For us they are basically uniforms too so we want to make their
lifespans short to facilitate allocating them to accumulators.
total instructions in shared programs: 13043585 -> 13015385 (-0.22%)
instructions in affected programs: 8326040 -> 8297840 (-0.34%)
helped: 24939
HURT: 19894
total threads in shared programs: 415860 -> 415858 (<.01%)
threads in affected programs: 4 -> 2 (-50.00%)
helped: 0
HURT: 1
total uniforms in shared programs: 3721953 -> 3720451 (-0.04%)
uniforms in affected programs: 96134 -> 94632 (-1.56%)
helped: 744
HURT: 435
total max-temps in shared programs: 2173431 -> 2154260 (-0.88%)
max-temps in affected programs: 264598 -> 245427 (-7.25%)
helped: 10858
HURT: 841
total spills in shared programs: 4005 -> 4010 (0.12%)
spills in affected programs: 700 -> 705 (0.71%)
helped: 5
HURT: 10
total fills in shared programs: 5801 -> 5817 (0.28%)
fills in affected programs: 1346 -> 1362 (1.19%)
helped: 6
HURT: 11
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15168>
If we are compiling with a strategy that does not allow TMU spills
we should not allow spilling anything that is not a uniform.
Otherwise the RA cost/benefit algorithm may choose to spill a
temp that is not uniform and that will cause us to immediately
fail the strategy and fallback to the next one, even if we
could've instead chosen to spill more uniforms to compile the
program successfully with that strategy.
Some relevant shader-db stats:
total instructions in shared programs: 13040711 -> 13043585 (0.02%)
instructions in affected programs: 234238 -> 237112 (1.23%)
helped: 73
HURT: 172
total threads in shared programs: 415664 -> 415860 (0.05%)
threads in affected programs: 196 -> 392 (100.00%)
helped: 98
HURT: 0
total uniforms in shared programs: 3717266 -> 3721953 (0.13%)
uniforms in affected programs: 12831 -> 17518 (36.53%)
helped: 6
HURT: 100
total max-temps in shared programs: 2174177 -> 2173431 (-0.03%)
max-temps in affected programs: 4597 -> 3851 (-16.23%)
helped: 79
HURT: 21
total spills in shared programs: 4010 -> 4005 (-0.12%)
spills in affected programs: 55 -> 50 (-9.09%)
helped: 5
HURT: 0
total fills in shared programs: 5820 -> 5801 (-0.33%)
fills in affected programs: 186 -> 167 (-10.22%)
helped: 5
HURT: 0
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15168>
Our cost was 5 which matches the number of instructions we have to
add for a TMU spill (a fill is 4 instructions).
Uniform spills on the other hand add an extra instruction for each
fill and remove one instruction for the spill itself. These have
a cost of 1.
Therefore, if we have a single spill+fill, we end up with +9
instructions if it is a TMU spill and +0 instructions with a uniform
spill, so making the former only 5 times more costly is probably
not a good idea, and this is without even considering the added
latency of the TMU accesses.
Relevant shader-db changes show this causes as a marginal instruction
count increase in a few shaders but better thread counts and lower
TMU spilling overall:
total instructions in shared programs: 13037315 -> 13040711 (0.03%)
instructions in affected programs: 370106 -> 373502 (0.92%)
helped: 187
HURT: 321
total threads in shared programs: 415090 -> 415664 (0.14%)
threads in affected programs: 574 -> 1148 (100.00%)
helped: 287
HURT: 0
total uniforms in shared programs: 3706674 -> 3717266 (0.29%)
uniforms in affected programs: 63075 -> 73667 (16.79%)
helped: 40
HURT: 395
total max-temps in shared programs: 2176080 -> 2174177 (-0.09%)
max-temps in affected programs: 15838 -> 13935 (-12.02%)
helped: 316
HURT: 34
total spills in shared programs: 4247 -> 4010 (-5.58%)
spills in affected programs: 2599 -> 2362 (-9.12%)
helped: 107
HURT: 14
total fills in shared programs: 6121 -> 5820 (-4.92%)
fills in affected programs: 3622 -> 3321 (-8.31%)
helped: 108
HURT: 13
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15168>
On V3D the quality of the code we generate is significantly affected by
how we decide to assign accumulators during register allocation, which
is determined by liveness, favoring short-lived temps.
There are many shaders that end up doing a whole lot of uniform loads
first, and using them later, which is very inconvenient for our register
allocation process because this increases uniform liveness and causes
us to use accumulators less efficientely, leading to significant churn.
To fix this, we move uniforms right before their first use in the same
block, but we need to do this after NIR scheduling, which means we are
doing it in non-SSA form, since the scheduler has a tendency to undo
this optimization and it is not easy to modify it to avoid it, since it
works in more abstract terms, using instruction dependencies, estimated
register pressure and instruction delay information to do its work,
which are very different concepts.
total instructions in shared programs: 13316738 -> 13033613 (-2.13%)
instructions in affected programs: 10389172 -> 10106047 (-2.73%)
helped: 55442
HURT: 16144
total threads in shared programs: 413722 -> 415048 (0.32%)
threads in affected programs: 1428 -> 2754 (92.86%)
helped: 680
HURT: 17
total loops in shared programs: 1716 -> 1690 (-1.52%)
loops in affected programs: 26 -> 0
helped: 26
HURT: 0
total uniforms in shared programs: 3704313 -> 3705181 (0.02%)
uniforms in affected programs: 687730 -> 688598 (0.13%)
helped: 2920
HURT: 7384
total max-temps in shared programs: 2364785 -> 2175190 (-8.02%)
max-temps in affected programs: 1215387 -> 1025792 (-15.60%)
helped: 49667
HURT: 1556
total spills in shared programs: 4241 -> 4248 (0.17%)
spills in affected programs: 642 -> 649 (1.09%)
helped: 11
HURT: 19
total fills in shared programs: 6115 -> 6125 (0.16%)
fills in affected programs: 1276 -> 1286 (0.78%)
helped: 11
HURT: 21
total sfu-stalls in shared programs: 34381 -> 36578 (6.39%)
sfu-stalls in affected programs: 16055 -> 18252 (13.68%)
helped: 3647
HURT: 5206
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15056>
If we have a postponed spill, the temp we create at ip is no longer
the spilled temp and therefore is affected by the thrsw injection.
Fixes corruption in the additive blending animation demo from
Three.js.
Fixes: f3c3228522 ('broadcom/compiler: do not rebuild the interference graph after each spill')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15112>
When we spill we add new temps. We should be careful not to access
liveness for these until we have re-computed it after all spills and
fill for that the spilled temp have been processed so as to avoid
out-of-bounds accesses to the c->temp_start and c->temp_end arrays.
This fixes a crash in a Three.js demo when we try to patch register
classes after a TMU spill that was caused because we would incorrectly
try to patch the same temps we had just added for the spill itself,
which is not only unnecessary but also incorrect since we these temps
would not have liveness information available yet and thus would
cause out of bounds accesses.
Fixes: f3c3228522 ('broadcom/compiler: do not rebuild the interference graph after each spill')
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15107>
Instead, we only recompute liveness and we add new nodes and
interferences to the graph manually (we also need to patch
register classes in some cases).
To assist in this process, we also add an ip counter to our
instructions that we also recompute after each spill, which we use
to identify registers that cross thrsw boundries introduced with
TMU spills and fills and adjust their register classes accordingly
(removing their capacity to use accumulators).
This significantly reduces the CPU cost of spills. Using
shaders/closed/gputest/piano/7.shader_test as reference:
Compile time up to the first successful compile strategy in main is
~24s and with this change it is ~11s. With this speed up, we can now
try all 2-thread compile strategies (including the fallback scheduler)
in only ~15s.
A full shader-db run results in:
Total CPU time (seconds): 9904.67 -> 9087.98 (-8.25%)
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15041>
We may be pipelining TMU writes and reads, in which case we can
see both TMUWT and LDTMU at the end of a TMU sequence, so we should
not assume that a TMUWT always terminates a sequence.
Also, we had a bug where we were using inst instead of scan_inst
to check if we find another TMUWT after the curent instruction.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15041>
Instead of whether they are allowed to spill or not. This is more flexible.
Also, while we are not currently enabling spilling on any 4-thread strategies,
should we do that in the future, always prefer a 4-thread compile.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15041>
Until now we would only allow spilling as a last resort in the
last 2 strategies, however, it is possible that in some cases
earlier strategies may produce less spills if we allowed spilling
on them.
Likewise, the fallback scheduler can sometimes produce less spills
than 2 threads with optimizations disabled.
With this change, we start allowing all our 2-thread strategies to
spill, and instead of choosing the first strategy that is successful,
we choose the one that doesn't spill or the one with the least amount
of spilling.
It should be noted that this may incur in a significant increase
of compile times. We will address this in a follow-up patch.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15041>
Since ldunif is a 32-bit instruction we need to demote these to
UBO loads, like we do for indirect indexing, with the exception
of scalar 16bit uniforms with an offset that is 32-bit aligned.
For the exception where we can use lfdunif we read a 32-bit slot
from memory where the uniform data is in the lower 16-bit and we
will read garbage in the upper 16-bit which we won't use anyway.
It should be noted that by using ldunif, we are consuming
32-bit from the uniform stream, but this is fine because
if there is valid uniform data in the upper 16-bit (i.e.
we had a ivec2 uniform aligned to a 32-bit address), since
we scalarize 16-bit loads, we would see another load uniform
with an unaligned offset for the second component, which we
will demote to UBO.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14648>
These are required by VK_KHR_16bit_storage. Our hardware, however,
doesn't provide any mechanism to decide on the rounding mode of
the conversion and it seems to be using RTE, so we implement
RTZ in software.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14648>
The vectorization pass can inject 32_2x16 (un)packing opcodes
upon successful vectorization of 16-bit operations into 32-bit
counterparts, so make sure we lower these to something our
backend can handle.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14648>
This allows us to implement 16-bit access on uniform and
storage buffers.
Notice that V3D hardware can only do general access on scalar
16-bit elements, which we currently enforce by running a lowering
pass during shader compile.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14648>
V3D hardware doesn't support vector access for general TMU load/store
operations like the ones we use for UBO and SSBO, so we need to split
these to scalar operations.
It should be noted that we also have a vectorization pass (which runs
later, during optimization), that may reconstruct some of these into
32-bit operations when possible (i.e. when the resulting operation
is 32-bit aligned).
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14648>
They are being used on integer to integer stores. From Vulkan sec,
final paragraph of 16.4.4 "Texel Output Format Conversion":
"Each component is converted based on its type and size (as
defined in the Format Definition section for each
VkFormat). ... Integer outputs are converted such that their value
is preserved. The converted value of any integer that cannot be
represented in the target format is undefined."
I didn't find a equivalent quote for OpenGL as all conversion entries
are forcused on float to integer, fixed-point to integer, etc, and not
on integer to integer. Didn't find any test failure with this change.
We didn't get any shader-db stats change with shaderdb (even
overriding to OpenGL 4.4 to get more shaders built), so as a reference
Vulkan shader-db stats with the pattern
dEQP-VK.image.*.with_format.*.*
total instructions in shared programs: 37534 -> 36522 (-2.70%)
instructions in affected programs: 12080 -> 11068 (-8.38%)
helped: 241
HURT: 0
Instructions are helped.
total uniforms in shared programs: 9100 -> 8550 (-6.04%)
uniforms in affected programs: 3004 -> 2454 (-18.31%)
helped: 229
HURT: 0
total max-temps in shared programs: 6110 -> 6014 (-1.57%)
max-temps in affected programs: 402 -> 306 (-23.88%)
helped: 43
HURT: 0
Max-temps are helped.
total nops in shared programs: 1523 -> 1526 (0.20%)
nops in affected programs: 21 -> 24 (14.29%)
helped: 3
HURT: 6
Inconclusive result (value mean confidence interval includes 0).
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14194>
Instead of stopping the merge process when we find an instruction
with an incompatible signal (such as an small immediate), keep
going and see if we can merge the thrsw in a previous instruction
that is compatible.
total instructions in shared programs: 13409835 -> 13356648 (-0.40%)
instructions in affected programs: 3556860 -> 3503673 (-1.50%)
helped: 17457
HURT: 18
Instructions are helped.
total max-temps in shared programs: 2353971 -> 2352956 (-0.04%)
max-temps in affected programs: 13960 -> 12945 (-7.27%)
helped: 703
HURT: 0
Max-temps are helped.
total spills in shared programs: 12301 -> 12301 (0.00%)
total sfu-stalls in shared programs: 32596 -> 32499 (-0.30%)
sfu-stalls in affected programs: 225 -> 128 (-43.11%)
helped: 79
HURT: 3
Sfu-stalls are helped.
total nops in shared programs: 347204 -> 325234 (-6.33%)
nops in affected programs: 99834 -> 77864 (-22.01%)
helped: 11515
HURT: 158
Nops are helped.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14172>
In the V3D driver there is a NIR lowering step for `image_store`
intrinsic, where the image store format is required for doing the proper
lowering.
Thus, let's define it for the download FS instead of
keeping it as NONE.
v2 (Illia)
- Use format only for drivers not supporting format-less writing.
v4 (Illia):
- Use PIPE_CAP_IMAGE_STORE_FORMATTED to reduce combinations.
v5 (Ilia):
- Use indirect array for download FS in not formatless-store support
drivers.
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13409>
Even although the option is called shaderdb, it is not really used by
shaderdb (for V3D shaderdb uses the debug option "precompile"). And in
fact, right now the output format is not compatible with shaderdb.
This commit tries to fix that, and as we are here, also try to make
the option more useful for the Vulkan case, as that debug option also
works with v3dv.
We can't really fully imitate shaderdb use with OpenGL (run with a set
of glsl shader tests), but we can at least assign a unique name (the
pipeline sha1 in text format) so we can compare executions of the same
vulkan application. For that remember to disable the on-disk cache.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13938>
If we did, we would have the instruction coming right after ldvary write
to the same implicit destination as ldvary at the same time. We prevent
this when merging instructions, but we should make sure we prevent this
when we move ldvary around for pipelining too.
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13921>
According to the spec the hardware locks the scoreboard on the first
or last thread switch (selected via shader state) and any TLB accesses
executed before this are not synchronized by hardware.
This change updates the logic to ensure we respect this requirement
and that we don't assume that the lock is acquired automatically
on the first TLB access, which is not valid at least since V3D 4.1+.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13910>
This solves a case where a NIR geometry shader was storing the output in
a non-constant:
vec4 32 ssa_1 = load_const (0xc0800000 /* -4.000000 */, 0xc1100000 /* -9.000000 */, 0x40400000 /* 3.000000 */, 0x40e00000 /* 7.000000 */)
vec1 32 ssa_7 = load_const (0x00000000 /* 0.000000 */)
vec1 32 ssa_8 = load_const (0x00000001 /* 0.000000 */)
vec1 32 ssa_9 = iadd ssa_7, ssa_8
vec1 32 ssa_19 = mov ssa_1.x
intrinsic store_output (ssa_19, ssa_9) (1, 1, 0, 160, 288) /* base=1 */ /* wrmask=x */ /* component=0 */ /* src_type=float32 */ /* location=32 slots=2 gs_streams(x=0 y=0 z=0 w=0) */
When lowering the VPM output we check if the destination (ssa_9 in this
case) is a constant to add to the VPM offset. We run a constant folding
optimization in an earlier VS lowering, and we should do the same for
GS.
This fixes multiple dEQP-VK.pipeline.interface_matching.* failures.
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13884>
While fragment and geometry shader were handling structs as inputs, they
weren't doing for it arrays of structures.
This fixes multiple dEQP-VK.pipeline.interface_matching.* failures and
assertions.
v2:
- Fix style (Iago).
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13884>
When early fragment tests are mandated by the shader, we must use
the Z value produced by the FEP even if there are elements that
would typically require late fragment tests (such as discards,
sample to coverage, etc).
This change means we also need to be a bit more careful when
we promote shaders to use early fragment tests so we don't
promote anything with discards for example.
Fixes:
dEQP-VK.fragment_operations.early_fragment.discard_early_fragment_tests_depth
dEQP-VK.fragment_operations.early_fragment.discard_early_fragment_tests_stencil
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13837>