[PATCH 5/5] d3dcompiler: Allocate temporary registers for variables.

Zebediah Figura zfigura at codeweavers.com
Wed Apr 1 14:49:15 CDT 2020


On 4/1/20 2:35 PM, Matteo Bruni wrote:
> On Wed, Apr 1, 2020 at 9:20 PM Zebediah Figura <zfigura at codeweavers.com> wrote:
>>
>> On 4/1/20 1:37 PM, Matteo Bruni wrote:
>>> On Mon, Mar 30, 2020 at 4:54 AM Zebediah Figura <z.figura12 at gmail.com> wrote:
>>>
>>> Hi Zeb,
>>>
>>> I have a number of questions / comments, inline.
>>>
>>>> diff --git a/dlls/d3dcompiler_43/hlsl.y b/dlls/d3dcompiler_43/hlsl.y
>>>> index d6c64edcace..f828e05e335 100644
>>>> --- a/dlls/d3dcompiler_43/hlsl.y
>>>> +++ b/dlls/d3dcompiler_43/hlsl.y
>>>> @@ -2732,6 +2732,177 @@ static void compute_liveness(struct hlsl_ir_function_decl *entry_func)
>>>>       compute_liveness_recurse(entry_func->body, 0, 0);
>>>>   }
>>>>
>>>> +struct liveness_ctx
>>>> +{
>>>> +    size_t count;
>>>> +    struct
>>>> +    {
>>>> +        /* 0 if not live yet. */
>>>> +        unsigned int last_read;
>>>> +    } *regs;
>>>> +};
>>>> +
>>>> +static unsigned char get_dead_writemask(struct liveness_ctx *liveness,
>>>> +        unsigned int first_write, unsigned int index, unsigned int components)
>>>
>>> Maybe get_available_writemask()? Same for the other similarly named functions.
>>
>> Sure.
>>
>>>
>>>> +{
>>>> +    unsigned char i, writemask = 0, count = 0;
>>>> +
>>>> +    for (i = 0; i < 4; ++i)
>>>> +    {
>>>> +        if (liveness->regs[index + i].last_read <= first_write)
>>>> +        {
>>>> +            writemask |= 1 << i;
>>>> +            if (++count == components)
>>>> +                return writemask;
>>>> +        }
>>>> +    }
>>>> +
>>>> +    return 0;
>>>> +}
>>>> +
>>>> +static struct hlsl_reg allocate_temp_register(struct liveness_ctx *liveness,
>>>> +        unsigned int first_write, unsigned int last_read, unsigned char components)
>>>
>>> How is this going to be different to the non-temp register allocation?
>>
>> The main difference is with uniforms (and anonymous constants, in sm1),
>> since they're essentially live from program entry.
>>
>> That said, after rereading my uniform allocation path, I'm not sure why
>> I did write it any differently. The only real reason would seem to be to
>> avoid looping through the entire register array every time, but I didn't
>> even bother making that optimization...
>>
>>>
>>>> +{
>>>> +    struct hlsl_reg ret = {.allocated = TRUE};
>>>> +    unsigned char writemask, i;
>>>> +    unsigned int regnum;
>>>> +
>>>> +    for (regnum = 0; regnum < liveness->count; regnum += 4)
>>>> +    {
>>>> +        if ((writemask = get_dead_writemask(liveness, first_write, regnum, components)))
>>>> +            break;
>>>> +    }
>>>> +    if (regnum == liveness->count)
>>>> +    {
>>>> +        liveness->count = max(liveness->count * 2, 32);
>>>> +        liveness->regs = d3dcompiler_realloc(liveness->regs, liveness->count * sizeof(*liveness->regs));
>>>
>>> Do we want to use array_reserve() here?
>>
>> Yes, definitely. I wrote this code before adding that, and forgot about
>> it...
>>
>>>
>>>> +        writemask = (1 << components) - 1;
>>>> +    }
>>>> +    for (i = 0; i < 4; ++i)
>>>> +    {
>>>> +        if (writemask & (1 << i))
>>>> +            liveness->regs[regnum + i].last_read = last_read;
>>>> +    }
>>>> +    ret.reg = regnum / 4;
>>>> +    ret.writemask = writemask;
>>>> +    return ret;
>>>> +}
>>>> +
>>>> +static BOOL is_range_dead(struct liveness_ctx *liveness, unsigned int first_write,
>>>> +        unsigned int index, unsigned int elements)
>>>> +{
>>>> +    unsigned int i;
>>>> +
>>>> +    for (i = 0; i < elements; i += 4)
>>>> +    {
>>>> +        if (!get_dead_writemask(liveness, first_write, index + i, 4))
>>>> +            return FALSE;
>>>> +    }
>>>> +    return TRUE;
>>>> +}
>>>> +
>>>> +/* "elements" is the total number of consecutive whole registers needed. */
>>>> +static struct hlsl_reg allocate_temp_range(struct liveness_ctx *liveness,
>>>> +        unsigned int first_write, unsigned int last_read, unsigned int elements)
>>>> +{
>>>> +    struct hlsl_reg ret = {.allocated = TRUE};
>>>> +    unsigned int i, regnum;
>>>> +
>>>> +    elements *= 4;
>>>> +
>>>> +    for (regnum = 0; regnum < liveness->count; regnum += 4)
>>>> +    {
>>>> +        if (is_range_dead(liveness, first_write, regnum, min(elements, liveness->count - regnum)))
>>>> +            break;
>>>> +    }
>>>> +    if (regnum + elements >= liveness->count)
>>>> +    {
>>>> +        liveness->count = max(liveness->count * 2, regnum + elements);
>>>> +        liveness->regs = d3dcompiler_realloc(liveness->regs, liveness->count * sizeof(*liveness->regs));
>>>> +    }
>>>> +    for (i = 0; i < elements; ++i)
>>>> +        liveness->regs[regnum + i].last_read = last_read;
>>>> +    ret.reg = regnum / 4;
>>>> +    return ret;
>>>
>>> It feels like the for should execute elements * 4 iterations, instead.
>>
>> It does; "elements *= 4" above. Maybe explicitly multiplying by 4 every
>> time would be clearer?
> 
> Eh, I'm blind. Not sure, maybe have a "components = elements * 4;" and
> use that throughout. I HOPE that's a bit more foolproof...

Sure, that sound like a good solution.

> 
>>>
>>>> +}
>>>> +
>>>> +static void allocate_variable_temp_register(struct hlsl_ir_var *var, struct liveness_ctx *liveness)
>>>> +{
>>>> +    if (!var->reg.allocated && var->last_read)
>>>> +    {
>>>> +        if (var->data_type->reg_size > 1)
>>>> +        {
>>>> +            var->reg = allocate_temp_range(liveness, var->first_write,
>>>> +                    var->last_read, var->data_type->reg_size);
>>>> +            TRACE("Allocated r%u-r%u to %s (liveness %u-%u).\n", var->reg.reg,
>>>> +                    var->reg.reg + var->data_type->reg_size - 1, var->name, var->first_write, var->last_read);
>>>> +        }
>>>> +        else
>>>> +        {
>>>> +            var->reg = allocate_temp_register(liveness, var->first_write,
>>>> +                    var->last_read, var->data_type->dimx);
>>>> +            TRACE("Allocated r%u%s to %s (liveness %u-%u).\n", var->reg.reg,
>>>> +                    debug_writemask(var->reg.writemask), var->name, var->first_write, var->last_read);
>>>> +        }
>>>> +    }
>>>> +}
>>>> +
>>>> +static void allocate_temp_registers_recurse(struct list *instrs, struct liveness_ctx *liveness)
>>>> +{
>>>> +    struct hlsl_ir_node *instr;
>>>> +
>>>> +    LIST_FOR_EACH_ENTRY(instr, instrs, struct hlsl_ir_node, entry)
>>>> +    {
>>>> +        switch (instr->type)
>>>> +        {
>>>> +        case HLSL_IR_ASSIGNMENT:
>>>> +        {
>>>> +            struct hlsl_ir_assignment *assignment = assignment_from_node(instr);
>>>> +            allocate_variable_temp_register(hlsl_var_from_deref(&assignment->lhs), liveness);
>>>> +            break;
>>>> +        }
>>>> +        case HLSL_IR_IF:
>>>> +        {
>>>> +            struct hlsl_ir_if *iff = if_from_node(instr);
>>>> +            allocate_temp_registers_recurse(iff->then_instrs, liveness);
>>>> +            if (iff->else_instrs)
>>>> +                allocate_temp_registers_recurse(iff->else_instrs, liveness);
>>>> +            break;
>>>> +        }
>>>> +        case HLSL_IR_LOOP:
>>>> +        {
>>>> +            struct hlsl_ir_loop *loop = loop_from_node(instr);
>>>> +            allocate_temp_registers_recurse(loop->body, liveness);
>>>> +            break;
>>>> +        }
>>>> +        default:
>>>> +            break;
>>>> +        }
>>>> +    }
>>>> +}
>>>
>>> Do we need to allocate temporary registers for other instructions too,
>>> like expressions?
>>
>> Yes, that's in a separate patch. I was torn between "submit everything
>> related to RA at once so there's enough context" and "keep patch set
>> sizes reviewable" :-/
> 
> It's fine: I asked, you replied, I should have all the pieces now. If
> not, I'll ask again :)
> 
>>>
>>>> +
>>>> +/* Simple greedy temporary register allocation pass that just assigns a unique
>>>> + * index to all (simultaneously live) variables or intermediate values. Agnostic
>>>> + * as to how many registers are actually available for the current backend, and
>>>> + * does not handle constants. */
>>>> +static void allocate_temp_registers(struct hlsl_ir_function_decl *entry_func)
>>>> +{
>>>> +    struct liveness_ctx liveness = {};
>>>
>>> I'm pretty sure that this is a gcc extension: you want '{0}' instead.
>>>
>>
>> Huh, indeed it is. I'll avoid that in the future.



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