#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,
- };
-
- struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 p1_unpacked = {
- };
-
- 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:
- coords[next_coord++] =
- vir_FADD(c,
- ntq_get_src(c, instr->src[i].src, 0),
- vir_uniform(c, QUNIFORM_TEXTURE_FIRST_LEVEL,
- unit));
-
- 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");
- }
- }
-
- bool return_16 = (c->key->tex[unit].return_size == 16 ||
- p0_unpacked.shadow);
-
- /* Limit the number of channels returned to both how many the NIR
- * instruction writes and how many the instruction could produce.
- */
- uint32_t instr_return_channels = nir_tex_instr_dest_size(instr);
- if (return_16)
- instr_return_channels = (instr_return_channels + 1) / 2;
-
- p1_unpacked.return_words_of_texture_data =
- (1 << MIN2(instr_return_channels,
- c->key->tex[unit].return_channels)) - 1;
-
- uint32_t p0_packed;
- V3D33_TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1_pack(NULL,
- (uint8_t *)&p0_packed,
- &p0_unpacked);
-
- uint32_t p1_packed;
- V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(NULL,
- (uint8_t *)&p1_packed,
- &p1_unpacked);
- /* Load unit number into the address field, which will be be used by
- * the driver to decide which texture to put in the actual address
- * field.
- */
- p1_packed |= unit << 5;
-
- /* 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, p1_packed),
- };
- 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++];
- }
- }
-
- struct qreg return_values[4];
- for (int i = 0; i < 4; i++) {
- /* Swizzling .zw of an RG texture should give undefined
- * results, not crash the compiler.
- */
- if (p1_unpacked.return_words_of_texture_data & (1 << i))
- return_values[i] = vir_LDTMU(c);
- else
- 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];
-
- if (nir_alu_type_get_base_type(instr->dest_type) ==
- nir_type_float) {
- 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 {
- /* If we're unpacking the low field, shift it
- * up to the top first.
- */
- if ((i & 1) == 0) {
- chan = vir_SHL(c, chan,
- vir_uniform_ui(c, 16));
- }
-
- /* Do proper sign extension to a 32-bit int. */
- if (nir_alu_type_get_base_type(instr->dest_type) ==
- nir_type_int) {
- chan = vir_ASR(c, chan,
- vir_uniform_ui(c, 16));
- } else {
- chan = vir_SHR(c, chan,
- vir_uniform_ui(c, 16));
- }
- }
- } 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.
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) {
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);
if (c->devinfo->ver >= 40)
return;
- 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));
+ v3d33_vir_vpm_write_setup(c);
}
static void
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
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;
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;
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);
}
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,
}
#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);
}