#include "util/hash_table.h"
#include "compiler/nir/nir.h"
#include "compiler/nir/nir_builder.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_v33_pack.h"
-
-static struct qreg
-ntq_get_src(struct v3d_compile *c, nir_src src, int i);
static void
ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list);
(*regs)[i] = c->undef;
}
-static struct qreg
-vir_SFU(struct v3d_compile *c, int waddr, struct qreg src)
+void
+vir_emit_thrsw(struct v3d_compile *c)
{
- vir_FMOV_dest(c, vir_reg(QFILE_MAGIC, waddr), src);
- return vir_FMOV(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4));
+ if (c->threads == 1)
+ return;
+
+ /* Always thread switch after each texture operation for now.
+ *
+ * We could do better by batching a bunch of texture fetches up and
+ * then doing one thread switch and collecting all their results
+ * afterward.
+ */
+ c->last_thrsw = vir_NOP(c);
+ c->last_thrsw->qpu.sig.thrsw = true;
+ c->last_thrsw_at_top_level = (c->execute.file == QFILE_NULL);
}
static struct qreg
-vir_LDTMU(struct v3d_compile *c)
+vir_SFU(struct v3d_compile *c, int waddr, struct qreg src)
{
- vir_NOP(c)->qpu.sig.ldtmu = true;
- return vir_MOV(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4));
+ vir_FMOV_dest(c, vir_reg(QFILE_MAGIC, waddr), src);
+ return vir_FMOV(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4));
}
static struct qreg
vir_uniform(c, QUNIFORM_UBO_ADDR, 0),
indirect_offset);
+ vir_emit_thrsw(c);
return vir_LDTMU(c);
}
* (knowing that the previous instruction doesn't depend on flags) and rewrite
* its destination to be the NIR reg's destination
*/
-static void
+void
ntq_store_dest(struct v3d_compile *c, nir_dest *dest, int chan,
struct qreg result)
{
}
}
-static struct qreg
+struct qreg
ntq_get_src(struct v3d_compile *c, nir_src src, int i)
{
struct hash_entry *entry;
break;
}
- struct V3D33_TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1 p0_unpacked = {
- V3D33_TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1_header,
-
- .fetch_sample_mode = instr->op == nir_texop_txf,
- };
-
- switch (instr->sampler_dim) {
- case GLSL_SAMPLER_DIM_1D:
- if (instr->is_array)
- p0_unpacked.lookup_type = TEXTURE_1D_ARRAY;
- else
- p0_unpacked.lookup_type = TEXTURE_1D;
- break;
- case GLSL_SAMPLER_DIM_2D:
- case GLSL_SAMPLER_DIM_RECT:
- if (instr->is_array)
- p0_unpacked.lookup_type = TEXTURE_2D_ARRAY;
- else
- p0_unpacked.lookup_type = TEXTURE_2D;
- break;
- case GLSL_SAMPLER_DIM_3D:
- p0_unpacked.lookup_type = TEXTURE_3D;
- break;
- case GLSL_SAMPLER_DIM_CUBE:
- p0_unpacked.lookup_type = TEXTURE_CUBE_MAP;
- break;
- default:
- unreachable("Bad sampler type");
- }
-
- struct qreg coords[5];
- int next_coord = 0;
- for (unsigned i = 0; i < instr->num_srcs; i++) {
- switch (instr->src[i].src_type) {
- case nir_tex_src_coord:
- for (int j = 0; j < instr->coord_components; j++) {
- coords[next_coord++] =
- ntq_get_src(c, instr->src[i].src, j);
- }
- if (instr->coord_components < 2)
- coords[next_coord++] = vir_uniform_f(c, 0.5);
- break;
- case nir_tex_src_bias:
- coords[next_coord++] =
- ntq_get_src(c, instr->src[i].src, 0);
-
- p0_unpacked.bias_supplied = true;
- break;
- case nir_tex_src_lod:
- /* XXX: Needs base level addition */
- coords[next_coord++] =
- ntq_get_src(c, instr->src[i].src, 0);
-
- if (instr->op != nir_texop_txf &&
- instr->op != nir_texop_tg4) {
- p0_unpacked.disable_autolod_use_bias_only = true;
- }
- break;
- case nir_tex_src_comparator:
- coords[next_coord++] =
- ntq_get_src(c, instr->src[i].src, 0);
-
- p0_unpacked.shadow = true;
- break;
-
- case nir_tex_src_offset: {
- nir_const_value *offset =
- nir_src_as_const_value(instr->src[i].src);
- p0_unpacked.texel_offset_for_s_coordinate =
- offset->i32[0];
-
- if (instr->coord_components >= 2)
- p0_unpacked.texel_offset_for_t_coordinate =
- offset->i32[1];
-
- if (instr->coord_components >= 3)
- p0_unpacked.texel_offset_for_r_coordinate =
- offset->i32[2];
- break;
- }
-
- default:
- unreachable("unknown texture source");
- }
- }
-
- uint32_t p0_packed;
- V3D33_TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1_pack(NULL,
- (uint8_t *)&p0_packed,
- &p0_unpacked);
-
- /* There is no native support for GL texture rectangle coordinates, so
- * we have to rescale from ([0, width], [0, height]) to ([0, 1], [0,
- * 1]).
- */
- if (instr->sampler_dim == GLSL_SAMPLER_DIM_RECT) {
- coords[0] = vir_FMUL(c, coords[0],
- vir_uniform(c, QUNIFORM_TEXRECT_SCALE_X,
- unit));
- coords[1] = vir_FMUL(c, coords[1],
- vir_uniform(c, QUNIFORM_TEXRECT_SCALE_Y,
- unit));
- }
-
- struct qreg texture_u[] = {
- vir_uniform(c, QUNIFORM_TEXTURE_CONFIG_P0_0 + unit, p0_packed),
- vir_uniform(c, QUNIFORM_TEXTURE_CONFIG_P1, unit),
- };
- uint32_t next_texture_u = 0;
-
- for (int i = 0; i < next_coord; i++) {
- struct qreg dst;
-
- if (i == next_coord - 1)
- dst = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUL);
- else
- dst = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMU);
-
- struct qinst *tmu = vir_MOV_dest(c, dst, coords[i]);
-
- if (i < 2) {
- tmu->has_implicit_uniform = true;
- tmu->src[vir_get_implicit_uniform_src(tmu)] =
- texture_u[next_texture_u++];
- }
- }
-
- bool return_16 = (c->key->tex[unit].return_size == 16 ||
- p0_unpacked.shadow);
-
- struct qreg return_values[4];
- for (int i = 0; i < c->key->tex[unit].return_channels; i++)
- return_values[i] = vir_LDTMU(c);
- /* Swizzling .zw of an RG texture should give undefined results, not
- * crash the compiler.
- */
- for (int i = c->key->tex[unit].return_channels; i < 4; i++)
- return_values[i] = c->undef;
-
- for (int i = 0; i < nir_tex_instr_dest_size(instr); i++) {
- struct qreg chan;
-
- if (return_16) {
- STATIC_ASSERT(PIPE_SWIZZLE_X == 0);
- chan = return_values[i / 2];
-
- enum v3d_qpu_input_unpack unpack;
- if (i & 1)
- unpack = V3D_QPU_UNPACK_H;
- else
- unpack = V3D_QPU_UNPACK_L;
-
- chan = vir_FMOV(c, chan);
- vir_set_unpack(c->defs[chan.index], 0, unpack);
- } else {
- chan = vir_MOV(c, return_values[i]);
- }
- ntq_store_dest(c, &instr->dest, i, chan);
- }
+ if (c->devinfo->ver >= 40)
+ v3d40_vir_emit_tex(c, instr);
+ else
+ v3d33_vir_emit_tex(c, instr);
}
static struct qreg
emit_fragment_varying(struct v3d_compile *c, nir_variable *var,
uint8_t swizzle)
{
- struct qreg vary = vir_reg(QFILE_VARY, ~0);
+ struct qreg r3 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R3);
struct qreg r5 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R5);
+ struct qreg vary;
+ if (c->devinfo->ver >= 41) {
+ struct qinst *ldvary = vir_add_inst(V3D_QPU_A_NOP, c->undef,
+ c->undef, c->undef);
+ ldvary->qpu.sig.ldvary = true;
+ vary = vir_emit_def(c, ldvary);
+ } else {
+ vir_NOP(c)->qpu.sig.ldvary = true;
+ vary = r3;
+ }
+
/* For gl_PointCoord input or distance along a line, we'll be called
* with no nir_variable, and we don't count toward VPM size so we
* don't track an input slot.
switch (var->data.interpolation) {
case INTERP_MODE_NONE:
/* If a gl_FrontColor or gl_BackColor input has no interp
- * qualifier, then flag it for glShadeModel() handling by the
- * driver.
+ * qualifier, then if we're using glShadeModel(GL_FLAT) it
+ * needs to be flat shaded.
*/
switch (var->data.location) {
case VARYING_SLOT_COL0:
case VARYING_SLOT_COL1:
case VARYING_SLOT_BFC0:
case VARYING_SLOT_BFC1:
- BITSET_SET(c->shade_model_flags, i);
- break;
+ if (c->fs_key->shade_model_flat) {
+ BITSET_SET(c->flat_shade_flags, i);
+ vir_MOV_dest(c, c->undef, vary);
+ return vir_MOV(c, r5);
+ } else {
+ return vir_FADD(c, vir_FMUL(c, vary,
+ c->payload_w), r5);
+ }
default:
break;
}
emit_fragment_input(struct v3d_compile *c, int attr, nir_variable *var)
{
for (int i = 0; i < glsl_get_vector_elements(var->type); i++) {
- c->inputs[attr * 4 + i] =
- emit_fragment_varying(c, var, i);
+ int chan = var->data.location_frac + i;
+ c->inputs[attr * 4 + chan] =
+ emit_fragment_varying(c, var, chan);
}
}
nir_alu_instr *sel_instr)
{
struct qreg src0 = ntq_get_alu_src(c, compare_instr, 0);
- struct qreg src1 = ntq_get_alu_src(c, compare_instr, 1);
+ 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;
switch (compare_instr->op) {
case nir_op_imov:
result = vir_MOV(c, src[0]);
break;
+
+ case nir_op_fneg:
+ result = vir_XOR(c, src[0], vir_uniform_ui(c, 1 << 31));
+ break;
+ case nir_op_ineg:
+ result = vir_NEG(c, src[0]);
+ break;
+
case nir_op_fmul:
result = vir_FMUL(c, src[0], src[1]);
break;
static void
emit_frag_end(struct v3d_compile *c)
{
- uint32_t discard_cond = V3D_QPU_COND_NONE;
- if (c->s->info.fs.uses_discard) {
- vir_PF(c, vir_MOV(c, c->discard), V3D_QPU_PF_PUSHZ);
- discard_cond = V3D_QPU_COND_IFA;
- }
-
/* XXX
if (c->output_sample_mask_index != -1) {
vir_MS_MASK(c, c->outputs[c->output_sample_mask_index]);
}
*/
+ bool has_any_tlb_color_write = false;
+ for (int rt = 0; rt < c->fs_key->nr_cbufs; rt++) {
+ if (c->output_color_var[rt])
+ has_any_tlb_color_write = true;
+ }
+
if (c->output_position_index != -1) {
struct qinst *inst = vir_MOV_dest(c,
vir_reg(QFILE_TLBU, 0),
c->outputs[c->output_position_index]);
- vir_set_cond(inst, discard_cond);
inst->src[vir_get_implicit_uniform_src(inst)] =
vir_uniform_ui(c,
TLB_TYPE_DEPTH |
TLB_DEPTH_TYPE_PER_PIXEL |
0xffffff00);
- } else if (c->s->info.fs.uses_discard) {
+ } else if (c->s->info.fs.uses_discard || !has_any_tlb_color_write) {
+ /* Emit passthrough Z if it needed to be delayed until shader
+ * end due to potential discards.
+ *
+ * Since (single-threaded) fragment shaders always need a TLB
+ * write, emit passthrouh Z if we didn't have any color
+ * buffers and flag us as potentially discarding, so that we
+ * can use Z as the TLB write.
+ */
+ c->s->info.fs.uses_discard = true;
+
struct qinst *inst = vir_MOV_dest(c,
vir_reg(QFILE_TLBU, 0),
vir_reg(QFILE_NULL, 0));
- vir_set_cond(inst, discard_cond);
inst->src[vir_get_implicit_uniform_src(inst)] =
vir_uniform_ui(c,
switch (glsl_get_base_type(var->type)) {
case GLSL_TYPE_UINT:
case GLSL_TYPE_INT:
- conf |= TLB_TYPE_I32_COLOR;
+ /* 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]);
- vir_set_cond(inst, discard_cond);
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]);
- vir_set_cond(inst, discard_cond);
}
break;
if (c->fs_key->f32_color_rb & (1 << rt)) {
inst = vir_MOV_dest(c, vir_reg(QFILE_TLBU, 0), color[0]);
- vir_set_cond(inst, discard_cond);
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]);
- vir_set_cond(inst, discard_cond);
}
} else {
inst = vir_VFPACK_dest(c, vir_reg(QFILE_TLB, 0), r, g);
inst->src[vir_get_implicit_uniform_src(inst)] =
vir_uniform_ui(c, conf);
}
- vir_set_cond(inst, discard_cond);
- inst = vir_VFPACK_dest(c, vir_reg(QFILE_TLB, 0), b, a);
- vir_set_cond(inst, discard_cond);
+ if (num_components >= 3)
+ inst = vir_VFPACK_dest(c, vir_reg(QFILE_TLB, 0), b, a);
}
break;
}
}
static void
-emit_scaled_viewport_write(struct v3d_compile *c, struct qreg rcp_w)
+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;
+ } else {
+ 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)
{
for (int i = 0; i < 2; i++) {
struct qreg coord = c->outputs[c->output_position_index + i];
vir_uniform(c, QUNIFORM_VIEWPORT_X_SCALE + i,
0));
coord = vir_FMUL(c, coord, rcp_w);
- vir_FTOIN_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_VPM),
- coord);
+ vir_VPM_WRITE(c, vir_FTOIN(c, coord), vpm_index);
}
}
static void
-emit_zs_write(struct v3d_compile *c, struct qreg rcp_w)
+emit_zs_write(struct v3d_compile *c, struct qreg rcp_w, uint32_t *vpm_index)
{
struct qreg zscale = vir_uniform(c, QUNIFORM_VIEWPORT_Z_SCALE, 0);
struct qreg zoffset = vir_uniform(c, QUNIFORM_VIEWPORT_Z_OFFSET, 0);
- vir_FADD_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_VPM),
- vir_FMUL(c, vir_FMUL(c,
- c->outputs[c->output_position_index + 2],
- zscale),
- rcp_w),
- zoffset);
+ 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);
}
static void
-emit_rcp_wc_write(struct v3d_compile *c, struct qreg rcp_w)
+emit_rcp_wc_write(struct v3d_compile *c, struct qreg rcp_w, uint32_t *vpm_index)
{
- vir_VPM_WRITE(c, rcp_w);
+ vir_VPM_WRITE(c, rcp_w, vpm_index);
}
static void
-emit_point_size_write(struct v3d_compile *c)
+emit_point_size_write(struct v3d_compile *c, uint32_t *vpm_index)
{
struct qreg point_size;
*/
point_size = vir_FMAX(c, point_size, vir_uniform_f(c, .125));
- vir_VPM_WRITE(c, point_size);
+ vir_VPM_WRITE(c, point_size, vpm_index);
}
static void
emit_vpm_write_setup(struct v3d_compile *c)
{
- uint32_t packed;
- struct V3D33_VPM_GENERIC_BLOCK_WRITE_SETUP unpacked = {
- V3D33_VPM_GENERIC_BLOCK_WRITE_SETUP_header,
-
- .horiz = true,
- .laned = false,
- .segs = true,
- .stride = 1,
- .size = VPM_SETUP_SIZE_32_BIT,
- .addr = 0,
- };
-
- V3D33_VPM_GENERIC_BLOCK_WRITE_SETUP_pack(NULL,
- (uint8_t *)&packed,
- &unpacked);
- vir_VPMSETUP(c, vir_uniform_ui(c, packed));
+ if (c->devinfo->ver >= 40)
+ return;
+
+ v3d33_vir_vpm_write_setup(c);
}
static void
emit_vert_end(struct v3d_compile *c)
{
+ uint32_t vpm_index = 0;
struct qreg rcp_w = vir_SFU(c, V3D_QPU_WADDR_RECIP,
c->outputs[c->output_position_index + 3]);
if (c->vs_key->is_coord) {
for (int i = 0; i < 4; i++)
- vir_VPM_WRITE(c, c->outputs[c->output_position_index + i]);
- emit_scaled_viewport_write(c, rcp_w);
+ 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);
+ 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);
+ emit_zs_write(c, rcp_w, &vpm_index);
} else {
- emit_scaled_viewport_write(c, rcp_w);
- emit_zs_write(c, rcp_w);
- emit_rcp_wc_write(c, rcp_w);
+ 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);
+ emit_point_size_write(c, &vpm_index);
}
for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
struct v3d_varying_slot output = c->output_slots[j];
if (!memcmp(&input, &output, sizeof(input))) {
- vir_VPM_WRITE(c, c->outputs[j]);
+ vir_VPM_WRITE(c, c->outputs[j],
+ &vpm_index);
break;
}
}
* this FS input.
*/
if (j == c->num_outputs)
- vir_VPM_WRITE(c, vir_uniform_f(c, 0.0));
+ 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
{
struct qreg vpm = vir_reg(QFILE_VPM, vpm_index);
+ if (c->devinfo->ver >= 40 ) {
+ return vir_LDVPMV_IN(c,
+ vir_uniform_ui(c,
+ (*num_components_queued)++));
+ }
+
if (*num_components_queued != 0) {
(*num_components_queued)--;
c->num_inputs++;
uint32_t num_components = MIN2(*remaining, 32);
- struct V3D33_VPM_GENERIC_BLOCK_READ_SETUP unpacked = {
- V3D33_VPM_GENERIC_BLOCK_READ_SETUP_header,
-
- .horiz = true,
- .laned = false,
- /* If the field is 0, that means a read count of 32. */
- .num = num_components & 31,
- .segs = true,
- .stride = 1,
- .size = VPM_SETUP_SIZE_32_BIT,
- .addr = c->num_inputs,
- };
-
- uint32_t packed;
- V3D33_VPM_GENERIC_BLOCK_READ_SETUP_pack(NULL,
- (uint8_t *)&packed,
- &unpacked);
- vir_VPMSETUP(c, vir_uniform_ui(c, packed));
+ v3d33_vir_vpm_read_setup(c, num_components);
*num_components_queued = num_components - 1;
*remaining -= num_components;
}
if (c->s->info.stage == MESA_SHADER_VERTEX) {
- assert(vpm_components_queued == 0);
- assert(num_components == 0);
+ if (c->devinfo->ver >= 40) {
+ assert(vpm_components_queued == num_components);
+ } else {
+ assert(vpm_components_queued == 0);
+ assert(num_components == 0);
+ }
}
}
assert(array_len == 1);
(void)array_len;
- for (int i = 0; i < 4; i++)
- add_output(c, loc + i, var->data.location, i);
+ for (int i = 0; i < glsl_get_vector_elements(var->type); i++) {
+ add_output(c, loc + var->data.location_frac + i,
+ var->data.location,
+ var->data.location_frac + i);
+ }
if (c->s->info.stage == MESA_SHADER_FRAGMENT) {
switch (var->data.location) {
ntq_get_src(c, instr->src[1], 0),
vir_uniform_ui(c, i * 4)));
+ vir_emit_thrsw(c);
+
ntq_store_dest(c, &instr->dest, i, vir_LDTMU(c));
}
break;
case nir_intrinsic_discard:
if (c->execute.file != QFILE_NULL) {
vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
- vir_MOV_cond(c, V3D_QPU_COND_IFA, c->discard,
- vir_uniform_ui(c, ~0));
+ vir_set_cond(vir_SETMSF_dest(c, vir_reg(QFILE_NULL, 0),
+ vir_uniform_ui(c, 0)),
+ V3D_QPU_COND_IFA);
} else {
- vir_MOV_dest(c, c->discard, vir_uniform_ui(c, ~0));
+ vir_SETMSF_dest(c, vir_reg(QFILE_NULL, 0),
+ vir_uniform_ui(c, 0));
}
break;
* the condition so that we can use zero as "executing
* and discarding."
*/
- vir_PF(c, vir_AND(c, c->execute, vir_NOT(c, cond)),
+ vir_PF(c, vir_OR(c, c->execute, vir_NOT(c, cond)),
V3D_QPU_PF_PUSHZ);
- vir_MOV_cond(c, V3D_QPU_COND_IFA, c->discard, cond);
+ vir_set_cond(vir_SETMSF_dest(c, vir_reg(QFILE_NULL, 0),
+ vir_uniform_ui(c, 0)),
+ V3D_QPU_COND_IFA);
} else {
- vir_OR_dest(c, c->discard, c->discard, cond);
+ 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);
}
break;
static void
ntq_activate_execute_for_block(struct v3d_compile *c)
{
- vir_PF(c, vir_SUB(c, c->execute, vir_uniform_ui(c, c->cur_block->index)),
+ vir_PF(c, vir_XOR(c, c->execute, vir_uniform_ui(c, c->cur_block->index)),
V3D_QPU_PF_PUSHZ);
vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, 0));
vir_uniform_ui(c, after_block->index));
/* If everything points at ENDIF, then jump there immediately. */
- vir_PF(c, vir_SUB(c, c->execute,
+ vir_PF(c, vir_XOR(c, c->execute,
vir_uniform_ui(c, after_block->index)),
V3D_QPU_PF_PUSHZ);
vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALLA);
*
* XXX: Use the .ORZ flags update, instead.
*/
- vir_PF(c, vir_SUB(c,
+ vir_PF(c, vir_XOR(c,
c->execute,
vir_uniform_ui(c, c->loop_cont_block->index)),
V3D_QPU_PF_PUSHZ);
vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
- vir_BRANCH(c, V3D_QPU_BRANCH_COND_ANYA);
+ struct qinst *branch = vir_BRANCH(c, V3D_QPU_BRANCH_COND_ANYA);
+ /* Pixels that were not dispatched or have been discarded should not
+ * contribute to looping again.
+ */
+ branch->qpu.branch.msfign = V3D_QPU_MSFIGN_P;
vir_link_blocks(c->cur_block, c->loop_cont_block);
vir_link_blocks(c->cur_block, c->loop_break_block);
c->payload_w_centroid = vir_MOV(c, vir_reg(QFILE_REG, 1));
c->payload_z = vir_MOV(c, vir_reg(QFILE_REG, 2));
- if (c->s->info.fs.uses_discard)
- c->discard = vir_MOV(c, vir_uniform_ui(c, 0));
-
if (c->fs_key->is_points) {
c->point_x = emit_fragment_varying(c, NULL, 0);
c->point_y = emit_fragment_varying(c, NULL, 0);
}
const nir_shader_compiler_options v3d_nir_options = {
+ .lower_all_io_to_temps = true,
.lower_extract_byte = true,
.lower_extract_word = true,
.lower_bitfield_insert = true,
.lower_bitfield_extract = true,
+ .lower_pack_unorm_2x16 = true,
+ .lower_pack_snorm_2x16 = true,
+ .lower_pack_unorm_4x8 = true,
+ .lower_pack_snorm_4x8 = true,
+ .lower_unpack_unorm_4x8 = true,
+ .lower_unpack_snorm_4x8 = true,
+ .lower_fdiv = true,
.lower_ffma = true,
.lower_flrp32 = true,
.lower_fpow = true,
.lower_fsat = true,
.lower_fsqrt = true,
- .lower_negate = true,
.native_integers = true,
};
}
#endif
+/**
+ * When demoting a shader down to single-threaded, removes the THRSW
+ * instructions (one will still be inserted at v3d_vir_to_qpu() for the
+ * program end).
+ */
+static void
+vir_remove_thrsw(struct v3d_compile *c)
+{
+ vir_for_each_block(block, c) {
+ vir_for_each_inst_safe(inst, block) {
+ if (inst->qpu.sig.thrsw)
+ vir_remove_instruction(c, inst);
+ }
+ }
+
+ c->last_thrsw = NULL;
+}
+
+static void
+vir_emit_last_thrsw(struct v3d_compile *c)
+{
+ /* On V3D before 4.1, we need a TMU op to be outstanding when thread
+ * switching, so disable threads if we didn't do any TMU ops (each of
+ * which would have emitted a THRSW).
+ */
+ if (!c->last_thrsw_at_top_level && c->devinfo->ver < 41) {
+ c->threads = 1;
+ if (c->last_thrsw)
+ vir_remove_thrsw(c);
+ return;
+ }
+
+ /* If we're threaded and the last THRSW was in conditional code, then
+ * we need to emit another one so that we can flag it as the last
+ * thrsw.
+ */
+ if (c->last_thrsw && !c->last_thrsw_at_top_level) {
+ assert(c->devinfo->ver >= 41);
+ vir_emit_thrsw(c);
+ }
+
+ /* If we're threaded, then we need to mark the last THRSW instruction
+ * so we can emit a pair of them at QPU emit time.
+ *
+ * For V3D 4.x, we can spawn the non-fragment shaders already in the
+ * post-last-THRSW state, so we can skip this.
+ */
+ if (!c->last_thrsw && c->s->info.stage == MESA_SHADER_FRAGMENT) {
+ assert(c->devinfo->ver >= 41);
+ vir_emit_thrsw(c);
+ }
+
+ if (c->last_thrsw)
+ c->last_thrsw->is_last_thrsw = true;
+}
+
void
v3d_nir_to_vir(struct v3d_compile *c)
{
nir_to_vir(c);
+ /* Emit the last THRSW before STVPM and TLB writes. */
+ vir_emit_last_thrsw(c);
+
switch (c->s->info.stage) {
case MESA_SHADER_FRAGMENT:
emit_frag_end(c);
fprintf(stderr, "\n");
}
- v3d_vir_to_qpu(c);
+ /* Compute the live ranges so we can figure out interference. */
+ vir_calculate_live_intervals(c);
+
+ /* Attempt to allocate registers for the temporaries. If we fail,
+ * reduce thread count and try again.
+ */
+ int min_threads = (c->devinfo->ver >= 41) ? 2 : 1;
+ struct qpu_reg *temp_registers;
+ while (true) {
+ temp_registers = v3d_register_allocate(c);
+
+ if (temp_registers)
+ break;
+
+ if (c->threads == min_threads) {
+ fprintf(stderr, "Failed to register allocate at %d threads:\n",
+ c->threads);
+ vir_dump(c);
+ c->failed = true;
+ return;
+ }
+
+ c->threads /= 2;
+
+ if (c->threads == 1)
+ vir_remove_thrsw(c);
+ }
+
+ v3d_vir_to_qpu(c, temp_registers);
}