mesa/src/gallium/drivers/freedreno/a3xx/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 "pipe/p_shader_tokens.h"
#include "util/u_math.h"
#include "ir3.h"
#include "ir3_visitor.h"
/*
* Register Assignment:
*
* NOTE: currently only works on a single basic block.. need to think
* about how multiple basic blocks are going to get scheduled. But
* I think I want to re-arrange how blocks work, ie. get rid of the
* block nesting thing..
*
* NOTE: we could do register coalescing (eliminate moves) as part of
* the RA step.. OTOH I think we need to do scheduling before register
* assignment. And if we remove a mov that effects scheduling (unless
* we leave a placeholder nop, which seems lame), so I'm not really
* sure how practical this is to do both in a single stage. But OTOH
* I'm not really sure a sane way for the CP stage to realize when it
* cannot remove a mov due to multi-register constraints..
*
*/
struct ir3_ra_ctx {
struct ir3_block *block;
enum shader_t type;
int cnt;
bool error;
};
struct ir3_ra_assignment {
int8_t off; /* offset of instruction dst within range */
uint8_t num; /* number of components for the range */
};
static void ra_assign(struct ir3_ra_ctx *ctx,
struct ir3_instruction *assigner, int num);
static struct ir3_ra_assignment ra_calc(struct ir3_instruction *instr);
/*
* Register Allocation:
*/
#define REG(n, wm) (struct ir3_register){ \
/*.flags = ((so)->half_precision) ? IR3_REG_HALF : 0,*/ \
.num = (n), \
.wrmask = TGSI_WRITEMASK_ ## wm, \
}
/* check that the register exists, is a GPR and is not special (a0/p0) */
static struct ir3_register * reg_check(struct ir3_instruction *instr, unsigned n)
{
if ((n < instr->regs_count) && reg_gpr(instr->regs[n]))
return instr->regs[n];
return NULL;
}
static int output_base(struct ir3_ra_ctx *ctx)
{
/* ugg, for fragment shader we need to have input at r0.x
* (or at least if there is a way to configure it, I can't
* see how because the blob driver always uses r0.x (ie.
* all zeros)
*/
if (ctx->type == SHADER_FRAGMENT)
return 2;
return 0;
}
/* live means read before written */
static void compute_liveregs(struct ir3_ra_ctx *ctx,
struct ir3_instruction *instr, regmask_t *liveregs)
{
struct ir3_block *block = instr->block;
regmask_t written;
unsigned i, j;
regmask_init(liveregs);
regmask_init(&written);
for (instr = instr->next; instr; instr = instr->next) {
struct ir3_register *r;
if (is_meta(instr))
continue;
/* check first src's read: */
for (j = 1; j < instr->regs_count; j++) {
r = reg_check(instr, j);
if (r)
regmask_set_if_not(liveregs, r, &written);
}
/* then dst written (if assigned already): */
if (instr->flags & IR3_INSTR_MARK) {
r = reg_check(instr, 0);
if (r)
regmask_set(&written, r);
}
}
/* be sure to account for output registers too: */
for (i = 0; i < block->noutputs; i++) {
struct ir3_register reg = REG(output_base(ctx) + i, X);
regmask_set_if_not(liveregs, &reg, &written);
}
}
/* calculate registers that are clobbered before last use of 'assigner'.
* This needs to be done backwards, although it could possibly be
* combined into compute_liveregs(). (Ie. compute_liveregs() could
* reverse the list, then do this part backwards reversing the list
* again back to original order.) Otoh, probably I should try to
* construct a proper interference graph instead.
*
* XXX this need to follow the same recursion path that is used for
* to rename/assign registers (ie. ra_assign_src()).. this is a bit
* ugly right now, maybe refactor into node iterator sort of things
* that iterates nodes in the correct order?
*/
static bool compute_clobbers(struct ir3_ra_ctx *ctx,
struct ir3_instruction *instr, struct ir3_instruction *assigner,
regmask_t *liveregs)
{
unsigned i;
bool live = false, was_live = false;
if (instr == NULL) {
struct ir3_block *block = ctx->block;
/* if at the end, check outputs: */
for (i = 0; i < block->noutputs; i++)
if (block->outputs[i] == assigner)
return true;
return false;
}
for (i = 1; i < instr->regs_count; i++) {
struct ir3_register *reg = instr->regs[i];
if ((reg->flags & IR3_REG_SSA) && (reg->instr == assigner)) {
if (is_meta(instr)) {
switch (instr->opc) {
case OPC_META_INPUT:
// TODO
assert(0);
break;
case OPC_META_FO:
case OPC_META_FI:
was_live |= compute_clobbers(ctx, instr->next,
instr, liveregs);
break;
default:
break;
}
}
live = true;
break;
}
}
was_live |= compute_clobbers(ctx, instr->next, assigner, liveregs);
if (was_live && (instr->regs_count > 0) &&
(instr->flags & IR3_INSTR_MARK) &&
!is_meta(instr))
regmask_set(liveregs, instr->regs[0]);
return live || was_live;
}
static int find_available(regmask_t *liveregs, int size)
{
unsigned i;
for (i = 0; i < MAX_REG - size; i++) {
if (!regmask_get(liveregs, &REG(i, X))) {
unsigned start = i++;
for (; (i < MAX_REG) && ((i - start) < size); i++)
if (regmask_get(liveregs, &REG(i, X)))
break;
if ((i - start) >= size)
return start;
}
}
assert(0);
return -1;
}
static int alloc_block(struct ir3_ra_ctx *ctx,
struct ir3_instruction *instr, int size)
{
if (!instr) {
/* special case, allocating shader outputs. At this
* point, nothing is allocated, just start the shader
* outputs at r0.x and let compute_liveregs() take
* care of the rest from here:
*/
return 0;
} else {
regmask_t liveregs;
compute_liveregs(ctx, instr, &liveregs);
// XXX XXX XXX XXX XXX XXX XXX XXX XXX
// XXX hack.. maybe ra_calc should give us a list of
// instrs to compute_clobbers() on?
if (is_meta(instr) && (instr->opc == OPC_META_INPUT) &&
(instr->regs_count == 1)) {
unsigned i, base = instr->regs[0]->num & ~0x3;
for (i = 0; i < 4; i++) {
struct ir3_instruction *in = ctx->block->inputs[base + i];
if (in)
compute_clobbers(ctx, in->next, in, &liveregs);
}
} else
// XXX XXX XXX XXX XXX XXX XXX XXX XXX
compute_clobbers(ctx, instr->next, instr, &liveregs);
return find_available(&liveregs, size);
}
}
/*
* Constraint Calculation:
*/
struct ra_calc_visitor {
struct ir3_visitor base;
struct ir3_ra_assignment a;
};
static inline struct ra_calc_visitor *ra_calc_visitor(struct ir3_visitor *v)
{
return (struct ra_calc_visitor *)v;
}
/* calculate register assignment for the instruction. If the register
* written by this instruction is required to be part of a range, to
* handle other (input/output/sam/bary.f/etc) contiguous register range
* constraints, that is calculated handled here.
*/
static void ra_calc_dst(struct ir3_visitor *v,
struct ir3_instruction *instr, struct ir3_register *reg)
{
struct ra_calc_visitor *c = ra_calc_visitor(v);
if (is_tex(instr)) {
c->a.off = 0;
c->a.num = 4;
} else {
c->a.off = 0;
c->a.num = 1;
}
}
static void
ra_calc_dst_shader_input(struct ir3_visitor *v,
struct ir3_instruction *instr, struct ir3_register *reg)
{
struct ra_calc_visitor *c = ra_calc_visitor(v);
struct ir3_block *block = instr->block;
struct ir3_register *dst = instr->regs[0];
unsigned base = dst->num & ~0x3;
unsigned i, num = 0;
assert(!(dst->flags & IR3_REG_IA));
/* check what input components we need: */
for (i = 0; i < 4; i++) {
unsigned idx = base + i;
if ((idx < block->ninputs) && block->inputs[idx])
num = i + 1;
}
c->a.off = dst->num - base;
c->a.num = num;
}
static void ra_calc_src_fanin(struct ir3_visitor *v,
struct ir3_instruction *instr, struct ir3_register *reg)
{
struct ra_calc_visitor *c = ra_calc_visitor(v);
unsigned srcn = ir3_instr_regno(instr, reg) - 1;
c->a.off += srcn;
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
c->a.num += srcn;
c->a.num = MAX2(c->a.num, instr->regs_count - 1);
}
static const struct ir3_visitor_funcs calc_visitor_funcs = {
.instr = ir3_visit_instr,
.dst_shader_input = ra_calc_dst_shader_input,
.dst_fanout = ra_calc_dst,
.dst_fanin = ra_calc_dst,
.dst = ra_calc_dst,
.src_fanout = ir3_visit_reg,
.src_fanin = ra_calc_src_fanin,
.src = ir3_visit_reg,
};
static struct ir3_ra_assignment ra_calc(struct ir3_instruction *assigner)
{
struct ra_calc_visitor v = {
.base.funcs = &calc_visitor_funcs,
};
ir3_visit_instr(&v.base, assigner);
return v.a;
}
/*
* Register Assignment:
*/
struct ra_assign_visitor {
struct ir3_visitor base;
struct ir3_ra_ctx *ctx;
int num;
};
static inline struct ra_assign_visitor *ra_assign_visitor(struct ir3_visitor *v)
{
return (struct ra_assign_visitor *)v;
}
static void ra_assign_reg(struct ir3_visitor *v,
struct ir3_instruction *instr, struct ir3_register *reg)
{
struct ra_assign_visitor *a = ra_assign_visitor(v);
reg->flags &= ~IR3_REG_SSA;
reg->num = a->num;
}
static void ra_assign_dst_shader_input(struct ir3_visitor *v,
struct ir3_instruction *instr, struct ir3_register *reg)
{
struct ra_assign_visitor *a = ra_assign_visitor(v);
unsigned i, base = reg->num & ~0x3;
int off = base - reg->num;
ra_assign_reg(v, instr, reg);
reg->flags |= IR3_REG_IA;
/* trigger assignment of all our companion input components: */
for (i = 0; i < 4; i++) {
struct ir3_instruction *in = instr->block->inputs[i+base];
if (in && is_meta(in) && (in->opc == OPC_META_INPUT))
ra_assign(a->ctx, in, a->num + off + i);
}
}
static void ra_assign_dst_fanout(struct ir3_visitor *v,
struct ir3_instruction *instr, struct ir3_register *reg)
{
struct ra_assign_visitor *a = ra_assign_visitor(v);
struct ir3_register *src = instr->regs[1];
ra_assign_reg(v, instr, reg);
if (src->flags & IR3_REG_SSA)
ra_assign(a->ctx, src->instr, a->num - instr->fo.off);
}
static void ra_assign_src_fanout(struct ir3_visitor *v,
struct ir3_instruction *instr, struct ir3_register *reg)
{
struct ra_assign_visitor *a = ra_assign_visitor(v);
ra_assign_reg(v, instr, reg);
ra_assign(a->ctx, instr, a->num + instr->fo.off);
}
static void ra_assign_src_fanin(struct ir3_visitor *v,
struct ir3_instruction *instr, struct ir3_register *reg)
{
struct ra_assign_visitor *a = ra_assign_visitor(v);
unsigned j, srcn = ir3_instr_regno(instr, reg) - 1;
ra_assign_reg(v, instr, reg);
ra_assign(a->ctx, instr, a->num - srcn);
for (j = 1; j < instr->regs_count; j++) {
struct ir3_register *reg = instr->regs[j];
if (reg->flags & IR3_REG_SSA) /* could be renamed already */
ra_assign(a->ctx, reg->instr, a->num - srcn + j - 1);
}
}
static const struct ir3_visitor_funcs assign_visitor_funcs = {
.instr = ir3_visit_instr,
.dst_shader_input = ra_assign_dst_shader_input,
.dst_fanout = ra_assign_dst_fanout,
.dst_fanin = ra_assign_reg,
.dst = ra_assign_reg,
.src_fanout = ra_assign_src_fanout,
.src_fanin = ra_assign_src_fanin,
.src = ra_assign_reg,
};
static void ra_assign(struct ir3_ra_ctx *ctx,
struct ir3_instruction *assigner, int num)
{
struct ra_assign_visitor v = {
.base.funcs = &assign_visitor_funcs,
.ctx = ctx,
.num = num,
};
/* if we've already visited this instruction, bail now: */
if (ir3_instr_check_mark(assigner)) {
debug_assert(assigner->regs[0]->num == num);
if (assigner->regs[0]->num != num) {
/* impossible situation, should have been resolved
* at an earlier stage by inserting extra mov's:
*/
ctx->error = true;
}
return;
}
ir3_visit_instr(&v.base, assigner);
}
/*
*
*/
static void ir3_instr_ra(struct ir3_ra_ctx *ctx,
struct ir3_instruction *instr)
{
struct ir3_ra_assignment a;
unsigned num;
/* skip over nop's */
if (instr->regs_count == 0)
return;
/* skip writes to a0, p0, etc */
if (!reg_gpr(instr->regs[0]))
return;
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 we've already visited this instruction, bail now: */
if (instr->flags & IR3_INSTR_MARK)
return;
/* allocate register(s): */
a = ra_calc(instr);
num = alloc_block(ctx, instr, a.num) + a.off;
ra_assign(ctx, instr, num);
}
/* flatten into shader: */
// XXX this should probably be somewhere else:
static void legalize(struct ir3_ra_ctx *ctx, struct ir3_block *block)
{
struct ir3_instruction *n;
struct ir3_shader *shader = block->shader;
struct ir3_instruction *end =
ir3_instr_create(block, 0, OPC_END);
struct ir3_instruction *last_input = NULL;
regmask_t needs_ss_war;
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
regmask_t needs_ss;
regmask_t needs_sy;
regmask_init(&needs_ss_war);
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
regmask_init(&needs_ss);
regmask_init(&needs_sy);
shader->instrs_count = 0;
for (n = block->head; n; n = n->next) {
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
unsigned i;
if (is_meta(n))
continue;
for (i = 1; i < n->regs_count; i++) {
reg = n->regs[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
if (reg_gpr(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
/* TODO: we probably only need (ss) for alu
* instr consuming sfu result.. need to make
* some tests for both this and (sy)..
*/
if (regmask_get(&needs_ss, reg)) {
n->flags |= IR3_INSTR_SS;
regmask_init(&needs_ss);
}
if (regmask_get(&needs_sy, reg)) {
n->flags |= IR3_INSTR_SY;
regmask_init(&needs_sy);
}
}
}
if (n->regs_count > 0) {
reg = n->regs[0];
if (regmask_get(&needs_ss_war, reg)) {
n->flags |= IR3_INSTR_SS;
regmask_init(&needs_ss_war); // ??? I assume?
}
}
/* cat5+ does not have an (ss) bit, if needed we need to
* insert a nop to carry the sync flag. Would be kinda
* clever if we were aware of this during scheduling, but
* this should be a pretty rare case:
*/
if ((n->flags & IR3_INSTR_SS) && (n->category >= 5)) {
struct ir3_instruction *nop;
nop = ir3_instr_create(block, 0, OPC_NOP);
nop->flags |= IR3_INSTR_SS;
n->flags &= ~IR3_INSTR_SS;
}
/* need to be able to set (ss) on first instruction: */
if ((shader->instrs_count == 0) && (n->category >= 5))
ir3_instr_create(block, 0, OPC_NOP);
if (is_nop(n) && shader->instrs_count) {
struct ir3_instruction *last =
shader->instrs[shader->instrs_count-1];
if (is_nop(last) && (last->repeat < 5)) {
last->repeat++;
last->flags |= n->flags;
continue;
}
}
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
shader->instrs[shader->instrs_count++] = n;
if (is_sfu(n))
regmask_set(&needs_ss, n->regs[0]);
if (is_tex(n))
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
regmask_set(&needs_sy, n->regs[0]);
/* both tex/sfu appear to not always immediately consume
* their src register(s):
*/
if (is_tex(n) || is_sfu(n)) {
for (i = 1; i < n->regs_count; i++) {
reg = n->regs[i];
if (reg_gpr(reg))
regmask_set(&needs_ss_war, 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 (is_input(n))
last_input = n;
}
if (last_input)
last_input->regs[0]->flags |= IR3_REG_EI;
shader->instrs[shader->instrs_count++] = end;
shader->instrs[0]->flags |= IR3_INSTR_SS | IR3_INSTR_SY;
}
static int block_ra(struct ir3_ra_ctx *ctx, struct ir3_block *block)
{
struct ir3_instruction *n;
if (!block->parent) {
unsigned i;
int base, off = output_base(ctx);
base = alloc_block(ctx, NULL, block->noutputs + off);
for (i = 0; i < block->noutputs; i++)
if (block->outputs[i])
ra_assign(ctx, block->outputs[i], base + i + off);
if (ctx->type == SHADER_FRAGMENT) {
for (i = 0; i < block->ninputs; i++)
if (block->inputs[i])
ra_assign(ctx, block->inputs[i], base + i);
} else {
for (i = 0; i < block->ninputs; i++)
if (block->inputs[i])
ir3_instr_ra(ctx, block->inputs[i]);
}
}
/* then loop over instruction list and assign registers:
*/
n = block->head;
while (n) {
ir3_instr_ra(ctx, n);
if (ctx->error)
return -1;
n = n->next;
}
legalize(ctx, block);
return 0;
}
int ir3_block_ra(struct ir3_block *block, enum shader_t type)
{
struct ir3_ra_ctx ctx = {
.block = block,
.type = type,
};
ir3_shader_clear_mark(block->shader);
return block_ra(&ctx, block);
}