i965/vs: Implement register spilling.

To validate this code, I ran piglit -t vs quick.tests with the "go spill
everything" debugging code enabled.  There was only one regression:
glsl-vs-unroll-explosion simply ran out of registers.  This should be
fine in the real world, since no one actually spills every single
register.

NOTE: This is a candidate for the 9.0 branch. Even if it proves to have
bugs, it's likely better than simply failing to compile.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Kenneth Graunke
2012-10-01 15:28:56 -07:00
committed by Eric Anholt
parent 46e529672b
commit 9237f0ea8d
3 changed files with 144 additions and 1 deletions

View File

@@ -314,6 +314,9 @@ public:
void setup_payload();
void reg_allocate_trivial();
void reg_allocate();
void evaluate_spill_costs(float *spill_costs, bool *no_spill);
int choose_spill_reg(struct ra_graph *g);
void spill_reg(int spill_reg);
void move_grf_array_access_to_scratch();
void move_uniform_array_access_to_pull_constants();
void move_push_constants_to_pull_constants();

View File

@@ -809,6 +809,20 @@ vec4_visitor::run()
return false;
setup_payload();
if (false) {
/* Debug of register spilling: Go spill everything. */
const int grf_count = virtual_grf_count;
float spill_costs[virtual_grf_count];
bool no_spill[virtual_grf_count];
evaluate_spill_costs(spill_costs, no_spill);
for (int i = 0; i < grf_count; i++) {
if (no_spill[i])
continue;
spill_reg(i);
}
}
reg_allocate();
if (failed)

View File

@@ -203,8 +203,16 @@ vec4_visitor::reg_allocate()
}
if (!ra_allocate_no_spills(g)) {
/* Failed to allocate registers. Spill a reg, and the caller will
* loop back into here to try again.
*/
int reg = choose_spill_reg(g);
if (reg == -1) {
fail("no register to spill\n");
} else {
spill_reg(reg);
}
ralloc_free(g);
fail("No register spilling support yet\n");
return;
}
@@ -233,4 +241,122 @@ vec4_visitor::reg_allocate()
ralloc_free(g);
}
void
vec4_visitor::evaluate_spill_costs(float *spill_costs, bool *no_spill)
{
float loop_scale = 1.0;
for (int i = 0; i < this->virtual_grf_count; i++) {
spill_costs[i] = 0.0;
no_spill[i] = virtual_grf_sizes[i] != 1;
}
/* Calculate costs for spilling nodes. Call it a cost of 1 per
* spill/unspill we'll have to do, and guess that the insides of
* loops run 10 times.
*/
foreach_list(node, &this->instructions) {
vec4_instruction *inst = (vec4_instruction *) node;
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;
}
}
if (inst->dst.file == GRF) {
spill_costs[inst->dst.reg] += loop_scale;
if (inst->dst.reladdr)
no_spill[inst->dst.reg] = true;
}
switch (inst->opcode) {
case BRW_OPCODE_DO:
loop_scale *= 10;
break;
case BRW_OPCODE_WHILE:
loop_scale /= 10;
break;
case VS_OPCODE_SCRATCH_READ:
case VS_OPCODE_SCRATCH_WRITE:
for (int i = 0; i < 3; i++) {
if (inst->src[i].file == GRF)
no_spill[inst->src[i].reg] = true;
}
if (inst->dst.file == GRF)
no_spill[inst->dst.reg] = true;
break;
default:
break;
}
}
}
int
vec4_visitor::choose_spill_reg(struct ra_graph *g)
{
float spill_costs[this->virtual_grf_count];
bool no_spill[this->virtual_grf_count];
evaluate_spill_costs(spill_costs, no_spill);
for (int i = 0; i < this->virtual_grf_count; i++) {
if (!no_spill[i])
ra_set_node_spill_cost(g, i, spill_costs[i]);
}
return ra_get_best_spill_node(g);
}
void
vec4_visitor::spill_reg(int spill_reg_nr)
{
assert(virtual_grf_sizes[spill_reg_nr] == 1);
unsigned int spill_offset = c->last_scratch++;
/* Generate spill/unspill instructions for the objects being spilled. */
foreach_list(node, &this->instructions) {
vec4_instruction *inst = (vec4_instruction *) node;
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 = virtual_grf_alloc(1);
dst_reg temp = dst_reg(inst->src[i]);
/* Only read the necessary channels, to avoid overwriting the rest
* with data that may not have been written to scratch.
*/
temp.writemask = 0;
for (int c = 0; c < 4; c++)
temp.writemask |= (1 << BRW_GET_SWZ(inst->src[i].swizzle, c));
assert(temp.writemask != 0);
emit_scratch_read(inst, temp, spill_reg, spill_offset);
}
}
if (inst->dst.file == GRF && inst->dst.reg == spill_reg_nr) {
dst_reg spill_reg = inst->dst;
inst->dst.reg = virtual_grf_alloc(1);
/* We don't want a swizzle when reading from the source; read the
* whole register and use spill_reg's writemask to select which
* channels to write.
*/
src_reg temp = src_reg(inst->dst);
temp.swizzle = BRW_SWIZZLE_XYZW;
emit_scratch_write(inst, temp, spill_reg, spill_offset);
}
}
this->live_intervals_valid = false;
}
} /* namespace brw */