v3d: Fix uniform pretty printing assertion failure with branches.
[mesa.git] / src / broadcom / compiler / nir_to_vir.c
index bc18b19f80210cda1d7eb803a329b8afdf9c0fa4..ada0dd69921fa3408ac56238519e83c42c809e32 100644 (file)
@@ -73,13 +73,6 @@ vir_emit_thrsw(struct v3d_compile *c)
         c->last_thrsw_at_top_level = (c->execute.file == QFILE_NULL);
 }
 
-static struct qreg
-vir_SFU(struct v3d_compile *c, int waddr, struct qreg src)
-{
-        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
 indirect_uniform_load(struct v3d_compile *c, nir_intrinsic_instr *intr)
 {
@@ -198,14 +191,11 @@ ntq_store_dest(struct v3d_compile *c, nir_dest *dest, int chan,
                 if (c->execute.file != QFILE_NULL) {
                         last_inst->dst.index = qregs[chan].index;
 
-                        /* Set the flags to the current exec mask.  To insert
-                         * the flags push, we temporarily remove our SSA
-                         * instruction.
+                        /* Set the flags to the current exec mask.
                          */
-                        list_del(&last_inst->link);
+                        c->cursor = vir_before_inst(last_inst);
                         vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
-                        list_addtail(&last_inst->link,
-                                     &c->cur_block->instructions);
+                        c->cursor = vir_after_inst(last_inst);
 
                         vir_set_cond(last_inst, V3D_QPU_COND_IFA);
                         last_inst->cond_is_exec_mask = true;
@@ -236,7 +226,7 @@ static struct qreg
 ntq_get_alu_src(struct v3d_compile *c, nir_alu_instr *instr,
                 unsigned src)
 {
-        assert(util_is_power_of_two(instr->dest.write_mask));
+        assert(util_is_power_of_two_or_zero(instr->dest.write_mask));
         unsigned chan = ffs(instr->dest.write_mask) - 1;
         struct qreg r = ntq_get_src(c, instr->src[src].src,
                                     instr->src[src].swizzle[chan]);
@@ -247,21 +237,6 @@ ntq_get_alu_src(struct v3d_compile *c, nir_alu_instr *instr,
         return r;
 };
 
-static inline struct qreg
-vir_SAT(struct v3d_compile *c, struct qreg val)
-{
-        return vir_FMAX(c,
-                        vir_FMIN(c, val, vir_uniform_f(c, 1.0)),
-                        vir_uniform_f(c, 0.0));
-}
-
-static struct qreg
-ntq_umul(struct v3d_compile *c, struct qreg src0, struct qreg src1)
-{
-        vir_MULTOP(c, src0, src1);
-        return vir_UMUL24(c, src0, src1);
-}
-
 static struct qreg
 ntq_minify(struct v3d_compile *c, struct qreg size, struct qreg level)
 {
@@ -348,8 +323,7 @@ ntq_fsincos(struct v3d_compile *c, struct qreg src, bool is_cos)
                 input = vir_FADD(c, input, vir_uniform_f(c, 0.5));
 
         struct qreg periods = vir_FROUND(c, input);
-        struct qreg sin_output = vir_SFU(c, V3D_QPU_WADDR_SIN,
-                                         vir_FSUB(c, input, periods));
+        struct qreg sin_output = vir_SIN(c, vir_FSUB(c, input, periods));
         return vir_XOR(c, sin_output, vir_SHL(c,
                                               vir_FTOIN(c, periods),
                                               vir_uniform_ui(c, -1)));
@@ -387,8 +361,7 @@ emit_fragcoord_input(struct v3d_compile *c, int attr)
         c->inputs[attr * 4 + 0] = vir_FXCD(c);
         c->inputs[attr * 4 + 1] = vir_FYCD(c);
         c->inputs[attr * 4 + 2] = c->payload_z;
-        c->inputs[attr * 4 + 3] = vir_SFU(c, V3D_QPU_WADDR_RECIP,
-                                          c->payload_w);
+        c->inputs[attr * 4 + 3] = vir_RECIP(c, c->payload_w);
 }
 
 static struct qreg
@@ -446,15 +419,14 @@ emit_fragment_varying(struct v3d_compile *c, nir_variable *var,
                 /* FALLTHROUGH */
         case INTERP_MODE_SMOOTH:
                 if (var->data.centroid) {
+                        BITSET_SET(c->centroid_flags, i);
                         return vir_FADD(c, vir_FMUL(c, vary,
                                                     c->payload_w_centroid), r5);
                 } else {
                         return vir_FADD(c, vir_FMUL(c, vary, c->payload_w), r5);
                 }
         case INTERP_MODE_NOPERSPECTIVE:
-                /* C appears after the mov from the varying.
-                   XXX: improve ldvary setup.
-                */
+                BITSET_SET(c->noperspective_flags, i);
                 return vir_FADD(c, vir_MOV(c, vary), r5);
         case INTERP_MODE_FLAT:
                 BITSET_SET(c->flat_shade_flags, i);
@@ -528,49 +500,51 @@ ntq_emit_comparison(struct v3d_compile *c, struct qreg *dest,
                     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_feq:
+        case nir_op_feq32:
         case nir_op_seq:
                 vir_PF(c, vir_FCMP(c, src0, src1), V3D_QPU_PF_PUSHZ);
                 break;
-        case nir_op_ieq:
+        case nir_op_ieq32:
                 vir_PF(c, vir_XOR(c, src0, src1), V3D_QPU_PF_PUSHZ);
                 break;
 
-        case nir_op_fne:
+        case nir_op_fne32:
         case nir_op_sne:
                 vir_PF(c, vir_FCMP(c, src0, src1), V3D_QPU_PF_PUSHZ);
                 cond_invert = true;
                 break;
-        case nir_op_ine:
+        case nir_op_ine32:
                 vir_PF(c, vir_XOR(c, src0, src1), V3D_QPU_PF_PUSHZ);
                 cond_invert = true;
                 break;
 
-        case nir_op_fge:
+        case nir_op_fge32:
         case nir_op_sge:
                 vir_PF(c, vir_FCMP(c, src1, src0), V3D_QPU_PF_PUSHC);
                 break;
-        case nir_op_ige:
+        case nir_op_ige32:
                 vir_PF(c, vir_MIN(c, src1, src0), V3D_QPU_PF_PUSHC);
                 cond_invert = true;
                 break;
-        case nir_op_uge:
+        case nir_op_uge32:
                 vir_PF(c, vir_SUB(c, src0, src1), V3D_QPU_PF_PUSHC);
                 cond_invert = true;
                 break;
 
         case nir_op_slt:
-        case nir_op_flt:
+        case nir_op_flt32:
                 vir_PF(c, vir_FCMP(c, src0, src1), V3D_QPU_PF_PUSHN);
                 break;
-        case nir_op_ilt:
+        case nir_op_ilt32:
                 vir_PF(c, vir_MIN(c, src1, src0), V3D_QPU_PF_PUSHC);
                 break;
-        case nir_op_ult:
+        case nir_op_ult32:
                 vir_PF(c, vir_SUB(c, src0, src1), V3D_QPU_PF_PUSHC);
                 break;
 
@@ -591,7 +565,7 @@ ntq_emit_comparison(struct v3d_compile *c, struct qreg *dest,
                                 vir_uniform_f(c, 1.0), vir_uniform_f(c, 0.0));
                 break;
 
-        case nir_op_bcsel:
+        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));
@@ -708,14 +682,14 @@ ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr)
         case nir_op_u2f32:
                 result = vir_UTOF(c, src[0]);
                 break;
-        case nir_op_b2f:
+        case nir_op_b2f32:
                 result = vir_AND(c, src[0], vir_uniform_f(c, 1.0));
                 break;
-        case nir_op_b2i:
+        case nir_op_b2i32:
                 result = vir_AND(c, src[0], vir_uniform_ui(c, 1));
                 break;
-        case nir_op_i2b:
-        case nir_op_f2b:
+        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),
@@ -762,30 +736,34 @@ ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr)
                 result = vir_NOT(c, src[0]);
                 break;
 
+        case nir_op_ufind_msb:
+                result = vir_SUB(c, vir_uniform_ui(c, 31), vir_CLZ(c, src[0]));
+                break;
+
         case nir_op_imul:
-                result = ntq_umul(c, src[0], src[1]);
+                result = vir_UMUL(c, src[0], src[1]);
                 break;
 
         case nir_op_seq:
         case nir_op_sne:
         case nir_op_sge:
         case nir_op_slt:
-        case nir_op_feq:
-        case nir_op_fne:
-        case nir_op_fge:
-        case nir_op_flt:
-        case nir_op_ieq:
-        case nir_op_ine:
-        case nir_op_ige:
-        case nir_op_uge:
-        case nir_op_ilt:
-        case nir_op_ult:
+        case nir_op_feq32:
+        case nir_op_fne32:
+        case nir_op_fge32:
+        case nir_op_flt32:
+        case nir_op_ieq32:
+        case nir_op_ine32:
+        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");
                 }
                 break;
 
-        case nir_op_bcsel:
+        case nir_op_b32csel:
                 result = ntq_emit_bcsel(c, instr, src);
                 break;
         case nir_op_fcsel:
@@ -795,16 +773,16 @@ ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr)
                 break;
 
         case nir_op_frcp:
-                result = vir_SFU(c, V3D_QPU_WADDR_RECIP, src[0]);
+                result = vir_RECIP(c, src[0]);
                 break;
         case nir_op_frsq:
-                result = vir_SFU(c, V3D_QPU_WADDR_RSQRT, src[0]);
+                result = vir_RSQRT(c, src[0]);
                 break;
         case nir_op_fexp2:
-                result = vir_SFU(c, V3D_QPU_WADDR_EXP, src[0]);
+                result = vir_EXP(c, src[0]);
                 break;
         case nir_op_flog2:
-                result = vir_SFU(c, V3D_QPU_WADDR_LOG, src[0]);
+                result = vir_LOG(c, src[0]);
                 break;
 
         case nir_op_fceil:
@@ -860,6 +838,30 @@ ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr)
                 result = vir_FDY(c, src[0]);
                 break;
 
+        case nir_op_uadd_carry:
+                vir_PF(c, vir_ADD(c, 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_pack_half_2x16_split:
+                result = vir_VFPACK(c, src[0], src[1]);
+                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;
+
+        case nir_op_unpack_half_2x16_split_y:
+                result = vir_FMOV(c, src[0]);
+                vir_set_unpack(c->defs[result.index], 0, V3D_QPU_UNPACK_H);
+                break;
+
         default:
                 fprintf(stderr, "unknown NIR ALU inst: ");
                 nir_print_instr(&instr->instr, stderr);
@@ -870,7 +872,7 @@ ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr)
         /* We have a scalar result, so the instruction should only have a
          * single channel written to.
          */
-        assert(util_is_power_of_two(instr->dest.write_mask));
+        assert(util_is_power_of_two_or_zero(instr->dest.write_mask));
         ntq_store_dest(c, &instr->dest.dest,
                        ffs(instr->dest.write_mask) - 1, result);
 }
@@ -897,6 +899,8 @@ ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr)
 #define TLB_TYPE_DEPTH             ((2 << 6) | (0 << 4))
 #define TLB_DEPTH_TYPE_INVARIANT   (0 << 2) /* Unmodified sideband input used */
 #define TLB_DEPTH_TYPE_PER_PIXEL   (1 << 2) /* QPU result used */
+#define TLB_V42_DEPTH_TYPE_INVARIANT   (0 << 3) /* Unmodified sideband input used */
+#define TLB_V42_DEPTH_TYPE_PER_PIXEL   (1 << 3) /* QPU result used */
 
 /* Stencil is a single 32-bit write. */
 #define TLB_TYPE_STENCIL_ALPHA     ((2 << 6) | (1 << 4))
@@ -916,17 +920,33 @@ emit_frag_end(struct v3d_compile *c)
                         has_any_tlb_color_write = true;
         }
 
+        if (c->fs_key->sample_alpha_to_coverage && c->output_color_var[0]) {
+                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_AND(c,
+                                        vir_MSF(c),
+                                        vir_FTOC(c, color[3])));
+        }
+
         if (c->output_position_index != -1) {
                 struct qinst *inst = vir_MOV_dest(c,
                                                   vir_reg(QFILE_TLBU, 0),
                                                   c->outputs[c->output_position_index]);
+                uint8_t tlb_specifier = TLB_TYPE_DEPTH;
+
+                if (c->devinfo->ver >= 42) {
+                        tlb_specifier |= (TLB_V42_DEPTH_TYPE_PER_PIXEL |
+                                          TLB_SAMPLE_MODE_PER_PIXEL);
+                } else
+                        tlb_specifier |= TLB_DEPTH_TYPE_PER_PIXEL;
 
                 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 || !has_any_tlb_color_write) {
+                        vir_uniform_ui(c, tlb_specifier | 0xffffff00);
+        } else if (c->s->info.fs.uses_discard ||
+                   c->fs_key->sample_alpha_to_coverage ||
+                   !has_any_tlb_color_write) {
                 /* Emit passthrough Z if it needed to be delayed until shader
                  * end due to potential discards.
                  *
@@ -940,12 +960,20 @@ emit_frag_end(struct v3d_compile *c)
                 struct qinst *inst = vir_MOV_dest(c,
                                                   vir_reg(QFILE_TLBU, 0),
                                                   vir_reg(QFILE_NULL, 0));
+                uint8_t tlb_specifier = TLB_TYPE_DEPTH;
+
+                if (c->devinfo->ver >= 42) {
+                        /* The spec says the PER_PIXEL flag is ignored for
+                         * invariant writes, but the simulator demands it.
+                         */
+                        tlb_specifier |= (TLB_V42_DEPTH_TYPE_INVARIANT |
+                                          TLB_SAMPLE_MODE_PER_PIXEL);
+                } else {
+                        tlb_specifier |= TLB_DEPTH_TYPE_INVARIANT;
+                }
 
                 inst->src[vir_get_implicit_uniform_src(inst)] =
-                        vir_uniform_ui(c,
-                                       TLB_TYPE_DEPTH |
-                                       TLB_DEPTH_TYPE_INVARIANT |
-                                       0xffffff00);
+                        vir_uniform_ui(c, tlb_specifier | 0xffffff00);
         }
 
         /* XXX: Performance improvement: Merge Z write and color writes TLB
@@ -965,11 +993,18 @@ emit_frag_end(struct v3d_compile *c)
                 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:
-                        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);
 
@@ -989,7 +1024,7 @@ emit_frag_end(struct v3d_compile *c)
                         struct qreg b = color[2];
                         struct qreg a = color[3];
 
-                        if (c->fs_key->f32_color_rb) {
+                        if (c->fs_key->f32_color_rb & (1 << rt)) {
                                 conf |= TLB_TYPE_F32_COLOR;
                                 conf |= ((num_components - 1) <<
                                          TLB_VEC_SIZE_MINUS_1_SHIFT);
@@ -1007,15 +1042,20 @@ emit_frag_end(struct v3d_compile *c)
                                 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), color[0]);
+                                inst = vir_MOV_dest(c, vir_reg(QFILE_TLBU, 0), r);
                                 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]);
-                                }
+                                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) {
@@ -1107,12 +1147,34 @@ emit_vpm_write_setup(struct v3d_compile *c)
         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_SFU(c, V3D_QPU_WADDR_RECIP,
-                                    c->outputs[c->output_position_index + 3]);
+        struct qreg rcp_w = vir_RECIP(c,
+                                      c->outputs[c->output_position_index + 3]);
 
         emit_vpm_write_setup(c);
 
@@ -1159,7 +1221,7 @@ emit_vert_end(struct v3d_compile *c)
 
         /* GFXH-1684: VPM writes need to be complete by the end of the shader.
          */
-        if (c->devinfo->ver >= 40 && c->devinfo->ver <= 41)
+        if (c->devinfo->ver >= 40 && c->devinfo->ver <= 42)
                 vir_VPMWT(c);
 }
 
@@ -1179,11 +1241,13 @@ v3d_optimize_nir(struct nir_shader *s)
                 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);
+                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);
 }
 
 static int
@@ -1227,7 +1291,72 @@ ntq_emit_vpm_read(struct v3d_compile *c,
 }
 
 static void
-ntq_setup_inputs(struct v3d_compile *c)
+ntq_setup_vpm_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
+         * components and unused ones DCEed.  The vertex fetcher will load
+         * from the start of the attribute to the number of components we
+         * declare we need in c->vattr_sizes[].
+         */
+        nir_foreach_variable(var, &c->s->inputs) {
+                /* No VS attribute array support. */
+                assert(MAX2(glsl_get_length(var->type), 1) == 1);
+
+                unsigned loc = var->data.driver_location;
+                int start_component = var->data.location_frac;
+                int num_components = glsl_get_components(var->type);
+
+                c->vattr_sizes[loc] = MAX2(c->vattr_sizes[loc],
+                                           start_component + num_components);
+        }
+
+        unsigned num_components = 0;
+        uint32_t vpm_components_queued = 0;
+        bool uses_iid = c->s->info.system_values_read &
+                (1ull << SYSTEM_VALUE_INSTANCE_ID);
+        bool uses_vid = c->s->info.system_values_read &
+                (1ull << SYSTEM_VALUE_VERTEX_ID);
+        num_components += uses_iid;
+        num_components += uses_vid;
+
+        for (int i = 0; i < ARRAY_SIZE(c->vattr_sizes); i++)
+                num_components += c->vattr_sizes[i];
+
+        if (uses_iid) {
+                c->iid = ntq_emit_vpm_read(c, &vpm_components_queued,
+                                           &num_components, ~0);
+        }
+
+        if (uses_vid) {
+                c->vid = ntq_emit_vpm_read(c, &vpm_components_queued,
+                                           &num_components, ~0);
+        }
+
+        for (int loc = 0; loc < ARRAY_SIZE(c->vattr_sizes); loc++) {
+                resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
+                                  (loc + 1) * 4);
+
+                for (int i = 0; i < c->vattr_sizes[loc]; i++) {
+                        c->inputs[loc * 4 + i] =
+                                ntq_emit_vpm_read(c,
+                                                  &vpm_components_queued,
+                                                  &num_components,
+                                                  loc * 4 + i);
+
+                }
+        }
+
+        if (c->devinfo->ver >= 40) {
+                assert(vpm_components_queued == num_components);
+        } else {
+                assert(vpm_components_queued == 0);
+                assert(num_components == 0);
+        }
+}
+
+static void
+ntq_setup_fs_inputs(struct v3d_compile *c)
 {
         unsigned num_entries = 0;
         unsigned num_components = 0;
@@ -1249,27 +1378,6 @@ ntq_setup_inputs(struct v3d_compile *c)
          */
         qsort(&vars, num_entries, sizeof(*vars), driver_location_compare);
 
-        uint32_t vpm_components_queued = 0;
-        if (c->s->info.stage == MESA_SHADER_VERTEX) {
-                bool uses_iid = c->s->info.system_values_read &
-                        (1ull << SYSTEM_VALUE_INSTANCE_ID);
-                bool uses_vid = c->s->info.system_values_read &
-                        (1ull << SYSTEM_VALUE_VERTEX_ID);
-
-                num_components += uses_iid;
-                num_components += uses_vid;
-
-                if (uses_iid) {
-                        c->iid = ntq_emit_vpm_read(c, &vpm_components_queued,
-                                                   &num_components, ~0);
-                }
-
-                if (uses_vid) {
-                        c->vid = ntq_emit_vpm_read(c, &vpm_components_queued,
-                                                   &num_components, ~0);
-                }
-        }
-
         for (unsigned i = 0; i < num_entries; i++) {
                 nir_variable *var = vars[i];
                 unsigned array_len = MAX2(glsl_get_length(var->type), 1);
@@ -1280,40 +1388,17 @@ ntq_setup_inputs(struct v3d_compile *c)
                 resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
                                   (loc + 1) * 4);
 
-                if (c->s->info.stage == MESA_SHADER_FRAGMENT) {
-                        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))))) {
-                                c->inputs[loc * 4 + 0] = c->point_x;
-                                c->inputs[loc * 4 + 1] = c->point_y;
-                        } else {
-                                emit_fragment_input(c, loc, var);
-                        }
+                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))))) {
+                        c->inputs[loc * 4 + 0] = c->point_x;
+                        c->inputs[loc * 4 + 1] = c->point_y;
                 } else {
-                        int var_components = glsl_get_components(var->type);
-
-                        for (int i = 0; i < var_components; i++) {
-                                c->inputs[loc * 4 + i] =
-                                        ntq_emit_vpm_read(c,
-                                                          &vpm_components_queued,
-                                                          &num_components,
-                                                          loc * 4 + i);
-
-                        }
-                        c->vattr_sizes[loc] = var_components;
-                }
-        }
-
-        if (c->s->info.stage == MESA_SHADER_VERTEX) {
-                if (c->devinfo->ver >= 40) {
-                        assert(vpm_components_queued == num_components);
-                } else {
-                        assert(vpm_components_queued == 0);
-                        assert(num_components == 0);
+                        emit_fragment_input(c, loc, var);
                 }
         }
 }
@@ -1328,7 +1413,7 @@ ntq_setup_outputs(struct v3d_compile *c)
                 assert(array_len == 1);
                 (void)array_len;
 
-                for (int i = 0; i < glsl_get_vector_elements(var->type); i++) {
+                for (int i = 0; i < 4 - var->data.location_frac; i++) {
                         add_output(c, loc + var->data.location_frac + i,
                                    var->data.location,
                                    var->data.location_frac + i);
@@ -1407,6 +1492,10 @@ ntq_setup_registers(struct v3d_compile *c, struct exec_list *list)
 static void
 ntq_emit_load_const(struct v3d_compile *c, nir_load_const_instr *instr)
 {
+        /* XXX perf: Experiment with using immediate loads to avoid having
+         * these end up in the uniform stream.  Watch out for breaking the
+         * small immediates optimization in the process!
+         */
         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]);
@@ -1429,15 +1518,14 @@ ntq_emit_ssa_undef(struct v3d_compile *c, nir_ssa_undef_instr *instr)
 static void
 ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
 {
-        nir_const_value *const_offset;
         unsigned offset;
 
         switch (instr->intrinsic) {
         case nir_intrinsic_load_uniform:
                 assert(instr->num_components == 1);
-                const_offset = nir_src_as_const_value(instr->src[0]);
-                if (const_offset) {
-                        offset = nir_intrinsic_base(instr) + const_offset->u32[0];
+                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;
@@ -1452,8 +1540,13 @@ ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
 
         case nir_intrinsic_load_ubo:
                 for (int i = 0; i < instr->num_components; i++) {
-                        int ubo = nir_src_as_const_value(instr->src[0])->u32[0];
+                        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),
@@ -1468,9 +1561,9 @@ ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
                 }
                 break;
 
-                const_offset = nir_src_as_const_value(instr->src[0]);
-                if (const_offset) {
-                        offset = nir_intrinsic_base(instr) + const_offset->u32[0];
+                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;
@@ -1498,8 +1591,7 @@ ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
                 break;
 
         case nir_intrinsic_load_sample_mask_in:
-                ntq_store_dest(c, &instr->dest, 0,
-                               vir_uniform(c, QUNIFORM_SAMPLE_MASK, 0));
+                ntq_store_dest(c, &instr->dest, 0, vir_MSF(c));
                 break;
 
         case nir_intrinsic_load_front_face:
@@ -1521,10 +1613,9 @@ ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
                 break;
 
         case nir_intrinsic_load_input:
-                const_offset = nir_src_as_const_value(instr->src[0]);
-                assert(const_offset && "v3d doesn't support indirect inputs");
                 for (int i = 0; i < instr->num_components; i++) {
-                        offset = nir_intrinsic_base(instr) + const_offset->u32[0];
+                        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]));
@@ -1532,10 +1623,8 @@ ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
                 break;
 
         case nir_intrinsic_store_output:
-                const_offset = nir_src_as_const_value(instr->src[1]);
-                assert(const_offset && "v3d doesn't support indirect outputs");
                 offset = ((nir_intrinsic_base(instr) +
-                           const_offset->u32[0]) * 4 +
+                           nir_src_as_uint(instr->src[1])) * 4 +
                           nir_intrinsic_component(instr));
 
                 for (int i = 0; i < instr->num_components; i++) {
@@ -1592,6 +1681,12 @@ ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
 
 /* Clears (activates) the execute flags for any channels whose jump target
  * matches this block.
+ *
+ * XXX perf: Could we be using flpush/flpop somehow for our execution channel
+ * enabling?
+ *
+ * XXX perf: For uniform control flow, we should be able to skip c->execute
+ * handling entirely.
  */
 static void
 ntq_activate_execute_for_block(struct v3d_compile *c)
@@ -1627,6 +1722,10 @@ ntq_emit_if(struct v3d_compile *c, nir_if *if_stmt)
         /* 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.
          */
         vir_PF(c, vir_OR(c,
                          c->execute,
@@ -1780,7 +1879,11 @@ ntq_emit_loop(struct v3d_compile *c, nir_loop *loop)
 
         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);
 
@@ -1844,6 +1947,10 @@ nir_to_vir(struct v3d_compile *c)
                 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.
+                 */
                 if (c->fs_key->is_points) {
                         c->point_x = emit_fragment_varying(c, NULL, 0);
                         c->point_y = emit_fragment_varying(c, NULL, 0);
@@ -1852,7 +1959,11 @@ nir_to_vir(struct v3d_compile *c)
                 }
         }
 
-        ntq_setup_inputs(c);
+        if (c->s->info.stage == MESA_SHADER_FRAGMENT)
+                ntq_setup_fs_inputs(c);
+        else
+                ntq_setup_vpm_inputs(c);
+
         ntq_setup_outputs(c);
         ntq_setup_uniforms(c);
         ntq_setup_registers(c, &c->s->registers);
@@ -1866,22 +1977,33 @@ nir_to_vir(struct v3d_compile *c)
 }
 
 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_bfm = true,
+        .lower_bitfield_insert_to_shifts = true,
+        .lower_bitfield_extract_to_shifts = true,
+        .lower_bitfield_reverse = true,
+        .lower_bit_count = 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_pack_half_2x16 = true,
+        .lower_unpack_half_2x16 = true,
         .lower_fdiv = true,
+        .lower_find_lsb = true,
         .lower_ffma = true,
         .lower_flrp32 = true,
         .lower_fpow = true,
         .lower_fsat = true,
         .lower_fsqrt = true,
+        .lower_ifind_msb = true,
+        .lower_ldexp = true,
+        .lower_mul_high = true,
+        .lower_wpos_pntc = true,
         .native_integers = true,
 };
 
@@ -1921,7 +2043,7 @@ vir_remove_thrsw(struct v3d_compile *c)
         c->last_thrsw = NULL;
 }
 
-static void
+void
 vir_emit_last_thrsw(struct v3d_compile *c)
 {
         /* On V3D before 4.1, we need a TMU op to be outstanding when thread
@@ -1959,6 +2081,29 @@ vir_emit_last_thrsw(struct v3d_compile *c)
                 c->last_thrsw->is_last_thrsw = true;
 }
 
+/* There's a flag in the shader for "center W is needed for reasons other than
+ * non-centroid varyings", so we just walk the program after VIR optimization
+ * to see if it's used.  It should be harmless to set even if we only use
+ * center W for varyings.
+ */
+static void
+vir_check_payload_w(struct v3d_compile *c)
+{
+        if (c->s->info.stage != MESA_SHADER_FRAGMENT)
+                return;
+
+        vir_for_each_inst_inorder(inst, c) {
+                for (int i = 0; i < vir_get_nsrc(inst); i++) {
+                        if (inst->src[i].file == QFILE_REG &&
+                            inst->src[i].index == 0) {
+                                c->uses_center_w = true;
+                                return;
+                        }
+                }
+        }
+
+}
+
 void
 v3d_nir_to_vir(struct v3d_compile *c)
 {
@@ -1998,7 +2143,16 @@ v3d_nir_to_vir(struct v3d_compile *c)
         vir_optimize(c);
         vir_lower_uniforms(c);
 
-        /* XXX: vir_schedule_instructions(c); */
+        vir_check_payload_w(c);
+
+        /* XXX perf: On VC4, we do a VIR-level instruction scheduling here.
+         * We used that on that platform to pipeline TMU writes and reduce the
+         * number of thread switches, as well as try (mostly successfully) to
+         * reduce maximum register pressure to allow more threads.  We should
+         * do something of that sort for V3D -- either instruction scheduling
+         * here, or delay the the THRSW and LDTMUs from our texture
+         * instructions until the results are needed.
+         */
 
         if (V3D_DEBUG & (V3D_DEBUG_VIR |
                          v3d_debug_flag_for_shader_stage(c->s->info.stage))) {
@@ -2009,16 +2163,16 @@ v3d_nir_to_vir(struct v3d_compile *c)
                 fprintf(stderr, "\n");
         }
 
-        /* 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);
+                bool spilled;
+                temp_registers = v3d_register_allocate(c, &spilled);
+                if (spilled)
+                        continue;
 
                 if (temp_registers)
                         break;