[Mesa-dev] [PATCH 2/2] llvmpipe, draw: improve shader cache debugging
sroland at vmware.com
sroland at vmware.com
Fri Sep 8 01:00:55 UTC 2017
From: Roland Scheidegger <sroland at vmware.com>
With GALLIVM_DEBUG=perf set, output the relevant stats for shader cache usage
whenever we have to evict shader variants.
Also add some output when shaders are deleted (but not with the perf setting
to keep this one less noisy).
While here, also don't delete that many shaders when we have to evict. For
fs, there's potentially some cost if we have to evict due to the required,
however certainly shader recompiles have a high cost too so I don't think
evicting one quarter of the cache size makes sense (and, if we're evicting
based on IR count, we probably typically evict only very few or just one
shader too). For vs, I'm not sure it even makes sense to evict more than
one shader at a time, but keep the logic the same for now.
---
src/gallium/auxiliary/draw/draw_llvm.c | 10 ++++
.../draw/draw_pt_fetch_shade_pipeline_llvm.c | 55 +++++++++++++---------
src/gallium/drivers/llvmpipe/lp_state_fs.c | 25 ++++++----
3 files changed, 59 insertions(+), 31 deletions(-)
diff --git a/src/gallium/auxiliary/draw/draw_llvm.c b/src/gallium/auxiliary/draw/draw_llvm.c
index 2035720..8de29ea 100644
--- a/src/gallium/auxiliary/draw/draw_llvm.c
+++ b/src/gallium/auxiliary/draw/draw_llvm.c
@@ -2156,6 +2156,11 @@ draw_llvm_destroy_variant(struct draw_llvm_variant *variant)
{
struct draw_llvm *llvm = variant->llvm;
+ if (gallivm_debug & (GALLIVM_DEBUG_TGSI | GALLIVM_DEBUG_IR)) {
+ debug_printf("Deleting VS variant: %u vs variants,\t%u total variants\n",
+ variant->shader->variants_cached, llvm->nr_variants);
+ }
+
gallivm_destroy(variant->gallivm);
remove_from_list(&variant->list_item_local);
@@ -2418,6 +2423,11 @@ draw_gs_llvm_destroy_variant(struct draw_gs_llvm_variant *variant)
{
struct draw_llvm *llvm = variant->llvm;
+ if (gallivm_debug & (GALLIVM_DEBUG_TGSI | GALLIVM_DEBUG_IR)) {
+ debug_printf("Deleting GS variant: %u gs variants,\t%u total variants\n",
+ variant->shader->variants_cached, llvm->nr_gs_variants);
+ }
+
gallivm_destroy(variant->gallivm);
remove_from_list(&variant->list_item_local);
diff --git a/src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c b/src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c
index 0277cbf..c6492a1 100644
--- a/src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c
+++ b/src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline_llvm.c
@@ -37,6 +37,7 @@
#include "draw/draw_vs.h"
#include "draw/draw_llvm.h"
#include "gallivm/lp_bld_init.h"
+#include "gallivm/lp_bld_debug.h"
struct llvm_middle_end {
@@ -71,6 +72,7 @@ static void
llvm_middle_end_prepare_gs(struct llvm_middle_end *fpme)
{
struct draw_context *draw = fpme->draw;
+ struct draw_llvm *llvm = fpme->llvm;
struct draw_geometry_shader *gs = draw->gs.geometry_shader;
struct draw_gs_llvm_variant_key *key;
struct draw_gs_llvm_variant *variant = NULL;
@@ -79,7 +81,7 @@ llvm_middle_end_prepare_gs(struct llvm_middle_end *fpme)
char store[DRAW_GS_LLVM_MAX_VARIANT_KEY_SIZE];
unsigned i;
- key = draw_gs_llvm_make_variant_key(fpme->llvm, store);
+ key = draw_gs_llvm_make_variant_key(llvm, store);
/* Search shader's list of variants for the key */
li = first_elem(&shader->variants);
@@ -93,38 +95,42 @@ llvm_middle_end_prepare_gs(struct llvm_middle_end *fpme)
if (variant) {
/* found the variant, move to head of global list (for LRU) */
- move_to_head(&fpme->llvm->gs_variants_list,
- &variant->list_item_global);
+ move_to_head(&llvm->gs_variants_list, &variant->list_item_global);
}
else {
/* Need to create new variant */
/* First check if we've created too many variants. If so, free
- * 25% of the LRU to avoid using too much memory.
+ * 3.125% of the LRU to avoid using too much memory.
*/
- if (fpme->llvm->nr_gs_variants >= DRAW_MAX_SHADER_VARIANTS) {
+ if (llvm->nr_gs_variants >= DRAW_MAX_SHADER_VARIANTS) {
+ if (gallivm_debug & GALLIVM_DEBUG_PERF) {
+ debug_printf("Evicting GS: %u gs variants,\t%u total variants\n",
+ shader->variants_cached, llvm->nr_gs_variants);
+ }
+
/*
* XXX: should we flush here ?
*/
- for (i = 0; i < DRAW_MAX_SHADER_VARIANTS / 4; i++) {
+ for (i = 0; i < DRAW_MAX_SHADER_VARIANTS / 32; i++) {
struct draw_gs_llvm_variant_list_item *item;
- if (is_empty_list(&fpme->llvm->gs_variants_list)) {
+ if (is_empty_list(&llvm->gs_variants_list)) {
break;
}
- item = last_elem(&fpme->llvm->gs_variants_list);
+ item = last_elem(&llvm->gs_variants_list);
assert(item);
assert(item->base);
draw_gs_llvm_destroy_variant(item->base);
}
}
- variant = draw_gs_llvm_create_variant(fpme->llvm, gs->info.num_outputs, key);
+ variant = draw_gs_llvm_create_variant(llvm, gs->info.num_outputs, key);
if (variant) {
insert_at_head(&shader->variants, &variant->list_item_local);
- insert_at_head(&fpme->llvm->gs_variants_list,
+ insert_at_head(&llvm->gs_variants_list,
&variant->list_item_global);
- fpme->llvm->nr_gs_variants++;
+ llvm->nr_gs_variants++;
shader->variants_cached++;
}
}
@@ -145,6 +151,7 @@ llvm_middle_end_prepare( struct draw_pt_middle_end *middle,
{
struct llvm_middle_end *fpme = llvm_middle_end(middle);
struct draw_context *draw = fpme->draw;
+ struct draw_llvm *llvm = fpme->llvm;
struct draw_vertex_shader *vs = draw->vs.vertex_shader;
struct draw_geometry_shader *gs = draw->gs.geometry_shader;
const unsigned out_prim = gs ? gs->output_primitive :
@@ -203,7 +210,7 @@ llvm_middle_end_prepare( struct draw_pt_middle_end *middle,
char store[DRAW_LLVM_MAX_VARIANT_KEY_SIZE];
unsigned i;
- key = draw_llvm_make_variant_key(fpme->llvm, store);
+ key = draw_llvm_make_variant_key(llvm, store);
/* Search shader's list of variants for the key */
li = first_elem(&shader->variants);
@@ -217,38 +224,42 @@ llvm_middle_end_prepare( struct draw_pt_middle_end *middle,
if (variant) {
/* found the variant, move to head of global list (for LRU) */
- move_to_head(&fpme->llvm->vs_variants_list,
- &variant->list_item_global);
+ move_to_head(&llvm->vs_variants_list, &variant->list_item_global);
}
else {
/* Need to create new variant */
/* First check if we've created too many variants. If so, free
- * 25% of the LRU to avoid using too much memory.
+ * 3.125% of the LRU to avoid using too much memory.
*/
- if (fpme->llvm->nr_variants >= DRAW_MAX_SHADER_VARIANTS) {
+ if (llvm->nr_variants >= DRAW_MAX_SHADER_VARIANTS) {
+ if (gallivm_debug & GALLIVM_DEBUG_PERF) {
+ debug_printf("Evicting VS: %u vs variants,\t%u total variants\n",
+ shader->variants_cached, llvm->nr_variants);
+ }
+
/*
* XXX: should we flush here ?
*/
- for (i = 0; i < DRAW_MAX_SHADER_VARIANTS / 4; i++) {
+ for (i = 0; i < DRAW_MAX_SHADER_VARIANTS / 32; i++) {
struct draw_llvm_variant_list_item *item;
- if (is_empty_list(&fpme->llvm->vs_variants_list)) {
+ if (is_empty_list(&llvm->vs_variants_list)) {
break;
}
- item = last_elem(&fpme->llvm->vs_variants_list);
+ item = last_elem(&llvm->vs_variants_list);
assert(item);
assert(item->base);
draw_llvm_destroy_variant(item->base);
}
}
- variant = draw_llvm_create_variant(fpme->llvm, nr, key);
+ variant = draw_llvm_create_variant(llvm, nr, key);
if (variant) {
insert_at_head(&shader->variants, &variant->list_item_local);
- insert_at_head(&fpme->llvm->vs_variants_list,
+ insert_at_head(&llvm->vs_variants_list,
&variant->list_item_global);
- fpme->llvm->nr_variants++;
+ llvm->nr_variants++;
shader->variants_cached++;
}
}
diff --git a/src/gallium/drivers/llvmpipe/lp_state_fs.c b/src/gallium/drivers/llvmpipe/lp_state_fs.c
index df3557a..9a43f01 100644
--- a/src/gallium/drivers/llvmpipe/lp_state_fs.c
+++ b/src/gallium/drivers/llvmpipe/lp_state_fs.c
@@ -2993,14 +2993,13 @@ void
llvmpipe_remove_shader_variant(struct llvmpipe_context *lp,
struct lp_fragment_shader_variant *variant)
{
- if (gallivm_debug & GALLIVM_DEBUG_IR) {
- debug_printf("llvmpipe: del fs #%u var #%u v created #%u v cached"
- " #%u v total cached #%u\n",
- variant->shader->no,
- variant->no,
+ if ((LP_DEBUG & DEBUG_FS) || (gallivm_debug & GALLIVM_DEBUG_IR)) {
+ debug_printf("llvmpipe: del fs #%u var %u v created %u v cached %u "
+ "v total cached %u inst %u total inst %u\n",
+ variant->shader->no, variant->no,
variant->shader->variants_created,
variant->shader->variants_cached,
- lp->nr_fs_variants);
+ lp->nr_fs_variants, variant->nr_instrs, lp->nr_fs_instrs);
}
gallivm_destroy(variant->gallivm);
@@ -3357,7 +3356,7 @@ llvmpipe_update_fs(struct llvmpipe_context *lp)
unsigned i;
unsigned variants_to_cull;
- if (0) {
+ if (LP_DEBUG & DEBUG_FS) {
debug_printf("%u variants,\t%u instrs,\t%u instrs/variant\n",
lp->nr_fs_variants,
lp->nr_fs_instrs,
@@ -3365,14 +3364,22 @@ llvmpipe_update_fs(struct llvmpipe_context *lp)
}
/* First, check if we've exceeded the max number of shader variants.
- * If so, free 25% of them (the least recently used ones).
+ * If so, free 6.25% of them (the least recently used ones).
*/
- variants_to_cull = lp->nr_fs_variants >= LP_MAX_SHADER_VARIANTS ? LP_MAX_SHADER_VARIANTS / 4 : 0;
+ variants_to_cull = lp->nr_fs_variants >= LP_MAX_SHADER_VARIANTS ? LP_MAX_SHADER_VARIANTS / 16 : 0;
if (variants_to_cull ||
lp->nr_fs_instrs >= LP_MAX_SHADER_INSTRUCTIONS) {
struct pipe_context *pipe = &lp->pipe;
+ if (gallivm_debug & GALLIVM_DEBUG_PERF) {
+ debug_printf("Evicting FS: %u fs variants,\t%u total variants,"
+ "\t%u instrs,\t%u instrs/variant\n",
+ shader->variants_cached,
+ lp->nr_fs_variants, lp->nr_fs_instrs,
+ lp->nr_fs_instrs / lp->nr_fs_variants);
+ }
+
/*
* XXX: we need to flush the context until we have some sort of
* reference counting in fragment shaders as they may still be binned
--
2.7.4
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