[Mesa-dev] [PATCH v5] i965/vec4: Don't unspill the same register in consecutive instructions

Francisco Jerez currojerez at riseup.net
Fri Sep 4 05:31:56 PDT 2015


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.
>
> v2:
>   - Apply the same logic when evaluating spilling costs (Curro).
>
> v3:
>   - Abstract the logic that decides if a register can be reused in a function.
>     that can be used from both spill_reg and evaluate_spill_costs (Curro).
>
> v4:
>   - Do not disallow reusing scratch_reg in predicated reads (Curro).
>   - Track if previous sources in the same instruction read scratch_reg (Curro).
>   - Return prev_inst_read_scratch_reg at the end (Curro).
>   - No need to explicitily skip scratch read/write opcodes in spill_reg (Curro).
>   - Fix the comments explaining what happens when we hit an instruction that
>     does not read or write scratch_reg (Curro)
>   - Return true early when the current or previous instructions read
>     scratch_reg with a compatible mask.
>
> v5:
>   - Do not return true early, the loop should not be expensive anyway
>     and this adds more complexity (Curro).
>
Looks good,
Reviewed-by: Francisco Jerez <currojerez at riseup.net>

> ---
>  .../drivers/dri/i965/brw_vec4_reg_allocate.cpp     | 126 +++++++++++++++++++--
>  1 file changed, 118 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 62ed708..a49eca5 100644
> --- a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp
> @@ -267,6 +267,97 @@ 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 one that writes to it with a compatible mask or does not read/write
> + * scratch_reg at all.
> + */
> +static bool
> +can_use_scratch_for_source(const vec4_instruction *inst, unsigned i,
> +                           unsigned scratch_reg)
> +{
> +   assert(inst->src[i].file == GRF);
> +   bool prev_inst_read_scratch_reg = false;
> +
> +   /* See if any previous source in the same instructions reads scratch_reg */
> +   for (unsigned n = 0; n < i; n++) {
> +      if (inst->src[n].file == GRF && inst->src[n].reg == scratch_reg)
> +         prev_inst_read_scratch_reg = true;
> +   }
> +
> +   /* Now check if previous instructions read/write scratch_reg */
> +   for (vec4_instruction *prev_inst = (vec4_instruction *) inst->prev;
> +        !prev_inst->is_head_sentinel();
> +        prev_inst = (vec4_instruction *) prev_inst->prev) {
> +
> +      /* If the previous instruction writes to scratch_reg then we can reuse
> +       * it if the write is not conditional and the channels we write are
> +       * compatible with our read mask
> +       */
> +      if (prev_inst->dst.file == GRF && prev_inst->dst.reg == scratch_reg) {
> +         return (!prev_inst->predicate || prev_inst->opcode == BRW_OPCODE_SEL) &&
> +                (brw_mask_for_swizzle(inst->src[i].swizzle) &
> +                 ~prev_inst->dst.writemask) == 0;
> +      }
> +
> +      /* Skip scratch read/writes so that instructions generated by spilling
> +       * other registers (that won't read/write scratch_reg) do not stop us from
> +       * reusing scratch_reg for this instruction.
> +       */
> +      if (prev_inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_WRITE ||
> +          prev_inst->opcode == SHADER_OPCODE_GEN4_SCRATCH_READ)
> +         continue;
> +
> +      /* If the previous instruction does not write to scratch_reg, then check
> +       * if it reads it
> +       */
> +      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) {
> +         /* The previous instruction does not read scratch_reg. At this point,
> +          * if no previous instruction has read scratch_reg it means that we
> +          * will need to unspill it here and we can't reuse it (so we return
> +          * false). Otherwise, if we found at least one consecutive instruction
> +          * that read scratch_reg, then we know that we got here from
> +          * evaluate_spill_costs (since for the spill_reg path any block of
> +          * consecutive instructions using scratch_reg must start with a write
> +          * to that register, so we would've exited the loop in the check for
> +          * the write that we have at the start of this loop), and in that case
> +          * it means that we found the point at which the scratch_reg would be
> +          * unspilled. Since we always unspill a full vec4, it means that we
> +          * have all the channels available and we can just return true to
> +          * signal that we can reuse the register in the current instruction
> +          * too.
> +          */
> +         return prev_inst_read_scratch_reg;
> +      }
> +   }
> +
> +   return prev_inst_read_scratch_reg;
> +}
> +
>  void
>  vec4_visitor::evaluate_spill_costs(float *spill_costs, bool *no_spill)
>  {
> @@ -284,9 +375,15 @@ 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;
> +            }
>           }
>        }
>  
> @@ -345,19 +442,32 @@ 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) {
>        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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