#include "v3d_compiler.h"
int
-vir_get_non_sideband_nsrc(struct qinst *inst)
+vir_get_nsrc(struct qinst *inst)
{
switch (inst->qpu.type) {
case V3D_QPU_INSTR_TYPE_BRANCH:
return 0;
}
-int
-vir_get_nsrc(struct qinst *inst)
-{
- int nsrc = vir_get_non_sideband_nsrc(inst);
-
- if (vir_has_implicit_uniform(inst))
- nsrc++;
-
- return nsrc;
-}
-
-bool
-vir_has_implicit_uniform(struct qinst *inst)
-{
- switch (inst->qpu.type) {
- case V3D_QPU_INSTR_TYPE_BRANCH:
- return true;
- case V3D_QPU_INSTR_TYPE_ALU:
- switch (inst->dst.file) {
- case QFILE_TLBU:
- return true;
- case QFILE_MAGIC:
- switch (inst->dst.index) {
- case V3D_QPU_WADDR_TLBU:
- case V3D_QPU_WADDR_TMUAU:
- case V3D_QPU_WADDR_SYNCU:
- return true;
- default:
- break;
- }
- break;
- default:
- return inst->has_implicit_uniform;
- }
- }
- return false;
-}
-
-/* The sideband uniform for textures gets stored after the normal ALU
- * arguments.
- */
-int
-vir_get_implicit_uniform_src(struct qinst *inst)
-{
- if (!vir_has_implicit_uniform(inst))
- return -1;
- return vir_get_nsrc(inst) - 1;
-}
-
/**
* Returns whether the instruction has any side effects that must be
* preserved.
}
struct qinst *
-vir_branch_inst(enum v3d_qpu_branch_cond cond, struct qreg src)
+vir_branch_inst(struct v3d_compile *c, enum v3d_qpu_branch_cond cond)
{
struct qinst *inst = calloc(1, sizeof(*inst));
inst->qpu.branch.bdu = V3D_QPU_BRANCH_DEST_REL;
inst->dst = vir_nop_reg();
- inst->src[0] = src;
- inst->uniform = ~0;
+ inst->uniform = vir_get_uniform_index(c, QUNIFORM_CONSTANT, 0);
return inst;
}
vir_set_emit_block(c, vir_new_block(c));
c->output_position_index = -1;
- c->output_point_size_index = -1;
c->output_sample_mask_index = -1;
c->def_ht = _mesa_hash_table_create(c, _mesa_hash_pointer,
}
static int
-type_size_vec4(const struct glsl_type *type)
+type_size_vec4(const struct glsl_type *type, bool bindless)
{
return glsl_count_attribute_slots(type, false);
}
count * sizeof(*ulist->contents));
}
-/* Copy the compiler UBO range state to the compiled shader, dropping out
- * arrays that were never referenced by an indirect load.
- *
- * (Note that QIR dead code elimination of an array access still leaves that
- * array alive, though)
- */
-static void
-v3d_set_prog_data_ubo(struct v3d_compile *c,
- struct v3d_prog_data *prog_data)
-{
- if (!c->num_ubo_ranges)
- return;
-
- prog_data->num_ubo_ranges = 0;
- prog_data->ubo_ranges = ralloc_array(prog_data, struct v3d_ubo_range,
- c->num_ubo_ranges);
- for (int i = 0; i < c->num_ubo_ranges; i++) {
- if (!c->ubo_range_used[i])
- continue;
-
- struct v3d_ubo_range *range = &c->ubo_ranges[i];
- prog_data->ubo_ranges[prog_data->num_ubo_ranges++] = *range;
- prog_data->ubo_size += range->size;
- }
-
- if (prog_data->ubo_size) {
- if (V3D_DEBUG & V3D_DEBUG_SHADERDB) {
- fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d UBO uniforms\n",
- vir_get_stage_name(c),
- c->program_id, c->variant_id,
- prog_data->ubo_size / 4);
- }
- }
-}
-
static void
v3d_vs_set_prog_data(struct v3d_compile *c,
struct v3d_vs_prog_data *prog_data)
* channel).
*/
prog_data->vpm_input_size = align(prog_data->vpm_input_size, 8) / 8;
- prog_data->vpm_output_size = align(c->num_vpm_writes, 8) / 8;
+ prog_data->vpm_output_size = align(c->vpm_output_size, 8) / 8;
/* Set us up for shared input/output segments. This is apparently
* necessary for our VCM setup to avoid varying corruption.
prog_data->spill_size = c->spill_size;
v3d_set_prog_data_uniforms(c, prog_data);
- v3d_set_prog_data_ubo(c, prog_data);
if (c->s->info.stage == MESA_SHADER_VERTEX) {
v3d_vs_set_prog_data(c, (struct v3d_vs_prog_data *)prog_data);
ralloc_free(c);
}
-struct qreg
-vir_uniform(struct v3d_compile *c,
- enum quniform_contents contents,
- uint32_t data)
+uint32_t
+vir_get_uniform_index(struct v3d_compile *c,
+ enum quniform_contents contents,
+ uint32_t data)
{
for (int i = 0; i < c->num_uniforms; i++) {
if (c->uniform_contents[i] == contents &&
c->uniform_data[i] == data) {
- return vir_reg(QFILE_UNIF, i);
+ return i;
}
}
c->uniform_contents[uniform] = contents;
c->uniform_data[uniform] = data;
- return vir_reg(QFILE_UNIF, uniform);
+ return uniform;
+}
+
+struct qreg
+vir_uniform(struct v3d_compile *c,
+ enum quniform_contents contents,
+ uint32_t data)
+{
+ struct qinst *inst = vir_NOP(c);
+ inst->qpu.sig.ldunif = true;
+ inst->uniform = vir_get_uniform_index(c, contents, data);
+ inst->dst = vir_get_temp(c);
+ c->defs[inst->dst.index] = inst;
+ return inst->dst;
}
#define OPTPASS(func) \
bool progress = false;
OPTPASS(vir_opt_copy_propagate);
+ OPTPASS(vir_opt_redundant_flags);
OPTPASS(vir_opt_dead_code);
OPTPASS(vir_opt_small_immediates);