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1# Welcome to ACO
2
3ACO (short for *AMD compiler*) is a back-end compiler for AMD GCN / RDNA GPUs, based on the NIR compiler infrastructure.
4Simply put, ACO translates shader programs from the NIR intermediate representation into a GCN / RDNA binary which the GPU can execute.
5
6## Motivation
7
8Why did we choose to develop a new compiler backend?
9
101. We'd like to give gamers a fluid, stutter-free experience, so we prioritize compilation speed.
112. Good divergence analysis allows us to better optimize runtime performance.
123. Issues can be fixed within mesa releases, independently of the schedule of other projects.
13
14## Control flow
15
16Modern GPUs are SIMD machines that execute the shader in parallel.
17In case of GCN / RDNA the parallelism is achieved by executing the shader on several waves, and each wave has several lanes (32 or 64).
18When every lane executes exactly the same instructions, and takes the same path, it's uniform control flow;
19otherwise when some lanes take one path while other lanes take a different path, it's divergent.
20
21Each hardware lane corresponds to a shader invocation from a software perspective.
22
23The hardware doesn't directly support divergence,
24so in case of divergent control flow, the GPU must execute both code paths, each with some lanes disabled.
25This is why divergence is a performance concern in shader programming.
26
27ACO deals with divergent control flow by maintaining two control flow graphs (CFG):
28
29* logical CFG - directly translated from NIR and shows the intended control flow of the program.
30* linear CFG - created according to Whole-Function Vectorization by Ralf Karrenberg and Sebastian Hack.
31  The linear CFG represents how the program is physically executed on GPU and may contain additional blocks for control flow handling and to avoid critical edges.
32  Note that all nodes of the logical CFG also participate in the linear CFG, but not vice versa.
33
34## Compilation phases
35
36#### Instruction Selection
37
38The instruction selection is based around the divergence analysis and works in 3 passes on the NIR shader.
39
401. The divergence analysis pass calculates for each SSA definition if its value is guaranteed to be uniform across all threads of the wave (subgroup).
412. We determine the register class for each SSA definition.
423. Actual instruction selection. The advanced divergence analysis allows for better usage of the scalar unit, scalar memory loads and the scalar register file.
43
44We have two types of instructions:
45
46* Hardware instructions as specified by the GCN / RDNA instruction set architecture manuals.
47* Pseudo instructions which are helpers that encapsulate more complex functionality.
48  They eventually get lowered to real hardware instructions.
49
50Each instruction can have operands (temporaries that it reads), and definitions (temporaries that it writes).
51Temporaries can be fixed to a specific register, or just specify a register class (either a single register, or a vector of several registers).
52
53#### Repair SSA
54
55This repairs SSA in the case of mismatches between the logical and linear CFG, where the definition of a linear temporary logically dominate its users but not linearly. This is followed by lower_phis to lower the phis created by this pass.
56
57Instruction selection might create mismatches between the logical CFG (the input NIR's CFG) and the linear CFG in the following situations:
58- We add a break at the end of a loop in case it has no active invocations (an empty exec can prevent any logical breaks from being taken). This creates a linear edge but no logical edge, and SGPR uses outside the loop can require a phi.
59- We add an empty exec skip over a block. This is a branch which skips most contents of a sequence of instructions if exec is empty. To avoid critical edges, the inside of the construct logically dominates the merge but not linearly.
60- An SGPR is defined in one side of a divergent IF but it used in or after the merge block. If the other side of the IF ends in a branch, a phi is not necessary according to the logical CFG, but it is for the linear CFG. However, `sanitize_cf_list()` should already resolve this before translation from NIR for additional reasons.
61
62#### Lower Phis
63
64After instructions selection, some phi instructions need further lowering. This includes booleans which are represented as scalar values. Because the scalar ALU doesn't respect the execution mask, divergent boolean phis need to be lowered to SALU shuffle code. This pass also inserts the necessary code in order to fix phis with subdword access and repairs phis in case of mismatches between logical and linear CFG.
65
66#### Lower Subdword
67
68For GFX6 and GFX7, this pass already lowers subdword pseudo instructions.
69
70#### Value Numbering
71
72The value numbering pass is necessary for two reasons: the lack of descriptor load representation in NIR,
73and every NIR instruction that gets emitted as multiple ACO instructions also has potential for CSE.
74This pass does dominator-tree value numbering.
75
76#### Optimization
77
78In this phase, simpler instructions are combined into more complex instructions (like the different versions of multiply-add as well as neg, abs, clamp, and output modifiers) and constants are inlined, moves are eliminated, etc.
79Exactly which optimizations are performed depends on the hardware for which the shader is being compiled.
80After this, repair_ssa needs to be run again in case it moves a SGPR use to a different block.
81
82#### Setup of reduction temporaries
83
84This pass is responsible for making sure that register allocation is correct for reductions, by adding pseudo instructions that utilize linear VGPRs.
85When a temporary has a linear VGPR register class, this means that the variable is considered *live* in the linear control flow graph.
86
87#### Insert exec mask
88
89In the GCN/RDNA architecture, there is a special register called `exec` which is used for manually controlling which VALU threads (aka. *lanes*) are active. The value of `exec` has to change in divergent branches, loops, etc. and it needs to be restored after the branch or loop is complete. This pass ensures that the correct lanes are active in every branch.
90
91#### Live-Variable Analysis
92
93A live-variable analysis is used to calculate the register need of the shader.
94This information is used for spilling and scheduling before register allocation.
95
96#### Spilling
97
98First, we lower the shader program to CSSA form.
99Then, if the register demand exceeds the global limit, this pass lowers register usage by temporarily storing excess scalar values in free vector registers, or excess vector values in scratch memory, and reloading them when needed. It is based on the paper "Register Spilling and Live-Range Splitting for SSA-Form Programs".
100
101#### Instruction Scheduling
102
103Scheduling is another NP-complete problem where basically all known heuristics suffer from unpredictable change in register pressure. For that reason, the implemented scheduler does not completely re-schedule all instructions, but only aims to move up memory loads as far as possible without exceeding the maximum register limit for the pre-calculated wave count. The reason this works is that ILP is very limited on GCN. This approach looks promising so far.
104
105#### Register Allocation
106
107The register allocator works on SSA (as opposed to LLVM's which works on virtual registers). The SSA properties guarantee that there are always as many registers available as needed. The problem is that some instructions require a vector of neighboring registers to be available, but the free regs might be scattered. In this case, the register allocator inserts shuffle code (moving some temporaries to other registers) to make space for the variable. The assumption is that it is (almost) always better to have a few more moves than to sacrifice a wave. The RA does SSA-reconstruction on the fly, which makes its runtime linear.
108
109#### Optimization (post-RA)
110
111Optimizations which depend on register assignment (like branching on VCCZ) are performed.
112
113#### SSA Elimination
114
115The next step is a pass out of SSA by inserting parallelcopies at the end of blocks to match the phi nodes' semantics.
116
117#### Lower to HW instructions
118
119Most pseudo instructions are lowered to actual machine instructions.
120These are mostly parallel copy instructions created by instruction selection or register allocation and spill/reload code.
121
122#### Lower Branches
123
124Pseudo-Branch instructions are either lowered to machine instructions or removed. This pass also removes useless exec writes, performs jump-threading and eliminates empty or unnecessary basic blocks.
125
126#### VOPD Scheduling
127
128This pass makes use of the VOPD instruction encoding on GFX11+. When using wave32 mode, this pass works on a partial dependency graph in order to combine two VALU instructions each into one VOPD instruction.
129
130#### ILP Scheduling
131
132This second scheduler works on registers rather than SSA-values to determine dependencies. It implements a forward list scheduling algorithm using a partial dependency graph of few instructions at a time and aims to create larger memory clauses and improve ILP.
133
134#### Insert wait states
135
136GCN requires some wait states to be manually inserted in order to ensure correct behavior on memory instructions and some register dependencies.
137This means that we need to insert `s_waitcnt` instructions (and its variants) so that the shader program waits until the eg. a memory operation is complete.
138
139#### Resolve hazards and insert NOPs
140
141Some instructions require wait states or other instructions to resolve hazards which are not handled by the hardware.
142This pass makes sure that no known hazards occur.
143
144#### Insert delay_alu and form clauses
145
146These passes introduce optional instructions which provide performance hints to the hardware. `s_delay_alu` is available on GFX11+ and describes ALU dependencies in order to allow the hardware to execute instructions from a different wave in the meantime. `s_clause` is avilable on GFX10+ with the purpose to complete an entire set of memory instructions before switching to a different wave.
147
148#### Emit program - Assembler
149
150The assembler emits the actual binary that will be sent to the hardware for execution. ACO's assembler is straight-forward because all instructions have their format, opcode, registers and potential fields already available, so it only needs to cater to the some differences between each hardware generation.
151
152## Supported shader stages
153
154Hardware stages (as executed on the chip) don't exactly match software stages (as defined in OpenGL / Vulkan).
155Which software stage gets executed on which hardware stage depends on what kind of software stages are present in the current pipeline.
156
157An important difference is that VS is always the first stage to run in SW models,
158whereas HW VS refers to the last HW stage before fragment shading in GCN/RDNA terminology.
159That's why, among other things, the HW VS is no longer used to execute the SW VS when tessellation or geometry shading are used.
160
161#### Glossary of software stages
162
163* VS = Vertex Shader
164* TCS = Tessellation Control Shader, equivalent to D3D HS = Hull Shader
165* TES = Tessellation Evaluation Shader, equivalent to D3D DS = Domain Shader
166* GS = Geometry Shader
167* FS = Fragment Shader, equivalent to D3D PS = Pixel Shader
168* CS = Compute Shader
169* TS = Task Shader
170* MS = Mesh Shader
171
172#### Glossary of hardware stages
173
174* LS = Local Shader (merged into HS on GFX9+), only runs SW VS when tessellation is used
175* HS = Hull Shader, the HW equivalent of a Tessellation Control Shader, runs before the fixed function hardware performs tessellation
176* ES = Export Shader (merged into GS on GFX9+), if there is a GS in the SW pipeline, the preceding stage (ie. SW VS or SW TES) always has to run on this HW stage
177* GS = Geometry Shader, also known as legacy GS
178* VS = Vertex Shader, **not equivalent to SW VS**: when there is a GS in the SW pipeline this stage runs a "GS copy" shader, otherwise it always runs the SW stage before FS
179* NGG = Next Generation Geometry, a new hardware stage that replaces legacy HW GS and HW VS on RDNA GPUs
180* PS = Pixel Shader, the HW equivalent to SW FS
181* CS = Compute Shader
182
183##### Notes about HW VS and the "GS copy" shader
184
185HW PS reads its inputs from a special ring buffer called Parameter Cache (PC) that only HW VS can write to, using export instructions.
186However, legacy GS store their output in VRAM (before GFX10/NGG).
187So in order for HW PS to be able to read the GS outputs, we must run something on the VS stage which reads the GS outputs
188from VRAM and exports them to the PC. This is what we call a "GS copy" shader.
189From a HW perspective the "GS copy" shader is in fact VS (it runs on the HW VS stage),
190but from a SW perspective it's not part of the traditional pipeline,
191it's just some "glue code" that we need for outputs to play nicely.
192
193On GFX10/NGG this limitation no longer exists, because NGG can export directly to the PC.
194
195##### Notes about the attribute ring
196
197Starting with GFX11, the parameter cache is replaced by the attribute ring,
198which is a discardable ring buffer located in VRAM.
199The outputs of the last pre-rasterization stage (VS, TES, GS or MS) are stored here.
200
201The attribute ring is designed to utilize the Infinity Cache.
202Store instructions are arranged so that each instruction writes a full cache line,
203so the GPU will never actually have to write any of that to VRAM.
204
205##### Notes about merged shaders
206
207The merged stages on GFX9 (and GFX10/legacy) are: LSHS and ESGS. On GFX10/NGG the ESGS is merged with HW VS into NGG.
208
209This might be confusing due to a mismatch between the number of invocations of these shaders.
210For example, ES is per-vertex, but GS is per-primitive.
211This is why merged shaders get an argument called `merged_wave_info` which tells how many invocations each part needs,
212and there is some code at the beginning of each part to ensure the correct number of invocations by disabling some threads.
213So, think about these as two independent shader programs slapped together.
214
215### Which software stage runs on which hardware stage?
216
217#### Graphics Pipeline
218
219##### GFX6-8:
220
221* Each SW stage has its own HW stage
222* LS and HS share the same LDS space, so LS can store its output to LDS, where HS can read it
223* HS, ES, GS outputs are stored in VRAM, next stage reads these from VRAM
224* GS outputs got to VRAM, so they have to be copied by a GS copy shader running on the HW VS stage
225
226| GFX6-8 HW stages:       | LS  | HS  | ES  | GS  | VS     | PS | ACO terminology |
227| -----------------------:|:----|:----|:----|:----|:-------|:---|:----------------|
228| SW stages: only VS+PS:  |     |     |     |     | VS     | FS | `vertex_vs`, `fragment_fs` |
229|            with tess:   | VS  | TCS |     |     | TES    | FS | `vertex_ls`, `tess_control_hs`, `tess_eval_vs`, `fragment_fs` |
230|            with GS:     |     |     | VS  | GS  | GS copy| FS | `vertex_es`, `geometry_gs`, `gs_copy_vs`, `fragment_fs` |
231|            with both:   | VS  | TCS | TES | GS  | GS copy| FS | `vertex_ls`, `tess_control_hs`, `tess_eval_es`, `geometry_gs`, `gs_copy_vs`, `fragment_fs` |
232
233##### GFX9+ (including GFX10/legacy):
234
235* HW LS and HS stages are merged, and the merged shader still uses LDS in the same way as before
236* HW ES and GS stages are merged, so ES outputs can go to LDS instead of VRAM
237* LSHS outputs and ESGS outputs are still stored in VRAM, so a GS copy shader is still necessary
238
239| GFX9+ HW stages:        | LSHS      | ESGS      | VS     | PS | ACO terminology |
240| -----------------------:|:----------|:----------|:-------|:---|:----------------|
241| SW stages: only VS+PS:  |           |           | VS     | FS | `vertex_vs`, `fragment_fs` |
242|            with tess:   | VS + TCS  |           | TES    | FS | `vertex_tess_control_hs`, `tess_eval_vs`, `fragment_fs` |
243|            with GS:     |           | VS + GS   | GS copy| FS | `vertex_geometry_gs`, `gs_copy_vs`, `fragment_fs` |
244|            with both:   | VS + TCS  | TES + GS  | GS copy| FS | `vertex_tess_control_hs`, `tess_eval_geometry_gs`, `gs_copy_vs`, `fragment_fs` |
245
246##### NGG (GFX10+ only):
247
248 * HW GS and VS stages are now merged, and NGG can export directly to PC
249 * GS copy shaders are no longer needed
250 * On GFX10.3+, per-primitive attributes (parameters) are also supported
251 * On GFX11+, parameter exports are replaced by attribute ring stores
252
253| GFX10/NGG HW stages:    | LSHS      | NGG                | PS | ACO terminology |
254| -----------------------:|:----------|:-------------------|:---|:----------------|
255| SW stages: only VS+PS:  |           | VS                 | FS | `vertex_ngg`, `fragment_fs` |
256|            with tess:   | VS + TCS  | TES                | FS | `vertex_tess_control_hs`, `tess_eval_ngg`, `fragment_fs` |
257|            with GS:     |           | VS + GS            | FS | `vertex_geometry_ngg`, `fragment_fs` |
258|            with both:   | VS + TCS  | TES + GS           | FS | `vertex_tess_control_hs`, `tess_eval_geometry_ngg`, `fragment_fs` |
259
260#### Mesh Shading Graphics Pipeline
261
262GFX10.3+:
263
264* TS will run as a CS and stores its output payload to VRAM
265* MS runs on NGG, loads its inputs from VRAM and stores outputs to LDS, then PC (or attribute ring)
266* Pixel Shaders work the same way as before
267
268| GFX10.3+ HW stages      | CS    | NGG   | PS | ACO terminology |
269| -----------------------:|:------|:------|:---|:----------------|
270| SW stages: only MS+PS:  |       | MS    | FS | `mesh_ngg`, `fragment_fs` |
271|            with task:   | TS    | MS    | FS | `task_cs`, `mesh_ngg`, `fragment_fs` |
272
273#### Compute pipeline
274
275GFX6-10:
276
277* Note that the SW CS always runs on the HW CS stage on all HW generations.
278
279| GFX6-10 HW stage        | CS   | ACO terminology |
280| -----------------------:|:-----|:----------------|
281| SW stage                | CS   | `compute_cs`    |
282
283
284## How to debug
285
286Handy `RADV_DEBUG` options that help with ACO debugging:
287
288* `nocache` - you always want to use this when debugging, otherwise you risk using a broken shader from the cache.
289* `shaders` - makes ACO print the IR after register allocation, as well as the disassembled shader binary.
290* `metashaders` - does the same thing as `shaders` but for built-in RADV shaders.
291* `preoptir` - makes ACO print the final NIR shader before instruction selection, as well as the ACO IR after instruction selection.
292* `nongg` - disables NGG support
293
294We also have `ACO_DEBUG` options:
295
296* `validateir` - Validate the ACO IR between compilation stages. By default, enabled in debug builds and disabled in release builds.
297* `validatera` - Perform a RA (register allocation) validation.
298* `force-waitcnt` - Forces ACO to emit a wait state after each instruction when there is something to wait for. Harms performance.
299* `novn` - Disables the ACO value numbering stage.
300* `noopt` - Disables the ACO optimizer.
301* `nosched` - Disables the ACO pre-RA and post-RA scheduler.
302* `nosched-ilp` - Disables the ACO post-RA ILP scheduler.
303
304Note that you need to **combine these options into a comma-separated list**, for example: `RADV_DEBUG=nocache,shaders` otherwise only the last one will take effect. (This is how all environment variables work, yet this is an often made mistake.) Example:
305
306```
307RADV_DEBUG=nocache,shaders ACO_DEBUG=validateir,validatera vkcube
308```
309
310### Using GCC sanitizers
311
312GCC has several sanitizers which can help figure out hard to diagnose issues. To use these, you need to pass
313the `-Dbsanitize` flag to `meson` when building mesa. For example `-Dbsanitize=undefined` will add support for
314the undefined behavior sanitizer.
315
316### Hardened builds and glibc++ assertions
317
318Several Linux distributions use "hardened" builds meaning several special compiler flags are added by
319downstream packaging which are not used in mesa builds by default. These may be responsible for
320some bug reports of inexplicable crashes with assertion failures you can't reproduce.
321
322Most notable are the glibc++ debug flags, which you can use by adding the `-D_GLIBCXX_ASSERTIONS=1` and
323`-D_GLIBCXX_DEBUG=1` flags.
324
325To see the full list of downstream compiler flags, you can use eg. `rpm --eval "%optflags"`
326on Red Hat based distros like Fedora.
327
328### Good practices
329
330Here are some good practices we learned while debugging visual corruption and hangs.
331
3321. Bisecting shaders:
333    * Use renderdoc when examining shaders. This is deterministic while real games often use multi-threading or change the order in which shaders get compiled.
334    * Edit `radv_shader.c` or `radv_pipeline.c` to change if they are compiled with LLVM or ACO.
3352. Things to check early:
336    * Disable value_numbering, optimizer and/or scheduler.
337      Note that if any of these change the output, it does not necessarily mean that the error is there, as register assignment does also change.
3383. Finding the instruction causing a hang:
339    * The ability to directly manipulate the binaries gives us an easy way to find the exact instruction which causes the hang.
340      Use NULL exports (for FS and VS) and `s_endpgm` to end the shader early to find the problematic instruction.
3414. Other faulty instructions:
342    * Use print_asm and check for illegal instructions.
343    * Compare to the ACO IR to see if the assembly matches what we want (this can take a while).
344      Typical issues might be a wrong instruction format leading to a wrong opcode or an sgpr used for vgpr field.
3455. Comparing to the LLVM backend:
346   * If everything else didn't help, we probably just do something wrong. The LLVM backend is quite mature, so its output might help find differences, but this can be a long road.
3476. Investigating regressions in shaders:
348   * If you know that something used to work and are sure it's a shader problem,
349     use `RADV_DEBUG=shaders` to print both the correct and incorrect version of the shader.
350     You can further filter by shader stage and compilation stage, eg. `RADV_DEBUG=ps,nir,asm`
351   * Copy the printed shaders into a diff viewer, eg. Meld, to quickly find what changed
352     between the two versions.
353