mesa/src/gallium/drivers/freedreno/ir3/ir3_ra.c

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freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
/*
* Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Authors:
* Rob Clark <robclark@freedesktop.org>
*/
#include "util/u_math.h"
#include "util/register_allocate.h"
#include "util/ralloc.h"
#include "util/bitset.h"
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
#include "ir3.h"
#include "ir3_compiler.h"
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
/*
* Register Assignment:
*
* Uses the register_allocate util, which implements graph coloring
* algo with interference classes. To handle the cases where we need
* consecutive registers (for example, texture sample instructions),
* we model these as larger (double/quad/etc) registers which conflict
* with the corresponding registers in other classes.
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
*
* Additionally we create additional classes for half-regs, which
* do not conflict with the full-reg classes. We do need at least
* sizes 1-4 (to deal w/ texture sample instructions output to half-
* reg). At the moment we don't create the higher order half-reg
* classes as half-reg frequently does not have enough precision
* for texture coords at higher resolutions.
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
*
* There are some additional cases that we need to handle specially,
* as the graph coloring algo doesn't understand "partial writes".
* For example, a sequence like:
*
* add r0.z, ...
* sam (f32)(xy)r0.x, ...
* ...
* sam (f32)(xyzw)r0.w, r0.x, ... ; 3d texture, so r0.xyz are coord
*
* In this scenario, we treat r0.xyz as class size 3, which is written
* (from a use/def perspective) at the 'add' instruction and ignore the
* subsequent partial writes to r0.xy. So the 'add r0.z, ...' is the
* defining instruction, as it is the first to partially write r0.xyz.
*
* Note i965 has a similar scenario, which they solve with a virtual
* LOAD_PAYLOAD instruction which gets turned into multiple MOV's after
* register assignment. But for us that is horrible from a scheduling
* standpoint. Instead what we do is use idea of 'definer' instruction.
* Ie. the first instruction (lowest ip) to write to the array is the
* one we consider from use/def perspective when building interference
* graph. (Other instructions which write other array elements just
* define the variable some more.)
*/
static const unsigned class_sizes[] = {
1, 2, 3, 4,
4 + 4, /* txd + 1d/2d */
4 + 6, /* txd + 3d */
/* temporary: until we can assign arrays, create classes so we
* can round up array to fit. NOTE with tgsi arrays should
* really all be multiples of four:
*/
4 * 4,
4 * 8,
4 * 16,
4 * 32,
};
#define class_count ARRAY_SIZE(class_sizes)
static const unsigned half_class_sizes[] = {
1, 2, 3, 4,
};
#define half_class_count ARRAY_SIZE(half_class_sizes)
#define total_class_count (class_count + half_class_count)
/* Below a0.x are normal regs. RA doesn't need to assign a0.x/p0.x. */
#define NUM_REGS (4 * (REG_A0 - 1))
/* Number of virtual regs in a given class: */
#define CLASS_REGS(i) (NUM_REGS - (class_sizes[i] - 1))
#define HALF_CLASS_REGS(i) (NUM_REGS - (half_class_sizes[i] - 1))
/* register-set, created one time, used for all shaders: */
struct ir3_ra_reg_set {
struct ra_regs *regs;
unsigned int classes[class_count];
unsigned int half_classes[half_class_count];
/* maps flat virtual register space to base gpr: */
uint16_t *ra_reg_to_gpr;
/* maps cls,gpr to flat virtual register space: */
uint16_t **gpr_to_ra_reg;
};
/* One-time setup of RA register-set, which describes all the possible
* "virtual" registers and their interferences. Ie. double register
* occupies (and conflicts with) two single registers, and so forth.
* Since registers do not need to be aligned to their class size, they
* can conflict with other registers in the same class too. Ie:
*
* Single (base) | Double
* --------------+---------------
* R0 | D0
* R1 | D0 D1
* R2 | D1 D2
* R3 | D2
* .. and so on..
*
* (NOTE the disassembler uses notation like r0.x/y/z/w but those are
* really just four scalar registers. Don't let that confuse you.)
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
*/
struct ir3_ra_reg_set *
ir3_ra_alloc_reg_set(void *memctx)
{
struct ir3_ra_reg_set *set = rzalloc(memctx, struct ir3_ra_reg_set);
unsigned ra_reg_count, reg, first_half_reg;
unsigned int **q_values;
/* calculate # of regs across all classes: */
ra_reg_count = 0;
for (unsigned i = 0; i < class_count; i++)
ra_reg_count += CLASS_REGS(i);
for (unsigned i = 0; i < half_class_count; i++)
ra_reg_count += HALF_CLASS_REGS(i);
/* allocate and populate q_values: */
q_values = ralloc_array(set, unsigned *, total_class_count);
for (unsigned i = 0; i < class_count; i++) {
q_values[i] = rzalloc_array(q_values, unsigned, total_class_count);
/* From register_allocate.c:
*
* q(B,C) (indexed by C, B is this register class) in
* Runeson/Nyström paper. This is "how many registers of B could
* the worst choice register from C conflict with".
*
* If we just let the register allocation algorithm compute these
* values, is extremely expensive. However, since all of our
* registers are laid out, we can very easily compute them
* ourselves. View the register from C as fixed starting at GRF n
* somewhere in the middle, and the register from B as sliding back
* and forth. Then the first register to conflict from B is the
* one starting at n - class_size[B] + 1 and the last register to
* conflict will start at n + class_size[B] - 1. Therefore, the
* number of conflicts from B is class_size[B] + class_size[C] - 1.
*
* +-+-+-+-+-+-+ +-+-+-+-+-+-+
* B | | | | | |n| --> | | | | | | |
* +-+-+-+-+-+-+ +-+-+-+-+-+-+
* +-+-+-+-+-+
* C |n| | | | |
* +-+-+-+-+-+
*
* (Idea copied from brw_fs_reg_allocate.cpp)
*/
for (unsigned j = 0; j < class_count; j++)
q_values[i][j] = class_sizes[i] + class_sizes[j] - 1;
}
for (unsigned i = class_count; i < total_class_count; i++) {
q_values[i] = ralloc_array(q_values, unsigned, total_class_count);
/* see comment above: */
for (unsigned j = class_count; j < total_class_count; j++) {
q_values[i][j] = half_class_sizes[i - class_count] +
half_class_sizes[j - class_count] - 1;
}
}
/* allocate the reg-set.. */
set->regs = ra_alloc_reg_set(set, ra_reg_count);
set->ra_reg_to_gpr = ralloc_array(set, uint16_t, ra_reg_count);
set->gpr_to_ra_reg = ralloc_array(set, uint16_t *, total_class_count);
/* .. and classes */
reg = 0;
for (unsigned i = 0; i < class_count; i++) {
set->classes[i] = ra_alloc_reg_class(set->regs);
set->gpr_to_ra_reg[i] = ralloc_array(set, uint16_t, CLASS_REGS(i));
for (unsigned j = 0; j < CLASS_REGS(i); j++) {
ra_class_add_reg(set->regs, set->classes[i], reg);
set->ra_reg_to_gpr[reg] = j;
set->gpr_to_ra_reg[i][j] = reg;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
for (unsigned br = j; br < j + class_sizes[i]; br++)
ra_add_transitive_reg_conflict(set->regs, br, reg);
reg++;
}
}
first_half_reg = reg;
for (unsigned i = 0; i < half_class_count; i++) {
set->half_classes[i] = ra_alloc_reg_class(set->regs);
set->gpr_to_ra_reg[class_count + i] =
ralloc_array(set, uint16_t, CLASS_REGS(i));
for (unsigned j = 0; j < HALF_CLASS_REGS(i); j++) {
ra_class_add_reg(set->regs, set->half_classes[i], reg);
set->ra_reg_to_gpr[reg] = j;
set->gpr_to_ra_reg[class_count + i][j] = reg;
for (unsigned br = j; br < j + half_class_sizes[i]; br++)
ra_add_transitive_reg_conflict(set->regs, br + first_half_reg, reg);
reg++;
}
}
ra_set_finalize(set->regs, q_values);
ralloc_free(q_values);
return set;
}
/* register-assign context, per-shader */
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
struct ir3_ra_ctx {
struct ir3 *ir;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
enum shader_t type;
bool frag_face;
struct ir3_ra_reg_set *set;
struct ra_graph *g;
unsigned alloc_count;
unsigned class_alloc_count[total_class_count];
unsigned class_base[total_class_count];
unsigned instr_cnt;
unsigned *def, *use; /* def/use table */
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
};
/* additional block-data (per-block) */
struct ir3_ra_block_data {
BITSET_WORD *def; /* variables defined before used in block */
BITSET_WORD *use; /* variables used before defined in block */
BITSET_WORD *livein; /* which defs reach entry point of block */
BITSET_WORD *liveout; /* which defs reach exit point of block */
};
static bool
is_half(struct ir3_instruction *instr)
{
return !!(instr->regs[0]->flags & IR3_REG_HALF);
}
static int
size_to_class(unsigned sz, bool half)
{
if (half) {
for (unsigned i = 0; i < half_class_count; i++)
if (half_class_sizes[i] >= sz)
return i + class_count;
} else {
for (unsigned i = 0; i < class_count; i++)
if (class_sizes[i] >= sz)
return i;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
}
debug_assert(0);
return -1;
}
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
static bool
is_temp(struct ir3_register *reg)
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
{
if (reg->flags & (IR3_REG_CONST | IR3_REG_IMMED))
return false;
if (reg->flags & IR3_REG_RELATIV) // TODO
return false;
if ((reg->num == regid(REG_A0, 0)) ||
(reg->num == regid(REG_P0, 0)))
return false;
return true;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
}
static bool
writes_gpr(struct ir3_instruction *instr)
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
{
if (is_store(instr))
return false;
/* is dest a normal temp register: */
return is_temp(instr->regs[0]);
}
static struct ir3_instruction *
get_definer(struct ir3_instruction *instr, int *sz, int *off)
{
struct ir3_instruction *d = NULL;
if (is_meta(instr) && (instr->opc == OPC_META_FI)) {
/* What about the case where collect is subset of array, we
* need to find the distance between where actual array starts
* and fanin.. that probably doesn't happen currently.
*/
struct ir3_register *src;
/* note: don't use foreach_ssa_src as this gets called once
* while assigning regs (which clears SSA flag)
*/
foreach_src(src, instr) {
if (!src->instr)
continue;
if ((!d) || (src->instr->ip < d->ip))
d = src->instr;
}
*sz = instr->regs_count - 1;
*off = 0;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
} else if (instr->cp.right || instr->cp.left) {
/* covers also the meta:fo case, which ends up w/ single
* scalar instructions for each component:
*/
struct ir3_instruction *f = ir3_neighbor_first(instr);
/* by definition, the entire sequence forms one linked list
* of single scalar register nodes (even if some of them may
* be fanouts from a texture sample (for example) instr. We
* just need to walk the list finding the first element of
* the group defined (lowest ip)
*/
int cnt = 0;
d = f;
while (f) {
if (f->ip < d->ip)
d = f;
if (f == instr)
*off = cnt;
f = f->cp.right;
cnt++;
}
*sz = cnt;
} else {
/* second case is looking directly at the instruction which
* produces multiple values (eg, texture sample), rather
* than the fanout nodes that point back to that instruction.
* This isn't quite right, because it may be part of a larger
* group, such as:
*
* sam (f32)(xyzw)r0.x, ...
* add r1.x, ...
* add r1.y, ...
* sam (f32)(xyzw)r2.x, r0.w <-- (r0.w, r1.x, r1.y)
*
* need to come up with a better way to handle that case.
*/
if (instr->address) {
*sz = instr->regs[0]->size;
} else {
*sz = util_last_bit(instr->regs[0]->wrmask);
}
*off = 0;
d = instr;
}
if (d->regs[0]->flags & IR3_REG_PHI_SRC) {
struct ir3_instruction *phi = d->regs[0]->instr;
struct ir3_instruction *dd;
int dsz, doff;
dd = get_definer(phi, &dsz, &doff);
*sz = MAX2(*sz, dsz);
*off = doff;
if (dd->ip < d->ip) {
d = dd;
}
}
if (is_meta(d) && (d->opc == OPC_META_PHI)) {
/* we have already inserted parallel-copies into
* the phi, so we don't need to chase definers
*/
struct ir3_register *src;
/* note: don't use foreach_ssa_src as this gets called once
* while assigning regs (which clears SSA flag)
*/
foreach_src(src, d) {
if (!src->instr)
continue;
if (src->instr->ip < d->ip)
d = src->instr;
}
}
if (is_meta(d) && (d->opc == OPC_META_FO)) {
struct ir3_instruction *dd;
int dsz, doff;
dd = get_definer(d->regs[1]->instr, &dsz, &doff);
/* by definition, should come before: */
debug_assert(dd->ip < d->ip);
*sz = MAX2(*sz, dsz);
/* Fanout's are grouped, so *off should already valid */
d = dd;
}
return d;
}
/* give each instruction a name (and ip), and count up the # of names
* of each class
*/
static void
ra_block_name_instructions(struct ir3_ra_ctx *ctx, struct ir3_block *block)
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
{
list_for_each_entry (struct ir3_instruction, instr, &block->instr_list, node) {
struct ir3_instruction *defn;
int cls, sz, off;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
ctx->instr_cnt++;
if (instr->regs_count == 0)
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
continue;
if (!writes_gpr(instr))
continue;
defn = get_definer(instr, &sz, &off);
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
if (defn != instr)
continue;
/* arrays which don't fit in one of the pre-defined class
* sizes are pre-colored:
*
* TODO but we still need to allocate names for them, don't we??
*/
cls = size_to_class(sz, is_half(defn));
if (cls >= 0) {
instr->name = ctx->class_alloc_count[cls]++;
ctx->alloc_count++;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
}
}
}
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
static void
ra_init(struct ir3_ra_ctx *ctx)
{
ir3_clear_mark(ctx->ir);
ir3_count_instructions(ctx->ir);
list_for_each_entry (struct ir3_block, block, &ctx->ir->block_list, node) {
ra_block_name_instructions(ctx, block);
}
/* figure out the base register name for each class. The
* actual ra name is class_base[cls] + instr->name;
*/
ctx->class_base[0] = 0;
for (unsigned i = 1; i < total_class_count; i++) {
ctx->class_base[i] = ctx->class_base[i-1] +
ctx->class_alloc_count[i-1];
}
ctx->g = ra_alloc_interference_graph(ctx->set->regs, ctx->alloc_count);
ctx->def = rzalloc_array(ctx->g, unsigned, ctx->alloc_count);
ctx->use = rzalloc_array(ctx->g, unsigned, ctx->alloc_count);
}
static unsigned
ra_name(struct ir3_ra_ctx *ctx, int cls, struct ir3_instruction *defn)
{
unsigned name;
debug_assert(cls >= 0);
name = ctx->class_base[cls] + defn->name;
debug_assert(name < ctx->alloc_count);
return name;
}
static void
ra_destroy(struct ir3_ra_ctx *ctx)
{
ralloc_free(ctx->g);
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
}
static void
ra_block_compute_live_ranges(struct ir3_ra_ctx *ctx, struct ir3_block *block)
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
{
struct ir3_ra_block_data *bd;
unsigned bitset_words = BITSET_WORDS(ctx->alloc_count);
bd = rzalloc(ctx->g, struct ir3_ra_block_data);
bd->def = rzalloc_array(bd, BITSET_WORD, bitset_words);
bd->use = rzalloc_array(bd, BITSET_WORD, bitset_words);
bd->livein = rzalloc_array(bd, BITSET_WORD, bitset_words);
bd->liveout = rzalloc_array(bd, BITSET_WORD, bitset_words);
block->bd = bd;
list_for_each_entry (struct ir3_instruction, instr, &block->instr_list, node) {
struct ir3_instruction *src;
if (instr->regs_count == 0)
continue;
/* There are a couple special cases to deal with here:
*
* fanout: used to split values from a higher class to a lower
* class, for example split the results of a texture fetch
* into individual scalar values; We skip over these from
* a 'def' perspective, and for a 'use' we walk the chain
* up to the defining instruction.
*
* fanin: used to collect values from lower class and assemble
* them together into a higher class, for example arguments
* to texture sample instructions; We consider these to be
* defined at the earliest fanin source.
*
* phi: used to merge values from different flow control paths
* to the same reg. Consider defined at earliest phi src,
* and update all the other phi src's (which may come later
* in the program) as users to extend the var's live range.
*
* Most of this, other than phi, is completely handled in the
* get_definer() helper.
*
* In either case, we trace the instruction back to the original
* definer and consider that as the def/use ip.
*/
if (writes_gpr(instr)) {
struct ir3_instruction *defn;
int cls, sz, off;
defn = get_definer(instr, &sz, &off);
if (defn == instr) {
/* arrays which don't fit in one of the pre-defined class
* sizes are pre-colored:
*/
cls = size_to_class(sz, is_half(defn));
if (cls >= 0) {
unsigned name = ra_name(ctx, cls, defn);
ctx->def[name] = defn->ip;
ctx->use[name] = defn->ip;
/* since we are in SSA at this point: */
debug_assert(!BITSET_TEST(bd->use, name));
BITSET_SET(bd->def, name);
if (is_half(defn)) {
ra_set_node_class(ctx->g, name,
ctx->set->half_classes[cls - class_count]);
} else {
ra_set_node_class(ctx->g, name,
ctx->set->classes[cls]);
}
/* extend the live range for phi srcs, which may come
* from the bottom of the loop
*/
if (defn->regs[0]->flags & IR3_REG_PHI_SRC) {
struct ir3_instruction *phi = defn->regs[0]->instr;
foreach_ssa_src(src, phi) {
/* if src is after phi, then we need to extend
* the liverange to the end of src's block:
*/
if (src->ip > phi->ip) {
struct ir3_instruction *last =
list_last_entry(&src->block->instr_list,
struct ir3_instruction, node);
ctx->use[name] = MAX2(ctx->use[name], last->ip);
}
}
}
}
}
}
foreach_ssa_src(src, instr) {
if (writes_gpr(src)) {
struct ir3_instruction *srcdefn;
int cls, sz, off;
srcdefn = get_definer(src, &sz, &off);
cls = size_to_class(sz, is_half(srcdefn));
if (cls >= 0) {
unsigned name = ra_name(ctx, cls, srcdefn);
ctx->use[name] = MAX2(ctx->use[name], instr->ip);
if (!BITSET_TEST(bd->def, name))
BITSET_SET(bd->use, name);
}
}
}
}
}
static bool
ra_compute_livein_liveout(struct ir3_ra_ctx *ctx)
{
unsigned bitset_words = BITSET_WORDS(ctx->alloc_count);
bool progress = false;
list_for_each_entry (struct ir3_block, block, &ctx->ir->block_list, node) {
struct ir3_ra_block_data *bd = block->bd;
/* update livein: */
for (unsigned i = 0; i < bitset_words; i++) {
BITSET_WORD new_livein =
(bd->use[i] | (bd->liveout[i] & ~bd->def[i]));
if (new_livein & ~bd->livein[i]) {
bd->livein[i] |= new_livein;
progress = true;
}
}
/* update liveout: */
for (unsigned j = 0; j < ARRAY_SIZE(block->successors); j++) {
struct ir3_block *succ = block->successors[j];
struct ir3_ra_block_data *succ_bd;
if (!succ)
continue;
succ_bd = succ->bd;
for (unsigned i = 0; i < bitset_words; i++) {
BITSET_WORD new_liveout =
(succ_bd->livein[i] & ~bd->liveout[i]);
if (new_liveout) {
bd->liveout[i] |= new_liveout;
progress = true;
}
}
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
}
}
return progress;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
}
static void
ra_add_interference(struct ir3_ra_ctx *ctx)
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
{
struct ir3 *ir = ctx->ir;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
/* compute live ranges (use/def) on a block level, also updating
* block's def/use bitmasks (used below to calculate per-block
* livein/liveout):
*/
list_for_each_entry (struct ir3_block, block, &ir->block_list, node) {
ra_block_compute_live_ranges(ctx, block);
}
/* update per-block livein/liveout: */
while (ra_compute_livein_liveout(ctx)) {}
/* extend start/end ranges based on livein/liveout info from cfg: */
unsigned bitset_words = BITSET_WORDS(ctx->alloc_count);
list_for_each_entry (struct ir3_block, block, &ir->block_list, node) {
struct ir3_ra_block_data *bd = block->bd;
for (unsigned i = 0; i < bitset_words; i++) {
if (BITSET_TEST(bd->livein, i)) {
ctx->def[i] = MIN2(ctx->def[i], block->start_ip);
ctx->use[i] = MAX2(ctx->use[i], block->start_ip);
}
if (BITSET_TEST(bd->liveout, i)) {
ctx->def[i] = MIN2(ctx->def[i], block->end_ip);
ctx->use[i] = MAX2(ctx->use[i], block->end_ip);
}
}
}
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
/* need to fix things up to keep outputs live: */
for (unsigned i = 0; i < ir->noutputs; i++) {
struct ir3_instruction *instr = ir->outputs[i];
struct ir3_instruction *defn;
int cls, sz, off;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
defn = get_definer(instr, &sz, &off);
cls = size_to_class(sz, is_half(defn));
if (cls >= 0) {
unsigned name = ra_name(ctx, cls, defn);
ctx->use[name] = ctx->instr_cnt;
}
}
for (unsigned i = 0; i < ctx->alloc_count; i++) {
for (unsigned j = 0; j < ctx->alloc_count; j++) {
if (!((ctx->def[i] >= ctx->use[j]) ||
(ctx->def[j] >= ctx->use[i]))) {
ra_add_node_interference(ctx->g, i, j);
}
}
}
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
}
/* some instructions need fix-up if dst register is half precision: */
static void fixup_half_instr_dst(struct ir3_instruction *instr)
{
switch (instr->category) {
case 1: /* move instructions */
instr->cat1.dst_type = half_type(instr->cat1.dst_type);
break;
case 3:
switch (instr->opc) {
case OPC_MAD_F32:
instr->opc = OPC_MAD_F16;
break;
case OPC_SEL_B32:
instr->opc = OPC_SEL_B16;
break;
case OPC_SEL_S32:
instr->opc = OPC_SEL_S16;
break;
case OPC_SEL_F32:
instr->opc = OPC_SEL_F16;
break;
case OPC_SAD_S32:
instr->opc = OPC_SAD_S16;
break;
/* instructions may already be fixed up: */
case OPC_MAD_F16:
case OPC_SEL_B16:
case OPC_SEL_S16:
case OPC_SEL_F16:
case OPC_SAD_S16:
break;
default:
assert(0);
break;
}
break;
case 5:
instr->cat5.type = half_type(instr->cat5.type);
break;
}
}
/* some instructions need fix-up if src register is half precision: */
static void fixup_half_instr_src(struct ir3_instruction *instr)
{
switch (instr->category) {
case 1: /* move instructions */
instr->cat1.src_type = half_type(instr->cat1.src_type);
break;
}
}
static void
reg_assign(struct ir3_ra_ctx *ctx, struct ir3_register *reg,
struct ir3_instruction *instr)
{
struct ir3_instruction *defn;
int cls, sz, off;
defn = get_definer(instr, &sz, &off);
cls = size_to_class(sz, is_half(defn));
if (cls >= 0) {
unsigned name = ra_name(ctx, cls, defn);
unsigned r = ra_get_node_reg(ctx->g, name);
unsigned num = ctx->set->ra_reg_to_gpr[r] + off;
if (reg->flags & IR3_REG_RELATIV)
num += reg->offset;
reg->num = num;
reg->flags &= ~(IR3_REG_SSA | IR3_REG_PHI_SRC);
if (is_half(defn))
reg->flags |= IR3_REG_HALF;
}
}
static void
ra_block_alloc(struct ir3_ra_ctx *ctx, struct ir3_block *block)
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
{
list_for_each_entry (struct ir3_instruction, instr, &block->instr_list, node) {
struct ir3_register *reg;
if (instr->regs_count == 0)
continue;
if (writes_gpr(instr)) {
reg_assign(ctx, instr->regs[0], instr);
if (instr->regs[0]->flags & IR3_REG_HALF)
fixup_half_instr_dst(instr);
}
foreach_src_n(reg, n, instr) {
struct ir3_instruction *src = reg->instr;
if (!src)
continue;
reg_assign(ctx, instr->regs[n+1], src);
if (instr->regs[n+1]->flags & IR3_REG_HALF)
fixup_half_instr_src(instr);
}
}
}
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
static int
ra_alloc(struct ir3_ra_ctx *ctx)
{
/* frag shader inputs get pre-assigned, since we have some
* constraints/unknowns about setup for some of these regs:
*/
if (ctx->type == SHADER_FRAGMENT) {
struct ir3 *ir = ctx->ir;
unsigned i = 0, j;
if (ctx->frag_face && (i < ir->ninputs) && ir->inputs[i]) {
struct ir3_instruction *instr = ir->inputs[i];
int cls = size_to_class(1, true);
unsigned name = ra_name(ctx, cls, instr);
unsigned reg = ctx->set->gpr_to_ra_reg[cls][0];
/* if we have frag_face, it gets hr0.x */
ra_set_node_reg(ctx->g, name, reg);
i += 4;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
}
for (j = 0; i < ir->ninputs; i++) {
struct ir3_instruction *instr = ir->inputs[i];
if (instr) {
struct ir3_instruction *defn;
int cls, sz, off;
defn = get_definer(instr, &sz, &off);
if (defn == instr) {
unsigned name, reg;
cls = size_to_class(sz, is_half(defn));
name = ra_name(ctx, cls, defn);
reg = ctx->set->gpr_to_ra_reg[cls][j];
ra_set_node_reg(ctx->g, name, reg);
j += sz;
}
}
}
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
}
if (!ra_allocate(ctx->g))
return -1;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
list_for_each_entry (struct ir3_block, block, &ctx->ir->block_list, node) {
ra_block_alloc(ctx, block);
}
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
return 0;
}
int ir3_ra(struct ir3 *ir, enum shader_t type,
bool frag_coord, bool frag_face)
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
{
struct ir3_ra_ctx ctx = {
.ir = ir,
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
.type = type,
.frag_face = frag_face,
.set = ir->compiler->set,
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
};
int ret;
ra_init(&ctx);
ra_add_interference(&ctx);
ret = ra_alloc(&ctx);
ra_destroy(&ctx);
return ret;
freedreno/a3xx/compiler: new compiler The new compiler generates a dependency graph of instructions, including a few meta-instructions to handle PHI and preserve some extra information needed for register assignment, etc. The depth pass assigned a weight/depth to each node (based on sum of instruction cycles of a given node and all it's dependent nodes), which is used to schedule instructions. The scheduling takes into account the minimum number of cycles/slots between dependent instructions, etc. Which was something that could not be handled properly with the original compiler (which was more of a naive TGSI translator than an actual compiler). The register assignment is currently split out as a standalone pass. I expect that it will be replaced at some point, once I figure out what to do about relative addressing (which is currently the only thing that should cause fallback to old compiler). There are a couple new debug options for FD_MESA_DEBUG env var: optmsgs - enable debug prints in optimizer optdump - dump instruction graph in .dot format, for example: http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot.png http://people.freedesktop.org/~robclark/a3xx/frag-0000.dot At this point, thanks to proper handling of instruction scheduling, the new compiler fixes a lot of things that were broken before, and does not appear to break anything that was working before[1]. So even though it is not finished, it seems useful to merge it in it's current state. [1] Not merged in this commit, because I'm not sure if it really belongs in mesa tree, but the following commit implements a simple shader emulator, which I've used to compare the output of the new compiler to the original compiler (ie. run it on all the TGSI shaders dumped out via ST_DEBUG=tgsi with various games/apps): https://github.com/freedreno/mesa/commit/163b6306b1660e05ece2f00d264a8393d99b6f12 Signed-off-by: Rob Clark <robclark@freedesktop.org>
2014-01-29 22:18:49 +00:00
}