vir_register_allocate.c revision 01e04c3f
1/* 2 * Copyright © 2014 Broadcom 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24#include "util/ralloc.h" 25#include "util/register_allocate.h" 26#include "common/v3d_device_info.h" 27#include "v3d_compiler.h" 28 29#define QPU_R(i) { .magic = false, .index = i } 30 31#define ACC_INDEX 0 32#define ACC_COUNT 5 33#define PHYS_INDEX (ACC_INDEX + ACC_COUNT) 34#define PHYS_COUNT 64 35 36static bool 37is_last_ldtmu(struct qinst *inst, struct qblock *block) 38{ 39 list_for_each_entry_from(struct qinst, scan_inst, inst, 40 &block->instructions, link) { 41 if (inst->qpu.sig.ldtmu) 42 return false; 43 if (v3d_qpu_writes_tmu(&inst->qpu)) 44 return true; 45 } 46 47 return true; 48} 49 50static int 51v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g, 52 uint32_t *temp_to_node) 53{ 54 float block_scale = 1.0; 55 float spill_costs[c->num_temps]; 56 bool in_tmu_operation = false; 57 bool started_last_seg = false; 58 59 for (unsigned i = 0; i < c->num_temps; i++) 60 spill_costs[i] = 0.0; 61 62 /* XXX: Scale the cost up when inside of a loop. */ 63 vir_for_each_block(block, c) { 64 vir_for_each_inst(inst, block) { 65 /* We can't insert a new TMU operation while currently 66 * in a TMU operation, and we can't insert new thread 67 * switches after starting output writes. 68 */ 69 bool no_spilling = 70 (in_tmu_operation || 71 (c->threads > 1 && started_last_seg)); 72 73 for (int i = 0; i < vir_get_nsrc(inst); i++) { 74 if (inst->src[i].file != QFILE_TEMP) 75 continue; 76 77 int temp = inst->src[i].index; 78 if (no_spilling) { 79 BITSET_CLEAR(c->spillable, 80 temp); 81 } else { 82 spill_costs[temp] += block_scale; 83 } 84 } 85 86 if (inst->dst.file == QFILE_TEMP) { 87 int temp = inst->dst.index; 88 89 if (no_spilling) { 90 BITSET_CLEAR(c->spillable, 91 temp); 92 } else { 93 spill_costs[temp] += block_scale; 94 } 95 } 96 97 /* Refuse to spill a ldvary's dst, because that means 98 * that ldvary's r5 would end up being used across a 99 * thrsw. 100 */ 101 if (inst->qpu.sig.ldvary) { 102 assert(inst->dst.file == QFILE_TEMP); 103 BITSET_CLEAR(c->spillable, inst->dst.index); 104 } 105 106 if (inst->is_last_thrsw) 107 started_last_seg = true; 108 109 if (v3d_qpu_writes_vpm(&inst->qpu) || 110 v3d_qpu_uses_tlb(&inst->qpu)) 111 started_last_seg = true; 112 113 /* Track when we're in between a TMU setup and the 114 * final LDTMU or TMUWT from that TMU setup. We can't 115 * spill/fill any temps during that time, because that 116 * involves inserting a new TMU setup/LDTMU sequence. 117 */ 118 if (inst->qpu.sig.ldtmu && 119 is_last_ldtmu(inst, block)) 120 in_tmu_operation = false; 121 122 if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU && 123 inst->qpu.alu.add.op == V3D_QPU_A_TMUWT) 124 in_tmu_operation = false; 125 126 if (v3d_qpu_writes_tmu(&inst->qpu)) 127 in_tmu_operation = true; 128 } 129 } 130 131 for (unsigned i = 0; i < c->num_temps; i++) { 132 int node = temp_to_node[i]; 133 134 if (BITSET_TEST(c->spillable, i)) 135 ra_set_node_spill_cost(g, node, spill_costs[i]); 136 } 137 138 return ra_get_best_spill_node(g); 139} 140 141/* The spill offset for this thread takes a bit of setup, so do it once at 142 * program start. 143 */ 144static void 145v3d_setup_spill_base(struct v3d_compile *c) 146{ 147 c->cursor = vir_before_block(vir_entry_block(c)); 148 149 int start_num_temps = c->num_temps; 150 151 /* Each thread wants to be in a separate region of the scratch space 152 * so that the QPUs aren't fighting over cache lines. We have the 153 * driver keep a single global spill BO rather than 154 * per-spilling-program BOs, so we need a uniform from the driver for 155 * what the per-thread scale is. 156 */ 157 struct qreg thread_offset = 158 vir_UMUL(c, 159 vir_TIDX(c), 160 vir_uniform(c, QUNIFORM_SPILL_SIZE_PER_THREAD, 0)); 161 162 /* Each channel in a reg is 4 bytes, so scale them up by that. */ 163 struct qreg element_offset = vir_SHL(c, vir_EIDX(c), 164 vir_uniform_ui(c, 2)); 165 166 c->spill_base = vir_ADD(c, 167 vir_ADD(c, thread_offset, element_offset), 168 vir_uniform(c, QUNIFORM_SPILL_OFFSET, 0)); 169 170 /* Make sure that we don't spill the spilling setup instructions. */ 171 for (int i = start_num_temps; i < c->num_temps; i++) 172 BITSET_CLEAR(c->spillable, i); 173} 174 175static void 176v3d_emit_spill_tmua(struct v3d_compile *c, uint32_t spill_offset) 177{ 178 vir_ADD_dest(c, vir_reg(QFILE_MAGIC, 179 V3D_QPU_WADDR_TMUA), 180 c->spill_base, 181 vir_uniform_ui(c, spill_offset)); 182} 183 184static void 185v3d_spill_reg(struct v3d_compile *c, int spill_temp) 186{ 187 uint32_t spill_offset = c->spill_size; 188 c->spill_size += 16 * sizeof(uint32_t); 189 190 if (spill_offset == 0) 191 v3d_setup_spill_base(c); 192 193 struct qinst *last_thrsw = c->last_thrsw; 194 assert(!last_thrsw || last_thrsw->is_last_thrsw); 195 196 int start_num_temps = c->num_temps; 197 198 vir_for_each_inst_inorder(inst, c) { 199 for (int i = 0; i < vir_get_nsrc(inst); i++) { 200 if (inst->src[i].file != QFILE_TEMP || 201 inst->src[i].index != spill_temp) { 202 continue; 203 } 204 205 c->cursor = vir_before_inst(inst); 206 207 v3d_emit_spill_tmua(c, spill_offset); 208 vir_emit_thrsw(c); 209 inst->src[i] = vir_LDTMU(c); 210 c->fills++; 211 } 212 213 if (inst->dst.file == QFILE_TEMP && 214 inst->dst.index == spill_temp) { 215 c->cursor = vir_after_inst(inst); 216 217 inst->dst.index = c->num_temps++; 218 vir_MOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUD), 219 inst->dst); 220 v3d_emit_spill_tmua(c, spill_offset); 221 vir_emit_thrsw(c); 222 vir_TMUWT(c); 223 c->spills++; 224 } 225 226 /* If we didn't have a last-thrsw inserted by nir_to_vir and 227 * we've been inserting thrsws, then insert a new last_thrsw 228 * right before we start the vpm/tlb sequence for the last 229 * thread segment. 230 */ 231 if (!last_thrsw && c->last_thrsw && 232 (v3d_qpu_writes_vpm(&inst->qpu) || 233 v3d_qpu_uses_tlb(&inst->qpu))) { 234 c->cursor = vir_before_inst(inst); 235 vir_emit_thrsw(c); 236 237 last_thrsw = c->last_thrsw; 238 last_thrsw->is_last_thrsw = true; 239 } 240 } 241 242 /* Make sure c->last_thrsw is the actual last thrsw, not just one we 243 * inserted in our most recent unspill. 244 */ 245 if (last_thrsw) 246 c->last_thrsw = last_thrsw; 247 248 /* Don't allow spilling of our spilling instructions. There's no way 249 * they can help get things colored. 250 */ 251 for (int i = start_num_temps; i < c->num_temps; i++) 252 BITSET_CLEAR(c->spillable, i); 253} 254 255struct v3d_ra_select_callback_data { 256 uint32_t next_acc; 257 uint32_t next_phys; 258}; 259 260static unsigned int 261v3d_ra_select_callback(struct ra_graph *g, BITSET_WORD *regs, void *data) 262{ 263 struct v3d_ra_select_callback_data *v3d_ra = data; 264 265 /* Choose an accumulator if possible (I think it's lower power than 266 * phys regs), but round-robin through them to give post-RA 267 * instruction selection more options. 268 */ 269 for (int i = 0; i < ACC_COUNT; i++) { 270 int acc_off = (v3d_ra->next_acc + i) % ACC_COUNT; 271 int acc = ACC_INDEX + acc_off; 272 273 if (BITSET_TEST(regs, acc)) { 274 v3d_ra->next_acc = acc_off + 1; 275 return acc; 276 } 277 } 278 279 for (int i = 0; i < PHYS_COUNT; i++) { 280 int phys_off = (v3d_ra->next_phys + i) % PHYS_COUNT; 281 int phys = PHYS_INDEX + phys_off; 282 283 if (BITSET_TEST(regs, phys)) { 284 v3d_ra->next_phys = phys_off + 1; 285 return phys; 286 } 287 } 288 289 unreachable("RA must pass us at least one possible reg."); 290} 291 292bool 293vir_init_reg_sets(struct v3d_compiler *compiler) 294{ 295 /* Allocate up to 3 regfile classes, for the ways the physical 296 * register file can be divided up for fragment shader threading. 297 */ 298 int max_thread_index = (compiler->devinfo->ver >= 40 ? 2 : 3); 299 300 compiler->regs = ra_alloc_reg_set(compiler, PHYS_INDEX + PHYS_COUNT, 301 true); 302 if (!compiler->regs) 303 return false; 304 305 for (int threads = 0; threads < max_thread_index; threads++) { 306 compiler->reg_class_phys_or_acc[threads] = 307 ra_alloc_reg_class(compiler->regs); 308 compiler->reg_class_phys[threads] = 309 ra_alloc_reg_class(compiler->regs); 310 311 for (int i = PHYS_INDEX; 312 i < PHYS_INDEX + (PHYS_COUNT >> threads); i++) { 313 ra_class_add_reg(compiler->regs, 314 compiler->reg_class_phys_or_acc[threads], i); 315 ra_class_add_reg(compiler->regs, 316 compiler->reg_class_phys[threads], i); 317 } 318 319 for (int i = ACC_INDEX + 0; i < ACC_INDEX + ACC_COUNT; i++) { 320 ra_class_add_reg(compiler->regs, 321 compiler->reg_class_phys_or_acc[threads], i); 322 } 323 } 324 325 ra_set_finalize(compiler->regs, NULL); 326 327 return true; 328} 329 330struct node_to_temp_map { 331 uint32_t temp; 332 uint32_t priority; 333}; 334 335static int 336node_to_temp_priority(const void *in_a, const void *in_b) 337{ 338 const struct node_to_temp_map *a = in_a; 339 const struct node_to_temp_map *b = in_b; 340 341 return a->priority - b->priority; 342} 343 344#define CLASS_BIT_PHYS (1 << 0) 345#define CLASS_BIT_R0_R2 (1 << 1) 346#define CLASS_BIT_R3 (1 << 2) 347#define CLASS_BIT_R4 (1 << 3) 348 349/** 350 * Returns a mapping from QFILE_TEMP indices to struct qpu_regs. 351 * 352 * The return value should be freed by the caller. 353 */ 354struct qpu_reg * 355v3d_register_allocate(struct v3d_compile *c, bool *spilled) 356{ 357 struct node_to_temp_map map[c->num_temps]; 358 uint32_t temp_to_node[c->num_temps]; 359 uint8_t class_bits[c->num_temps]; 360 struct qpu_reg *temp_registers = calloc(c->num_temps, 361 sizeof(*temp_registers)); 362 int acc_nodes[ACC_COUNT]; 363 struct v3d_ra_select_callback_data callback_data = { 364 .next_acc = 0, 365 /* Start at RF3, to try to keep the TLB writes from using 366 * RF0-2. 367 */ 368 .next_phys = 3, 369 }; 370 371 *spilled = false; 372 373 vir_calculate_live_intervals(c); 374 375 /* Convert 1, 2, 4 threads to 0, 1, 2 index. 376 * 377 * V3D 4.x has double the physical register space, so 64 physical regs 378 * are available at both 1x and 2x threading, and 4x has 32. 379 */ 380 int thread_index = ffs(c->threads) - 1; 381 if (c->devinfo->ver >= 40) { 382 if (thread_index >= 1) 383 thread_index--; 384 } 385 386 struct ra_graph *g = ra_alloc_interference_graph(c->compiler->regs, 387 c->num_temps + 388 ARRAY_SIZE(acc_nodes)); 389 ra_set_select_reg_callback(g, v3d_ra_select_callback, &callback_data); 390 391 /* Make some fixed nodes for the accumulators, which we will need to 392 * interfere with when ops have implied r3/r4 writes or for the thread 393 * switches. We could represent these as classes for the nodes to 394 * live in, but the classes take up a lot of memory to set up, so we 395 * don't want to make too many. 396 */ 397 for (int i = 0; i < ARRAY_SIZE(acc_nodes); i++) { 398 acc_nodes[i] = c->num_temps + i; 399 ra_set_node_reg(g, acc_nodes[i], ACC_INDEX + i); 400 } 401 402 for (uint32_t i = 0; i < c->num_temps; i++) { 403 map[i].temp = i; 404 map[i].priority = c->temp_end[i] - c->temp_start[i]; 405 } 406 qsort(map, c->num_temps, sizeof(map[0]), node_to_temp_priority); 407 for (uint32_t i = 0; i < c->num_temps; i++) { 408 temp_to_node[map[i].temp] = i; 409 } 410 411 /* Figure out our register classes and preallocated registers. We 412 * start with any temp being able to be in any file, then instructions 413 * incrementally remove bits that the temp definitely can't be in. 414 */ 415 memset(class_bits, 416 CLASS_BIT_PHYS | CLASS_BIT_R0_R2 | CLASS_BIT_R3 | CLASS_BIT_R4, 417 sizeof(class_bits)); 418 419 int ip = 0; 420 vir_for_each_inst_inorder(inst, c) { 421 /* If the instruction writes r3/r4 (and optionally moves its 422 * result to a temp), nothing else can be stored in r3/r4 across 423 * it. 424 */ 425 if (vir_writes_r3(c->devinfo, inst)) { 426 for (int i = 0; i < c->num_temps; i++) { 427 if (c->temp_start[i] < ip && 428 c->temp_end[i] > ip) { 429 ra_add_node_interference(g, 430 temp_to_node[i], 431 acc_nodes[3]); 432 } 433 } 434 } 435 if (vir_writes_r4(c->devinfo, inst)) { 436 for (int i = 0; i < c->num_temps; i++) { 437 if (c->temp_start[i] < ip && 438 c->temp_end[i] > ip) { 439 ra_add_node_interference(g, 440 temp_to_node[i], 441 acc_nodes[4]); 442 } 443 } 444 } 445 446 if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU) { 447 switch (inst->qpu.alu.add.op) { 448 case V3D_QPU_A_LDVPMV_IN: 449 case V3D_QPU_A_LDVPMV_OUT: 450 case V3D_QPU_A_LDVPMD_IN: 451 case V3D_QPU_A_LDVPMD_OUT: 452 case V3D_QPU_A_LDVPMP: 453 case V3D_QPU_A_LDVPMG_IN: 454 case V3D_QPU_A_LDVPMG_OUT: 455 /* LDVPMs only store to temps (the MA flag 456 * decides whether the LDVPM is in or out) 457 */ 458 assert(inst->dst.file == QFILE_TEMP); 459 class_bits[inst->dst.index] &= CLASS_BIT_PHYS; 460 break; 461 462 case V3D_QPU_A_RECIP: 463 case V3D_QPU_A_RSQRT: 464 case V3D_QPU_A_EXP: 465 case V3D_QPU_A_LOG: 466 case V3D_QPU_A_SIN: 467 case V3D_QPU_A_RSQRT2: 468 /* The SFU instructions write directly to the 469 * phys regfile. 470 */ 471 assert(inst->dst.file == QFILE_TEMP); 472 class_bits[inst->dst.index] &= CLASS_BIT_PHYS; 473 break; 474 475 default: 476 break; 477 } 478 } 479 480 if (inst->src[0].file == QFILE_REG) { 481 switch (inst->src[0].index) { 482 case 0: 483 case 1: 484 case 2: 485 /* Payload setup instructions: Force allocate 486 * the dst to the given register (so the MOV 487 * will disappear). 488 */ 489 assert(inst->qpu.alu.mul.op == V3D_QPU_M_MOV); 490 assert(inst->dst.file == QFILE_TEMP); 491 ra_set_node_reg(g, 492 temp_to_node[inst->dst.index], 493 PHYS_INDEX + 494 inst->src[0].index); 495 break; 496 } 497 } 498 499 if (inst->qpu.sig.thrsw) { 500 /* All accumulators are invalidated across a thread 501 * switch. 502 */ 503 for (int i = 0; i < c->num_temps; i++) { 504 if (c->temp_start[i] < ip && c->temp_end[i] > ip) 505 class_bits[i] &= CLASS_BIT_PHYS; 506 } 507 } 508 509 ip++; 510 } 511 512 for (uint32_t i = 0; i < c->num_temps; i++) { 513 if (class_bits[i] == CLASS_BIT_PHYS) { 514 ra_set_node_class(g, temp_to_node[i], 515 c->compiler->reg_class_phys[thread_index]); 516 } else { 517 assert(class_bits[i] == (CLASS_BIT_PHYS | 518 CLASS_BIT_R0_R2 | 519 CLASS_BIT_R3 | 520 CLASS_BIT_R4)); 521 ra_set_node_class(g, temp_to_node[i], 522 c->compiler->reg_class_phys_or_acc[thread_index]); 523 } 524 } 525 526 for (uint32_t i = 0; i < c->num_temps; i++) { 527 for (uint32_t j = i + 1; j < c->num_temps; j++) { 528 if (!(c->temp_start[i] >= c->temp_end[j] || 529 c->temp_start[j] >= c->temp_end[i])) { 530 ra_add_node_interference(g, 531 temp_to_node[i], 532 temp_to_node[j]); 533 } 534 } 535 } 536 537 /* Debug code to force a bit of register spilling, for running across 538 * conformance tests to make sure that spilling works. 539 */ 540 int force_register_spills = 0; 541 if (c->spill_size < 16 * sizeof(uint32_t) * force_register_spills) { 542 int node = v3d_choose_spill_node(c, g, temp_to_node); 543 if (node != -1) { 544 v3d_spill_reg(c, map[node].temp); 545 ralloc_free(g); 546 *spilled = true; 547 return NULL; 548 } 549 } 550 551 bool ok = ra_allocate(g); 552 if (!ok) { 553 /* Try to spill, if we can't reduce threading first. */ 554 if (thread_index == 0) { 555 int node = v3d_choose_spill_node(c, g, temp_to_node); 556 557 if (node != -1) { 558 v3d_spill_reg(c, map[node].temp); 559 ralloc_free(g); 560 561 /* Ask the outer loop to call back in. */ 562 *spilled = true; 563 return NULL; 564 } 565 } 566 567 free(temp_registers); 568 return NULL; 569 } 570 571 for (uint32_t i = 0; i < c->num_temps; i++) { 572 int ra_reg = ra_get_node_reg(g, temp_to_node[i]); 573 if (ra_reg < PHYS_INDEX) { 574 temp_registers[i].magic = true; 575 temp_registers[i].index = (V3D_QPU_WADDR_R0 + 576 ra_reg - ACC_INDEX); 577 } else { 578 temp_registers[i].magic = false; 579 temp_registers[i].index = ra_reg - PHYS_INDEX; 580 } 581 582 /* If the value's never used, just write to the NOP register 583 * for clarity in debug output. 584 */ 585 if (c->temp_start[i] == c->temp_end[i]) { 586 temp_registers[i].magic = true; 587 temp_registers[i].index = V3D_QPU_WADDR_NOP; 588 } 589 } 590 591 ralloc_free(g); 592 593 if (V3D_DEBUG & V3D_DEBUG_SHADERDB) { 594 fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d spills\n", 595 vir_get_stage_name(c), 596 c->program_id, c->variant_id, 597 c->spills); 598 599 fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d fills\n", 600 vir_get_stage_name(c), 601 c->program_id, c->variant_id, 602 c->fills); 603 } 604 605 return temp_registers; 606} 607