brw: Eliminate redundant fills and spills
When the register allocator decides to spill a value, all writes to that value are spilled and all reads are filled. In regions where there is not high register pressure, a spill of a value may be followed by a fill of that same file while the spilled register is still live. This optimization pass finds these cases, and it converts the fill to a move from the still-live register. The restriction that the spill and the fill must have matching NoMask really hampers this optimization. With the restriction removed, the pass was more than 2x helpful. v2: Require force_writemask_all to be the same for the spill and the fill. v3: Use FIXED_GRF for register overlap tests. Since this is after register allocation, the VGRF values will not tell the whole truth. v4: Use brw_transform_inst. Suggested by Caio. The allows two of the loops to be merged. Add brw_scratch_inst::offset instead of storing it as a source. Suggested by Lionel. v5: Add no-fill-opt debug option to disable optimizations. Suggested by Lionel. v6: Move a calculation outside a loop. Suggested by Lionel. v7: Check that spill ranges overlap instead of just checking initial offset. Zero shaders in fossil-db were affected, but some CTS with spill_fs were fixed (e.g., dEQP-VK.subgroups.arithmetic.compute.subgroupmin_uint64_t_requiredsubgroupsize). Suggested by Lionel. v8: Add DEBUG_NO_FILL_OPT to debug_bits in brw_get_compiler_config_value(). Noticed by Lionel. shader-db: Lunar Lake total instructions in shared programs: 17249907 -> 17249903 (<.01%) instructions in affected programs: 10684 -> 10680 (-0.04%) helped: 2 / HURT: 0 total cycles in shared programs: 893092630 -> 893092398 (<.01%) cycles in affected programs: 237320 -> 237088 (-0.10%) helped: 2 / HURT: 0 total fills in shared programs: 1903 -> 1901 (-0.11%) fills in affected programs: 110 -> 108 (-1.82%) helped: 2 / HURT: 0 Meteor Lake and DG2 had similar results. (Meteor Lake shown) total instructions in shared programs: 19968898 -> 19968778 (<.01%) instructions in affected programs: 33020 -> 32900 (-0.36%) helped: 10 / HURT: 0 total cycles in shared programs: 885157211 -> 884925015 (-0.03%) cycles in affected programs: 39944544 -> 39712348 (-0.58%) helped: 8 / HURT: 2 total fills in shared programs: 4454 -> 4394 (-1.35%) fills in affected programs: 2678 -> 2618 (-2.24%) helped: 10 / HURT: 0 fossil-db: Lunar Lake Totals: Instrs: 930445228 -> 929949528 (-0.05%) Cycle count: 105195579417 -> 105126671329 (-0.07%); split: -0.07%, +0.00% Spill count: 3495279 -> 3494400 (-0.03%) Fill count: 6767063 -> 6520785 (-3.64%) Totals from 43844 (2.17% of 2018922) affected shaders: Instrs: 212614840 -> 212119140 (-0.23%) Cycle count: 19151130510 -> 19082222422 (-0.36%); split: -0.39%, +0.03% Spill count: 2831100 -> 2830221 (-0.03%) Fill count: 6128316 -> 5882038 (-4.02%) Meteor Lake and DG2 had similar results. (Meteor Lake shown) Totals: Instrs: 1001375893 -> 1001113407 (-0.03%) Cycle count: 92746180943 -> 92679877883 (-0.07%); split: -0.08%, +0.01% Spill count: 3729157 -> 3728585 (-0.02%) Fill count: 6697296 -> 6566874 (-1.95%) Totals from 35062 (1.53% of 2284674) affected shaders: Instrs: 179819265 -> 179556779 (-0.15%) Cycle count: 18111194752 -> 18044891692 (-0.37%); split: -0.41%, +0.04% Spill count: 2453752 -> 2453180 (-0.02%) Fill count: 5279259 -> 5148837 (-2.47%) Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37827>
This commit is contained in:
@@ -280,6 +280,7 @@ brw_get_compiler_config_value(const struct brw_compiler *compiler)
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DEBUG_SOFT64,
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DEBUG_NO_SEND_GATHER,
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DEBUG_NO_VRT,
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DEBUG_NO_FILL_OPT,
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};
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for (uint32_t i = 0; i < ARRAY_SIZE(debug_bits); i++) {
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insert_u64_bit(&config, INTEL_DEBUG(debug_bits[i]));
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167
src/intel/compiler/brw/brw_opt_fill_spill.cpp
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167
src/intel/compiler/brw/brw_opt_fill_spill.cpp
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@@ -0,0 +1,167 @@
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/*
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* Copyright 2025 Intel Corporation
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* SPDX-License-Identifier: MIT
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*/
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#include "brw_shader.h"
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#include "brw_builder.h"
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/**
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* \file
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*
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* Attempt to eliminate spurious fills and spills.
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*
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* NOTE: This pass is run after register allocation but before
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* brw_lower_vgrfs_to_fixed_grfs.
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*/
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static bool
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scratch_intersects(const intel_device_info *devinfo,
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const brw_scratch_inst *a, const brw_scratch_inst *b)
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{
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const auto a_first = a->offset;
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const auto a_last = (a->opcode == SHADER_OPCODE_LSC_SPILL ?
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a->size_read(devinfo, SPILL_SRC_PAYLOAD2) :
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a->size_written) + a_first - 1;
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const auto b_first = b->offset;
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const auto b_last = (b->opcode == SHADER_OPCODE_LSC_SPILL ?
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b->size_read(devinfo, SPILL_SRC_PAYLOAD2) :
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b->size_written) + b_first - 1;
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return a_last >= b_first && b_last >= a_first;
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}
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static bool
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scratch_superset(const intel_device_info *devinfo,
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const brw_scratch_inst *super, const brw_scratch_inst *sub)
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{
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const auto a_first = super->offset;
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const auto a_last = (super->opcode == SHADER_OPCODE_LSC_SPILL ?
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super->size_read(devinfo, SPILL_SRC_PAYLOAD2) :
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super->size_written) + a_first - 1;
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const auto b_first = sub->offset;
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const auto b_last = (sub->opcode == SHADER_OPCODE_LSC_SPILL ?
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sub->size_read(devinfo, SPILL_SRC_PAYLOAD2) :
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sub->size_written) + b_first - 1;
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return a_first <= b_first && a_last >= b_last;
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}
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bool
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brw_opt_fill_and_spill(brw_shader &s)
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{
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assert(s.grf_used > 0);
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const intel_device_info *devinfo = s.devinfo;
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bool progress = false;
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foreach_block(block, s.cfg) {
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bool block_progress = false;
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foreach_inst_in_block(brw_inst, inst, block) {
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if (inst->opcode != SHADER_OPCODE_LSC_SPILL)
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continue;
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const brw_reg spilled =
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brw_lower_vgrf_to_fixed_grf(devinfo, inst,
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inst->src[SPILL_SRC_PAYLOAD2]);
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/* Check for a fill from the same location while the register being
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* spilled still contains the data. In this case, replace the fill
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* with a simple move.
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*/
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foreach_inst_in_block_starting_from(brw_inst, scan_inst, inst) {
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/* Write to the register being spilled invalidates the value. */
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const brw_reg scan_dst =
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brw_lower_vgrf_to_fixed_grf(devinfo, scan_inst, scan_inst->dst);
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if (regions_overlap(scan_dst, scan_inst->size_written,
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spilled,
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inst->size_read(devinfo, SPILL_SRC_PAYLOAD2))) {
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break;
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}
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/* Spill to the same location invalidates the value. */
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if (scan_inst->opcode == SHADER_OPCODE_LSC_SPILL &&
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scratch_intersects(devinfo, scan_inst->as_scratch(),
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inst->as_scratch())) {
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break;
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}
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/* Instruction is a fill from the same location as the spill. */
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if (scan_inst->opcode == SHADER_OPCODE_LSC_FILL &&
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scan_inst->force_writemask_all == inst->force_writemask_all &&
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scan_inst->as_scratch()->offset == inst->as_scratch()->offset) {
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/* This limitation is necessary because (currently) a spill may
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* be split into multiple writes while the correspoing fill is
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* implemented as a single transpose read. When this occurs,
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* this optimization pass would have to be smarter than it
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* currently is.
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*
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* FINISHME: This would not be an issue if the splitting
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* occured during spill lowering.
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*/
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if (scan_inst->size_written != inst->size_read(devinfo, SPILL_SRC_PAYLOAD2))
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continue;
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const unsigned reg_count = DIV_ROUND_UP(scan_inst->size_written, REG_SIZE);
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const unsigned max_reg_count = 2 * reg_unit(devinfo);
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/* If the resulting MOV would try to write more than 2
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* registers, skip the optimization.
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*
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* FINISHME: It shouldn't be hard to generate multiple MOV
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* instructions below to handle this case.
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*/
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if (reg_count > max_reg_count)
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continue;
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if (scan_inst->dst.equals(inst->src[SPILL_SRC_PAYLOAD2])) {
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scan_inst = brw_transform_inst(s, scan_inst, BRW_OPCODE_NOP);
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} else {
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scan_inst = brw_transform_inst(s, scan_inst, BRW_OPCODE_MOV);
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scan_inst->src[0] = inst->src[SPILL_SRC_PAYLOAD2];
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}
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s.shader_stats.fill_count--;
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block_progress = true;
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}
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}
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/* Scan again. This time check whether there is a spill to the same
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* location without an intervening fill from that location. In this
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* case, the first spill is "killed" and can be removed.
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*/
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foreach_inst_in_block_starting_from(brw_inst, scan_inst, inst) {
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if (scan_inst->opcode == SHADER_OPCODE_LSC_FILL &&
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scratch_intersects(devinfo, inst->as_scratch(),
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scan_inst->as_scratch())) {
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break;
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}
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if (scan_inst->opcode == SHADER_OPCODE_LSC_SPILL &&
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scratch_superset(devinfo, scan_inst->as_scratch(),
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inst->as_scratch())) {
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inst = brw_transform_inst(s, inst, BRW_OPCODE_NOP);
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s.shader_stats.spill_count--;
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block_progress = true;
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break;
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}
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}
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}
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if (block_progress) {
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foreach_inst_in_block_safe(brw_inst, inst, block) {
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if (inst->opcode == BRW_OPCODE_NOP)
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inst->remove();
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}
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progress = true;
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}
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}
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if (progress)
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s.invalidate_analysis(BRW_DEPENDENCY_INSTRUCTIONS |
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BRW_DEPENDENCY_VARIABLES);
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return progress;
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}
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@@ -1200,6 +1200,10 @@ brw_reg_alloc::spill_reg(unsigned spill_reg)
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* scratch space and the scratch read message, which operates on
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* 32 bit channels. It shouldn't hurt in any case because the
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* unspill destination is a block-local temporary.
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*
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* FINIHSME: However, this will prevent brw_opt_fill_and_spill
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* from making progress if the lsc_fill is NoMask and the
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* lsc_spill is not.
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*/
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emit_unspill(ibld.exec_all().group(width, 0), &fs->shader_stats,
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unspill_dst, subset_spill_offset, count, ip);
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@@ -1278,6 +1278,9 @@ brw_allocate_registers(brw_shader &s, bool allow_spilling)
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s.debug_optimizer(nir, "post_ra_alloc", iteration, pass_num);
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if (s.spilled_any_registers) {
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if (!INTEL_DEBUG(DEBUG_NO_FILL_OPT))
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OPT(brw_opt_fill_and_spill);
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OPT(brw_lower_fill_and_spill);
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}
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@@ -364,6 +364,7 @@ bool brw_opt_copy_propagation_defs(brw_shader &s);
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bool brw_opt_cse_defs(brw_shader &s);
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bool brw_opt_dead_code_eliminate(brw_shader &s);
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bool brw_opt_eliminate_find_live_channel(brw_shader &s);
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bool brw_opt_fill_and_spill(brw_shader &s);
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bool brw_opt_register_coalesce(brw_shader &s);
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bool brw_opt_remove_extra_rounding_modes(brw_shader &s);
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bool brw_opt_remove_redundant_halts(brw_shader &s);
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@@ -83,6 +83,7 @@ libintel_compiler_brw_files = files(
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'brw_opt_copy_propagation.cpp',
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'brw_opt_cse.cpp',
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'brw_opt_dead_code_eliminate.cpp',
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'brw_opt_fill_spill.cpp',
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'brw_opt_register_coalesce.cpp',
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'brw_opt_saturate_propagation.cpp',
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'brw_opt_txf_combiner.cpp',
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@@ -75,6 +75,7 @@ static const struct debug_control_bitset debug_control[] = {
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OPT1("ann", DEBUG_ANNOTATION),
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OPT1("no8", DEBUG_NO8),
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OPT1("no-oaconfig", DEBUG_NO_OACONFIG),
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OPT1("no-fill-opt", DEBUG_NO_FILL_OPT),
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OPT1("spill_fs", DEBUG_SPILL_FS),
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OPT1("spill_vec4", DEBUG_SPILL_VEC4),
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OPT1("cs", DEBUG_CS),
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@@ -60,6 +60,7 @@ enum intel_debug_flag {
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DEBUG_MDA,
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DEBUG_ANNOTATION,
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DEBUG_NO_OACONFIG,
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DEBUG_NO_FILL_OPT,
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DEBUG_SPILL_FS,
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DEBUG_SPILL_VEC4,
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DEBUG_HEX,
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