*/
#include <inttypes.h>
-#include "util/u_format.h"
+#include "util/format/u_format.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/ralloc.h"
#include "common/v3d_device_info.h"
#include "v3d_compiler.h"
+/* We don't do any address packing. */
+#define __gen_user_data void
+#define __gen_address_type uint32_t
+#define __gen_address_offset(reloc) (*reloc)
+#define __gen_emit_reloc(cl, reloc)
+#include "cle/v3d_packet_v41_pack.h"
+
+#define GENERAL_TMU_LOOKUP_PER_QUAD (0 << 7)
+#define GENERAL_TMU_LOOKUP_PER_PIXEL (1 << 7)
+#define GENERAL_TMU_LOOKUP_TYPE_8BIT_I (0 << 0)
+#define GENERAL_TMU_LOOKUP_TYPE_16BIT_I (1 << 0)
+#define GENERAL_TMU_LOOKUP_TYPE_VEC2 (2 << 0)
+#define GENERAL_TMU_LOOKUP_TYPE_VEC3 (3 << 0)
+#define GENERAL_TMU_LOOKUP_TYPE_VEC4 (4 << 0)
+#define GENERAL_TMU_LOOKUP_TYPE_8BIT_UI (5 << 0)
+#define GENERAL_TMU_LOOKUP_TYPE_16BIT_UI (6 << 0)
+#define GENERAL_TMU_LOOKUP_TYPE_32BIT_UI (7 << 0)
+
+#define V3D_TSY_SET_QUORUM 0
+#define V3D_TSY_INC_WAITERS 1
+#define V3D_TSY_DEC_WAITERS 2
+#define V3D_TSY_INC_QUORUM 3
+#define V3D_TSY_DEC_QUORUM 4
+#define V3D_TSY_FREE_ALL 5
+#define V3D_TSY_RELEASE 6
+#define V3D_TSY_ACQUIRE 7
+#define V3D_TSY_WAIT 8
+#define V3D_TSY_WAIT_INC 9
+#define V3D_TSY_WAIT_CHECK 10
+#define V3D_TSY_WAIT_INC_CHECK 11
+#define V3D_TSY_WAIT_CV 12
+#define V3D_TSY_INC_SEMAPHORE 13
+#define V3D_TSY_DEC_SEMAPHORE 14
+#define V3D_TSY_SET_QUORUM_FREE_ALL 15
+
static void
ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list);
*/
c->last_thrsw = vir_NOP(c);
c->last_thrsw->qpu.sig.thrsw = true;
- c->last_thrsw_at_top_level = (c->execute.file == QFILE_NULL);
+ c->last_thrsw_at_top_level = !c->in_control_flow;
+
+ /* We need to lock the scoreboard before any tlb acess happens. If this
+ * thread switch comes after we have emitted a tlb load, then it means
+ * that we can't lock on the last thread switch any more.
+ */
+ if (c->emitted_tlb_load)
+ c->lock_scoreboard_on_first_thrsw = true;
}
-static struct qreg
-indirect_uniform_load(struct v3d_compile *c, nir_intrinsic_instr *intr)
+uint32_t
+v3d_get_op_for_atomic_add(nir_intrinsic_instr *instr, unsigned src)
{
- struct qreg indirect_offset = ntq_get_src(c, intr->src[0], 0);
- uint32_t offset = nir_intrinsic_base(intr);
- struct v3d_ubo_range *range = NULL;
- unsigned i;
+ if (nir_src_is_const(instr->src[src])) {
+ int64_t add_val = nir_src_as_int(instr->src[src]);
+ if (add_val == 1)
+ return V3D_TMU_OP_WRITE_AND_READ_INC;
+ else if (add_val == -1)
+ return V3D_TMU_OP_WRITE_OR_READ_DEC;
+ }
- for (i = 0; i < c->num_ubo_ranges; i++) {
- range = &c->ubo_ranges[i];
- if (offset >= range->src_offset &&
- offset < range->src_offset + range->size) {
- break;
- }
+ return V3D_TMU_OP_WRITE_ADD_READ_PREFETCH;
+}
+
+static uint32_t
+v3d_general_tmu_op(nir_intrinsic_instr *instr)
+{
+ switch (instr->intrinsic) {
+ case nir_intrinsic_load_ssbo:
+ case nir_intrinsic_load_ubo:
+ case nir_intrinsic_load_uniform:
+ case nir_intrinsic_load_shared:
+ case nir_intrinsic_load_scratch:
+ case nir_intrinsic_store_ssbo:
+ case nir_intrinsic_store_shared:
+ case nir_intrinsic_store_scratch:
+ return V3D_TMU_OP_REGULAR;
+ case nir_intrinsic_ssbo_atomic_add:
+ return v3d_get_op_for_atomic_add(instr, 2);
+ case nir_intrinsic_shared_atomic_add:
+ return v3d_get_op_for_atomic_add(instr, 1);
+ case nir_intrinsic_ssbo_atomic_imin:
+ case nir_intrinsic_shared_atomic_imin:
+ return V3D_TMU_OP_WRITE_SMIN;
+ case nir_intrinsic_ssbo_atomic_umin:
+ case nir_intrinsic_shared_atomic_umin:
+ return V3D_TMU_OP_WRITE_UMIN_FULL_L1_CLEAR;
+ case nir_intrinsic_ssbo_atomic_imax:
+ case nir_intrinsic_shared_atomic_imax:
+ return V3D_TMU_OP_WRITE_SMAX;
+ case nir_intrinsic_ssbo_atomic_umax:
+ case nir_intrinsic_shared_atomic_umax:
+ return V3D_TMU_OP_WRITE_UMAX;
+ case nir_intrinsic_ssbo_atomic_and:
+ case nir_intrinsic_shared_atomic_and:
+ return V3D_TMU_OP_WRITE_AND_READ_INC;
+ case nir_intrinsic_ssbo_atomic_or:
+ case nir_intrinsic_shared_atomic_or:
+ return V3D_TMU_OP_WRITE_OR_READ_DEC;
+ case nir_intrinsic_ssbo_atomic_xor:
+ case nir_intrinsic_shared_atomic_xor:
+ return V3D_TMU_OP_WRITE_XOR_READ_NOT;
+ case nir_intrinsic_ssbo_atomic_exchange:
+ case nir_intrinsic_shared_atomic_exchange:
+ return V3D_TMU_OP_WRITE_XCHG_READ_FLUSH;
+ case nir_intrinsic_ssbo_atomic_comp_swap:
+ case nir_intrinsic_shared_atomic_comp_swap:
+ return V3D_TMU_OP_WRITE_CMPXCHG_READ_FLUSH;
+ default:
+ unreachable("unknown intrinsic op");
}
- /* The driver-location-based offset always has to be within a declared
- * uniform range.
+}
+
+/**
+ * Implements indirect uniform loads and SSBO accesses through the TMU general
+ * memory access interface.
+ */
+static void
+ntq_emit_tmu_general(struct v3d_compile *c, nir_intrinsic_instr *instr,
+ bool is_shared_or_scratch)
+{
+ uint32_t tmu_op = v3d_general_tmu_op(instr);
+
+ /* If we were able to replace atomic_add for an inc/dec, then we
+ * need/can to do things slightly different, like not loading the
+ * amount to add/sub, as that is implicit.
*/
- assert(i != c->num_ubo_ranges);
- if (!c->ubo_range_used[i]) {
- c->ubo_range_used[i] = true;
- range->dst_offset = c->next_ubo_dst_offset;
- c->next_ubo_dst_offset += range->size;
+ bool atomic_add_replaced =
+ ((instr->intrinsic == nir_intrinsic_ssbo_atomic_add ||
+ instr->intrinsic == nir_intrinsic_shared_atomic_add) &&
+ (tmu_op == V3D_TMU_OP_WRITE_AND_READ_INC ||
+ tmu_op == V3D_TMU_OP_WRITE_OR_READ_DEC));
+
+ bool is_store = (instr->intrinsic == nir_intrinsic_store_ssbo ||
+ instr->intrinsic == nir_intrinsic_store_scratch ||
+ instr->intrinsic == nir_intrinsic_store_shared);
+
+ bool is_load = (instr->intrinsic == nir_intrinsic_load_uniform ||
+ instr->intrinsic == nir_intrinsic_load_ubo ||
+ instr->intrinsic == nir_intrinsic_load_ssbo ||
+ instr->intrinsic == nir_intrinsic_load_scratch ||
+ instr->intrinsic == nir_intrinsic_load_shared);
+
+ if (!is_load)
+ c->tmu_dirty_rcl = true;
+
+ bool has_index = !is_shared_or_scratch;
+
+ int offset_src;
+ if (instr->intrinsic == nir_intrinsic_load_uniform) {
+ offset_src = 0;
+ } else if (instr->intrinsic == nir_intrinsic_load_ssbo ||
+ instr->intrinsic == nir_intrinsic_load_ubo ||
+ instr->intrinsic == nir_intrinsic_load_scratch ||
+ instr->intrinsic == nir_intrinsic_load_shared ||
+ atomic_add_replaced) {
+ offset_src = 0 + has_index;
+ } else if (is_store) {
+ offset_src = 1 + has_index;
+ } else {
+ offset_src = 0 + has_index;
}
- offset -= range->src_offset;
-
- if (range->dst_offset + offset != 0) {
- indirect_offset = vir_ADD(c, indirect_offset,
- vir_uniform_ui(c, range->dst_offset +
- offset));
+ bool dynamic_src = !nir_src_is_const(instr->src[offset_src]);
+ uint32_t const_offset = 0;
+ if (!dynamic_src)
+ const_offset = nir_src_as_uint(instr->src[offset_src]);
+
+ struct qreg base_offset;
+ if (instr->intrinsic == nir_intrinsic_load_uniform) {
+ const_offset += nir_intrinsic_base(instr);
+ base_offset = vir_uniform(c, QUNIFORM_UBO_ADDR,
+ v3d_unit_data_create(0, const_offset));
+ const_offset = 0;
+ } else if (instr->intrinsic == nir_intrinsic_load_ubo) {
+ uint32_t index = nir_src_as_uint(instr->src[0]) + 1;
+ /* Note that QUNIFORM_UBO_ADDR takes a UBO index shifted up by
+ * 1 (0 is gallium's constant buffer 0).
+ */
+ base_offset =
+ vir_uniform(c, QUNIFORM_UBO_ADDR,
+ v3d_unit_data_create(index, const_offset));
+ const_offset = 0;
+ } else if (is_shared_or_scratch) {
+ /* Shared and scratch variables have no buffer index, and all
+ * start from a common base that we set up at the start of
+ * dispatch.
+ */
+ if (instr->intrinsic == nir_intrinsic_load_scratch ||
+ instr->intrinsic == nir_intrinsic_store_scratch) {
+ base_offset = c->spill_base;
+ } else {
+ base_offset = c->cs_shared_offset;
+ const_offset += nir_intrinsic_base(instr);
+ }
+ } else {
+ base_offset = vir_uniform(c, QUNIFORM_SSBO_OFFSET,
+ nir_src_as_uint(instr->src[is_store ?
+ 1 : 0]));
}
- /* Adjust for where we stored the TGSI register base. */
- vir_ADD_dest(c,
- vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUA),
- vir_uniform(c, QUNIFORM_UBO_ADDR, 0),
- indirect_offset);
+ struct qreg tmud = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUD);
+ unsigned writemask = is_store ? nir_intrinsic_write_mask(instr) : 0;
+ uint32_t base_const_offset = const_offset;
+ int first_component = -1;
+ int last_component = -1;
+ do {
+ int tmu_writes = 1; /* address */
+
+ if (is_store) {
+ /* Find the first set of consecutive components that
+ * are enabled in the writemask and emit the TMUD
+ * instructions for them.
+ */
+ first_component = ffs(writemask) - 1;
+ last_component = first_component;
+ while (writemask & BITFIELD_BIT(last_component + 1))
+ last_component++;
+
+ assert(first_component >= 0 &&
+ first_component <= last_component &&
+ last_component < instr->num_components);
+
+ struct qreg tmud = vir_reg(QFILE_MAGIC,
+ V3D_QPU_WADDR_TMUD);
+ for (int i = first_component; i <= last_component; i++) {
+ struct qreg data =
+ ntq_get_src(c, instr->src[0], i);
+ vir_MOV_dest(c, tmud, data);
+ tmu_writes++;
+ }
+
+ /* Update the offset for the TMU write based on the
+ * the first component we are writing.
+ */
+ const_offset = base_const_offset + first_component * 4;
+
+ /* Clear these components from the writemask */
+ uint32_t written_mask =
+ BITFIELD_RANGE(first_component, tmu_writes - 1);
+ writemask &= ~written_mask;
+ } else if (!is_load && !atomic_add_replaced) {
+ struct qreg data =
+ ntq_get_src(c, instr->src[1 + has_index], 0);
+ vir_MOV_dest(c, tmud, data);
+ tmu_writes++;
+ if (tmu_op == V3D_TMU_OP_WRITE_CMPXCHG_READ_FLUSH) {
+ data = ntq_get_src(c, instr->src[2 + has_index],
+ 0);
+ vir_MOV_dest(c, tmud, data);
+ tmu_writes++;
+ }
+ }
+
+ /* Make sure we won't exceed the 16-entry TMU fifo if each
+ * thread is storing at the same time.
+ */
+ while (tmu_writes > 16 / c->threads)
+ c->threads /= 2;
+
+ /* The spec says that for atomics, the TYPE field is ignored,
+ * but that doesn't seem to be the case for CMPXCHG. Just use
+ * the number of tmud writes we did to decide the type (or
+ * choose "32bit" for atomic reads, which has been fine).
+ */
+ uint32_t num_components;
+ if (is_load || atomic_add_replaced) {
+ num_components = instr->num_components;
+ } else {
+ assert(tmu_writes > 1);
+ num_components = tmu_writes - 1;
+ }
+
+ uint32_t config = (0xffffff00 |
+ tmu_op << 3|
+ GENERAL_TMU_LOOKUP_PER_PIXEL);
+ if (num_components == 1) {
+ config |= GENERAL_TMU_LOOKUP_TYPE_32BIT_UI;
+ } else {
+ config |= GENERAL_TMU_LOOKUP_TYPE_VEC2 +
+ num_components - 2;
+ }
+
+ if (vir_in_nonuniform_control_flow(c)) {
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), c->execute),
+ V3D_QPU_PF_PUSHZ);
+ }
+
+ struct qreg tmua;
+ if (config == ~0)
+ tmua = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUA);
+ else
+ tmua = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUAU);
+
+ struct qinst *tmu;
+ if (dynamic_src) {
+ struct qreg offset = base_offset;
+ if (const_offset != 0) {
+ offset = vir_ADD(c, offset,
+ vir_uniform_ui(c, const_offset));
+ }
+ struct qreg data =
+ ntq_get_src(c, instr->src[offset_src], 0);
+ tmu = vir_ADD_dest(c, tmua, offset, data);
+ } else {
+ if (const_offset != 0) {
+ tmu = vir_ADD_dest(c, tmua, base_offset,
+ vir_uniform_ui(c, const_offset));
+ } else {
+ tmu = vir_MOV_dest(c, tmua, base_offset);
+ }
+ }
+
+ if (config != ~0) {
+ tmu->uniform =
+ vir_get_uniform_index(c, QUNIFORM_CONSTANT,
+ config);
+ }
- vir_emit_thrsw(c);
- return vir_LDTMU(c);
+ if (vir_in_nonuniform_control_flow(c))
+ vir_set_cond(tmu, V3D_QPU_COND_IFA);
+
+ vir_emit_thrsw(c);
+
+ /* Read the result, or wait for the TMU op to complete. */
+ for (int i = 0; i < nir_intrinsic_dest_components(instr); i++) {
+ ntq_store_dest(c, &instr->dest, i,
+ vir_MOV(c, vir_LDTMU(c)));
+ }
+
+ if (nir_intrinsic_dest_components(instr) == 0)
+ vir_TMUWT(c);
+ } while (is_store && writemask != 0);
}
static struct qreg *
return qregs;
}
+static bool
+is_ld_signal(const struct v3d_qpu_sig *sig)
+{
+ return (sig->ldunif ||
+ sig->ldunifa ||
+ sig->ldunifrf ||
+ sig->ldunifarf ||
+ sig->ldtmu ||
+ sig->ldvary ||
+ sig->ldvpm ||
+ sig->ldtlb ||
+ sig->ldtlbu);
+}
+
/**
* This function is responsible for getting VIR results into the associated
* storage for a NIR instruction.
struct qreg result)
{
struct qinst *last_inst = NULL;
- if (!list_empty(&c->cur_block->instructions))
+ if (!list_is_empty(&c->cur_block->instructions))
last_inst = (struct qinst *)c->cur_block->instructions.prev;
- assert(result.file == QFILE_UNIF ||
- (result.file == QFILE_TEMP &&
+ assert((result.file == QFILE_TEMP &&
last_inst && last_inst == c->defs[result.index]));
if (dest->is_ssa) {
_mesa_hash_table_search(c->def_ht, reg);
struct qreg *qregs = entry->data;
- /* Insert a MOV if the source wasn't an SSA def in the
- * previous instruction.
+ /* If the previous instruction can't be predicated for
+ * the store into the nir_register, then emit a MOV
+ * that can be.
*/
- if (result.file == QFILE_UNIF) {
+ if (vir_in_nonuniform_control_flow(c) &&
+ is_ld_signal(&c->defs[last_inst->dst.index]->qpu.sig)) {
result = vir_MOV(c, result);
last_inst = c->defs[result.index];
}
/* If we're in control flow, then make this update of the reg
* conditional on the execution mask.
*/
- if (c->execute.file != QFILE_NULL) {
+ if (vir_in_nonuniform_control_flow(c)) {
last_inst->dst.index = qregs[chan].index;
/* Set the flags to the current exec mask.
*/
c->cursor = vir_before_inst(last_inst);
- vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), c->execute),
+ V3D_QPU_PF_PUSHZ);
c->cursor = vir_after_inst(last_inst);
vir_set_cond(last_inst, V3D_QPU_COND_IFA);
- last_inst->cond_is_exec_mask = true;
}
}
}
struct qreg t = vir_get_temp(c);
vir_MOV_dest(c, t, vir_uniform_f(c, 0.0));
- vir_PF(c, vir_FMOV(c, src), V3D_QPU_PF_PUSHZ);
+ vir_set_pf(vir_FMOV_dest(c, vir_nop_reg(), src), V3D_QPU_PF_PUSHZ);
vir_MOV_cond(c, V3D_QPU_COND_IFNA, t, vir_uniform_f(c, 1.0));
- vir_PF(c, vir_FMOV(c, src), V3D_QPU_PF_PUSHN);
+ vir_set_pf(vir_FMOV_dest(c, vir_nop_reg(), src), V3D_QPU_PF_PUSHN);
vir_MOV_cond(c, V3D_QPU_COND_IFA, t, vir_uniform_f(c, -1.0));
return vir_MOV(c, t);
}
-static struct qreg
-ntq_isign(struct v3d_compile *c, struct qreg src)
-{
- struct qreg t = vir_get_temp(c);
-
- vir_MOV_dest(c, t, vir_uniform_ui(c, 0));
- vir_PF(c, vir_MOV(c, src), V3D_QPU_PF_PUSHZ);
- vir_MOV_cond(c, V3D_QPU_COND_IFNA, t, vir_uniform_ui(c, 1));
- vir_PF(c, vir_MOV(c, src), V3D_QPU_PF_PUSHN);
- vir_MOV_cond(c, V3D_QPU_COND_IFA, t, vir_uniform_ui(c, -1));
- return vir_MOV(c, t);
-}
-
static void
emit_fragcoord_input(struct v3d_compile *c, int attr)
{
static struct qreg
emit_fragment_varying(struct v3d_compile *c, nir_variable *var,
- uint8_t swizzle)
+ uint8_t swizzle, int array_index)
{
struct qreg r3 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R3);
struct qreg r5 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R5);
}
int i = c->num_inputs++;
- c->input_slots[i] = v3d_slot_from_slot_and_component(var->data.location,
- swizzle);
+ c->input_slots[i] =
+ v3d_slot_from_slot_and_component(var->data.location +
+ array_index, swizzle);
switch (var->data.interpolation) {
case INTERP_MODE_NONE:
* qualifier, then if we're using glShadeModel(GL_FLAT) it
* needs to be flat shaded.
*/
- switch (var->data.location) {
+ switch (var->data.location + array_index) {
case VARYING_SLOT_COL0:
case VARYING_SLOT_COL1:
case VARYING_SLOT_BFC0:
}
static void
-emit_fragment_input(struct v3d_compile *c, int attr, nir_variable *var)
+emit_fragment_input(struct v3d_compile *c, int attr, nir_variable *var,
+ int array_index)
{
for (int i = 0; i < glsl_get_vector_elements(var->type); i++) {
int chan = var->data.location_frac + i;
c->inputs[attr * 4 + chan] =
- emit_fragment_varying(c, var, chan);
+ emit_fragment_varying(c, var, chan, array_index);
}
}
v3d_slot_from_slot_and_component(slot, swizzle);
}
-static void
-declare_uniform_range(struct v3d_compile *c, uint32_t start, uint32_t size)
-{
- unsigned array_id = c->num_ubo_ranges++;
- if (array_id >= c->ubo_ranges_array_size) {
- c->ubo_ranges_array_size = MAX2(c->ubo_ranges_array_size * 2,
- array_id + 1);
- c->ubo_ranges = reralloc(c, c->ubo_ranges,
- struct v3d_ubo_range,
- c->ubo_ranges_array_size);
- c->ubo_range_used = reralloc(c, c->ubo_range_used,
- bool,
- c->ubo_ranges_array_size);
- }
-
- c->ubo_ranges[array_id].dst_offset = 0;
- c->ubo_ranges[array_id].src_offset = start;
- c->ubo_ranges[array_id].size = size;
- c->ubo_range_used[array_id] = false;
-}
-
/**
* If compare_instr is a valid comparison instruction, emits the
* compare_instr's comparison and returns the sel_instr's return value based
* on the compare_instr's result.
*/
static bool
-ntq_emit_comparison(struct v3d_compile *c, struct qreg *dest,
+ntq_emit_comparison(struct v3d_compile *c,
nir_alu_instr *compare_instr,
- nir_alu_instr *sel_instr)
+ enum v3d_qpu_cond *out_cond)
{
struct qreg src0 = ntq_get_alu_src(c, compare_instr, 0);
struct qreg src1;
if (nir_op_infos[compare_instr->op].num_inputs > 1)
src1 = ntq_get_alu_src(c, compare_instr, 1);
bool cond_invert = false;
- struct qreg nop = vir_reg(QFILE_NULL, 0);
+ struct qreg nop = vir_nop_reg();
switch (compare_instr->op) {
case nir_op_feq32:
vir_set_pf(vir_SUB_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHC);
break;
- default:
- return false;
- }
-
- enum v3d_qpu_cond cond = (cond_invert ?
- V3D_QPU_COND_IFNA :
- V3D_QPU_COND_IFA);
-
- switch (sel_instr->op) {
- case nir_op_seq:
- case nir_op_sne:
- case nir_op_sge:
- case nir_op_slt:
- *dest = vir_SEL(c, cond,
- vir_uniform_f(c, 1.0), vir_uniform_f(c, 0.0));
+ case nir_op_i2b32:
+ vir_set_pf(vir_MOV_dest(c, nop, src0), V3D_QPU_PF_PUSHZ);
+ cond_invert = true;
break;
- case nir_op_b32csel:
- *dest = vir_SEL(c, cond,
- ntq_get_alu_src(c, sel_instr, 1),
- ntq_get_alu_src(c, sel_instr, 2));
+ case nir_op_f2b32:
+ vir_set_pf(vir_FMOV_dest(c, nop, src0), V3D_QPU_PF_PUSHZ);
+ cond_invert = true;
break;
default:
- *dest = vir_SEL(c, cond,
- vir_uniform_ui(c, ~0), vir_uniform_ui(c, 0));
- break;
+ return false;
}
- /* Make the temporary for nir_store_dest(). */
- *dest = vir_MOV(c, *dest);
+ *out_cond = cond_invert ? V3D_QPU_COND_IFNA : V3D_QPU_COND_IFA;
return true;
}
-/**
- * Attempts to fold a comparison generating a boolean result into the
- * condition code for selecting between two values, instead of comparing the
- * boolean result against 0 to generate the condition code.
+/* Finds an ALU instruction that generates our src value that could
+ * (potentially) be greedily emitted in the consuming instruction.
*/
-static struct qreg ntq_emit_bcsel(struct v3d_compile *c, nir_alu_instr *instr,
- struct qreg *src)
+static struct nir_alu_instr *
+ntq_get_alu_parent(nir_src src)
{
- if (!instr->src[0].src.is_ssa)
- goto out;
- if (instr->src[0].src.ssa->parent_instr->type != nir_instr_type_alu)
- goto out;
- nir_alu_instr *compare =
- nir_instr_as_alu(instr->src[0].src.ssa->parent_instr);
+ if (!src.is_ssa || src.ssa->parent_instr->type != nir_instr_type_alu)
+ return NULL;
+ nir_alu_instr *instr = nir_instr_as_alu(src.ssa->parent_instr);
+ if (!instr)
+ return NULL;
+
+ /* If the ALU instr's srcs are non-SSA, then we would have to avoid
+ * moving emission of the ALU instr down past another write of the
+ * src.
+ */
+ for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++) {
+ if (!instr->src[i].src.is_ssa)
+ return NULL;
+ }
+
+ return instr;
+}
+
+/* Turns a NIR bool into a condition code to predicate on. */
+static enum v3d_qpu_cond
+ntq_emit_bool_to_cond(struct v3d_compile *c, nir_src src)
+{
+ nir_alu_instr *compare = ntq_get_alu_parent(src);
if (!compare)
goto out;
- struct qreg dest;
- if (ntq_emit_comparison(c, &dest, compare, instr))
- return dest;
+ enum v3d_qpu_cond cond;
+ if (ntq_emit_comparison(c, compare, &cond))
+ return cond;
out:
- vir_PF(c, src[0], V3D_QPU_PF_PUSHZ);
- return vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFNA, src[1], src[2]));
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), ntq_get_src(c, src, 0)),
+ V3D_QPU_PF_PUSHZ);
+ return V3D_QPU_COND_IFNA;
}
-
static void
ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr)
{
struct qreg result;
switch (instr->op) {
- case nir_op_fmov:
- case nir_op_imov:
+ case nir_op_mov:
result = vir_MOV(c, src[0]);
break;
result = vir_FMAX(c, src[0], src[1]);
break;
- case nir_op_f2i32:
- result = vir_FTOIZ(c, src[0]);
+ case nir_op_f2i32: {
+ nir_alu_instr *src0_alu = ntq_get_alu_parent(instr->src[0].src);
+ if (src0_alu && src0_alu->op == nir_op_fround_even) {
+ result = vir_FTOIN(c, ntq_get_alu_src(c, src0_alu, 0));
+ } else {
+ result = vir_FTOIZ(c, src[0]);
+ }
break;
+ }
+
case nir_op_f2u32:
result = vir_FTOUZ(c, src[0]);
break;
case nir_op_b2i32:
result = vir_AND(c, src[0], vir_uniform_ui(c, 1));
break;
- case nir_op_i2b32:
- case nir_op_f2b32:
- vir_PF(c, src[0], V3D_QPU_PF_PUSHZ);
- result = vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFNA,
- vir_uniform_ui(c, ~0),
- vir_uniform_ui(c, 0)));
- break;
case nir_op_iadd:
result = vir_ADD(c, src[0], src[1]);
case nir_op_seq:
case nir_op_sne:
case nir_op_sge:
- case nir_op_slt:
+ case nir_op_slt: {
+ enum v3d_qpu_cond cond;
+ ASSERTED bool ok = ntq_emit_comparison(c, instr, &cond);
+ assert(ok);
+ result = vir_MOV(c, vir_SEL(c, cond,
+ vir_uniform_f(c, 1.0),
+ vir_uniform_f(c, 0.0)));
+ break;
+ }
+
+ case nir_op_i2b32:
+ case nir_op_f2b32:
case nir_op_feq32:
case nir_op_fne32:
case nir_op_fge32:
case nir_op_ige32:
case nir_op_uge32:
case nir_op_ilt32:
- case nir_op_ult32:
- if (!ntq_emit_comparison(c, &result, instr, instr)) {
- fprintf(stderr, "Bad comparison instruction\n");
- }
+ case nir_op_ult32: {
+ enum v3d_qpu_cond cond;
+ ASSERTED bool ok = ntq_emit_comparison(c, instr, &cond);
+ assert(ok);
+ result = vir_MOV(c, vir_SEL(c, cond,
+ vir_uniform_ui(c, ~0),
+ vir_uniform_ui(c, 0)));
break;
+ }
case nir_op_b32csel:
- result = ntq_emit_bcsel(c, instr, src);
+ result = vir_MOV(c,
+ vir_SEL(c,
+ ntq_emit_bool_to_cond(c, instr->src[0].src),
+ src[1], src[2]));
break;
+
case nir_op_fcsel:
- vir_PF(c, src[0], V3D_QPU_PF_PUSHZ);
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), src[0]),
+ V3D_QPU_PF_PUSHZ);
result = vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFNA,
src[1], src[2]));
break;
case nir_op_ftrunc:
result = vir_FTRUNC(c, src[0]);
break;
- case nir_op_ffract:
- result = vir_FSUB(c, src[0], vir_FFLOOR(c, src[0]));
- break;
case nir_op_fsin:
result = ntq_fsincos(c, src[0], false);
case nir_op_fsign:
result = ntq_fsign(c, src[0]);
break;
- case nir_op_isign:
- result = ntq_isign(c, src[0]);
- break;
case nir_op_fabs: {
result = vir_FMOV(c, src[0]);
}
case nir_op_iabs:
- result = vir_MAX(c, src[0],
- vir_SUB(c, vir_uniform_ui(c, 0), src[0]));
+ result = vir_MAX(c, src[0], vir_NEG(c, src[0]));
break;
case nir_op_fddx:
break;
case nir_op_uadd_carry:
- vir_PF(c, vir_ADD(c, src[0], src[1]), V3D_QPU_PF_PUSHC);
+ vir_set_pf(vir_ADD_dest(c, vir_nop_reg(), src[0], src[1]),
+ V3D_QPU_PF_PUSHC);
result = vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFA,
vir_uniform_ui(c, ~0),
vir_uniform_ui(c, 0)));
break;
case nir_op_unpack_half_2x16_split_x:
- /* XXX perf: It would be good to be able to merge this unpack
- * with whatever uses our result.
- */
result = vir_FMOV(c, src[0]);
vir_set_unpack(c->defs[result.index], 0, V3D_QPU_UNPACK_L);
break;
/* Stencil is a single 32-bit write. */
#define TLB_TYPE_STENCIL_ALPHA ((2 << 6) | (1 << 4))
+static void
+vir_emit_tlb_color_write(struct v3d_compile *c, unsigned rt)
+{
+ if (!(c->fs_key->cbufs & (1 << rt)) || !c->output_color_var[rt])
+ return;
+
+ struct qreg tlb_reg = vir_magic_reg(V3D_QPU_WADDR_TLB);
+ struct qreg tlbu_reg = vir_magic_reg(V3D_QPU_WADDR_TLBU);
+
+ nir_variable *var = c->output_color_var[rt];
+ int num_components = glsl_get_vector_elements(var->type);
+ uint32_t conf = 0xffffff00;
+ struct qinst *inst;
+
+ conf |= c->msaa_per_sample_output ? TLB_SAMPLE_MODE_PER_SAMPLE :
+ TLB_SAMPLE_MODE_PER_PIXEL;
+ conf |= (7 - rt) << TLB_RENDER_TARGET_SHIFT;
+
+ if (c->fs_key->swap_color_rb & (1 << rt))
+ num_components = MAX2(num_components, 3);
+ assert(num_components != 0);
+
+ enum glsl_base_type type = glsl_get_base_type(var->type);
+ bool is_int_format = type == GLSL_TYPE_INT || type == GLSL_TYPE_UINT;
+ bool is_32b_tlb_format = is_int_format ||
+ (c->fs_key->f32_color_rb & (1 << rt));
+
+ if (is_int_format) {
+ /* The F32 vs I32 distinction was dropped in 4.2. */
+ if (c->devinfo->ver < 42)
+ conf |= TLB_TYPE_I32_COLOR;
+ else
+ conf |= TLB_TYPE_F32_COLOR;
+ conf |= ((num_components - 1) << TLB_VEC_SIZE_MINUS_1_SHIFT);
+ } else {
+ if (c->fs_key->f32_color_rb & (1 << rt)) {
+ conf |= TLB_TYPE_F32_COLOR;
+ conf |= ((num_components - 1) <<
+ TLB_VEC_SIZE_MINUS_1_SHIFT);
+ } else {
+ conf |= TLB_TYPE_F16_COLOR;
+ conf |= TLB_F16_SWAP_HI_LO;
+ if (num_components >= 3)
+ conf |= TLB_VEC_SIZE_4_F16;
+ else
+ conf |= TLB_VEC_SIZE_2_F16;
+ }
+ }
+
+ int num_samples = c->msaa_per_sample_output ? V3D_MAX_SAMPLES : 1;
+ for (int i = 0; i < num_samples; i++) {
+ struct qreg *color = c->msaa_per_sample_output ?
+ &c->sample_colors[(rt * V3D_MAX_SAMPLES + i) * 4] :
+ &c->outputs[var->data.driver_location * 4];
+
+ struct qreg r = color[0];
+ struct qreg g = color[1];
+ struct qreg b = color[2];
+ struct qreg a = color[3];
+
+ if (c->fs_key->swap_color_rb & (1 << rt)) {
+ r = color[2];
+ b = color[0];
+ }
+
+ if (c->fs_key->sample_alpha_to_one)
+ a = vir_uniform_f(c, 1.0);
+
+ if (is_32b_tlb_format) {
+ if (i == 0) {
+ inst = vir_MOV_dest(c, tlbu_reg, r);
+ inst->uniform =
+ vir_get_uniform_index(c,
+ QUNIFORM_CONSTANT,
+ conf);
+ } else {
+ inst = vir_MOV_dest(c, tlb_reg, r);
+ }
+
+ if (num_components >= 2)
+ vir_MOV_dest(c, tlb_reg, g);
+ if (num_components >= 3)
+ vir_MOV_dest(c, tlb_reg, b);
+ if (num_components >= 4)
+ vir_MOV_dest(c, tlb_reg, a);
+ } else {
+ inst = vir_VFPACK_dest(c, tlb_reg, r, g);
+ if (conf != ~0 && i == 0) {
+ inst->dst = tlbu_reg;
+ inst->uniform =
+ vir_get_uniform_index(c,
+ QUNIFORM_CONSTANT,
+ conf);
+ }
+
+ if (num_components >= 3)
+ inst = vir_VFPACK_dest(c, tlb_reg, b, a);
+ }
+ }
+}
+
static void
emit_frag_end(struct v3d_compile *c)
{
*/
bool has_any_tlb_color_write = false;
- for (int rt = 0; rt < c->fs_key->nr_cbufs; rt++) {
- if (c->output_color_var[rt])
+ for (int rt = 0; rt < V3D_MAX_DRAW_BUFFERS; rt++) {
+ if (c->fs_key->cbufs & (1 << rt) && c->output_color_var[rt])
has_any_tlb_color_write = true;
}
struct nir_variable *var = c->output_color_var[0];
struct qreg *color = &c->outputs[var->data.driver_location * 4];
- vir_SETMSF_dest(c, vir_reg(QFILE_NULL, 0),
+ vir_SETMSF_dest(c, vir_nop_reg(),
vir_AND(c,
vir_MSF(c),
vir_FTOC(c, color[3])));
}
+ struct qreg tlbu_reg = vir_magic_reg(V3D_QPU_WADDR_TLBU);
if (c->output_position_index != -1) {
- struct qinst *inst = vir_MOV_dest(c,
- vir_reg(QFILE_TLBU, 0),
+ struct qinst *inst = vir_MOV_dest(c, tlbu_reg,
c->outputs[c->output_position_index]);
uint8_t tlb_specifier = TLB_TYPE_DEPTH;
} else
tlb_specifier |= TLB_DEPTH_TYPE_PER_PIXEL;
- inst->src[vir_get_implicit_uniform_src(inst)] =
- vir_uniform_ui(c, tlb_specifier | 0xffffff00);
+ inst->uniform = vir_get_uniform_index(c, QUNIFORM_CONSTANT,
+ tlb_specifier |
+ 0xffffff00);
+ c->writes_z = true;
} else if (c->s->info.fs.uses_discard ||
+ !c->s->info.fs.early_fragment_tests ||
c->fs_key->sample_alpha_to_coverage ||
!has_any_tlb_color_write) {
/* Emit passthrough Z if it needed to be delayed until shader
*/
c->s->info.fs.uses_discard = true;
- struct qinst *inst = vir_MOV_dest(c,
- vir_reg(QFILE_TLBU, 0),
- vir_reg(QFILE_NULL, 0));
+ struct qinst *inst = vir_MOV_dest(c, tlbu_reg,
+ vir_nop_reg());
uint8_t tlb_specifier = TLB_TYPE_DEPTH;
if (c->devinfo->ver >= 42) {
tlb_specifier |= TLB_DEPTH_TYPE_INVARIANT;
}
- inst->src[vir_get_implicit_uniform_src(inst)] =
- vir_uniform_ui(c, tlb_specifier | 0xffffff00);
+ inst->uniform = vir_get_uniform_index(c,
+ QUNIFORM_CONSTANT,
+ tlb_specifier |
+ 0xffffff00);
+ c->writes_z = true;
}
/* XXX: Performance improvement: Merge Z write and color writes TLB
* uniform setup
*/
+ for (int rt = 0; rt < V3D_MAX_DRAW_BUFFERS; rt++)
+ vir_emit_tlb_color_write(c, rt);
+}
- for (int rt = 0; rt < c->fs_key->nr_cbufs; rt++) {
- if (!c->output_color_var[rt])
- continue;
-
- nir_variable *var = c->output_color_var[rt];
- struct qreg *color = &c->outputs[var->data.driver_location * 4];
- int num_components = glsl_get_vector_elements(var->type);
- uint32_t conf = 0xffffff00;
- struct qinst *inst;
-
- conf |= TLB_SAMPLE_MODE_PER_PIXEL;
- conf |= (7 - rt) << TLB_RENDER_TARGET_SHIFT;
-
- if (c->fs_key->swap_color_rb & (1 << rt))
- num_components = MAX2(num_components, 3);
-
- assert(num_components != 0);
- switch (glsl_get_base_type(var->type)) {
- case GLSL_TYPE_UINT:
- case GLSL_TYPE_INT:
- /* The F32 vs I32 distinction was dropped in 4.2. */
- if (c->devinfo->ver < 42)
- conf |= TLB_TYPE_I32_COLOR;
- else
- conf |= TLB_TYPE_F32_COLOR;
- conf |= ((num_components - 1) <<
- TLB_VEC_SIZE_MINUS_1_SHIFT);
-
- inst = vir_MOV_dest(c, vir_reg(QFILE_TLBU, 0), color[0]);
- inst->src[vir_get_implicit_uniform_src(inst)] =
- vir_uniform_ui(c, conf);
-
- for (int i = 1; i < num_components; i++) {
- inst = vir_MOV_dest(c, vir_reg(QFILE_TLB, 0),
- color[i]);
- }
- break;
-
- default: {
- struct qreg r = color[0];
- struct qreg g = color[1];
- struct qreg b = color[2];
- struct qreg a = color[3];
-
- if (c->fs_key->f32_color_rb & (1 << rt)) {
- conf |= TLB_TYPE_F32_COLOR;
- conf |= ((num_components - 1) <<
- TLB_VEC_SIZE_MINUS_1_SHIFT);
- } else {
- conf |= TLB_TYPE_F16_COLOR;
- conf |= TLB_F16_SWAP_HI_LO;
- if (num_components >= 3)
- conf |= TLB_VEC_SIZE_4_F16;
- else
- conf |= TLB_VEC_SIZE_2_F16;
- }
-
- if (c->fs_key->swap_color_rb & (1 << rt)) {
- r = color[2];
- b = color[0];
- }
-
- if (c->fs_key->sample_alpha_to_one)
- a = vir_uniform_f(c, 1.0);
-
- if (c->fs_key->f32_color_rb & (1 << rt)) {
- inst = vir_MOV_dest(c, vir_reg(QFILE_TLBU, 0), r);
- inst->src[vir_get_implicit_uniform_src(inst)] =
- vir_uniform_ui(c, conf);
-
- if (num_components >= 2)
- vir_MOV_dest(c, vir_reg(QFILE_TLB, 0), g);
- if (num_components >= 3)
- vir_MOV_dest(c, vir_reg(QFILE_TLB, 0), b);
- if (num_components >= 4)
- vir_MOV_dest(c, vir_reg(QFILE_TLB, 0), a);
- } else {
- inst = vir_VFPACK_dest(c, vir_reg(QFILE_TLB, 0), r, g);
- if (conf != ~0) {
- inst->dst.file = QFILE_TLBU;
- inst->src[vir_get_implicit_uniform_src(inst)] =
- vir_uniform_ui(c, conf);
- }
-
- if (num_components >= 3)
- inst = vir_VFPACK_dest(c, vir_reg(QFILE_TLB, 0), b, a);
- }
- break;
- }
- }
- }
+static inline void
+vir_VPM_WRITE_indirect(struct v3d_compile *c,
+ struct qreg val,
+ struct qreg vpm_index)
+{
+ assert(c->devinfo->ver >= 40);
+ vir_STVPMV(c, vpm_index, val);
}
static void
-vir_VPM_WRITE(struct v3d_compile *c, struct qreg val, uint32_t *vpm_index)
+vir_VPM_WRITE(struct v3d_compile *c, struct qreg val, uint32_t vpm_index)
{
if (c->devinfo->ver >= 40) {
- vir_STVPMV(c, vir_uniform_ui(c, *vpm_index), val);
- *vpm_index = *vpm_index + 1;
+ vir_VPM_WRITE_indirect(c, val, vir_uniform_ui(c, vpm_index));
} else {
+ /* XXX: v3d33_vir_vpm_write_setup(c); */
vir_MOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_VPM), val);
}
-
- c->num_vpm_writes++;
}
static void
-emit_scaled_viewport_write(struct v3d_compile *c, struct qreg rcp_w,
- uint32_t *vpm_index)
+emit_vert_end(struct v3d_compile *c)
{
- for (int i = 0; i < 2; i++) {
- struct qreg coord = c->outputs[c->output_position_index + i];
- coord = vir_FMUL(c, coord,
- vir_uniform(c, QUNIFORM_VIEWPORT_X_SCALE + i,
- 0));
- coord = vir_FMUL(c, coord, rcp_w);
- vir_VPM_WRITE(c, vir_FTOIN(c, coord), vpm_index);
- }
-
+ /* GFXH-1684: VPM writes need to be complete by the end of the shader.
+ */
+ if (c->devinfo->ver >= 40 && c->devinfo->ver <= 42)
+ vir_VPMWT(c);
}
static void
-emit_zs_write(struct v3d_compile *c, struct qreg rcp_w, uint32_t *vpm_index)
+emit_geom_end(struct v3d_compile *c)
{
- struct qreg zscale = vir_uniform(c, QUNIFORM_VIEWPORT_Z_SCALE, 0);
- struct qreg zoffset = vir_uniform(c, QUNIFORM_VIEWPORT_Z_OFFSET, 0);
-
- struct qreg z = c->outputs[c->output_position_index + 2];
- z = vir_FMUL(c, z, zscale);
- z = vir_FMUL(c, z, rcp_w);
- z = vir_FADD(c, z, zoffset);
- vir_VPM_WRITE(c, z, vpm_index);
+ /* GFXH-1684: VPM writes need to be complete by the end of the shader.
+ */
+ if (c->devinfo->ver >= 40 && c->devinfo->ver <= 42)
+ vir_VPMWT(c);
}
-static void
-emit_rcp_wc_write(struct v3d_compile *c, struct qreg rcp_w, uint32_t *vpm_index)
+void
+v3d_optimize_nir(struct nir_shader *s)
{
- vir_VPM_WRITE(c, rcp_w, vpm_index);
-}
+ bool progress;
+ unsigned lower_flrp =
+ (s->options->lower_flrp16 ? 16 : 0) |
+ (s->options->lower_flrp32 ? 32 : 0) |
+ (s->options->lower_flrp64 ? 64 : 0);
-static void
-emit_point_size_write(struct v3d_compile *c, uint32_t *vpm_index)
-{
- struct qreg point_size;
+ do {
+ progress = false;
- if (c->output_point_size_index != -1)
- point_size = c->outputs[c->output_point_size_index];
- else
- point_size = vir_uniform_f(c, 1.0);
+ NIR_PASS_V(s, nir_lower_vars_to_ssa);
+ NIR_PASS(progress, s, nir_lower_alu_to_scalar, NULL, NULL);
+ NIR_PASS(progress, s, nir_lower_phis_to_scalar);
+ NIR_PASS(progress, s, nir_copy_prop);
+ NIR_PASS(progress, s, nir_opt_remove_phis);
+ NIR_PASS(progress, s, nir_opt_dce);
+ NIR_PASS(progress, s, nir_opt_dead_cf);
+ NIR_PASS(progress, s, nir_opt_cse);
+ NIR_PASS(progress, s, nir_opt_peephole_select, 8, true, true);
+ NIR_PASS(progress, s, nir_opt_algebraic);
+ NIR_PASS(progress, s, nir_opt_constant_folding);
- /* Workaround: HW-2726 PTB does not handle zero-size points (BCM2835,
- * BCM21553).
- */
- point_size = vir_FMAX(c, point_size, vir_uniform_f(c, .125));
+ if (lower_flrp != 0) {
+ bool lower_flrp_progress = false;
- vir_VPM_WRITE(c, point_size, vpm_index);
-}
+ NIR_PASS(lower_flrp_progress, s, nir_lower_flrp,
+ lower_flrp,
+ false /* always_precise */,
+ s->options->lower_ffma);
+ if (lower_flrp_progress) {
+ NIR_PASS(progress, s, nir_opt_constant_folding);
+ progress = true;
+ }
-static void
-emit_vpm_write_setup(struct v3d_compile *c)
-{
- if (c->devinfo->ver >= 40)
- return;
+ /* Nothing should rematerialize any flrps, so we only
+ * need to do this lowering once.
+ */
+ lower_flrp = 0;
+ }
+
+ NIR_PASS(progress, s, nir_opt_undef);
+ } while (progress);
- v3d33_vir_vpm_write_setup(c);
-}
-
-/**
- * Sets up c->outputs[c->output_position_index] for the vertex shader
- * epilogue, if an output vertex position wasn't specified in the user's
- * shader. This may be the case for transform feedback with rasterizer
- * discard enabled.
- */
-static void
-setup_default_position(struct v3d_compile *c)
-{
- if (c->output_position_index != -1)
- return;
-
- c->output_position_index = c->outputs_array_size;
- for (int i = 0; i < 4; i++) {
- add_output(c,
- c->output_position_index + i,
- VARYING_SLOT_POS, i);
- }
-}
-
-static void
-emit_vert_end(struct v3d_compile *c)
-{
- setup_default_position(c);
-
- uint32_t vpm_index = 0;
- struct qreg rcp_w = vir_RECIP(c,
- c->outputs[c->output_position_index + 3]);
-
- emit_vpm_write_setup(c);
-
- if (c->vs_key->is_coord) {
- for (int i = 0; i < 4; i++)
- vir_VPM_WRITE(c, c->outputs[c->output_position_index + i],
- &vpm_index);
- emit_scaled_viewport_write(c, rcp_w, &vpm_index);
- if (c->vs_key->per_vertex_point_size) {
- emit_point_size_write(c, &vpm_index);
- /* emit_rcp_wc_write(c, rcp_w); */
- }
- /* XXX: Z-only rendering */
- if (0)
- emit_zs_write(c, rcp_w, &vpm_index);
- } else {
- emit_scaled_viewport_write(c, rcp_w, &vpm_index);
- emit_zs_write(c, rcp_w, &vpm_index);
- emit_rcp_wc_write(c, rcp_w, &vpm_index);
- if (c->vs_key->per_vertex_point_size)
- emit_point_size_write(c, &vpm_index);
- }
-
- for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
- struct v3d_varying_slot input = c->vs_key->fs_inputs[i];
- int j;
-
- for (j = 0; j < c->num_outputs; j++) {
- struct v3d_varying_slot output = c->output_slots[j];
-
- if (!memcmp(&input, &output, sizeof(input))) {
- vir_VPM_WRITE(c, c->outputs[j],
- &vpm_index);
- break;
- }
- }
- /* Emit padding if we didn't find a declared VS output for
- * this FS input.
- */
- if (j == c->num_outputs)
- vir_VPM_WRITE(c, vir_uniform_f(c, 0.0),
- &vpm_index);
- }
-
- /* GFXH-1684: VPM writes need to be complete by the end of the shader.
- */
- if (c->devinfo->ver >= 40 && c->devinfo->ver <= 42)
- vir_VPMWT(c);
-}
-
-void
-v3d_optimize_nir(struct nir_shader *s)
-{
- bool progress;
-
- do {
- progress = false;
-
- NIR_PASS_V(s, nir_lower_vars_to_ssa);
- NIR_PASS(progress, s, nir_lower_alu_to_scalar);
- NIR_PASS(progress, s, nir_lower_phis_to_scalar);
- NIR_PASS(progress, s, nir_copy_prop);
- NIR_PASS(progress, s, nir_opt_remove_phis);
- NIR_PASS(progress, s, nir_opt_dce);
- NIR_PASS(progress, s, nir_opt_dead_cf);
- NIR_PASS(progress, s, nir_opt_cse);
- NIR_PASS(progress, s, nir_opt_peephole_select, 8, true, true);
- NIR_PASS(progress, s, nir_opt_algebraic);
- NIR_PASS(progress, s, nir_opt_constant_folding);
- NIR_PASS(progress, s, nir_opt_undef);
- } while (progress);
-
- NIR_PASS(progress, s, nir_opt_move_load_ubo);
+ NIR_PASS(progress, s, nir_opt_move, nir_move_load_ubo);
}
static int
if (*num_components_queued != 0) {
(*num_components_queued)--;
- c->num_inputs++;
return vir_MOV(c, vpm);
}
*num_components_queued = num_components - 1;
*remaining -= num_components;
- c->num_inputs++;
return vir_MOV(c, vpm);
}
static void
-ntq_setup_vpm_inputs(struct v3d_compile *c)
+ntq_setup_vs_inputs(struct v3d_compile *c)
{
/* Figure out how many components of each vertex attribute the shader
* uses. Each variable should have been split to individual
&num_components, ~0);
}
+ /* The actual loads will happen directly in nir_intrinsic_load_input
+ * on newer versions.
+ */
+ if (c->devinfo->ver >= 40)
+ return;
+
for (int loc = 0; loc < ARRAY_SIZE(c->vattr_sizes); loc++) {
resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
(loc + 1) * 4);
}
}
-static void
-ntq_setup_fs_inputs(struct v3d_compile *c)
+static bool
+var_needs_point_coord(struct v3d_compile *c, nir_variable *var)
+{
+ return (var->data.location == VARYING_SLOT_PNTC ||
+ (var->data.location >= VARYING_SLOT_VAR0 &&
+ (c->fs_key->point_sprite_mask &
+ (1 << (var->data.location - VARYING_SLOT_VAR0)))));
+}
+
+static bool
+program_reads_point_coord(struct v3d_compile *c)
{
- unsigned num_entries = 0;
- unsigned num_components = 0;
nir_foreach_variable(var, &c->s->inputs) {
- num_entries++;
- num_components += glsl_get_components(var->type);
+ if (var_needs_point_coord(c, var))
+ return true;
}
- nir_variable *vars[num_entries];
+ return false;
+}
+
+static void
+get_sorted_input_variables(struct v3d_compile *c,
+ unsigned *num_entries,
+ nir_variable ***vars)
+{
+ *num_entries = 0;
+ nir_foreach_variable(var, &c->s->inputs)
+ (*num_entries)++;
+
+ *vars = ralloc_array(c, nir_variable *, *num_entries);
unsigned i = 0;
nir_foreach_variable(var, &c->s->inputs)
- vars[i++] = var;
+ (*vars)[i++] = var;
/* Sort the variables so that we emit the input setup in
* driver_location order. This is required for VPM reads, whose data
* is fetched into the VPM in driver_location (TGSI register index)
* order.
*/
- qsort(&vars, num_entries, sizeof(*vars), driver_location_compare);
+ qsort(*vars, *num_entries, sizeof(**vars), driver_location_compare);
+}
+
+static void
+ntq_setup_gs_inputs(struct v3d_compile *c)
+{
+ nir_variable **vars;
+ unsigned num_entries;
+ get_sorted_input_variables(c, &num_entries, &vars);
+
+ for (unsigned i = 0; i < num_entries; i++) {
+ nir_variable *var = vars[i];
+
+ /* All GS inputs are arrays with as many entries as vertices
+ * in the input primitive, but here we only care about the
+ * per-vertex input type.
+ */
+ const struct glsl_type *type = glsl_without_array(var->type);
+ unsigned array_len = MAX2(glsl_get_length(type), 1);
+ unsigned loc = var->data.driver_location;
+
+ resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
+ (loc + array_len) * 4);
+
+ for (unsigned j = 0; j < array_len; j++) {
+ unsigned num_elements = glsl_get_vector_elements(type);
+ for (unsigned k = 0; k < num_elements; k++) {
+ unsigned chan = var->data.location_frac + k;
+ unsigned input_idx = c->num_inputs++;
+ struct v3d_varying_slot slot =
+ v3d_slot_from_slot_and_component(var->data.location + j, chan);
+ c->input_slots[input_idx] = slot;
+ }
+ }
+ }
+}
+
+
+static void
+ntq_setup_fs_inputs(struct v3d_compile *c)
+{
+ nir_variable **vars;
+ unsigned num_entries;
+ get_sorted_input_variables(c, &num_entries, &vars);
for (unsigned i = 0; i < num_entries; i++) {
nir_variable *var = vars[i];
unsigned array_len = MAX2(glsl_get_length(var->type), 1);
unsigned loc = var->data.driver_location;
- assert(array_len == 1);
- (void)array_len;
resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
- (loc + 1) * 4);
+ (loc + array_len) * 4);
if (var->data.location == VARYING_SLOT_POS) {
emit_fragcoord_input(c, loc);
- } else if (var->data.location == VARYING_SLOT_PNTC ||
- (var->data.location >= VARYING_SLOT_VAR0 &&
- (c->fs_key->point_sprite_mask &
- (1 << (var->data.location -
- VARYING_SLOT_VAR0))))) {
+ } else if (var_needs_point_coord(c, var)) {
c->inputs[loc * 4 + 0] = c->point_x;
c->inputs[loc * 4 + 1] = c->point_y;
} else {
- emit_fragment_input(c, loc, var);
+ for (int j = 0; j < array_len; j++)
+ emit_fragment_input(c, loc + j, var, j);
}
}
}
static void
ntq_setup_outputs(struct v3d_compile *c)
{
+ if (c->s->info.stage != MESA_SHADER_FRAGMENT)
+ return;
+
nir_foreach_variable(var, &c->s->outputs) {
unsigned array_len = MAX2(glsl_get_length(var->type), 1);
unsigned loc = var->data.driver_location * 4;
var->data.location_frac + i);
}
- if (c->s->info.stage == MESA_SHADER_FRAGMENT) {
- switch (var->data.location) {
- case FRAG_RESULT_COLOR:
- c->output_color_var[0] = var;
- c->output_color_var[1] = var;
- c->output_color_var[2] = var;
- c->output_color_var[3] = var;
- break;
- case FRAG_RESULT_DATA0:
- case FRAG_RESULT_DATA1:
- case FRAG_RESULT_DATA2:
- case FRAG_RESULT_DATA3:
- c->output_color_var[var->data.location -
- FRAG_RESULT_DATA0] = var;
- break;
- case FRAG_RESULT_DEPTH:
- c->output_position_index = loc;
- break;
- case FRAG_RESULT_SAMPLE_MASK:
- c->output_sample_mask_index = loc;
- break;
- }
- } else {
- switch (var->data.location) {
- case VARYING_SLOT_POS:
- c->output_position_index = loc;
- break;
- case VARYING_SLOT_PSIZ:
- c->output_point_size_index = loc;
- break;
- }
+ switch (var->data.location) {
+ case FRAG_RESULT_COLOR:
+ c->output_color_var[0] = var;
+ c->output_color_var[1] = var;
+ c->output_color_var[2] = var;
+ c->output_color_var[3] = var;
+ break;
+ case FRAG_RESULT_DATA0:
+ case FRAG_RESULT_DATA1:
+ case FRAG_RESULT_DATA2:
+ case FRAG_RESULT_DATA3:
+ c->output_color_var[var->data.location -
+ FRAG_RESULT_DATA0] = var;
+ break;
+ case FRAG_RESULT_DEPTH:
+ c->output_position_index = loc;
+ break;
+ case FRAG_RESULT_SAMPLE_MASK:
+ c->output_sample_mask_index = loc;
+ break;
}
}
}
-static void
-ntq_setup_uniforms(struct v3d_compile *c)
-{
- nir_foreach_variable(var, &c->s->uniforms) {
- uint32_t vec4_count = glsl_count_attribute_slots(var->type,
- false);
- unsigned vec4_size = 4 * sizeof(float);
-
- declare_uniform_range(c, var->data.driver_location * vec4_size,
- vec4_count * vec4_size);
-
- }
-}
-
/**
* Sets up the mapping from nir_register to struct qreg *.
*
*/
struct qreg *qregs = ntq_init_ssa_def(c, &instr->def);
for (int i = 0; i < instr->def.num_components; i++)
- qregs[i] = vir_uniform_ui(c, instr->value.u32[i]);
+ qregs[i] = vir_uniform_ui(c, instr->value[i].u32);
_mesa_hash_table_insert(c->def_ht, &instr->def, qregs);
}
}
static void
-ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
+ntq_emit_image_size(struct v3d_compile *c, nir_intrinsic_instr *instr)
{
- unsigned offset;
+ unsigned image_index = nir_src_as_uint(instr->src[0]);
+ bool is_array = nir_intrinsic_image_array(instr);
+
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_IMAGE_WIDTH, image_index));
+ if (instr->num_components > 1) {
+ ntq_store_dest(c, &instr->dest, 1,
+ vir_uniform(c, QUNIFORM_IMAGE_HEIGHT,
+ image_index));
+ }
+ if (instr->num_components > 2) {
+ ntq_store_dest(c, &instr->dest, 2,
+ vir_uniform(c,
+ is_array ?
+ QUNIFORM_IMAGE_ARRAY_SIZE :
+ QUNIFORM_IMAGE_DEPTH,
+ image_index));
+ }
+}
- switch (instr->intrinsic) {
- case nir_intrinsic_load_uniform:
- assert(instr->num_components == 1);
- if (nir_src_is_const(instr->src[0])) {
- offset = (nir_intrinsic_base(instr) +
- nir_src_as_uint(instr->src[0]));
- assert(offset % 4 == 0);
- /* We need dwords */
- offset = offset / 4;
- ntq_store_dest(c, &instr->dest, 0,
- vir_uniform(c, QUNIFORM_UNIFORM,
- offset));
+static void
+vir_emit_tlb_color_read(struct v3d_compile *c, nir_intrinsic_instr *instr)
+{
+ assert(c->s->info.stage == MESA_SHADER_FRAGMENT);
+
+ int rt = nir_src_as_uint(instr->src[0]);
+ assert(rt < V3D_MAX_DRAW_BUFFERS);
+
+ int sample_index = nir_intrinsic_base(instr) ;
+ assert(sample_index < V3D_MAX_SAMPLES);
+
+ int component = nir_intrinsic_component(instr);
+ assert(component < 4);
+
+ /* We need to emit our TLB reads after we have acquired the scoreboard
+ * lock, or the GPU will hang. Usually, we do our scoreboard locking on
+ * the last thread switch to improve parallelism, however, that is only
+ * guaranteed to happen before the tlb color writes.
+ *
+ * To fix that, we make sure we always emit a thread switch before the
+ * first tlb color read. If that happens to be the last thread switch
+ * we emit, then everything is fine, but otherwsie, if any code after
+ * this point needs to emit additional thread switches, then we will
+ * switch the strategy to locking the scoreboard on the first thread
+ * switch instead -- see vir_emit_thrsw().
+ */
+ if (!c->emitted_tlb_load) {
+ if (!c->last_thrsw_at_top_level) {
+ assert(c->devinfo->ver >= 41);
+ vir_emit_thrsw(c);
+ }
+
+ c->emitted_tlb_load = true;
+ }
+
+ struct qreg *color_reads_for_sample =
+ &c->color_reads[(rt * V3D_MAX_SAMPLES + sample_index) * 4];
+
+ if (color_reads_for_sample[component].file == QFILE_NULL) {
+ enum pipe_format rt_format = c->fs_key->color_fmt[rt].format;
+ int num_components =
+ util_format_get_nr_components(rt_format);
+
+ const bool swap_rb = c->fs_key->swap_color_rb & (1 << rt);
+ if (swap_rb)
+ num_components = MAX2(num_components, 3);
+
+ nir_variable *var = c->output_color_var[rt];
+ enum glsl_base_type type = glsl_get_base_type(var->type);
+
+ bool is_int_format = type == GLSL_TYPE_INT ||
+ type == GLSL_TYPE_UINT;
+
+ bool is_32b_tlb_format = is_int_format ||
+ (c->fs_key->f32_color_rb & (1 << rt));
+
+ int num_samples = c->fs_key->msaa ? V3D_MAX_SAMPLES : 1;
+
+ uint32_t conf = 0xffffff00;
+ conf |= c->fs_key->msaa ? TLB_SAMPLE_MODE_PER_SAMPLE :
+ TLB_SAMPLE_MODE_PER_PIXEL;
+ conf |= (7 - rt) << TLB_RENDER_TARGET_SHIFT;
+
+ if (is_32b_tlb_format) {
+ /* The F32 vs I32 distinction was dropped in 4.2. */
+ conf |= (c->devinfo->ver < 42 && is_int_format) ?
+ TLB_TYPE_I32_COLOR : TLB_TYPE_F32_COLOR;
+
+ conf |= ((num_components - 1) <<
+ TLB_VEC_SIZE_MINUS_1_SHIFT);
} else {
- ntq_store_dest(c, &instr->dest, 0,
- indirect_uniform_load(c, instr));
+ conf |= TLB_TYPE_F16_COLOR;
+ conf |= TLB_F16_SWAP_HI_LO;
+
+ if (num_components >= 3)
+ conf |= TLB_VEC_SIZE_4_F16;
+ else
+ conf |= TLB_VEC_SIZE_2_F16;
}
- break;
- case nir_intrinsic_load_ubo:
- for (int i = 0; i < instr->num_components; i++) {
- int ubo = nir_src_as_uint(instr->src[0]);
- /* XXX perf: On V3D 4.x with uniform offsets, we
- * should probably try setting UBOs up in the A
- * register file and doing a sequence of loads that
- * way.
- */
- /* Adjust for where we stored the TGSI register base. */
- vir_ADD_dest(c,
- vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUA),
- vir_uniform(c, QUNIFORM_UBO_ADDR, 1 + ubo),
- vir_ADD(c,
- ntq_get_src(c, instr->src[1], 0),
- vir_uniform_ui(c, i * 4)));
+ for (int i = 0; i < num_samples; i++) {
+ struct qreg r, g, b, a;
+ if (is_32b_tlb_format) {
+ r = conf != 0xffffffff && i == 0?
+ vir_TLBU_COLOR_READ(c, conf) :
+ vir_TLB_COLOR_READ(c);
+ if (num_components >= 2)
+ g = vir_TLB_COLOR_READ(c);
+ if (num_components >= 3)
+ b = vir_TLB_COLOR_READ(c);
+ if (num_components >= 4)
+ a = vir_TLB_COLOR_READ(c);
+ } else {
+ struct qreg rg = conf != 0xffffffff && i == 0 ?
+ vir_TLBU_COLOR_READ(c, conf) :
+ vir_TLB_COLOR_READ(c);
+ r = vir_FMOV(c, rg);
+ vir_set_unpack(c->defs[r.index], 0,
+ V3D_QPU_UNPACK_L);
+ g = vir_FMOV(c, rg);
+ vir_set_unpack(c->defs[g.index], 0,
+ V3D_QPU_UNPACK_H);
+
+ if (num_components > 2) {
+ struct qreg ba = vir_TLB_COLOR_READ(c);
+ b = vir_FMOV(c, ba);
+ vir_set_unpack(c->defs[b.index], 0,
+ V3D_QPU_UNPACK_L);
+ a = vir_FMOV(c, ba);
+ vir_set_unpack(c->defs[a.index], 0,
+ V3D_QPU_UNPACK_H);
+ }
+ }
- vir_emit_thrsw(c);
+ struct qreg *color_reads =
+ &c->color_reads[(rt * V3D_MAX_SAMPLES + i) * 4];
- ntq_store_dest(c, &instr->dest, i, vir_LDTMU(c));
+ color_reads[0] = swap_rb ? b : r;
+ if (num_components >= 2)
+ color_reads[1] = g;
+ if (num_components >= 3)
+ color_reads[2] = swap_rb ? r : b;
+ if (num_components >= 4)
+ color_reads[3] = a;
}
- break;
+ }
- if (nir_src_is_const(instr->src[0])) {
- offset = (nir_intrinsic_base(instr) +
- nir_src_as_uint(instr->src[0]));
- assert(offset % 4 == 0);
- /* We need dwords */
- offset = offset / 4;
- ntq_store_dest(c, &instr->dest, 0,
+ assert(color_reads_for_sample[component].file != QFILE_NULL);
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_MOV(c, color_reads_for_sample[component]));
+}
+
+static void
+ntq_emit_load_uniform(struct v3d_compile *c, nir_intrinsic_instr *instr)
+{
+ if (nir_src_is_const(instr->src[0])) {
+ int offset = (nir_intrinsic_base(instr) +
+ nir_src_as_uint(instr->src[0]));
+ assert(offset % 4 == 0);
+ /* We need dwords */
+ offset = offset / 4;
+ for (int i = 0; i < instr->num_components; i++) {
+ ntq_store_dest(c, &instr->dest, i,
vir_uniform(c, QUNIFORM_UNIFORM,
- offset));
- } else {
- ntq_store_dest(c, &instr->dest, 0,
- indirect_uniform_load(c, instr));
+ offset + i));
+ }
+ } else {
+ ntq_emit_tmu_general(c, instr, false);
+ }
+}
+
+static void
+ntq_emit_load_input(struct v3d_compile *c, nir_intrinsic_instr *instr)
+{
+ /* XXX: Use ldvpmv (uniform offset) or ldvpmd (non-uniform offset)
+ * and enable PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR.
+ */
+ unsigned offset =
+ nir_intrinsic_base(instr) + nir_src_as_uint(instr->src[0]);
+
+ if (c->s->info.stage != MESA_SHADER_FRAGMENT && c->devinfo->ver >= 40) {
+ /* Emit the LDVPM directly now, rather than at the top
+ * of the shader like we did for V3D 3.x (which needs
+ * vpmsetup when not just taking the next offset).
+ *
+ * Note that delaying like this may introduce stalls,
+ * as LDVPMV takes a minimum of 1 instruction but may
+ * be slower if the VPM unit is busy with another QPU.
+ */
+ int index = 0;
+ if (c->s->info.system_values_read &
+ (1ull << SYSTEM_VALUE_INSTANCE_ID)) {
+ index++;
+ }
+ if (c->s->info.system_values_read &
+ (1ull << SYSTEM_VALUE_VERTEX_ID)) {
+ index++;
+ }
+ for (int i = 0; i < offset; i++)
+ index += c->vattr_sizes[i];
+ index += nir_intrinsic_component(instr);
+ for (int i = 0; i < instr->num_components; i++) {
+ struct qreg vpm_offset = vir_uniform_ui(c, index++);
+ ntq_store_dest(c, &instr->dest, i,
+ vir_LDVPMV_IN(c, vpm_offset));
+ }
+ } else {
+ for (int i = 0; i < instr->num_components; i++) {
+ int comp = nir_intrinsic_component(instr) + i;
+ ntq_store_dest(c, &instr->dest, i,
+ vir_MOV(c, c->inputs[offset * 4 + comp]));
}
+ }
+}
+
+static void
+ntq_emit_per_sample_color_write(struct v3d_compile *c,
+ nir_intrinsic_instr *instr)
+{
+ assert(instr->intrinsic == nir_intrinsic_store_tlb_sample_color_v3d);
+
+ unsigned rt = nir_src_as_uint(instr->src[1]);
+ assert(rt < V3D_MAX_DRAW_BUFFERS);
+
+ unsigned sample_idx = nir_intrinsic_base(instr);
+ assert(sample_idx < V3D_MAX_SAMPLES);
+
+ unsigned offset = (rt * V3D_MAX_SAMPLES + sample_idx) * 4;
+ for (int i = 0; i < instr->num_components; i++) {
+ c->sample_colors[offset + i] =
+ vir_MOV(c, ntq_get_src(c, instr->src[0], i));
+ }
+}
+
+static void
+ntq_emit_color_write(struct v3d_compile *c,
+ nir_intrinsic_instr *instr)
+{
+ unsigned offset = (nir_intrinsic_base(instr) +
+ nir_src_as_uint(instr->src[1])) * 4 +
+ nir_intrinsic_component(instr);
+ for (int i = 0; i < instr->num_components; i++) {
+ c->outputs[offset + i] =
+ vir_MOV(c, ntq_get_src(c, instr->src[0], i));
+ }
+}
+
+static void
+emit_store_output_gs(struct v3d_compile *c, nir_intrinsic_instr *instr)
+{
+ assert(instr->num_components == 1);
+
+ uint32_t base_offset = nir_intrinsic_base(instr);
+ struct qreg src_offset = ntq_get_src(c, instr->src[1], 0);
+ struct qreg offset =
+ vir_ADD(c, vir_uniform_ui(c, base_offset), src_offset);
+
+ /* Usually, for VS or FS, we only emit outputs once at program end so
+ * our VPM writes are never in non-uniform control flow, but this
+ * is not true for GS, where we are emitting multiple vertices.
+ */
+ if (vir_in_nonuniform_control_flow(c)) {
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), c->execute),
+ V3D_QPU_PF_PUSHZ);
+ }
+
+ vir_VPM_WRITE_indirect(c, ntq_get_src(c, instr->src[0], 0), offset);
+
+ if (vir_in_nonuniform_control_flow(c)) {
+ struct qinst *last_inst =
+ (struct qinst *)c->cur_block->instructions.prev;
+ vir_set_cond(last_inst, V3D_QPU_COND_IFA);
+ }
+}
+
+static void
+ntq_emit_store_output(struct v3d_compile *c, nir_intrinsic_instr *instr)
+{
+ /* XXX perf: Use stvpmv with uniform non-constant offsets and
+ * stvpmd with non-uniform offsets and enable
+ * PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR.
+ */
+ if (c->s->info.stage == MESA_SHADER_FRAGMENT) {
+ ntq_emit_color_write(c, instr);
+ } else if (c->s->info.stage == MESA_SHADER_GEOMETRY) {
+ emit_store_output_gs(c, instr);
+ } else {
+ assert(c->s->info.stage == MESA_SHADER_VERTEX);
+ assert(instr->num_components == 1);
+
+ vir_VPM_WRITE(c,
+ ntq_get_src(c, instr->src[0], 0),
+ nir_intrinsic_base(instr));
+ }
+}
+
+static void
+ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
+{
+ switch (instr->intrinsic) {
+ case nir_intrinsic_load_uniform:
+ ntq_emit_load_uniform(c, instr);
+ break;
+
+ case nir_intrinsic_load_ubo:
+ ntq_emit_tmu_general(c, instr, false);
+ break;
+
+ case nir_intrinsic_ssbo_atomic_add:
+ case nir_intrinsic_ssbo_atomic_imin:
+ case nir_intrinsic_ssbo_atomic_umin:
+ case nir_intrinsic_ssbo_atomic_imax:
+ case nir_intrinsic_ssbo_atomic_umax:
+ case nir_intrinsic_ssbo_atomic_and:
+ case nir_intrinsic_ssbo_atomic_or:
+ case nir_intrinsic_ssbo_atomic_xor:
+ case nir_intrinsic_ssbo_atomic_exchange:
+ case nir_intrinsic_ssbo_atomic_comp_swap:
+ case nir_intrinsic_load_ssbo:
+ case nir_intrinsic_store_ssbo:
+ ntq_emit_tmu_general(c, instr, false);
+ break;
+
+ case nir_intrinsic_shared_atomic_add:
+ case nir_intrinsic_shared_atomic_imin:
+ case nir_intrinsic_shared_atomic_umin:
+ case nir_intrinsic_shared_atomic_imax:
+ case nir_intrinsic_shared_atomic_umax:
+ case nir_intrinsic_shared_atomic_and:
+ case nir_intrinsic_shared_atomic_or:
+ case nir_intrinsic_shared_atomic_xor:
+ case nir_intrinsic_shared_atomic_exchange:
+ case nir_intrinsic_shared_atomic_comp_swap:
+ case nir_intrinsic_load_shared:
+ case nir_intrinsic_store_shared:
+ case nir_intrinsic_load_scratch:
+ case nir_intrinsic_store_scratch:
+ ntq_emit_tmu_general(c, instr, true);
+ break;
+
+ case nir_intrinsic_image_load:
+ case nir_intrinsic_image_store:
+ case nir_intrinsic_image_atomic_add:
+ case nir_intrinsic_image_atomic_imin:
+ case nir_intrinsic_image_atomic_umin:
+ case nir_intrinsic_image_atomic_imax:
+ case nir_intrinsic_image_atomic_umax:
+ case nir_intrinsic_image_atomic_and:
+ case nir_intrinsic_image_atomic_or:
+ case nir_intrinsic_image_atomic_xor:
+ case nir_intrinsic_image_atomic_exchange:
+ case nir_intrinsic_image_atomic_comp_swap:
+ v3d40_vir_emit_image_load_store(c, instr);
+ break;
+
+ case nir_intrinsic_get_buffer_size:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_GET_BUFFER_SIZE,
+ nir_src_as_uint(instr->src[0])));
break;
case nir_intrinsic_load_user_clip_plane:
- for (int i = 0; i < instr->num_components; i++) {
+ for (int i = 0; i < nir_intrinsic_dest_components(instr); i++) {
ntq_store_dest(c, &instr->dest, i,
vir_uniform(c, QUNIFORM_USER_CLIP_PLANE,
nir_intrinsic_ucp_id(instr) *
}
break;
+ case nir_intrinsic_load_viewport_x_scale:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_VIEWPORT_X_SCALE, 0));
+ break;
+
+ case nir_intrinsic_load_viewport_y_scale:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_VIEWPORT_Y_SCALE, 0));
+ break;
+
+ case nir_intrinsic_load_viewport_z_scale:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_VIEWPORT_Z_SCALE, 0));
+ break;
+
+ case nir_intrinsic_load_viewport_z_offset:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_VIEWPORT_Z_OFFSET, 0));
+ break;
+
case nir_intrinsic_load_alpha_ref_float:
ntq_store_dest(c, &instr->dest, 0,
vir_uniform(c, QUNIFORM_ALPHA_REF, 0));
ntq_store_dest(c, &instr->dest, 0, vir_MSF(c));
break;
+ case nir_intrinsic_load_helper_invocation:
+ vir_set_pf(vir_MSF_dest(c, vir_nop_reg()), V3D_QPU_PF_PUSHZ);
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFA,
+ vir_uniform_ui(c, ~0),
+ vir_uniform_ui(c, 0))));
+ break;
+
case nir_intrinsic_load_front_face:
/* The register contains 0 (front) or 1 (back), and we need to
* turn it into a NIR bool where true means front.
ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->vid));
break;
+ case nir_intrinsic_load_tlb_color_v3d:
+ vir_emit_tlb_color_read(c, instr);
+ break;
+
case nir_intrinsic_load_input:
- for (int i = 0; i < instr->num_components; i++) {
- offset = (nir_intrinsic_base(instr) +
- nir_src_as_uint(instr->src[0]));
- int comp = nir_intrinsic_component(instr) + i;
- ntq_store_dest(c, &instr->dest, i,
- vir_MOV(c, c->inputs[offset * 4 + comp]));
- }
+ ntq_emit_load_input(c, instr);
break;
- case nir_intrinsic_store_output:
- offset = ((nir_intrinsic_base(instr) +
- nir_src_as_uint(instr->src[1])) * 4 +
- nir_intrinsic_component(instr));
+ case nir_intrinsic_store_tlb_sample_color_v3d:
+ ntq_emit_per_sample_color_write(c, instr);
+ break;
- for (int i = 0; i < instr->num_components; i++) {
- c->outputs[offset + i] =
- vir_MOV(c, ntq_get_src(c, instr->src[0], i));
- }
- c->num_outputs = MAX2(c->num_outputs,
- offset + instr->num_components);
+ case nir_intrinsic_store_output:
+ ntq_emit_store_output(c, instr);
+ break;
+
+ case nir_intrinsic_image_size:
+ ntq_emit_image_size(c, instr);
break;
case nir_intrinsic_discard:
- if (c->execute.file != QFILE_NULL) {
- vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
- vir_set_cond(vir_SETMSF_dest(c, vir_reg(QFILE_NULL, 0),
+ if (vir_in_nonuniform_control_flow(c)) {
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), c->execute),
+ V3D_QPU_PF_PUSHZ);
+ vir_set_cond(vir_SETMSF_dest(c, vir_nop_reg(),
vir_uniform_ui(c, 0)),
V3D_QPU_COND_IFA);
} else {
- vir_SETMSF_dest(c, vir_reg(QFILE_NULL, 0),
+ vir_SETMSF_dest(c, vir_nop_reg(),
vir_uniform_ui(c, 0));
}
break;
case nir_intrinsic_discard_if: {
- /* true (~0) if we're discarding */
- struct qreg cond = ntq_get_src(c, instr->src[0], 0);
+ enum v3d_qpu_cond cond = ntq_emit_bool_to_cond(c, instr->src[0]);
- if (c->execute.file != QFILE_NULL) {
- /* execute == 0 means the channel is active. Invert
- * the condition so that we can use zero as "executing
- * and discarding."
- */
- vir_PF(c, vir_OR(c, c->execute, vir_NOT(c, cond)),
- V3D_QPU_PF_PUSHZ);
- vir_set_cond(vir_SETMSF_dest(c, vir_reg(QFILE_NULL, 0),
- vir_uniform_ui(c, 0)),
- V3D_QPU_COND_IFA);
+ if (vir_in_nonuniform_control_flow(c)) {
+ struct qinst *exec_flag = vir_MOV_dest(c, vir_nop_reg(),
+ c->execute);
+ if (cond == V3D_QPU_COND_IFA) {
+ vir_set_uf(exec_flag, V3D_QPU_UF_ANDZ);
+ } else {
+ vir_set_uf(exec_flag, V3D_QPU_UF_NORNZ);
+ cond = V3D_QPU_COND_IFA;
+ }
+ }
+
+ vir_set_cond(vir_SETMSF_dest(c, vir_nop_reg(),
+ vir_uniform_ui(c, 0)), cond);
+
+ break;
+ }
+
+ case nir_intrinsic_memory_barrier:
+ case nir_intrinsic_memory_barrier_buffer:
+ case nir_intrinsic_memory_barrier_image:
+ case nir_intrinsic_memory_barrier_shared:
+ case nir_intrinsic_memory_barrier_tcs_patch:
+ case nir_intrinsic_group_memory_barrier:
+ /* We don't do any instruction scheduling of these NIR
+ * instructions between each other, so we just need to make
+ * sure that the TMU operations before the barrier are flushed
+ * before the ones after the barrier. That is currently
+ * handled by having a THRSW in each of them and a LDTMU
+ * series or a TMUWT after.
+ */
+ break;
+
+ case nir_intrinsic_control_barrier:
+ /* Emit a TSY op to get all invocations in the workgroup
+ * (actually supergroup) to block until the last invocation
+ * reaches the TSY op.
+ */
+ if (c->devinfo->ver >= 42) {
+ vir_BARRIERID_dest(c, vir_reg(QFILE_MAGIC,
+ V3D_QPU_WADDR_SYNCB));
} else {
- vir_PF(c, cond, V3D_QPU_PF_PUSHZ);
- vir_set_cond(vir_SETMSF_dest(c, vir_reg(QFILE_NULL, 0),
- vir_uniform_ui(c, 0)),
- V3D_QPU_COND_IFNA);
+ struct qinst *sync =
+ vir_BARRIERID_dest(c,
+ vir_reg(QFILE_MAGIC,
+ V3D_QPU_WADDR_SYNCU));
+ sync->uniform =
+ vir_get_uniform_index(c, QUNIFORM_CONSTANT,
+ 0xffffff00 |
+ V3D_TSY_WAIT_INC_CHECK);
+
+ }
+
+ /* The blocking of a TSY op only happens at the next thread
+ * switch. No texturing may be outstanding at the time of a
+ * TSY blocking operation.
+ */
+ vir_emit_thrsw(c);
+ break;
+
+ case nir_intrinsic_load_num_work_groups:
+ for (int i = 0; i < 3; i++) {
+ ntq_store_dest(c, &instr->dest, i,
+ vir_uniform(c, QUNIFORM_NUM_WORK_GROUPS,
+ i));
}
+ break;
+
+ case nir_intrinsic_load_local_invocation_index:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_SHR(c, c->cs_payload[1],
+ vir_uniform_ui(c, 32 - c->local_invocation_index_bits)));
+ break;
+
+ case nir_intrinsic_load_work_group_id:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_AND(c, c->cs_payload[0],
+ vir_uniform_ui(c, 0xffff)));
+ ntq_store_dest(c, &instr->dest, 1,
+ vir_SHR(c, c->cs_payload[0],
+ vir_uniform_ui(c, 16)));
+ ntq_store_dest(c, &instr->dest, 2,
+ vir_AND(c, c->cs_payload[1],
+ vir_uniform_ui(c, 0xffff)));
+ break;
+
+ case nir_intrinsic_load_subgroup_id:
+ ntq_store_dest(c, &instr->dest, 0, vir_EIDX(c));
+ break;
+ case nir_intrinsic_load_per_vertex_input: {
+ /* col: vertex index, row = varying index */
+ struct qreg col = ntq_get_src(c, instr->src[0], 0);
+ uint32_t row_idx = nir_intrinsic_base(instr) * 4 +
+ nir_intrinsic_component(instr);
+ for (int i = 0; i < instr->num_components; i++) {
+ struct qreg row = vir_uniform_ui(c, row_idx++);
+ ntq_store_dest(c, &instr->dest, i,
+ vir_LDVPMG_IN(c, row, col));
+ }
break;
}
+ case nir_intrinsic_emit_vertex:
+ case nir_intrinsic_end_primitive:
+ unreachable("Should have been lowered in v3d_nir_lower_io");
+ break;
+
+ case nir_intrinsic_load_primitive_id: {
+ /* gl_PrimitiveIdIn is written by the GBG in the first word of
+ * VPM output header. According to docs, we should read this
+ * using ldvpm(v,d)_in (See Table 71).
+ */
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_LDVPMV_IN(c, vir_uniform_ui(c, 0)));
+ break;
+ }
+
+ case nir_intrinsic_load_invocation_id:
+ ntq_store_dest(c, &instr->dest, 0, vir_IID(c));
+ break;
+
+ case nir_intrinsic_load_fb_layers_v3d:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_FB_LAYERS, 0));
+ break;
+
default:
fprintf(stderr, "Unknown intrinsic: ");
nir_print_instr(&instr->instr, stderr);
static void
ntq_activate_execute_for_block(struct v3d_compile *c)
{
- vir_set_pf(vir_XOR_dest(c, vir_reg(QFILE_NULL, 0),
+ vir_set_pf(vir_XOR_dest(c, vir_nop_reg(),
c->execute, vir_uniform_ui(c, c->cur_block->index)),
V3D_QPU_PF_PUSHZ);
}
static void
-ntq_emit_if(struct v3d_compile *c, nir_if *if_stmt)
+ntq_emit_uniform_if(struct v3d_compile *c, nir_if *if_stmt)
{
nir_block *nir_else_block = nir_if_first_else_block(if_stmt);
bool empty_else_block =
else
else_block = vir_new_block(c);
- bool was_top_level = false;
- if (c->execute.file == QFILE_NULL) {
+ /* Set up the flags for the IF condition (taking the THEN branch). */
+ enum v3d_qpu_cond cond = ntq_emit_bool_to_cond(c, if_stmt->condition);
+
+ /* Jump to ELSE. */
+ vir_BRANCH(c, cond == V3D_QPU_COND_IFA ?
+ V3D_QPU_BRANCH_COND_ALLNA :
+ V3D_QPU_BRANCH_COND_ALLA);
+ vir_link_blocks(c->cur_block, else_block);
+ vir_link_blocks(c->cur_block, then_block);
+
+ /* Process the THEN block. */
+ vir_set_emit_block(c, then_block);
+ ntq_emit_cf_list(c, &if_stmt->then_list);
+
+ if (!empty_else_block) {
+ /* At the end of the THEN block, jump to ENDIF */
+ vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALWAYS);
+ vir_link_blocks(c->cur_block, after_block);
+
+ /* Emit the else block. */
+ vir_set_emit_block(c, else_block);
+ ntq_emit_cf_list(c, &if_stmt->else_list);
+ }
+
+ vir_link_blocks(c->cur_block, after_block);
+
+ vir_set_emit_block(c, after_block);
+}
+
+static void
+ntq_emit_nonuniform_if(struct v3d_compile *c, nir_if *if_stmt)
+{
+ nir_block *nir_else_block = nir_if_first_else_block(if_stmt);
+ bool empty_else_block =
+ (nir_else_block == nir_if_last_else_block(if_stmt) &&
+ exec_list_is_empty(&nir_else_block->instr_list));
+
+ struct qblock *then_block = vir_new_block(c);
+ struct qblock *after_block = vir_new_block(c);
+ struct qblock *else_block;
+ if (empty_else_block)
+ else_block = after_block;
+ else
+ else_block = vir_new_block(c);
+
+ bool was_uniform_control_flow = false;
+ if (!vir_in_nonuniform_control_flow(c)) {
c->execute = vir_MOV(c, vir_uniform_ui(c, 0));
- was_top_level = true;
+ was_uniform_control_flow = true;
}
- /* Set A for executing (execute == 0) and jumping (if->condition ==
- * 0) channels, and then update execute flags for those to point to
- * the ELSE block.
- *
- * XXX perf: we could reuse ntq_emit_comparison() to generate our if
- * condition, and the .uf field to ignore non-executing channels, to
- * reduce the overhead of if statements.
+ /* Set up the flags for the IF condition (taking the THEN branch). */
+ enum v3d_qpu_cond cond = ntq_emit_bool_to_cond(c, if_stmt->condition);
+
+ /* Update the flags+cond to mean "Taking the ELSE branch (!cond) and
+ * was previously active (execute Z) for updating the exec flags.
*/
- vir_PF(c, vir_OR(c,
- c->execute,
- ntq_get_src(c, if_stmt->condition, 0)),
- V3D_QPU_PF_PUSHZ);
- vir_MOV_cond(c, V3D_QPU_COND_IFA,
+ if (was_uniform_control_flow) {
+ cond = v3d_qpu_cond_invert(cond);
+ } else {
+ struct qinst *inst = vir_MOV_dest(c, vir_nop_reg(), c->execute);
+ if (cond == V3D_QPU_COND_IFA) {
+ vir_set_uf(inst, V3D_QPU_UF_NORNZ);
+ } else {
+ vir_set_uf(inst, V3D_QPU_UF_ANDZ);
+ cond = V3D_QPU_COND_IFA;
+ }
+ }
+
+ vir_MOV_cond(c, cond,
c->execute,
vir_uniform_ui(c, else_block->index));
/* Jump to ELSE if nothing is active for THEN, otherwise fall
* through.
*/
- vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), c->execute), V3D_QPU_PF_PUSHZ);
vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALLNA);
vir_link_blocks(c->cur_block, else_block);
vir_link_blocks(c->cur_block, then_block);
* active channels update their execute flags to point to
* ENDIF
*/
- vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), c->execute),
+ V3D_QPU_PF_PUSHZ);
vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute,
vir_uniform_ui(c, after_block->index));
/* If everything points at ENDIF, then jump there immediately. */
- vir_PF(c, vir_XOR(c, c->execute,
- vir_uniform_ui(c, after_block->index)),
- V3D_QPU_PF_PUSHZ);
+ vir_set_pf(vir_XOR_dest(c, vir_nop_reg(),
+ c->execute,
+ vir_uniform_ui(c, after_block->index)),
+ V3D_QPU_PF_PUSHZ);
vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALLA);
vir_link_blocks(c->cur_block, after_block);
vir_link_blocks(c->cur_block, else_block);
vir_link_blocks(c->cur_block, after_block);
vir_set_emit_block(c, after_block);
- if (was_top_level)
+ if (was_uniform_control_flow)
c->execute = c->undef;
else
ntq_activate_execute_for_block(c);
}
+static void
+ntq_emit_if(struct v3d_compile *c, nir_if *nif)
+{
+ bool was_in_control_flow = c->in_control_flow;
+ c->in_control_flow = true;
+ if (!vir_in_nonuniform_control_flow(c) &&
+ nir_src_is_dynamically_uniform(nif->condition)) {
+ ntq_emit_uniform_if(c, nif);
+ } else {
+ ntq_emit_nonuniform_if(c, nif);
+ }
+ c->in_control_flow = was_in_control_flow;
+}
+
static void
ntq_emit_jump(struct v3d_compile *c, nir_jump_instr *jump)
{
switch (jump->type) {
case nir_jump_break:
- vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), c->execute),
+ V3D_QPU_PF_PUSHZ);
vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute,
vir_uniform_ui(c, c->loop_break_block->index));
break;
case nir_jump_continue:
- vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), c->execute),
+ V3D_QPU_PF_PUSHZ);
vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute,
vir_uniform_ui(c, c->loop_cont_block->index));
break;
static void
ntq_emit_loop(struct v3d_compile *c, nir_loop *loop)
{
- bool was_top_level = false;
- if (c->execute.file == QFILE_NULL) {
+ bool was_in_control_flow = c->in_control_flow;
+ c->in_control_flow = true;
+
+ bool was_uniform_control_flow = false;
+ if (!vir_in_nonuniform_control_flow(c)) {
c->execute = vir_MOV(c, vir_uniform_ui(c, 0));
- was_top_level = true;
+ was_uniform_control_flow = true;
}
struct qblock *save_loop_cont_block = c->loop_cont_block;
*
* XXX: Use the .ORZ flags update, instead.
*/
- vir_PF(c, vir_XOR(c,
- c->execute,
- vir_uniform_ui(c, c->loop_cont_block->index)),
- V3D_QPU_PF_PUSHZ);
+ vir_set_pf(vir_XOR_dest(c,
+ vir_nop_reg(),
+ c->execute,
+ vir_uniform_ui(c, c->loop_cont_block->index)),
+ V3D_QPU_PF_PUSHZ);
vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, 0));
- vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+ vir_set_pf(vir_MOV_dest(c, vir_nop_reg(), c->execute), V3D_QPU_PF_PUSHZ);
struct qinst *branch = vir_BRANCH(c, V3D_QPU_BRANCH_COND_ANYA);
/* Pixels that were not dispatched or have been discarded should not
vir_link_blocks(c->cur_block, c->loop_break_block);
vir_set_emit_block(c, c->loop_break_block);
- if (was_top_level)
+ if (was_uniform_control_flow)
c->execute = c->undef;
else
ntq_activate_execute_for_block(c);
c->loop_cont_block = save_loop_cont_block;
c->loops++;
+
+ c->in_control_flow = was_in_control_flow;
}
static void
static void
nir_to_vir(struct v3d_compile *c)
{
- if (c->s->info.stage == MESA_SHADER_FRAGMENT) {
+ switch (c->s->info.stage) {
+ case MESA_SHADER_FRAGMENT:
c->payload_w = vir_MOV(c, vir_reg(QFILE_REG, 0));
c->payload_w_centroid = vir_MOV(c, vir_reg(QFILE_REG, 1));
c->payload_z = vir_MOV(c, vir_reg(QFILE_REG, 2));
- /* XXX perf: We could set the "disable implicit point/line
- * varyings" field in the shader record and not emit these, if
- * they're not going to be used.
+ /* V3D 4.x can disable implicit point coordinate varyings if
+ * they are not used.
+ */
+ if (c->fs_key->is_points &&
+ (c->devinfo->ver < 40 || program_reads_point_coord(c))) {
+ c->point_x = emit_fragment_varying(c, NULL, 0, 0);
+ c->point_y = emit_fragment_varying(c, NULL, 0, 0);
+ c->uses_implicit_point_line_varyings = true;
+ } else if (c->fs_key->is_lines && c->devinfo->ver < 40) {
+ c->line_x = emit_fragment_varying(c, NULL, 0, 0);
+ c->uses_implicit_point_line_varyings = true;
+ }
+ break;
+ case MESA_SHADER_COMPUTE:
+ /* Set up the TSO for barriers, assuming we do some. */
+ if (c->devinfo->ver < 42) {
+ vir_BARRIERID_dest(c, vir_reg(QFILE_MAGIC,
+ V3D_QPU_WADDR_SYNC));
+ }
+
+ c->cs_payload[0] = vir_MOV(c, vir_reg(QFILE_REG, 0));
+ c->cs_payload[1] = vir_MOV(c, vir_reg(QFILE_REG, 2));
+
+ /* Set up the division between gl_LocalInvocationIndex and
+ * wg_in_mem in the payload reg.
*/
- if (c->fs_key->is_points) {
- c->point_x = emit_fragment_varying(c, NULL, 0);
- c->point_y = emit_fragment_varying(c, NULL, 0);
- } else if (c->fs_key->is_lines) {
- c->line_x = emit_fragment_varying(c, NULL, 0);
+ int wg_size = (c->s->info.cs.local_size[0] *
+ c->s->info.cs.local_size[1] *
+ c->s->info.cs.local_size[2]);
+ c->local_invocation_index_bits =
+ ffs(util_next_power_of_two(MAX2(wg_size, 64))) - 1;
+ assert(c->local_invocation_index_bits <= 8);
+
+ if (c->s->info.cs.shared_size) {
+ struct qreg wg_in_mem = vir_SHR(c, c->cs_payload[1],
+ vir_uniform_ui(c, 16));
+ if (c->s->info.cs.local_size[0] != 1 ||
+ c->s->info.cs.local_size[1] != 1 ||
+ c->s->info.cs.local_size[2] != 1) {
+ int wg_bits = (16 -
+ c->local_invocation_index_bits);
+ int wg_mask = (1 << wg_bits) - 1;
+ wg_in_mem = vir_AND(c, wg_in_mem,
+ vir_uniform_ui(c, wg_mask));
+ }
+ struct qreg shared_per_wg =
+ vir_uniform_ui(c, c->s->info.cs.shared_size);
+
+ c->cs_shared_offset =
+ vir_ADD(c,
+ vir_uniform(c, QUNIFORM_SHARED_OFFSET,0),
+ vir_UMUL(c, wg_in_mem, shared_per_wg));
}
+ break;
+ default:
+ break;
+ }
+
+ if (c->s->scratch_size) {
+ v3d_setup_spill_base(c);
+ c->spill_size += V3D_CHANNELS * c->s->scratch_size;
}
- if (c->s->info.stage == MESA_SHADER_FRAGMENT)
+ switch (c->s->info.stage) {
+ case MESA_SHADER_VERTEX:
+ ntq_setup_vs_inputs(c);
+ break;
+ case MESA_SHADER_GEOMETRY:
+ ntq_setup_gs_inputs(c);
+ break;
+ case MESA_SHADER_FRAGMENT:
ntq_setup_fs_inputs(c);
- else
- ntq_setup_vpm_inputs(c);
+ break;
+ case MESA_SHADER_COMPUTE:
+ break;
+ default:
+ unreachable("unsupported shader stage");
+ }
ntq_setup_outputs(c);
- ntq_setup_uniforms(c);
- ntq_setup_registers(c, &c->s->registers);
/* Find the main function and emit the body. */
nir_foreach_function(function, c->s) {
.lower_all_io_to_temps = true,
.lower_extract_byte = true,
.lower_extract_word = true,
- .lower_bfm = true,
.lower_bitfield_insert_to_shifts = true,
.lower_bitfield_extract_to_shifts = true,
.lower_bitfield_reverse = true,
.lower_bit_count = true,
+ .lower_cs_local_id_from_index = true,
+ .lower_ffract = true,
+ .lower_fmod = true,
.lower_pack_unorm_2x16 = true,
.lower_pack_snorm_2x16 = true,
.lower_pack_unorm_4x8 = true,
.lower_fsat = true,
.lower_fsqrt = true,
.lower_ifind_msb = true,
+ .lower_isign = true,
.lower_ldexp = true,
.lower_mul_high = true,
.lower_wpos_pntc = true,
- .native_integers = true,
+ .lower_rotate = true,
+ .lower_to_scalar = true,
};
/**
case MESA_SHADER_FRAGMENT:
emit_frag_end(c);
break;
+ case MESA_SHADER_GEOMETRY:
+ emit_geom_end(c);
+ break;
case MESA_SHADER_VERTEX:
emit_vert_end(c);
break;
+ case MESA_SHADER_COMPUTE:
+ break;
default:
unreachable("bad stage");
}
}
vir_optimize(c);
- vir_lower_uniforms(c);
vir_check_payload_w(c);
vir_remove_thrsw(c);
}
+ if (c->spills &&
+ (V3D_DEBUG & (V3D_DEBUG_VIR |
+ v3d_debug_flag_for_shader_stage(c->s->info.stage)))) {
+ fprintf(stderr, "%s prog %d/%d spilled VIR:\n",
+ vir_get_stage_name(c),
+ c->program_id, c->variant_id);
+ vir_dump(c);
+ fprintf(stderr, "\n");
+ }
+
v3d_vir_to_qpu(c, temp_registers);
}