implementation of the caching
   policy to implement both spill_reg() and evaluate_spill_costs(), what
   would make sure that things don't go out of sync in the likely case
   that we want to change the caching heuristic in the future.

>                 scratch_reg = alloc.allocate(1);
>                 src_reg temp = inst->src[i];
>                 temp.reg = scratch_reg;
> @@ -357,6 +389,9 @@ vec4_visitor::spill_reg(int spill_reg_nr)
>  
>        if (inst->dst.file == GRF && inst->dst.reg == spill_reg_nr) {
>           emit_scratch_write(block, inst, spill_offset);
> +         spill_write_inst = inst;
> +      } else if (spill_write_inst && !spill_reg_was_read) {
> +         spill_write_inst = NULL;
>        }
>     }
>  
> -- 
> 1.9.1
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