| Commit message (Collapse) | Author | Age | Files | Lines |
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The fs_reg::offset field in byte units introduced in this patch is a
more straightforward alternative to the current register offset
representation split between fs_reg::reg_offset and ::subreg_offset.
The split representation makes it too easy to forget about one of the
offsets while dealing with the other, which has led to multiple
back-end bugs in the past. To make the matter worse the unit
reg_offset was expressed in was rather inconsistent, for uniforms it
would be expressed in either 4B or 16B units depending on the
back-end, and for most other things it would be expressed in 32B
units.
This encodes reg_offset as a new offset field expressed consistently
in byte units. Each rvalue reference of reg_offset in existing code
like 'x = r.reg_offset' is rewritten to 'x = r.offset / reg_unit', and
each lvalue reference like 'r.reg_offset = x' is rewritten to
'r.offset = r.offset % reg_unit + x * reg_unit'.
Because the change affects a lot of places and is rather non-trivial
to verify due to the inconsistent value of reg_unit, I've tried to
avoid making any additional changes other than applying the rewrite
rule above in order to keep the patch as simple as possible, sometimes
at the cost of introducing obvious stupidity (e.g. algebraic
expressions that could be simplified given some knowledge of the
context) -- I'll clean those up later on in a second pass.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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In addition to combining another field, we get replace silliness like
"reg.reg" with something that actually makes sense, "reg.nr"; and no one
will ever wonder again why dst.reg isn't a dst_reg.
Moving the now 16-bit nr field to a 16-bit boundary decreases code size
by about 3k.
Reviewed-by: Emil Velikov <emil.velikov@collabora.co.uk>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Right now virtual GRF book-keeping and allocation is performed in each
visitor class separately (among other hundred different things),
leading to duplicated logic in each visitor and preventing layering as
it forces any code that manipulates i965 IR and needs to allocate
virtual registers to depend on the specific visitor that happens to be
used to translate from GLSL IR.
v2: Use realloc()/free() to allocate VGRF book-keeping arrays (Connor).
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Also while we're touching var_from_reg, just make it an inline function.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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The next patch will be simplified because of this, and makes reading the
code a lot easier.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Acked-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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We've often created the CFG immediately before, so use it when
available.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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cfg, for instance, is a pointer to a local variable in
calculate_live_intervals, certainly not valid after that function has
returned.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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This will let us coalesce into texture-from-GRF arguments, which would
otherwise be prevented due to the live interval for the whole vgrf
extending across all the MOVs setting up the channels of the message
v2 (Kenneth Graunke): Rebase for renames.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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v2 (Kenneth Graunke): Rebase on s/live_variables/live_intervals/g.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This is the information we'll actually use to replace the
virtual_grf_start[]/end[] arrays.
No change in shader-db.
v2 (Kenneth Graunke): Rebase; minor comment updates.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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These blocks are about to grow some more code, and the indentation was
getting out of hand.
v2 (Kenneth Graunke): Rebase, minor typo fixes and style changes.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This significantly improves our handling of VGRFs of size > 1.
Previously, we only marked VGRFs as def'd if the whole register was
written by a single instruction. Large VGRFs which were written
piecemeal would not be considered def'd at all, even if they were
ultimately completely written.
Without being def'd, these were then marked "live in" to the basic
block, often extending the range to preceding blocks and sometimes
even the start of the program.
The new per-component tracking gives more accurate live intervals,
which makes register coalescing more effective.
In the future, this should help with texturing from GRFs on Gen7+.
A sampler message might be represented by a 2-register VGRF which
holds the texture coordinates. If those are incoming varyings,
they'll be produced by two PLN instructions, which are piecemeal writes.
No reduction in shader-db instruction counts. However, code which
prints the live interval ranges does show that some VGRFs now have
smaller (and more correct) live intervals.
v2: Rebase on current send-from-GRF code requiring adding extra use[]s.
v3: Rebase on live intervals fix to include defs in the end of the
interval.
v4 (Kenneth Graunke): Rebase; split off a few preparatory patches;
add lots of comments; minor style changes; rewrite commit message.
v5 (Eric Anholt): whitespace nit.
Written-by: Eric Anholt <eric@anholt.net> [v1-3]
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> [v4]
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net> (v4)
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num_vars was shorthand for the number of virtual GRFs. num_vgrfs is a
bit clearer. Plus, the next patch will introduce "vars" which are
distinct from vgrfs.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
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All member variables of fs_live_variables are already being
initialized from its constructor, it's not necessary to use rzalloc to
allocate its memory, and doing so makes it more likely that we will
start relying on the allocator to zero out all memory if the class is
ever extended with new member variables.
That's bad because it ties objects to some specific allocation scheme,
and gives unpredictable results when an object is created with a
different allocator -- Stack allocation, array allocation, or
aggregation inside a different object are some of the useful
possibilities that come to my mind.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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These classes declared a placement new operator, but didn't declare a
delete operator. Switching to the macro gives them a delete operator,
which probably is a good idea anyway.
This also eliminates a lot of boilerplate.
v2: Properly use RZALLOC in Mesa IR/TGSI translators. Caught by Eric
and Chad.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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We can execute way fewer instructions by doing our boolean manipulation
on an "int" of bits at a time, while also reducing our working set size.
Reduces compile time of L4D2's slowest shader from 4s to 1.1s
(-72.4% +/- 0.2%, n=10)
v2: Remove redundant masking (noted by Ken)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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fs_bblock_link -> bblock_link
fs_bblock -> bblock_t (to avoid conflicting with all the fs_bblock *bblock)
fs_cfg -> cfg_t (to avoid conflicting with all the fs_cfg *cfg)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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