* or physical registers later.
*/
QFILE_TEMP,
- QFILE_TLB,
- QFILE_TLBU,
/**
* VPM reads use this with an index value to say what part of the VPM
return (struct qreg){file, index};
}
+static inline struct qreg vir_magic_reg(uint32_t index)
+{
+ return (struct qreg){QFILE_MAGIC, index};
+}
+
static inline struct qreg vir_nop_reg(void)
{
return (struct qreg){QFILE_NULL, 0};
QUNIFORM_SHARED_OFFSET,
};
-static inline uint32_t v3d_tmu_config_data_create(uint32_t unit, uint32_t value)
+static inline uint32_t v3d_unit_data_create(uint32_t unit, uint32_t value)
{
+ assert(value < (1 << 24));
return unit << 24 | value;
}
-static inline uint32_t v3d_tmu_config_data_get_unit(uint32_t data)
+static inline uint32_t v3d_unit_data_get_unit(uint32_t data)
{
return data >> 24;
}
-static inline uint32_t v3d_tmu_config_data_get_value(uint32_t data)
+static inline uint32_t v3d_unit_data_get_offset(uint32_t data)
{
return data & 0xffffff;
}
return slot.slot_and_component & 3;
}
-struct v3d_ubo_range {
- /**
- * offset in bytes from the start of the ubo where this range is
- * uploaded.
- *
- * Only set once used is set.
- */
- uint32_t dst_offset;
-
- /**
- * offset in bytes from the start of the gallium uniforms where the
- * data comes from.
- */
- uint32_t src_offset;
-
- /** size in bytes of this ubo range */
- uint32_t size;
-};
-
struct v3d_key {
void *shader_state;
struct {
bool uses_center_w;
bool writes_z;
- struct v3d_ubo_range *ubo_ranges;
- bool *ubo_range_used;
- uint32_t ubo_ranges_array_size;
- /** Number of uniform areas tracked in ubo_ranges. */
- uint32_t num_ubo_ranges;
- uint32_t next_ubo_dst_offset;
-
/* State for whether we're executing on each channel currently. 0 if
* yes, otherwise a block number + 1 that the channel jumped to.
*/
*/
uint32_t num_inputs;
- /**
- * Number of inputs from num_inputs remaining to be queued to the read
- * FIFO in the VS/CS.
- */
- uint32_t num_inputs_remaining;
-
- /* Number of inputs currently in the read FIFO for the VS/CS */
- uint32_t num_inputs_in_fifo;
-
- /** Next offset in the VPM to read from in the VS/CS */
- uint32_t vpm_read_offset;
-
uint32_t program_id;
uint32_t variant_id;
struct v3d_prog_data {
struct v3d_uniform_list uniforms;
- struct v3d_ubo_range *ubo_ranges;
- uint32_t num_ubo_ranges;
- uint32_t ubo_size;
uint32_t spill_size;
uint8_t threads;
bool uses_center_w;
};
+struct v3d_compute_prog_data {
+ struct v3d_prog_data base;
+ /* Size in bytes of the workgroup's shared space. */
+ uint32_t shared_size;
+};
+
static inline bool
vir_has_uniform(struct qinst *inst)
{
enum quniform_contents contents,
uint32_t data);
void vir_schedule_instructions(struct v3d_compile *c);
+void v3d_setup_spill_base(struct v3d_compile *c);
struct v3d_qpu_instr v3d_qpu_nop(void);
struct qreg vir_emit_def(struct v3d_compile *c, struct qinst *inst);
bool vir_opt_copy_propagate(struct v3d_compile *c);
bool vir_opt_dead_code(struct v3d_compile *c);
bool vir_opt_peephole_sf(struct v3d_compile *c);
+bool vir_opt_redundant_flags(struct v3d_compile *c);
bool vir_opt_small_immediates(struct v3d_compile *c);
bool vir_opt_vpm(struct v3d_compile *c);
void v3d_nir_lower_blend(nir_shader *s, struct v3d_compile *c);
void v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c);
+void v3d_nir_lower_scratch(nir_shader *s);
void v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c);
void v3d_nir_lower_image_load_store(nir_shader *s);
void vir_lower_uniforms(struct v3d_compile *c);