X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fbroadcom%2Fcompiler%2Fvir.c;h=077f9c1ecc9713c27f87435f59f6772efaeb4544;hb=332b969c4ed7fdfc6d65770c07fb573c50174eb0;hp=c553e72461670ec91c4cd1c111724bc5f4449168;hpb=5e9ee6e8419af5089809d4116022af2cb8ca9237;p=mesa.git diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c index c553e724616..077f9c1ecc9 100644 --- a/src/broadcom/compiler/vir.c +++ b/src/broadcom/compiler/vir.c @@ -61,6 +61,16 @@ vir_has_implicit_uniform(struct qinst *inst) 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; } @@ -122,38 +132,6 @@ vir_has_side_effects(struct v3d_compile *c, struct qinst *inst) return false; } -bool -vir_is_float_input(struct qinst *inst) -{ - /* XXX: More instrs */ - switch (inst->qpu.type) { - case V3D_QPU_INSTR_TYPE_BRANCH: - return false; - case V3D_QPU_INSTR_TYPE_ALU: - switch (inst->qpu.alu.add.op) { - case V3D_QPU_A_FADD: - case V3D_QPU_A_FSUB: - case V3D_QPU_A_FMIN: - case V3D_QPU_A_FMAX: - case V3D_QPU_A_FTOIN: - return true; - default: - break; - } - - switch (inst->qpu.alu.mul.op) { - case V3D_QPU_M_FMOV: - case V3D_QPU_M_VFMUL: - case V3D_QPU_M_FMUL: - return true; - default: - break; - } - } - - return false; -} - bool vir_is_raw_mov(struct qinst *inst) { @@ -601,6 +579,8 @@ v3d_lower_nir(struct v3d_compile *c) { struct nir_lower_tex_options tex_options = { .lower_txd = true, + .lower_tg4_broadcom_swizzle = true, + .lower_rect = false, /* XXX: Use this on V3D 3.x */ .lower_txp = ~0, /* Apply swizzles to all samplers. */ @@ -620,17 +600,14 @@ v3d_lower_nir(struct v3d_compile *c) tex_options.saturate_t |= 1 << i; if (c->key->tex[i].clamp_r) tex_options.saturate_r |= 1 << i; + if (c->key->tex[i].return_size == 16) { + tex_options.lower_tex_packing[i] = + nir_lower_tex_packing_16; + } } NIR_PASS_V(c->s, nir_lower_tex, &tex_options); -} - -static void -v3d_lower_nir_late(struct v3d_compile *c) -{ - NIR_PASS_V(c->s, v3d_nir_lower_io, c); - NIR_PASS_V(c->s, v3d_nir_lower_txf_ms, c); - NIR_PASS_V(c->s, nir_lower_idiv); + NIR_PASS_V(c->s, nir_lower_system_values); } static void @@ -685,109 +662,9 @@ v3d_set_prog_data_ubo(struct v3d_compile *c, } static void -v3d_set_prog_data(struct v3d_compile *c, - struct v3d_prog_data *prog_data) -{ - prog_data->threads = c->threads; - prog_data->single_seg = !c->last_thrsw; - prog_data->spill_size = c->spill_size; - - v3d_set_prog_data_uniforms(c, prog_data); - v3d_set_prog_data_ubo(c, prog_data); -} - -static uint64_t * -v3d_return_qpu_insts(struct v3d_compile *c, uint32_t *final_assembly_size) +v3d_vs_set_prog_data(struct v3d_compile *c, + struct v3d_vs_prog_data *prog_data) { - *final_assembly_size = c->qpu_inst_count * sizeof(uint64_t); - - uint64_t *qpu_insts = malloc(*final_assembly_size); - if (!qpu_insts) - return NULL; - - memcpy(qpu_insts, c->qpu_insts, *final_assembly_size); - - char *shaderdb; - int ret = asprintf(&shaderdb, - "%s shader: %d inst, %d threads, %d loops, " - "%d uniforms, %d:%d spills:fills", - vir_get_stage_name(c), - c->qpu_inst_count, - c->threads, - c->loops, - c->num_uniforms, - c->spills, - c->fills); - if (ret >= 0) { - c->debug_output(shaderdb, c->debug_output_data); - free(shaderdb); - } - - vir_compile_destroy(c); - - return qpu_insts; -} - -uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler, - struct v3d_vs_key *key, - struct v3d_vs_prog_data *prog_data, - nir_shader *s, - void (*debug_output)(const char *msg, - void *debug_output_data), - void *debug_output_data, - int program_id, int variant_id, - uint32_t *final_assembly_size) -{ - struct v3d_compile *c = vir_compile_init(compiler, &key->base, s, - debug_output, debug_output_data, - program_id, variant_id); - - c->vs_key = key; - - /* Split our I/O vars and dead code eliminate the unused - * components. - */ - NIR_PASS_V(c->s, nir_lower_io_to_scalar_early, - nir_var_shader_in | nir_var_shader_out); - uint64_t used_outputs[4] = {0}; - for (int i = 0; i < c->vs_key->num_fs_inputs; i++) { - int slot = v3d_slot_get_slot(c->vs_key->fs_inputs[i]); - int comp = v3d_slot_get_component(c->vs_key->fs_inputs[i]); - used_outputs[comp] |= 1ull << slot; - } - NIR_PASS_V(c->s, nir_remove_unused_io_vars, - &c->s->outputs, used_outputs, NULL); /* demotes to globals */ - NIR_PASS_V(c->s, nir_lower_global_vars_to_local); - v3d_optimize_nir(c->s); - NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in); - NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out, - type_size_vec4, - (nir_lower_io_options)0); - - v3d_lower_nir(c); - - if (key->clamp_color) - NIR_PASS_V(c->s, nir_lower_clamp_color_outputs); - - if (key->base.ucp_enables) { - NIR_PASS_V(c->s, nir_lower_clip_vs, key->base.ucp_enables, - false); - NIR_PASS_V(c->s, nir_lower_io_to_scalar, - nir_var_shader_out); - } - - /* Note: VS output scalarizing must happen after nir_lower_clip_vs. */ - NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_out); - - v3d_lower_nir_late(c); - v3d_optimize_nir(c->s); - NIR_PASS_V(c->s, nir_lower_bool_to_int32); - NIR_PASS_V(c->s, nir_convert_from_ssa, true); - - v3d_nir_to_vir(c); - - v3d_set_prog_data(c, &prog_data->base); - prog_data->base.num_inputs = c->num_inputs; /* The vertex data gets format converted by the VPM so that @@ -799,9 +676,9 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler, prog_data->vpm_input_size += c->vattr_sizes[i]; } - prog_data->uses_vid = (s->info.system_values_read & + prog_data->uses_vid = (c->s->info.system_values_read & (1ull << SYSTEM_VALUE_VERTEX_ID)); - prog_data->uses_iid = (s->info.system_values_read & + prog_data->uses_iid = (c->s->info.system_values_read & (1ull << SYSTEM_VALUE_INSTANCE_ID)); if (prog_data->uses_vid) @@ -839,8 +716,6 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler, int vpm_output_batches = vpm_output_sectors / prog_data->vpm_output_size; assert(vpm_output_batches >= 2); prog_data->vcm_cache_size = CLAMP(vpm_output_batches - 1, 2, 4); - - return v3d_return_qpu_insts(c, final_assembly_size); } static void @@ -865,6 +740,87 @@ v3d_set_fs_prog_data_inputs(struct v3d_compile *c, } } +static void +v3d_fs_set_prog_data(struct v3d_compile *c, + struct v3d_fs_prog_data *prog_data) +{ + v3d_set_fs_prog_data_inputs(c, prog_data); + prog_data->writes_z = (c->s->info.outputs_written & + (1 << FRAG_RESULT_DEPTH)); + prog_data->discard = (c->s->info.fs.uses_discard || + c->fs_key->sample_alpha_to_coverage); + prog_data->uses_center_w = c->uses_center_w; + + /* If the shader has some side effects and hasn't allowed early + * fragment tests, disable them. + */ + if (!c->s->info.fs.early_fragment_tests && + (c->s->info.num_images || + c->s->info.num_ssbos || + c->s->info.num_abos)) { + prog_data->discard = true; + } +} + +static void +v3d_set_prog_data(struct v3d_compile *c, + struct v3d_prog_data *prog_data) +{ + prog_data->threads = c->threads; + prog_data->single_seg = !c->last_thrsw; + 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); + } else { + assert(c->s->info.stage == MESA_SHADER_FRAGMENT); + v3d_fs_set_prog_data(c, (struct v3d_fs_prog_data *)prog_data); + } +} + +static uint64_t * +v3d_return_qpu_insts(struct v3d_compile *c, uint32_t *final_assembly_size) +{ + *final_assembly_size = c->qpu_inst_count * sizeof(uint64_t); + + uint64_t *qpu_insts = malloc(*final_assembly_size); + if (!qpu_insts) + return NULL; + + memcpy(qpu_insts, c->qpu_insts, *final_assembly_size); + + vir_compile_destroy(c); + + return qpu_insts; +} + +static void +v3d_nir_lower_vs_early(struct v3d_compile *c) +{ + /* Split our I/O vars and dead code eliminate the unused + * components. + */ + NIR_PASS_V(c->s, nir_lower_io_to_scalar_early, + nir_var_shader_in | nir_var_shader_out); + uint64_t used_outputs[4] = {0}; + for (int i = 0; i < c->vs_key->num_fs_inputs; i++) { + int slot = v3d_slot_get_slot(c->vs_key->fs_inputs[i]); + int comp = v3d_slot_get_component(c->vs_key->fs_inputs[i]); + used_outputs[comp] |= 1ull << slot; + } + NIR_PASS_V(c->s, nir_remove_unused_io_vars, + &c->s->outputs, used_outputs, NULL); /* demotes to globals */ + NIR_PASS_V(c->s, nir_lower_global_vars_to_local); + v3d_optimize_nir(c->s); + NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in); + NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out, + type_size_vec4, + (nir_lower_io_options)0); +} + static void v3d_fixup_fs_output_types(struct v3d_compile *c) { @@ -895,62 +851,130 @@ v3d_fixup_fs_output_types(struct v3d_compile *c) } } -uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler, - struct v3d_fs_key *key, - struct v3d_fs_prog_data *prog_data, - nir_shader *s, - void (*debug_output)(const char *msg, - void *debug_output_data), - void *debug_output_data, - int program_id, int variant_id, - uint32_t *final_assembly_size) +static void +v3d_nir_lower_fs_early(struct v3d_compile *c) { - struct v3d_compile *c = vir_compile_init(compiler, &key->base, s, - debug_output, debug_output_data, - program_id, variant_id); + if (c->fs_key->int_color_rb || c->fs_key->uint_color_rb) + v3d_fixup_fs_output_types(c); +} - c->fs_key = key; +static void +v3d_nir_lower_vs_late(struct v3d_compile *c) +{ + if (c->vs_key->clamp_color) + NIR_PASS_V(c->s, nir_lower_clamp_color_outputs); - if (key->int_color_rb || key->uint_color_rb) - v3d_fixup_fs_output_types(c); + if (c->key->ucp_enables) { + NIR_PASS_V(c->s, nir_lower_clip_vs, c->key->ucp_enables, + false); + NIR_PASS_V(c->s, nir_lower_io_to_scalar, + nir_var_shader_out); + } - v3d_lower_nir(c); + /* Note: VS output scalarizing must happen after nir_lower_clip_vs. */ + NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_out); +} - if (key->light_twoside) +static void +v3d_nir_lower_fs_late(struct v3d_compile *c) +{ + if (c->fs_key->light_twoside) NIR_PASS_V(c->s, nir_lower_two_sided_color); - if (key->clamp_color) + if (c->fs_key->clamp_color) NIR_PASS_V(c->s, nir_lower_clamp_color_outputs); - if (key->alpha_test) { - NIR_PASS_V(c->s, nir_lower_alpha_test, key->alpha_test_func, + if (c->fs_key->alpha_test) { + NIR_PASS_V(c->s, nir_lower_alpha_test, + c->fs_key->alpha_test_func, false); } - if (key->base.ucp_enables) - NIR_PASS_V(c->s, nir_lower_clip_fs, key->base.ucp_enables); + if (c->key->ucp_enables) + NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables); /* Note: FS input scalarizing must happen after * nir_lower_two_sided_color, which only handles a vec4 at a time. */ NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_in); +} + +uint64_t *v3d_compile(const struct v3d_compiler *compiler, + struct v3d_key *key, + struct v3d_prog_data **out_prog_data, + nir_shader *s, + void (*debug_output)(const char *msg, + void *debug_output_data), + void *debug_output_data, + int program_id, int variant_id, + uint32_t *final_assembly_size) +{ + struct v3d_prog_data *prog_data; + struct v3d_compile *c = vir_compile_init(compiler, key, s, + debug_output, debug_output_data, + program_id, variant_id); + + switch (c->s->info.stage) { + case MESA_SHADER_VERTEX: + c->vs_key = (struct v3d_vs_key *)key; + prog_data = rzalloc_size(NULL, sizeof(struct v3d_vs_prog_data)); + break; + case MESA_SHADER_FRAGMENT: + c->fs_key = (struct v3d_fs_key *)key; + prog_data = rzalloc_size(NULL, sizeof(struct v3d_fs_prog_data)); + break; + default: + unreachable("unsupported shader stage"); + } + + if (c->s->info.stage == MESA_SHADER_VERTEX) { + v3d_nir_lower_vs_early(c); + } else { + assert(c->s->info.stage == MESA_SHADER_FRAGMENT); + v3d_nir_lower_fs_early(c); + } + + v3d_lower_nir(c); + + if (c->s->info.stage == MESA_SHADER_VERTEX) { + v3d_nir_lower_vs_late(c); + } else { + assert(c->s->info.stage == MESA_SHADER_FRAGMENT); + v3d_nir_lower_fs_late(c); + } + + NIR_PASS_V(c->s, v3d_nir_lower_io, c); + NIR_PASS_V(c->s, v3d_nir_lower_txf_ms, c); + NIR_PASS_V(c->s, v3d_nir_lower_image_load_store); + NIR_PASS_V(c->s, nir_lower_idiv); - v3d_lower_nir_late(c); v3d_optimize_nir(c->s); NIR_PASS_V(c->s, nir_lower_bool_to_int32); NIR_PASS_V(c->s, nir_convert_from_ssa, true); v3d_nir_to_vir(c); - v3d_set_prog_data(c, &prog_data->base); - v3d_set_fs_prog_data_inputs(c, prog_data); - prog_data->writes_z = (c->s->info.outputs_written & - (1 << FRAG_RESULT_DEPTH)); - prog_data->discard = (c->s->info.fs.uses_discard || - c->fs_key->sample_alpha_to_coverage); - prog_data->uses_center_w = c->uses_center_w; + v3d_set_prog_data(c, prog_data); + + *out_prog_data = prog_data; + + char *shaderdb; + int ret = asprintf(&shaderdb, + "%s shader: %d inst, %d threads, %d loops, " + "%d uniforms, %d:%d spills:fills", + vir_get_stage_name(c), + c->qpu_inst_count, + c->threads, + c->loops, + c->num_uniforms, + c->spills, + c->fills); + if (ret >= 0) { + c->debug_output(shaderdb, c->debug_output_data); + free(shaderdb); + } - return v3d_return_qpu_insts(c, final_assembly_size); + return v3d_return_qpu_insts(c, final_assembly_size); } void