[Mesa-dev] [PATCH v3 4/4] i965/vec4: Don't unspill the same register in consecutive instructions

Francisco Jerez currojerez at riseup.net
Wed Sep 2 04:29:38 PDT 2015


Iago Toral <itoral at igalia.com> writes:

> Hi Curro,
>
> I have been a couple of weeks on holidays and have just come back to
> this:
>
> On Thu, 2015-08-06 at 18:27 +0300, Francisco Jerez wrote:
>> Iago Toral Quiroga <itoral at igalia.com> writes:
>> 
>> > If we have spilled/unspilled a register in the current instruction, avoid
>> > emitting unspills for the same register in the same instruction or consecutive
>> > instructions following the current one as long as they keep reading the spilled
>> > register. This should allow us to avoid emitting costy unspills that come with
>> > little benefit to register allocation.
>> >
>> > Also, update evaluate_spill_costs so that we account for the saved unspills.
>> > ---
>> >  .../drivers/dri/i965/brw_vec4_reg_allocate.cpp     | 129 +++++++++++++++++++--
>> >  1 file changed, 121 insertions(+), 8 deletions(-)
>> >
>> > 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 617c988..fed5f4d 100644
>> > --- a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp
>> > +++ b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp
>> > @@ -264,6 +264,95 @@ vec4_visitor::reg_allocate()
>> >     return true;
>> >  }
>> >  
>> > +/**
>> > + * When we decide to spill a register, instead of blindly spilling every use,
>> > + * save unspills when the spill register is used (read) in consecutive
>> > + * instructions. This can potentially save a bunch of unspills that would
>> > + * have very little impact in register allocation anyway.
>> > + *
>> > + * Notice that we need to account for this behavior when spilling a register
>> > + * and when evaluating spilling costs. This function is designed so it can
>> > + * be called from both places and avoid repeating the logic.
>> > + *
>> > + *  - When we call this function from spill_reg, we pass in scratch_reg the
>> > + *    actual unspill/spill register that we want to reuse in the current
>> > + *    instruction.
>> > + *
>> > + *  - When we call this from evaluate_spill_costs, we pass the register for
>> > + *    which we are evaluating spilling costs.
>> > + *
>> > + * In either case, we check if the previous instructions read scratch_reg until
>> > + * we find an instruction that writes to it (in which case we can reuse
>> > + * scratch_reg as long as the writemask is compatible with the channels we need
>> > + * to read in the current instruction) or we hit an instruction that does not
>> > + * read scratch_reg at all. The latter can only happen when we call this from
>> > + * evaluate_spill_costs,
>> 
>> Strictly speaking it can also happen when called from spill_reg() for
>> the first time in a given sequence of consecutive instructions (in which
>> case you correctly return false).
>
> not really, spill_reg() knows if it is the first time that it is
> spilling a register and won't call this function in that case.
>
You may have several disjoint sequences of consecutive instructions
using spill_reg_nr repeatedly.  The check you have in spill_reg() will
only help you for the first one sequence, so it's in fact redundant
because can_use_scratch_for_source() seems to handle the case in which
the register access is the first in a sequence just fine anyway.

>> >  and means that this is the point at which we first
>> > + * need the unspill this register for our current instruction. Since all our
>> > + * unspills read a full vec4, we know that in this case we will have all
>> > + * the channels available in scratch_reg and we can reuse it.
>> > + *
>> > + * In any other case, we can't reuse scratch_reg in the current instruction,
>> > + * meaning that we will need to unspill it.
>> > + */
>> > +static bool
>> > +can_use_scratch_for_source(const vec4_instruction *inst, unsigned i,
>> > +                           unsigned scratch_reg)
>> > +{
>> > +   assert(inst->src[i].file == GRF);
>> > +
>> > +   /* If the current instruction is already using scratch_reg in src[n] with
>> > +    * n < i, then we know we can reuse it for src[i] too.
>> > +    */
>> > +   for (unsigned n = 0; n < i; n++) {
>> > +      if (inst->src[n].file == GRF && inst->src[n].reg == scratch_reg)
>> > +         return true;
>> > +   }
>> 
>> I don't think this is correct in cases where the previous source reused
>> the temporary of a previously spilled register with incompatible
>> writemask.  You probably want to handle the current instruction
>> consistently with the previous ones, i.e. as part of the loop below.
>> 
>> I suggest you define a variable (e.g. n as you've called it) initially
>> equal to i that would determine the number of sources to check for the
>> next instruction.  At the end of the loop body it would be re-set to 3,
>> what would also cause the destination registers to be checked in
>> subsequent iterations.
>
> I have been thinking a bit about this and decided that it was simpler to
> keep this part as it is in this patch and simply fix the condition to
> check that the swizzle we read in src[i] is a subset of the swizzle in
> src[n] too. I think that using the value of 'n' like you suggest would
> make things a bit less clear in the loop below since we would be using
> the value of n to tell if we are processing the current instruction or a
> previous instruction (and thus decide if we need to check the dst or
> not), which is not an obvious association. In any case, let me know if
> you have a strong preference for your implementation and I'll change
> that.
>
Wouldn't that be unnecessarily pessimistic if the n-th argument happens
to read a subset of the components which are available in scratch_reg?
If you want to keep the loop unrolled, I suggest you simply move the
prev_inst_read_scratch_reg declaration up and have the first loop set it
to true if any of the sources reads from scratch_reg instead of exiting
the function.

>> > +
>> > +   bool prev_inst_read_scratch_reg = false;
>> > +   vec4_instruction *prev_inst = (vec4_instruction *) inst->prev;
>> 
>> You can move this declaration into the init statement of the for loop to
>> limit its scope.
>> 
>> > +   for (; !prev_inst->is_head_sentinel();
>> > +        prev_inst = (vec4_instruction *) prev_inst->prev) {
>> > +      /* If any previous instruction does not read from or write to scratch_reg
>> > +       * inconditonally we cannot reuse scratch_reg
>> > +       */
>> > +      if (prev_inst->predicate && prev_inst->opcode != BRW_OPCODE_SEL)
>> > +         return false;
>> 
>> I think this is somewhat pessimistic, register fills for a predicated
>> instruction won't be predicated AFAIK, so it should be possible to reuse
>> them, only the destination of a predicated write cannot be reused.
>> 
>> > +
>> > +      /* If the previous instruction writes to scratch_reg then we can reuse
>> > +       * it if the channels we wrote are compatible with our read mask.
>> > +       */
>> > +      if (prev_inst->dst.file == GRF && prev_inst->dst.reg == scratch_reg) {
>> > +         return (brw_mask_for_swizzle(inst->src[i].swizzle) &
>> > +                 ~prev_inst->dst.writemask) == 0;
>> > +     }
>> > +
>> > +      if (prev_inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_WRITE ||
>> > +          prev_inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_READ)
>> > +         continue;
>> > +
>> I'm not sure I see why you need to treat scratch reads and writes
>> specially here.  AFAICT if you come across one for the same scratch_reg
>> it won't make a difference for the code below, and if you come across
>> one for a different register the condition you wanted to check (the same
>> register is reused for a number of consecutive instructions) may no
>> longer hold, so you may as well return.
>> 
>> > +      /* Check that the previous instruction reads scratch_reg, if so, continue
>> > +       * looping. Otherwise it means that we got here from
>> > +       * evaluate_spill_costs and this is the point at which we will emit an
>> > +       * unspill for the register passed in scratch_reg, in which case we can
>> > +       * only reuse it if all other instructions in between have read
>> > +       * scratch_reg.
>> > +       */
>> > +      int n;
>> > +      for (n = 0; n < 3; n++) {
>> > +         if (prev_inst->src[n].file == GRF &&
>> > +             prev_inst->src[n].reg == scratch_reg) {
>> > +            prev_inst_read_scratch_reg = true;
>> > +            break;
>> > +         }
>> > +      }
>> > +      if (n == 3) {
>> > +         return prev_inst_read_scratch_reg;
>> > +      }
>> > +   }
>> > +
>> > +   return false;
>> 
>> Shouldn't this return prev_inst_read_scratch_reg?
>> 
>> > +}
>> > +
>> >  void
>> >  vec4_visitor::evaluate_spill_costs(float *spill_costs, bool *no_spill)
>> >  {
>> > @@ -281,9 +370,15 @@ vec4_visitor::evaluate_spill_costs(float *spill_costs, bool *no_spill)
>> >     foreach_block_and_inst(block, vec4_instruction, inst, cfg) {
>> >        for (unsigned int i = 0; i < 3; i++) {
>> >           if (inst->src[i].file == GRF) {
>> > -            spill_costs[inst->src[i].reg] += loop_scale;
>> > -            if (inst->src[i].reladdr)
>> > -               no_spill[inst->src[i].reg] = true;
>> > +            /* We will only unspill src[i] it it wasn't unspilled for the
>> > +             * previous instruction, in which case we'll just reuse the scratch
>> > +             * reg for this instruction.
>> > +             */
>> > +            if (!can_use_scratch_for_source(inst, i, inst->src[i].reg)) {
>> > +               spill_costs[inst->src[i].reg] += loop_scale;
>> > +               if (inst->src[i].reladdr)
>> > +                  no_spill[inst->src[i].reg] = true;
>> > +            }
>> >           }
>> >        }
>> >  
>> > @@ -342,19 +437,37 @@ vec4_visitor::spill_reg(int spill_reg_nr)
>> >     unsigned int spill_offset = last_scratch++;
>> >  
>> >     /* Generate spill/unspill instructions for the objects being spilled. */
>> > +   int scratch_reg = -1;
>> >     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;
>> > +
>> For that reason you'll never see a match in the loop below for scratch
>> reads and writes, and it should be a harmless no-op.
>> 
>> >        for (unsigned int i = 0; i < 3; i++) {
>> >           if (inst->src[i].file == GRF && inst->src[i].reg == spill_reg_nr) {
>> > -            src_reg spill_reg = inst->src[i];
>> > -            inst->src[i].reg = alloc.allocate(1);
>> > -            dst_reg temp = dst_reg(inst->src[i]);
>> > -
>> > -            emit_scratch_read(block, inst, temp, spill_reg, spill_offset);
>> > +            if (scratch_reg == -1 ||
>> > +                !can_use_scratch_for_source(inst, i, scratch_reg)) {
>> > +               /* We need to unspill anyway so make sure we read the full vec4
>> > +                * in any case. This way, the cached register can be reused
>> > +                * for consecutive instructions that read different channels of
>> > +                * the same vec4.
>> > +                */
>> > +               scratch_reg = alloc.allocate(1);
>> > +               src_reg temp = inst->src[i];
>> > +               temp.reg = scratch_reg;
>> > +               temp.swizzle = BRW_SWIZZLE_XYZW;
>> > +               emit_scratch_read(block, inst,
>> > +                                 dst_reg(temp), inst->src[i], spill_offset);
>> > +            }
>> > +            assert(scratch_reg != -1);
>> > +            inst->src[i].reg = scratch_reg;
>> >           }
>> >        }
>> >  
>> >        if (inst->dst.file == GRF && inst->dst.reg == spill_reg_nr) {
>> >           emit_scratch_write(block, inst, spill_offset);
>> > +         scratch_reg = inst->dst.reg;
>> >        }
>> >     }
>> >  
>> > -- 
>> > 1.9.1
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