2 * Copyright © 2016 Broadcom
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
25 #include "util/format/u_format.h"
26 #include "util/u_math.h"
27 #include "util/u_memory.h"
28 #include "util/ralloc.h"
29 #include "util/hash_table.h"
30 #include "compiler/nir/nir.h"
31 #include "compiler/nir/nir_builder.h"
32 #include "common/v3d_device_info.h"
33 #include "v3d_compiler.h"
35 /* We don't do any address packing. */
36 #define __gen_user_data void
37 #define __gen_address_type uint32_t
38 #define __gen_address_offset(reloc) (*reloc)
39 #define __gen_emit_reloc(cl, reloc)
40 #include "cle/v3d_packet_v41_pack.h"
42 #define GENERAL_TMU_LOOKUP_PER_QUAD (0 << 7)
43 #define GENERAL_TMU_LOOKUP_PER_PIXEL (1 << 7)
44 #define GENERAL_TMU_LOOKUP_TYPE_8BIT_I (0 << 0)
45 #define GENERAL_TMU_LOOKUP_TYPE_16BIT_I (1 << 0)
46 #define GENERAL_TMU_LOOKUP_TYPE_VEC2 (2 << 0)
47 #define GENERAL_TMU_LOOKUP_TYPE_VEC3 (3 << 0)
48 #define GENERAL_TMU_LOOKUP_TYPE_VEC4 (4 << 0)
49 #define GENERAL_TMU_LOOKUP_TYPE_8BIT_UI (5 << 0)
50 #define GENERAL_TMU_LOOKUP_TYPE_16BIT_UI (6 << 0)
51 #define GENERAL_TMU_LOOKUP_TYPE_32BIT_UI (7 << 0)
53 #define V3D_TSY_SET_QUORUM 0
54 #define V3D_TSY_INC_WAITERS 1
55 #define V3D_TSY_DEC_WAITERS 2
56 #define V3D_TSY_INC_QUORUM 3
57 #define V3D_TSY_DEC_QUORUM 4
58 #define V3D_TSY_FREE_ALL 5
59 #define V3D_TSY_RELEASE 6
60 #define V3D_TSY_ACQUIRE 7
61 #define V3D_TSY_WAIT 8
62 #define V3D_TSY_WAIT_INC 9
63 #define V3D_TSY_WAIT_CHECK 10
64 #define V3D_TSY_WAIT_INC_CHECK 11
65 #define V3D_TSY_WAIT_CV 12
66 #define V3D_TSY_INC_SEMAPHORE 13
67 #define V3D_TSY_DEC_SEMAPHORE 14
68 #define V3D_TSY_SET_QUORUM_FREE_ALL 15
71 ntq_emit_cf_list(struct v3d_compile
*c
, struct exec_list
*list
);
74 resize_qreg_array(struct v3d_compile
*c
,
79 if (*size
>= decl_size
)
82 uint32_t old_size
= *size
;
83 *size
= MAX2(*size
* 2, decl_size
);
84 *regs
= reralloc(c
, *regs
, struct qreg
, *size
);
86 fprintf(stderr
, "Malloc failure\n");
90 for (uint32_t i
= old_size
; i
< *size
; i
++)
91 (*regs
)[i
] = c
->undef
;
95 vir_emit_thrsw(struct v3d_compile
*c
)
100 /* Always thread switch after each texture operation for now.
102 * We could do better by batching a bunch of texture fetches up and
103 * then doing one thread switch and collecting all their results
106 c
->last_thrsw
= vir_NOP(c
);
107 c
->last_thrsw
->qpu
.sig
.thrsw
= true;
108 c
->last_thrsw_at_top_level
= !c
->in_control_flow
;
110 /* We need to lock the scoreboard before any tlb acess happens. If this
111 * thread switch comes after we have emitted a tlb load, then it means
112 * that we can't lock on the last thread switch any more.
114 if (c
->emitted_tlb_load
)
115 c
->lock_scoreboard_on_first_thrsw
= true;
119 v3d_get_op_for_atomic_add(nir_intrinsic_instr
*instr
, unsigned src
)
121 if (nir_src_is_const(instr
->src
[src
])) {
122 int64_t add_val
= nir_src_as_int(instr
->src
[src
]);
124 return V3D_TMU_OP_WRITE_AND_READ_INC
;
125 else if (add_val
== -1)
126 return V3D_TMU_OP_WRITE_OR_READ_DEC
;
129 return V3D_TMU_OP_WRITE_ADD_READ_PREFETCH
;
133 v3d_general_tmu_op(nir_intrinsic_instr
*instr
)
135 switch (instr
->intrinsic
) {
136 case nir_intrinsic_load_ssbo
:
137 case nir_intrinsic_load_ubo
:
138 case nir_intrinsic_load_uniform
:
139 case nir_intrinsic_load_shared
:
140 case nir_intrinsic_load_scratch
:
141 case nir_intrinsic_store_ssbo
:
142 case nir_intrinsic_store_shared
:
143 case nir_intrinsic_store_scratch
:
144 return V3D_TMU_OP_REGULAR
;
145 case nir_intrinsic_ssbo_atomic_add
:
146 return v3d_get_op_for_atomic_add(instr
, 2);
147 case nir_intrinsic_shared_atomic_add
:
148 return v3d_get_op_for_atomic_add(instr
, 1);
149 case nir_intrinsic_ssbo_atomic_imin
:
150 case nir_intrinsic_shared_atomic_imin
:
151 return V3D_TMU_OP_WRITE_SMIN
;
152 case nir_intrinsic_ssbo_atomic_umin
:
153 case nir_intrinsic_shared_atomic_umin
:
154 return V3D_TMU_OP_WRITE_UMIN_FULL_L1_CLEAR
;
155 case nir_intrinsic_ssbo_atomic_imax
:
156 case nir_intrinsic_shared_atomic_imax
:
157 return V3D_TMU_OP_WRITE_SMAX
;
158 case nir_intrinsic_ssbo_atomic_umax
:
159 case nir_intrinsic_shared_atomic_umax
:
160 return V3D_TMU_OP_WRITE_UMAX
;
161 case nir_intrinsic_ssbo_atomic_and
:
162 case nir_intrinsic_shared_atomic_and
:
163 return V3D_TMU_OP_WRITE_AND_READ_INC
;
164 case nir_intrinsic_ssbo_atomic_or
:
165 case nir_intrinsic_shared_atomic_or
:
166 return V3D_TMU_OP_WRITE_OR_READ_DEC
;
167 case nir_intrinsic_ssbo_atomic_xor
:
168 case nir_intrinsic_shared_atomic_xor
:
169 return V3D_TMU_OP_WRITE_XOR_READ_NOT
;
170 case nir_intrinsic_ssbo_atomic_exchange
:
171 case nir_intrinsic_shared_atomic_exchange
:
172 return V3D_TMU_OP_WRITE_XCHG_READ_FLUSH
;
173 case nir_intrinsic_ssbo_atomic_comp_swap
:
174 case nir_intrinsic_shared_atomic_comp_swap
:
175 return V3D_TMU_OP_WRITE_CMPXCHG_READ_FLUSH
;
177 unreachable("unknown intrinsic op");
182 * Implements indirect uniform loads and SSBO accesses through the TMU general
183 * memory access interface.
186 ntq_emit_tmu_general(struct v3d_compile
*c
, nir_intrinsic_instr
*instr
,
187 bool is_shared_or_scratch
)
189 uint32_t tmu_op
= v3d_general_tmu_op(instr
);
191 /* If we were able to replace atomic_add for an inc/dec, then we
192 * need/can to do things slightly different, like not loading the
193 * amount to add/sub, as that is implicit.
195 bool atomic_add_replaced
=
196 ((instr
->intrinsic
== nir_intrinsic_ssbo_atomic_add
||
197 instr
->intrinsic
== nir_intrinsic_shared_atomic_add
) &&
198 (tmu_op
== V3D_TMU_OP_WRITE_AND_READ_INC
||
199 tmu_op
== V3D_TMU_OP_WRITE_OR_READ_DEC
));
201 bool is_store
= (instr
->intrinsic
== nir_intrinsic_store_ssbo
||
202 instr
->intrinsic
== nir_intrinsic_store_scratch
||
203 instr
->intrinsic
== nir_intrinsic_store_shared
);
205 bool is_load
= (instr
->intrinsic
== nir_intrinsic_load_uniform
||
206 instr
->intrinsic
== nir_intrinsic_load_ubo
||
207 instr
->intrinsic
== nir_intrinsic_load_ssbo
||
208 instr
->intrinsic
== nir_intrinsic_load_scratch
||
209 instr
->intrinsic
== nir_intrinsic_load_shared
);
212 c
->tmu_dirty_rcl
= true;
214 bool has_index
= !is_shared_or_scratch
;
217 if (instr
->intrinsic
== nir_intrinsic_load_uniform
) {
219 } else if (instr
->intrinsic
== nir_intrinsic_load_ssbo
||
220 instr
->intrinsic
== nir_intrinsic_load_ubo
||
221 instr
->intrinsic
== nir_intrinsic_load_scratch
||
222 instr
->intrinsic
== nir_intrinsic_load_shared
||
223 atomic_add_replaced
) {
224 offset_src
= 0 + has_index
;
225 } else if (is_store
) {
226 offset_src
= 1 + has_index
;
228 offset_src
= 0 + has_index
;
231 bool dynamic_src
= !nir_src_is_const(instr
->src
[offset_src
]);
232 uint32_t const_offset
= 0;
234 const_offset
= nir_src_as_uint(instr
->src
[offset_src
]);
236 struct qreg base_offset
;
237 if (instr
->intrinsic
== nir_intrinsic_load_uniform
) {
238 const_offset
+= nir_intrinsic_base(instr
);
239 base_offset
= vir_uniform(c
, QUNIFORM_UBO_ADDR
,
240 v3d_unit_data_create(0, const_offset
));
242 } else if (instr
->intrinsic
== nir_intrinsic_load_ubo
) {
243 uint32_t index
= nir_src_as_uint(instr
->src
[0]) + 1;
244 /* Note that QUNIFORM_UBO_ADDR takes a UBO index shifted up by
245 * 1 (0 is gallium's constant buffer 0).
248 vir_uniform(c
, QUNIFORM_UBO_ADDR
,
249 v3d_unit_data_create(index
, const_offset
));
251 } else if (is_shared_or_scratch
) {
252 /* Shared and scratch variables have no buffer index, and all
253 * start from a common base that we set up at the start of
256 if (instr
->intrinsic
== nir_intrinsic_load_scratch
||
257 instr
->intrinsic
== nir_intrinsic_store_scratch
) {
258 base_offset
= c
->spill_base
;
260 base_offset
= c
->cs_shared_offset
;
261 const_offset
+= nir_intrinsic_base(instr
);
264 base_offset
= vir_uniform(c
, QUNIFORM_SSBO_OFFSET
,
265 nir_src_as_uint(instr
->src
[is_store
?
269 struct qreg tmud
= vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_TMUD
);
270 unsigned writemask
= is_store
? nir_intrinsic_write_mask(instr
) : 0;
271 uint32_t base_const_offset
= const_offset
;
272 int first_component
= -1;
273 int last_component
= -1;
275 int tmu_writes
= 1; /* address */
278 /* Find the first set of consecutive components that
279 * are enabled in the writemask and emit the TMUD
280 * instructions for them.
282 first_component
= ffs(writemask
) - 1;
283 last_component
= first_component
;
284 while (writemask
& BITFIELD_BIT(last_component
+ 1))
287 assert(first_component
>= 0 &&
288 first_component
<= last_component
&&
289 last_component
< instr
->num_components
);
291 struct qreg tmud
= vir_reg(QFILE_MAGIC
,
293 for (int i
= first_component
; i
<= last_component
; i
++) {
295 ntq_get_src(c
, instr
->src
[0], i
);
296 vir_MOV_dest(c
, tmud
, data
);
300 /* Update the offset for the TMU write based on the
301 * the first component we are writing.
303 const_offset
= base_const_offset
+ first_component
* 4;
305 /* Clear these components from the writemask */
306 uint32_t written_mask
=
307 BITFIELD_RANGE(first_component
, tmu_writes
- 1);
308 writemask
&= ~written_mask
;
309 } else if (!is_load
&& !atomic_add_replaced
) {
311 ntq_get_src(c
, instr
->src
[1 + has_index
], 0);
312 vir_MOV_dest(c
, tmud
, data
);
314 if (tmu_op
== V3D_TMU_OP_WRITE_CMPXCHG_READ_FLUSH
) {
315 data
= ntq_get_src(c
, instr
->src
[2 + has_index
],
317 vir_MOV_dest(c
, tmud
, data
);
322 /* Make sure we won't exceed the 16-entry TMU fifo if each
323 * thread is storing at the same time.
325 while (tmu_writes
> 16 / c
->threads
)
328 /* The spec says that for atomics, the TYPE field is ignored,
329 * but that doesn't seem to be the case for CMPXCHG. Just use
330 * the number of tmud writes we did to decide the type (or
331 * choose "32bit" for atomic reads, which has been fine).
333 uint32_t num_components
;
334 if (is_load
|| atomic_add_replaced
) {
335 num_components
= instr
->num_components
;
337 assert(tmu_writes
> 1);
338 num_components
= tmu_writes
- 1;
341 uint32_t config
= (0xffffff00 |
343 GENERAL_TMU_LOOKUP_PER_PIXEL
);
344 if (num_components
== 1) {
345 config
|= GENERAL_TMU_LOOKUP_TYPE_32BIT_UI
;
347 config
|= GENERAL_TMU_LOOKUP_TYPE_VEC2
+
351 if (vir_in_nonuniform_control_flow(c
)) {
352 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
),
358 tmua
= vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_TMUA
);
360 tmua
= vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_TMUAU
);
364 struct qreg offset
= base_offset
;
365 if (const_offset
!= 0) {
366 offset
= vir_ADD(c
, offset
,
367 vir_uniform_ui(c
, const_offset
));
370 ntq_get_src(c
, instr
->src
[offset_src
], 0);
371 tmu
= vir_ADD_dest(c
, tmua
, offset
, data
);
373 if (const_offset
!= 0) {
374 tmu
= vir_ADD_dest(c
, tmua
, base_offset
,
375 vir_uniform_ui(c
, const_offset
));
377 tmu
= vir_MOV_dest(c
, tmua
, base_offset
);
383 vir_get_uniform_index(c
, QUNIFORM_CONSTANT
,
387 if (vir_in_nonuniform_control_flow(c
))
388 vir_set_cond(tmu
, V3D_QPU_COND_IFA
);
392 /* Read the result, or wait for the TMU op to complete. */
393 for (int i
= 0; i
< nir_intrinsic_dest_components(instr
); i
++) {
394 ntq_store_dest(c
, &instr
->dest
, i
,
395 vir_MOV(c
, vir_LDTMU(c
)));
398 if (nir_intrinsic_dest_components(instr
) == 0)
400 } while (is_store
&& writemask
!= 0);
404 ntq_init_ssa_def(struct v3d_compile
*c
, nir_ssa_def
*def
)
406 struct qreg
*qregs
= ralloc_array(c
->def_ht
, struct qreg
,
407 def
->num_components
);
408 _mesa_hash_table_insert(c
->def_ht
, def
, qregs
);
413 is_ld_signal(const struct v3d_qpu_sig
*sig
)
415 return (sig
->ldunif
||
427 * This function is responsible for getting VIR results into the associated
428 * storage for a NIR instruction.
430 * If it's a NIR SSA def, then we just set the associated hash table entry to
433 * If it's a NIR reg, then we need to update the existing qreg assigned to the
434 * NIR destination with the incoming value. To do that without introducing
435 * new MOVs, we require that the incoming qreg either be a uniform, or be
436 * SSA-defined by the previous VIR instruction in the block and rewritable by
437 * this function. That lets us sneak ahead and insert the SF flag beforehand
438 * (knowing that the previous instruction doesn't depend on flags) and rewrite
439 * its destination to be the NIR reg's destination
442 ntq_store_dest(struct v3d_compile
*c
, nir_dest
*dest
, int chan
,
445 struct qinst
*last_inst
= NULL
;
446 if (!list_is_empty(&c
->cur_block
->instructions
))
447 last_inst
= (struct qinst
*)c
->cur_block
->instructions
.prev
;
449 assert((result
.file
== QFILE_TEMP
&&
450 last_inst
&& last_inst
== c
->defs
[result
.index
]));
453 assert(chan
< dest
->ssa
.num_components
);
456 struct hash_entry
*entry
=
457 _mesa_hash_table_search(c
->def_ht
, &dest
->ssa
);
462 qregs
= ntq_init_ssa_def(c
, &dest
->ssa
);
464 qregs
[chan
] = result
;
466 nir_register
*reg
= dest
->reg
.reg
;
467 assert(dest
->reg
.base_offset
== 0);
468 assert(reg
->num_array_elems
== 0);
469 struct hash_entry
*entry
=
470 _mesa_hash_table_search(c
->def_ht
, reg
);
471 struct qreg
*qregs
= entry
->data
;
473 /* If the previous instruction can't be predicated for
474 * the store into the nir_register, then emit a MOV
477 if (vir_in_nonuniform_control_flow(c
) &&
478 is_ld_signal(&c
->defs
[last_inst
->dst
.index
]->qpu
.sig
)) {
479 result
= vir_MOV(c
, result
);
480 last_inst
= c
->defs
[result
.index
];
483 /* We know they're both temps, so just rewrite index. */
484 c
->defs
[last_inst
->dst
.index
] = NULL
;
485 last_inst
->dst
.index
= qregs
[chan
].index
;
487 /* If we're in control flow, then make this update of the reg
488 * conditional on the execution mask.
490 if (vir_in_nonuniform_control_flow(c
)) {
491 last_inst
->dst
.index
= qregs
[chan
].index
;
493 /* Set the flags to the current exec mask.
495 c
->cursor
= vir_before_inst(last_inst
);
496 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
),
498 c
->cursor
= vir_after_inst(last_inst
);
500 vir_set_cond(last_inst
, V3D_QPU_COND_IFA
);
506 ntq_get_src(struct v3d_compile
*c
, nir_src src
, int i
)
508 struct hash_entry
*entry
;
510 entry
= _mesa_hash_table_search(c
->def_ht
, src
.ssa
);
511 assert(i
< src
.ssa
->num_components
);
513 nir_register
*reg
= src
.reg
.reg
;
514 entry
= _mesa_hash_table_search(c
->def_ht
, reg
);
515 assert(reg
->num_array_elems
== 0);
516 assert(src
.reg
.base_offset
== 0);
517 assert(i
< reg
->num_components
);
520 struct qreg
*qregs
= entry
->data
;
525 ntq_get_alu_src(struct v3d_compile
*c
, nir_alu_instr
*instr
,
528 assert(util_is_power_of_two_or_zero(instr
->dest
.write_mask
));
529 unsigned chan
= ffs(instr
->dest
.write_mask
) - 1;
530 struct qreg r
= ntq_get_src(c
, instr
->src
[src
].src
,
531 instr
->src
[src
].swizzle
[chan
]);
533 assert(!instr
->src
[src
].abs
);
534 assert(!instr
->src
[src
].negate
);
540 ntq_minify(struct v3d_compile
*c
, struct qreg size
, struct qreg level
)
542 return vir_MAX(c
, vir_SHR(c
, size
, level
), vir_uniform_ui(c
, 1));
546 ntq_emit_txs(struct v3d_compile
*c
, nir_tex_instr
*instr
)
548 unsigned unit
= instr
->texture_index
;
549 int lod_index
= nir_tex_instr_src_index(instr
, nir_tex_src_lod
);
550 int dest_size
= nir_tex_instr_dest_size(instr
);
552 struct qreg lod
= c
->undef
;
554 lod
= ntq_get_src(c
, instr
->src
[lod_index
].src
, 0);
556 for (int i
= 0; i
< dest_size
; i
++) {
558 enum quniform_contents contents
;
560 if (instr
->is_array
&& i
== dest_size
- 1)
561 contents
= QUNIFORM_TEXTURE_ARRAY_SIZE
;
563 contents
= QUNIFORM_TEXTURE_WIDTH
+ i
;
565 struct qreg size
= vir_uniform(c
, contents
, unit
);
567 switch (instr
->sampler_dim
) {
568 case GLSL_SAMPLER_DIM_1D
:
569 case GLSL_SAMPLER_DIM_2D
:
570 case GLSL_SAMPLER_DIM_MS
:
571 case GLSL_SAMPLER_DIM_3D
:
572 case GLSL_SAMPLER_DIM_CUBE
:
573 /* Don't minify the array size. */
574 if (!(instr
->is_array
&& i
== dest_size
- 1)) {
575 size
= ntq_minify(c
, size
, lod
);
579 case GLSL_SAMPLER_DIM_RECT
:
580 /* There's no LOD field for rects */
584 unreachable("Bad sampler type");
587 ntq_store_dest(c
, &instr
->dest
, i
, size
);
592 ntq_emit_tex(struct v3d_compile
*c
, nir_tex_instr
*instr
)
594 unsigned unit
= instr
->texture_index
;
596 /* Since each texture sampling op requires uploading uniforms to
597 * reference the texture, there's no HW support for texture size and
598 * you just upload uniforms containing the size.
601 case nir_texop_query_levels
:
602 ntq_store_dest(c
, &instr
->dest
, 0,
603 vir_uniform(c
, QUNIFORM_TEXTURE_LEVELS
, unit
));
606 ntq_emit_txs(c
, instr
);
612 if (c
->devinfo
->ver
>= 40)
613 v3d40_vir_emit_tex(c
, instr
);
615 v3d33_vir_emit_tex(c
, instr
);
619 ntq_fsincos(struct v3d_compile
*c
, struct qreg src
, bool is_cos
)
621 struct qreg input
= vir_FMUL(c
, src
, vir_uniform_f(c
, 1.0f
/ M_PI
));
623 input
= vir_FADD(c
, input
, vir_uniform_f(c
, 0.5));
625 struct qreg periods
= vir_FROUND(c
, input
);
626 struct qreg sin_output
= vir_SIN(c
, vir_FSUB(c
, input
, periods
));
627 return vir_XOR(c
, sin_output
, vir_SHL(c
,
628 vir_FTOIN(c
, periods
),
629 vir_uniform_ui(c
, -1)));
633 ntq_fsign(struct v3d_compile
*c
, struct qreg src
)
635 struct qreg t
= vir_get_temp(c
);
637 vir_MOV_dest(c
, t
, vir_uniform_f(c
, 0.0));
638 vir_set_pf(vir_FMOV_dest(c
, vir_nop_reg(), src
), V3D_QPU_PF_PUSHZ
);
639 vir_MOV_cond(c
, V3D_QPU_COND_IFNA
, t
, vir_uniform_f(c
, 1.0));
640 vir_set_pf(vir_FMOV_dest(c
, vir_nop_reg(), src
), V3D_QPU_PF_PUSHN
);
641 vir_MOV_cond(c
, V3D_QPU_COND_IFA
, t
, vir_uniform_f(c
, -1.0));
642 return vir_MOV(c
, t
);
646 emit_fragcoord_input(struct v3d_compile
*c
, int attr
)
648 c
->inputs
[attr
* 4 + 0] = vir_FXCD(c
);
649 c
->inputs
[attr
* 4 + 1] = vir_FYCD(c
);
650 c
->inputs
[attr
* 4 + 2] = c
->payload_z
;
651 c
->inputs
[attr
* 4 + 3] = vir_RECIP(c
, c
->payload_w
);
655 emit_fragment_varying(struct v3d_compile
*c
, nir_variable
*var
,
656 uint8_t swizzle
, int array_index
)
658 struct qreg r3
= vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_R3
);
659 struct qreg r5
= vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_R5
);
662 if (c
->devinfo
->ver
>= 41) {
663 struct qinst
*ldvary
= vir_add_inst(V3D_QPU_A_NOP
, c
->undef
,
665 ldvary
->qpu
.sig
.ldvary
= true;
666 vary
= vir_emit_def(c
, ldvary
);
668 vir_NOP(c
)->qpu
.sig
.ldvary
= true;
672 /* For gl_PointCoord input or distance along a line, we'll be called
673 * with no nir_variable, and we don't count toward VPM size so we
674 * don't track an input slot.
677 return vir_FADD(c
, vir_FMUL(c
, vary
, c
->payload_w
), r5
);
680 int i
= c
->num_inputs
++;
682 v3d_slot_from_slot_and_component(var
->data
.location
+
683 array_index
, swizzle
);
685 switch (var
->data
.interpolation
) {
686 case INTERP_MODE_NONE
:
687 /* If a gl_FrontColor or gl_BackColor input has no interp
688 * qualifier, then if we're using glShadeModel(GL_FLAT) it
689 * needs to be flat shaded.
691 switch (var
->data
.location
+ array_index
) {
692 case VARYING_SLOT_COL0
:
693 case VARYING_SLOT_COL1
:
694 case VARYING_SLOT_BFC0
:
695 case VARYING_SLOT_BFC1
:
696 if (c
->fs_key
->shade_model_flat
) {
697 BITSET_SET(c
->flat_shade_flags
, i
);
698 vir_MOV_dest(c
, c
->undef
, vary
);
699 return vir_MOV(c
, r5
);
701 return vir_FADD(c
, vir_FMUL(c
, vary
,
708 case INTERP_MODE_SMOOTH
:
709 if (var
->data
.centroid
) {
710 BITSET_SET(c
->centroid_flags
, i
);
711 return vir_FADD(c
, vir_FMUL(c
, vary
,
712 c
->payload_w_centroid
), r5
);
714 return vir_FADD(c
, vir_FMUL(c
, vary
, c
->payload_w
), r5
);
716 case INTERP_MODE_NOPERSPECTIVE
:
717 BITSET_SET(c
->noperspective_flags
, i
);
718 return vir_FADD(c
, vir_MOV(c
, vary
), r5
);
719 case INTERP_MODE_FLAT
:
720 BITSET_SET(c
->flat_shade_flags
, i
);
721 vir_MOV_dest(c
, c
->undef
, vary
);
722 return vir_MOV(c
, r5
);
724 unreachable("Bad interp mode");
729 emit_fragment_input(struct v3d_compile
*c
, int attr
, nir_variable
*var
,
732 for (int i
= 0; i
< glsl_get_vector_elements(var
->type
); i
++) {
733 int chan
= var
->data
.location_frac
+ i
;
734 c
->inputs
[attr
* 4 + chan
] =
735 emit_fragment_varying(c
, var
, chan
, array_index
);
740 add_output(struct v3d_compile
*c
,
741 uint32_t decl_offset
,
745 uint32_t old_array_size
= c
->outputs_array_size
;
746 resize_qreg_array(c
, &c
->outputs
, &c
->outputs_array_size
,
749 if (old_array_size
!= c
->outputs_array_size
) {
750 c
->output_slots
= reralloc(c
,
752 struct v3d_varying_slot
,
753 c
->outputs_array_size
);
756 c
->output_slots
[decl_offset
] =
757 v3d_slot_from_slot_and_component(slot
, swizzle
);
761 * If compare_instr is a valid comparison instruction, emits the
762 * compare_instr's comparison and returns the sel_instr's return value based
763 * on the compare_instr's result.
766 ntq_emit_comparison(struct v3d_compile
*c
,
767 nir_alu_instr
*compare_instr
,
768 enum v3d_qpu_cond
*out_cond
)
770 struct qreg src0
= ntq_get_alu_src(c
, compare_instr
, 0);
772 if (nir_op_infos
[compare_instr
->op
].num_inputs
> 1)
773 src1
= ntq_get_alu_src(c
, compare_instr
, 1);
774 bool cond_invert
= false;
775 struct qreg nop
= vir_nop_reg();
777 switch (compare_instr
->op
) {
780 vir_set_pf(vir_FCMP_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHZ
);
783 vir_set_pf(vir_XOR_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHZ
);
788 vir_set_pf(vir_FCMP_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHZ
);
792 vir_set_pf(vir_XOR_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHZ
);
798 vir_set_pf(vir_FCMP_dest(c
, nop
, src1
, src0
), V3D_QPU_PF_PUSHC
);
801 vir_set_pf(vir_MIN_dest(c
, nop
, src1
, src0
), V3D_QPU_PF_PUSHC
);
805 vir_set_pf(vir_SUB_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHC
);
811 vir_set_pf(vir_FCMP_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHN
);
814 vir_set_pf(vir_MIN_dest(c
, nop
, src1
, src0
), V3D_QPU_PF_PUSHC
);
817 vir_set_pf(vir_SUB_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHC
);
821 vir_set_pf(vir_MOV_dest(c
, nop
, src0
), V3D_QPU_PF_PUSHZ
);
826 vir_set_pf(vir_FMOV_dest(c
, nop
, src0
), V3D_QPU_PF_PUSHZ
);
834 *out_cond
= cond_invert
? V3D_QPU_COND_IFNA
: V3D_QPU_COND_IFA
;
839 /* Finds an ALU instruction that generates our src value that could
840 * (potentially) be greedily emitted in the consuming instruction.
842 static struct nir_alu_instr
*
843 ntq_get_alu_parent(nir_src src
)
845 if (!src
.is_ssa
|| src
.ssa
->parent_instr
->type
!= nir_instr_type_alu
)
847 nir_alu_instr
*instr
= nir_instr_as_alu(src
.ssa
->parent_instr
);
851 /* If the ALU instr's srcs are non-SSA, then we would have to avoid
852 * moving emission of the ALU instr down past another write of the
855 for (int i
= 0; i
< nir_op_infos
[instr
->op
].num_inputs
; i
++) {
856 if (!instr
->src
[i
].src
.is_ssa
)
863 /* Turns a NIR bool into a condition code to predicate on. */
864 static enum v3d_qpu_cond
865 ntq_emit_bool_to_cond(struct v3d_compile
*c
, nir_src src
)
867 nir_alu_instr
*compare
= ntq_get_alu_parent(src
);
871 enum v3d_qpu_cond cond
;
872 if (ntq_emit_comparison(c
, compare
, &cond
))
876 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), ntq_get_src(c
, src
, 0)),
878 return V3D_QPU_COND_IFNA
;
882 ntq_emit_alu(struct v3d_compile
*c
, nir_alu_instr
*instr
)
884 /* This should always be lowered to ALU operations for V3D. */
885 assert(!instr
->dest
.saturate
);
887 /* Vectors are special in that they have non-scalarized writemasks,
888 * and just take the first swizzle channel for each argument in order
889 * into each writemask channel.
891 if (instr
->op
== nir_op_vec2
||
892 instr
->op
== nir_op_vec3
||
893 instr
->op
== nir_op_vec4
) {
895 for (int i
= 0; i
< nir_op_infos
[instr
->op
].num_inputs
; i
++)
896 srcs
[i
] = ntq_get_src(c
, instr
->src
[i
].src
,
897 instr
->src
[i
].swizzle
[0]);
898 for (int i
= 0; i
< nir_op_infos
[instr
->op
].num_inputs
; i
++)
899 ntq_store_dest(c
, &instr
->dest
.dest
, i
,
900 vir_MOV(c
, srcs
[i
]));
904 /* General case: We can just grab the one used channel per src. */
905 struct qreg src
[nir_op_infos
[instr
->op
].num_inputs
];
906 for (int i
= 0; i
< nir_op_infos
[instr
->op
].num_inputs
; i
++) {
907 src
[i
] = ntq_get_alu_src(c
, instr
, i
);
914 result
= vir_MOV(c
, src
[0]);
918 result
= vir_XOR(c
, src
[0], vir_uniform_ui(c
, 1 << 31));
921 result
= vir_NEG(c
, src
[0]);
925 result
= vir_FMUL(c
, src
[0], src
[1]);
928 result
= vir_FADD(c
, src
[0], src
[1]);
931 result
= vir_FSUB(c
, src
[0], src
[1]);
934 result
= vir_FMIN(c
, src
[0], src
[1]);
937 result
= vir_FMAX(c
, src
[0], src
[1]);
941 nir_alu_instr
*src0_alu
= ntq_get_alu_parent(instr
->src
[0].src
);
942 if (src0_alu
&& src0_alu
->op
== nir_op_fround_even
) {
943 result
= vir_FTOIN(c
, ntq_get_alu_src(c
, src0_alu
, 0));
945 result
= vir_FTOIZ(c
, src
[0]);
951 result
= vir_FTOUZ(c
, src
[0]);
954 result
= vir_ITOF(c
, src
[0]);
957 result
= vir_UTOF(c
, src
[0]);
960 result
= vir_AND(c
, src
[0], vir_uniform_f(c
, 1.0));
963 result
= vir_AND(c
, src
[0], vir_uniform_ui(c
, 1));
967 result
= vir_ADD(c
, src
[0], src
[1]);
970 result
= vir_SHR(c
, src
[0], src
[1]);
973 result
= vir_SUB(c
, src
[0], src
[1]);
976 result
= vir_ASR(c
, src
[0], src
[1]);
979 result
= vir_SHL(c
, src
[0], src
[1]);
982 result
= vir_MIN(c
, src
[0], src
[1]);
985 result
= vir_UMIN(c
, src
[0], src
[1]);
988 result
= vir_MAX(c
, src
[0], src
[1]);
991 result
= vir_UMAX(c
, src
[0], src
[1]);
994 result
= vir_AND(c
, src
[0], src
[1]);
997 result
= vir_OR(c
, src
[0], src
[1]);
1000 result
= vir_XOR(c
, src
[0], src
[1]);
1003 result
= vir_NOT(c
, src
[0]);
1006 case nir_op_ufind_msb
:
1007 result
= vir_SUB(c
, vir_uniform_ui(c
, 31), vir_CLZ(c
, src
[0]));
1011 result
= vir_UMUL(c
, src
[0], src
[1]);
1018 enum v3d_qpu_cond cond
;
1019 ASSERTED
bool ok
= ntq_emit_comparison(c
, instr
, &cond
);
1021 result
= vir_MOV(c
, vir_SEL(c
, cond
,
1022 vir_uniform_f(c
, 1.0),
1023 vir_uniform_f(c
, 0.0)));
1038 case nir_op_ult32
: {
1039 enum v3d_qpu_cond cond
;
1040 ASSERTED
bool ok
= ntq_emit_comparison(c
, instr
, &cond
);
1042 result
= vir_MOV(c
, vir_SEL(c
, cond
,
1043 vir_uniform_ui(c
, ~0),
1044 vir_uniform_ui(c
, 0)));
1048 case nir_op_b32csel
:
1051 ntq_emit_bool_to_cond(c
, instr
->src
[0].src
),
1056 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), src
[0]),
1058 result
= vir_MOV(c
, vir_SEL(c
, V3D_QPU_COND_IFNA
,
1063 result
= vir_RECIP(c
, src
[0]);
1066 result
= vir_RSQRT(c
, src
[0]);
1069 result
= vir_EXP(c
, src
[0]);
1072 result
= vir_LOG(c
, src
[0]);
1076 result
= vir_FCEIL(c
, src
[0]);
1079 result
= vir_FFLOOR(c
, src
[0]);
1081 case nir_op_fround_even
:
1082 result
= vir_FROUND(c
, src
[0]);
1085 result
= vir_FTRUNC(c
, src
[0]);
1089 result
= ntq_fsincos(c
, src
[0], false);
1092 result
= ntq_fsincos(c
, src
[0], true);
1096 result
= ntq_fsign(c
, src
[0]);
1100 result
= vir_FMOV(c
, src
[0]);
1101 vir_set_unpack(c
->defs
[result
.index
], 0, V3D_QPU_UNPACK_ABS
);
1106 result
= vir_MAX(c
, src
[0], vir_NEG(c
, src
[0]));
1110 case nir_op_fddx_coarse
:
1111 case nir_op_fddx_fine
:
1112 result
= vir_FDX(c
, src
[0]);
1116 case nir_op_fddy_coarse
:
1117 case nir_op_fddy_fine
:
1118 result
= vir_FDY(c
, src
[0]);
1121 case nir_op_uadd_carry
:
1122 vir_set_pf(vir_ADD_dest(c
, vir_nop_reg(), src
[0], src
[1]),
1124 result
= vir_MOV(c
, vir_SEL(c
, V3D_QPU_COND_IFA
,
1125 vir_uniform_ui(c
, ~0),
1126 vir_uniform_ui(c
, 0)));
1129 case nir_op_pack_half_2x16_split
:
1130 result
= vir_VFPACK(c
, src
[0], src
[1]);
1133 case nir_op_unpack_half_2x16_split_x
:
1134 result
= vir_FMOV(c
, src
[0]);
1135 vir_set_unpack(c
->defs
[result
.index
], 0, V3D_QPU_UNPACK_L
);
1138 case nir_op_unpack_half_2x16_split_y
:
1139 result
= vir_FMOV(c
, src
[0]);
1140 vir_set_unpack(c
->defs
[result
.index
], 0, V3D_QPU_UNPACK_H
);
1144 fprintf(stderr
, "unknown NIR ALU inst: ");
1145 nir_print_instr(&instr
->instr
, stderr
);
1146 fprintf(stderr
, "\n");
1150 /* We have a scalar result, so the instruction should only have a
1151 * single channel written to.
1153 assert(util_is_power_of_two_or_zero(instr
->dest
.write_mask
));
1154 ntq_store_dest(c
, &instr
->dest
.dest
,
1155 ffs(instr
->dest
.write_mask
) - 1, result
);
1158 /* Each TLB read/write setup (a render target or depth buffer) takes an 8-bit
1159 * specifier. They come from a register that's preloaded with 0xffffffff
1160 * (0xff gets you normal vec4 f16 RT0 writes), and when one is neaded the low
1161 * 8 bits are shifted off the bottom and 0xff shifted in from the top.
1163 #define TLB_TYPE_F16_COLOR (3 << 6)
1164 #define TLB_TYPE_I32_COLOR (1 << 6)
1165 #define TLB_TYPE_F32_COLOR (0 << 6)
1166 #define TLB_RENDER_TARGET_SHIFT 3 /* Reversed! 7 = RT 0, 0 = RT 7. */
1167 #define TLB_SAMPLE_MODE_PER_SAMPLE (0 << 2)
1168 #define TLB_SAMPLE_MODE_PER_PIXEL (1 << 2)
1169 #define TLB_F16_SWAP_HI_LO (1 << 1)
1170 #define TLB_VEC_SIZE_4_F16 (1 << 0)
1171 #define TLB_VEC_SIZE_2_F16 (0 << 0)
1172 #define TLB_VEC_SIZE_MINUS_1_SHIFT 0
1174 /* Triggers Z/Stencil testing, used when the shader state's "FS modifies Z"
1177 #define TLB_TYPE_DEPTH ((2 << 6) | (0 << 4))
1178 #define TLB_DEPTH_TYPE_INVARIANT (0 << 2) /* Unmodified sideband input used */
1179 #define TLB_DEPTH_TYPE_PER_PIXEL (1 << 2) /* QPU result used */
1180 #define TLB_V42_DEPTH_TYPE_INVARIANT (0 << 3) /* Unmodified sideband input used */
1181 #define TLB_V42_DEPTH_TYPE_PER_PIXEL (1 << 3) /* QPU result used */
1183 /* Stencil is a single 32-bit write. */
1184 #define TLB_TYPE_STENCIL_ALPHA ((2 << 6) | (1 << 4))
1187 vir_emit_tlb_color_write(struct v3d_compile
*c
, unsigned rt
)
1189 if (!(c
->fs_key
->cbufs
& (1 << rt
)) || !c
->output_color_var
[rt
])
1192 struct qreg tlb_reg
= vir_magic_reg(V3D_QPU_WADDR_TLB
);
1193 struct qreg tlbu_reg
= vir_magic_reg(V3D_QPU_WADDR_TLBU
);
1195 nir_variable
*var
= c
->output_color_var
[rt
];
1196 int num_components
= glsl_get_vector_elements(var
->type
);
1197 uint32_t conf
= 0xffffff00;
1200 conf
|= c
->msaa_per_sample_output
? TLB_SAMPLE_MODE_PER_SAMPLE
:
1201 TLB_SAMPLE_MODE_PER_PIXEL
;
1202 conf
|= (7 - rt
) << TLB_RENDER_TARGET_SHIFT
;
1204 if (c
->fs_key
->swap_color_rb
& (1 << rt
))
1205 num_components
= MAX2(num_components
, 3);
1206 assert(num_components
!= 0);
1208 enum glsl_base_type type
= glsl_get_base_type(var
->type
);
1209 bool is_int_format
= type
== GLSL_TYPE_INT
|| type
== GLSL_TYPE_UINT
;
1210 bool is_32b_tlb_format
= is_int_format
||
1211 (c
->fs_key
->f32_color_rb
& (1 << rt
));
1213 if (is_int_format
) {
1214 /* The F32 vs I32 distinction was dropped in 4.2. */
1215 if (c
->devinfo
->ver
< 42)
1216 conf
|= TLB_TYPE_I32_COLOR
;
1218 conf
|= TLB_TYPE_F32_COLOR
;
1219 conf
|= ((num_components
- 1) << TLB_VEC_SIZE_MINUS_1_SHIFT
);
1221 if (c
->fs_key
->f32_color_rb
& (1 << rt
)) {
1222 conf
|= TLB_TYPE_F32_COLOR
;
1223 conf
|= ((num_components
- 1) <<
1224 TLB_VEC_SIZE_MINUS_1_SHIFT
);
1226 conf
|= TLB_TYPE_F16_COLOR
;
1227 conf
|= TLB_F16_SWAP_HI_LO
;
1228 if (num_components
>= 3)
1229 conf
|= TLB_VEC_SIZE_4_F16
;
1231 conf
|= TLB_VEC_SIZE_2_F16
;
1235 int num_samples
= c
->msaa_per_sample_output
? V3D_MAX_SAMPLES
: 1;
1236 for (int i
= 0; i
< num_samples
; i
++) {
1237 struct qreg
*color
= c
->msaa_per_sample_output
?
1238 &c
->sample_colors
[(rt
* V3D_MAX_SAMPLES
+ i
) * 4] :
1239 &c
->outputs
[var
->data
.driver_location
* 4];
1241 struct qreg r
= color
[0];
1242 struct qreg g
= color
[1];
1243 struct qreg b
= color
[2];
1244 struct qreg a
= color
[3];
1246 if (c
->fs_key
->swap_color_rb
& (1 << rt
)) {
1251 if (c
->fs_key
->sample_alpha_to_one
)
1252 a
= vir_uniform_f(c
, 1.0);
1254 if (is_32b_tlb_format
) {
1256 inst
= vir_MOV_dest(c
, tlbu_reg
, r
);
1258 vir_get_uniform_index(c
,
1262 inst
= vir_MOV_dest(c
, tlb_reg
, r
);
1265 if (num_components
>= 2)
1266 vir_MOV_dest(c
, tlb_reg
, g
);
1267 if (num_components
>= 3)
1268 vir_MOV_dest(c
, tlb_reg
, b
);
1269 if (num_components
>= 4)
1270 vir_MOV_dest(c
, tlb_reg
, a
);
1272 inst
= vir_VFPACK_dest(c
, tlb_reg
, r
, g
);
1273 if (conf
!= ~0 && i
== 0) {
1274 inst
->dst
= tlbu_reg
;
1276 vir_get_uniform_index(c
,
1281 if (num_components
>= 3)
1282 inst
= vir_VFPACK_dest(c
, tlb_reg
, b
, a
);
1288 emit_frag_end(struct v3d_compile
*c
)
1291 if (c->output_sample_mask_index != -1) {
1292 vir_MS_MASK(c, c->outputs[c->output_sample_mask_index]);
1296 bool has_any_tlb_color_write
= false;
1297 for (int rt
= 0; rt
< V3D_MAX_DRAW_BUFFERS
; rt
++) {
1298 if (c
->fs_key
->cbufs
& (1 << rt
) && c
->output_color_var
[rt
])
1299 has_any_tlb_color_write
= true;
1302 if (c
->fs_key
->sample_alpha_to_coverage
&& c
->output_color_var
[0]) {
1303 struct nir_variable
*var
= c
->output_color_var
[0];
1304 struct qreg
*color
= &c
->outputs
[var
->data
.driver_location
* 4];
1306 vir_SETMSF_dest(c
, vir_nop_reg(),
1309 vir_FTOC(c
, color
[3])));
1312 struct qreg tlbu_reg
= vir_magic_reg(V3D_QPU_WADDR_TLBU
);
1313 if (c
->output_position_index
!= -1) {
1314 struct qinst
*inst
= vir_MOV_dest(c
, tlbu_reg
,
1315 c
->outputs
[c
->output_position_index
]);
1316 uint8_t tlb_specifier
= TLB_TYPE_DEPTH
;
1318 if (c
->devinfo
->ver
>= 42) {
1319 tlb_specifier
|= (TLB_V42_DEPTH_TYPE_PER_PIXEL
|
1320 TLB_SAMPLE_MODE_PER_PIXEL
);
1322 tlb_specifier
|= TLB_DEPTH_TYPE_PER_PIXEL
;
1324 inst
->uniform
= vir_get_uniform_index(c
, QUNIFORM_CONSTANT
,
1328 } else if (c
->s
->info
.fs
.uses_discard
||
1329 !c
->s
->info
.fs
.early_fragment_tests
||
1330 c
->fs_key
->sample_alpha_to_coverage
||
1331 !has_any_tlb_color_write
) {
1332 /* Emit passthrough Z if it needed to be delayed until shader
1333 * end due to potential discards.
1335 * Since (single-threaded) fragment shaders always need a TLB
1336 * write, emit passthrouh Z if we didn't have any color
1337 * buffers and flag us as potentially discarding, so that we
1338 * can use Z as the TLB write.
1340 c
->s
->info
.fs
.uses_discard
= true;
1342 struct qinst
*inst
= vir_MOV_dest(c
, tlbu_reg
,
1344 uint8_t tlb_specifier
= TLB_TYPE_DEPTH
;
1346 if (c
->devinfo
->ver
>= 42) {
1347 /* The spec says the PER_PIXEL flag is ignored for
1348 * invariant writes, but the simulator demands it.
1350 tlb_specifier
|= (TLB_V42_DEPTH_TYPE_INVARIANT
|
1351 TLB_SAMPLE_MODE_PER_PIXEL
);
1353 tlb_specifier
|= TLB_DEPTH_TYPE_INVARIANT
;
1356 inst
->uniform
= vir_get_uniform_index(c
,
1363 /* XXX: Performance improvement: Merge Z write and color writes TLB
1366 for (int rt
= 0; rt
< V3D_MAX_DRAW_BUFFERS
; rt
++)
1367 vir_emit_tlb_color_write(c
, rt
);
1371 vir_VPM_WRITE(struct v3d_compile
*c
, struct qreg val
, uint32_t vpm_index
)
1373 if (c
->devinfo
->ver
>= 40) {
1374 vir_STVPMV(c
, vir_uniform_ui(c
, vpm_index
), val
);
1376 /* XXX: v3d33_vir_vpm_write_setup(c); */
1377 vir_MOV_dest(c
, vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_VPM
), val
);
1382 emit_vert_end(struct v3d_compile
*c
)
1384 /* GFXH-1684: VPM writes need to be complete by the end of the shader.
1386 if (c
->devinfo
->ver
>= 40 && c
->devinfo
->ver
<= 42)
1391 v3d_optimize_nir(struct nir_shader
*s
)
1394 unsigned lower_flrp
=
1395 (s
->options
->lower_flrp16
? 16 : 0) |
1396 (s
->options
->lower_flrp32
? 32 : 0) |
1397 (s
->options
->lower_flrp64
? 64 : 0);
1402 NIR_PASS_V(s
, nir_lower_vars_to_ssa
);
1403 NIR_PASS(progress
, s
, nir_lower_alu_to_scalar
, NULL
, NULL
);
1404 NIR_PASS(progress
, s
, nir_lower_phis_to_scalar
);
1405 NIR_PASS(progress
, s
, nir_copy_prop
);
1406 NIR_PASS(progress
, s
, nir_opt_remove_phis
);
1407 NIR_PASS(progress
, s
, nir_opt_dce
);
1408 NIR_PASS(progress
, s
, nir_opt_dead_cf
);
1409 NIR_PASS(progress
, s
, nir_opt_cse
);
1410 NIR_PASS(progress
, s
, nir_opt_peephole_select
, 8, true, true);
1411 NIR_PASS(progress
, s
, nir_opt_algebraic
);
1412 NIR_PASS(progress
, s
, nir_opt_constant_folding
);
1414 if (lower_flrp
!= 0) {
1415 bool lower_flrp_progress
= false;
1417 NIR_PASS(lower_flrp_progress
, s
, nir_lower_flrp
,
1419 false /* always_precise */,
1420 s
->options
->lower_ffma
);
1421 if (lower_flrp_progress
) {
1422 NIR_PASS(progress
, s
, nir_opt_constant_folding
);
1426 /* Nothing should rematerialize any flrps, so we only
1427 * need to do this lowering once.
1432 NIR_PASS(progress
, s
, nir_opt_undef
);
1435 NIR_PASS(progress
, s
, nir_opt_move
, nir_move_load_ubo
);
1439 driver_location_compare(const void *in_a
, const void *in_b
)
1441 const nir_variable
*const *a
= in_a
;
1442 const nir_variable
*const *b
= in_b
;
1444 return (*a
)->data
.driver_location
- (*b
)->data
.driver_location
;
1448 ntq_emit_vpm_read(struct v3d_compile
*c
,
1449 uint32_t *num_components_queued
,
1450 uint32_t *remaining
,
1453 struct qreg vpm
= vir_reg(QFILE_VPM
, vpm_index
);
1455 if (c
->devinfo
->ver
>= 40 ) {
1456 return vir_LDVPMV_IN(c
,
1458 (*num_components_queued
)++));
1461 if (*num_components_queued
!= 0) {
1462 (*num_components_queued
)--;
1463 return vir_MOV(c
, vpm
);
1466 uint32_t num_components
= MIN2(*remaining
, 32);
1468 v3d33_vir_vpm_read_setup(c
, num_components
);
1470 *num_components_queued
= num_components
- 1;
1471 *remaining
-= num_components
;
1473 return vir_MOV(c
, vpm
);
1477 ntq_setup_vpm_inputs(struct v3d_compile
*c
)
1479 /* Figure out how many components of each vertex attribute the shader
1480 * uses. Each variable should have been split to individual
1481 * components and unused ones DCEed. The vertex fetcher will load
1482 * from the start of the attribute to the number of components we
1483 * declare we need in c->vattr_sizes[].
1485 nir_foreach_variable(var
, &c
->s
->inputs
) {
1486 /* No VS attribute array support. */
1487 assert(MAX2(glsl_get_length(var
->type
), 1) == 1);
1489 unsigned loc
= var
->data
.driver_location
;
1490 int start_component
= var
->data
.location_frac
;
1491 int num_components
= glsl_get_components(var
->type
);
1493 c
->vattr_sizes
[loc
] = MAX2(c
->vattr_sizes
[loc
],
1494 start_component
+ num_components
);
1497 unsigned num_components
= 0;
1498 uint32_t vpm_components_queued
= 0;
1499 bool uses_iid
= c
->s
->info
.system_values_read
&
1500 (1ull << SYSTEM_VALUE_INSTANCE_ID
);
1501 bool uses_vid
= c
->s
->info
.system_values_read
&
1502 (1ull << SYSTEM_VALUE_VERTEX_ID
);
1503 num_components
+= uses_iid
;
1504 num_components
+= uses_vid
;
1506 for (int i
= 0; i
< ARRAY_SIZE(c
->vattr_sizes
); i
++)
1507 num_components
+= c
->vattr_sizes
[i
];
1510 c
->iid
= ntq_emit_vpm_read(c
, &vpm_components_queued
,
1511 &num_components
, ~0);
1515 c
->vid
= ntq_emit_vpm_read(c
, &vpm_components_queued
,
1516 &num_components
, ~0);
1519 /* The actual loads will happen directly in nir_intrinsic_load_input
1520 * on newer versions.
1522 if (c
->devinfo
->ver
>= 40)
1525 for (int loc
= 0; loc
< ARRAY_SIZE(c
->vattr_sizes
); loc
++) {
1526 resize_qreg_array(c
, &c
->inputs
, &c
->inputs_array_size
,
1529 for (int i
= 0; i
< c
->vattr_sizes
[loc
]; i
++) {
1530 c
->inputs
[loc
* 4 + i
] =
1531 ntq_emit_vpm_read(c
,
1532 &vpm_components_queued
,
1539 if (c
->devinfo
->ver
>= 40) {
1540 assert(vpm_components_queued
== num_components
);
1542 assert(vpm_components_queued
== 0);
1543 assert(num_components
== 0);
1548 var_needs_point_coord(struct v3d_compile
*c
, nir_variable
*var
)
1550 return (var
->data
.location
== VARYING_SLOT_PNTC
||
1551 (var
->data
.location
>= VARYING_SLOT_VAR0
&&
1552 (c
->fs_key
->point_sprite_mask
&
1553 (1 << (var
->data
.location
- VARYING_SLOT_VAR0
)))));
1557 program_reads_point_coord(struct v3d_compile
*c
)
1559 nir_foreach_variable(var
, &c
->s
->inputs
) {
1560 if (var_needs_point_coord(c
, var
))
1568 ntq_setup_fs_inputs(struct v3d_compile
*c
)
1570 unsigned num_entries
= 0;
1571 unsigned num_components
= 0;
1572 nir_foreach_variable(var
, &c
->s
->inputs
) {
1574 num_components
+= glsl_get_components(var
->type
);
1577 nir_variable
*vars
[num_entries
];
1580 nir_foreach_variable(var
, &c
->s
->inputs
)
1583 /* Sort the variables so that we emit the input setup in
1584 * driver_location order. This is required for VPM reads, whose data
1585 * is fetched into the VPM in driver_location (TGSI register index)
1588 qsort(&vars
, num_entries
, sizeof(*vars
), driver_location_compare
);
1590 for (unsigned i
= 0; i
< num_entries
; i
++) {
1591 nir_variable
*var
= vars
[i
];
1592 unsigned array_len
= MAX2(glsl_get_length(var
->type
), 1);
1593 unsigned loc
= var
->data
.driver_location
;
1595 resize_qreg_array(c
, &c
->inputs
, &c
->inputs_array_size
,
1596 (loc
+ array_len
) * 4);
1598 if (var
->data
.location
== VARYING_SLOT_POS
) {
1599 emit_fragcoord_input(c
, loc
);
1600 } else if (var_needs_point_coord(c
, var
)) {
1601 c
->inputs
[loc
* 4 + 0] = c
->point_x
;
1602 c
->inputs
[loc
* 4 + 1] = c
->point_y
;
1604 for (int j
= 0; j
< array_len
; j
++)
1605 emit_fragment_input(c
, loc
+ j
, var
, j
);
1611 ntq_setup_outputs(struct v3d_compile
*c
)
1613 if (c
->s
->info
.stage
!= MESA_SHADER_FRAGMENT
)
1616 nir_foreach_variable(var
, &c
->s
->outputs
) {
1617 unsigned array_len
= MAX2(glsl_get_length(var
->type
), 1);
1618 unsigned loc
= var
->data
.driver_location
* 4;
1620 assert(array_len
== 1);
1623 for (int i
= 0; i
< 4 - var
->data
.location_frac
; i
++) {
1624 add_output(c
, loc
+ var
->data
.location_frac
+ i
,
1626 var
->data
.location_frac
+ i
);
1629 switch (var
->data
.location
) {
1630 case FRAG_RESULT_COLOR
:
1631 c
->output_color_var
[0] = var
;
1632 c
->output_color_var
[1] = var
;
1633 c
->output_color_var
[2] = var
;
1634 c
->output_color_var
[3] = var
;
1636 case FRAG_RESULT_DATA0
:
1637 case FRAG_RESULT_DATA1
:
1638 case FRAG_RESULT_DATA2
:
1639 case FRAG_RESULT_DATA3
:
1640 c
->output_color_var
[var
->data
.location
-
1641 FRAG_RESULT_DATA0
] = var
;
1643 case FRAG_RESULT_DEPTH
:
1644 c
->output_position_index
= loc
;
1646 case FRAG_RESULT_SAMPLE_MASK
:
1647 c
->output_sample_mask_index
= loc
;
1654 * Sets up the mapping from nir_register to struct qreg *.
1656 * Each nir_register gets a struct qreg per 32-bit component being stored.
1659 ntq_setup_registers(struct v3d_compile
*c
, struct exec_list
*list
)
1661 foreach_list_typed(nir_register
, nir_reg
, node
, list
) {
1662 unsigned array_len
= MAX2(nir_reg
->num_array_elems
, 1);
1663 struct qreg
*qregs
= ralloc_array(c
->def_ht
, struct qreg
,
1665 nir_reg
->num_components
);
1667 _mesa_hash_table_insert(c
->def_ht
, nir_reg
, qregs
);
1669 for (int i
= 0; i
< array_len
* nir_reg
->num_components
; i
++)
1670 qregs
[i
] = vir_get_temp(c
);
1675 ntq_emit_load_const(struct v3d_compile
*c
, nir_load_const_instr
*instr
)
1677 /* XXX perf: Experiment with using immediate loads to avoid having
1678 * these end up in the uniform stream. Watch out for breaking the
1679 * small immediates optimization in the process!
1681 struct qreg
*qregs
= ntq_init_ssa_def(c
, &instr
->def
);
1682 for (int i
= 0; i
< instr
->def
.num_components
; i
++)
1683 qregs
[i
] = vir_uniform_ui(c
, instr
->value
[i
].u32
);
1685 _mesa_hash_table_insert(c
->def_ht
, &instr
->def
, qregs
);
1689 ntq_emit_ssa_undef(struct v3d_compile
*c
, nir_ssa_undef_instr
*instr
)
1691 struct qreg
*qregs
= ntq_init_ssa_def(c
, &instr
->def
);
1693 /* VIR needs there to be *some* value, so pick 0 (same as for
1694 * ntq_setup_registers().
1696 for (int i
= 0; i
< instr
->def
.num_components
; i
++)
1697 qregs
[i
] = vir_uniform_ui(c
, 0);
1701 ntq_emit_image_size(struct v3d_compile
*c
, nir_intrinsic_instr
*instr
)
1703 assert(instr
->intrinsic
== nir_intrinsic_image_deref_size
);
1704 nir_variable
*var
= nir_intrinsic_get_var(instr
, 0);
1705 unsigned image_index
= var
->data
.driver_location
;
1706 const struct glsl_type
*sampler_type
= glsl_without_array(var
->type
);
1707 bool is_array
= glsl_sampler_type_is_array(sampler_type
);
1709 ntq_store_dest(c
, &instr
->dest
, 0,
1710 vir_uniform(c
, QUNIFORM_IMAGE_WIDTH
, image_index
));
1711 if (instr
->num_components
> 1) {
1712 ntq_store_dest(c
, &instr
->dest
, 1,
1713 vir_uniform(c
, QUNIFORM_IMAGE_HEIGHT
,
1716 if (instr
->num_components
> 2) {
1717 ntq_store_dest(c
, &instr
->dest
, 2,
1720 QUNIFORM_IMAGE_ARRAY_SIZE
:
1721 QUNIFORM_IMAGE_DEPTH
,
1727 vir_emit_tlb_color_read(struct v3d_compile
*c
, nir_intrinsic_instr
*instr
)
1729 assert(c
->s
->info
.stage
== MESA_SHADER_FRAGMENT
);
1731 int rt
= nir_src_as_uint(instr
->src
[0]);
1732 assert(rt
< V3D_MAX_DRAW_BUFFERS
);
1734 int sample_index
= nir_intrinsic_base(instr
) ;
1735 assert(sample_index
< V3D_MAX_SAMPLES
);
1737 int component
= nir_intrinsic_component(instr
);
1738 assert(component
< 4);
1740 /* We need to emit our TLB reads after we have acquired the scoreboard
1741 * lock, or the GPU will hang. Usually, we do our scoreboard locking on
1742 * the last thread switch to improve parallelism, however, that is only
1743 * guaranteed to happen before the tlb color writes.
1745 * To fix that, we make sure we always emit a thread switch before the
1746 * first tlb color read. If that happens to be the last thread switch
1747 * we emit, then everything is fine, but otherwsie, if any code after
1748 * this point needs to emit additional thread switches, then we will
1749 * switch the strategy to locking the scoreboard on the first thread
1750 * switch instead -- see vir_emit_thrsw().
1752 if (!c
->emitted_tlb_load
) {
1753 if (!c
->last_thrsw_at_top_level
) {
1754 assert(c
->devinfo
->ver
>= 41);
1758 c
->emitted_tlb_load
= true;
1761 struct qreg
*color_reads_for_sample
=
1762 &c
->color_reads
[(rt
* V3D_MAX_SAMPLES
+ sample_index
) * 4];
1764 if (color_reads_for_sample
[component
].file
== QFILE_NULL
) {
1765 enum pipe_format rt_format
= c
->fs_key
->color_fmt
[rt
].format
;
1766 int num_components
=
1767 util_format_get_nr_components(rt_format
);
1769 const bool swap_rb
= c
->fs_key
->swap_color_rb
& (1 << rt
);
1771 num_components
= MAX2(num_components
, 3);
1773 nir_variable
*var
= c
->output_color_var
[rt
];
1774 enum glsl_base_type type
= glsl_get_base_type(var
->type
);
1776 bool is_int_format
= type
== GLSL_TYPE_INT
||
1777 type
== GLSL_TYPE_UINT
;
1779 bool is_32b_tlb_format
= is_int_format
||
1780 (c
->fs_key
->f32_color_rb
& (1 << rt
));
1782 int num_samples
= c
->fs_key
->msaa
? V3D_MAX_SAMPLES
: 1;
1784 uint32_t conf
= 0xffffff00;
1785 conf
|= c
->fs_key
->msaa
? TLB_SAMPLE_MODE_PER_SAMPLE
:
1786 TLB_SAMPLE_MODE_PER_PIXEL
;
1787 conf
|= (7 - rt
) << TLB_RENDER_TARGET_SHIFT
;
1789 if (is_32b_tlb_format
) {
1790 /* The F32 vs I32 distinction was dropped in 4.2. */
1791 conf
|= (c
->devinfo
->ver
< 42 && is_int_format
) ?
1792 TLB_TYPE_I32_COLOR
: TLB_TYPE_F32_COLOR
;
1794 conf
|= ((num_components
- 1) <<
1795 TLB_VEC_SIZE_MINUS_1_SHIFT
);
1797 conf
|= TLB_TYPE_F16_COLOR
;
1798 conf
|= TLB_F16_SWAP_HI_LO
;
1800 if (num_components
>= 3)
1801 conf
|= TLB_VEC_SIZE_4_F16
;
1803 conf
|= TLB_VEC_SIZE_2_F16
;
1807 for (int i
= 0; i
< num_samples
; i
++) {
1808 struct qreg r
, g
, b
, a
;
1809 if (is_32b_tlb_format
) {
1810 r
= conf
!= 0xffffffff && i
== 0?
1811 vir_TLBU_COLOR_READ(c
, conf
) :
1812 vir_TLB_COLOR_READ(c
);
1813 if (num_components
>= 2)
1814 g
= vir_TLB_COLOR_READ(c
);
1815 if (num_components
>= 3)
1816 b
= vir_TLB_COLOR_READ(c
);
1817 if (num_components
>= 4)
1818 a
= vir_TLB_COLOR_READ(c
);
1820 struct qreg rg
= conf
!= 0xffffffff && i
== 0 ?
1821 vir_TLBU_COLOR_READ(c
, conf
) :
1822 vir_TLB_COLOR_READ(c
);
1823 r
= vir_FMOV(c
, rg
);
1824 vir_set_unpack(c
->defs
[r
.index
], 0,
1826 g
= vir_FMOV(c
, rg
);
1827 vir_set_unpack(c
->defs
[g
.index
], 0,
1830 if (num_components
> 2) {
1831 struct qreg ba
= vir_TLB_COLOR_READ(c
);
1832 b
= vir_FMOV(c
, ba
);
1833 vir_set_unpack(c
->defs
[b
.index
], 0,
1835 a
= vir_FMOV(c
, ba
);
1836 vir_set_unpack(c
->defs
[a
.index
], 0,
1841 struct qreg
*color_reads
=
1842 &c
->color_reads
[(rt
* V3D_MAX_SAMPLES
+ i
) * 4];
1844 color_reads
[0] = swap_rb
? b
: r
;
1845 if (num_components
>= 2)
1847 if (num_components
>= 3)
1848 color_reads
[2] = swap_rb
? r
: b
;
1849 if (num_components
>= 4)
1854 assert(color_reads_for_sample
[component
].file
!= QFILE_NULL
);
1855 ntq_store_dest(c
, &instr
->dest
, 0,
1856 vir_MOV(c
, color_reads_for_sample
[component
]));
1860 ntq_emit_load_uniform(struct v3d_compile
*c
, nir_intrinsic_instr
*instr
)
1862 if (nir_src_is_const(instr
->src
[0])) {
1863 int offset
= (nir_intrinsic_base(instr
) +
1864 nir_src_as_uint(instr
->src
[0]));
1865 assert(offset
% 4 == 0);
1866 /* We need dwords */
1867 offset
= offset
/ 4;
1868 for (int i
= 0; i
< instr
->num_components
; i
++) {
1869 ntq_store_dest(c
, &instr
->dest
, i
,
1870 vir_uniform(c
, QUNIFORM_UNIFORM
,
1874 ntq_emit_tmu_general(c
, instr
, false);
1879 ntq_emit_load_input(struct v3d_compile
*c
, nir_intrinsic_instr
*instr
)
1881 /* XXX: Use ldvpmv (uniform offset) or ldvpmd (non-uniform offset)
1882 * and enable PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR.
1885 nir_intrinsic_base(instr
) + nir_src_as_uint(instr
->src
[0]);
1887 if (c
->s
->info
.stage
!= MESA_SHADER_FRAGMENT
&& c
->devinfo
->ver
>= 40) {
1888 /* Emit the LDVPM directly now, rather than at the top
1889 * of the shader like we did for V3D 3.x (which needs
1890 * vpmsetup when not just taking the next offset).
1892 * Note that delaying like this may introduce stalls,
1893 * as LDVPMV takes a minimum of 1 instruction but may
1894 * be slower if the VPM unit is busy with another QPU.
1897 if (c
->s
->info
.system_values_read
&
1898 (1ull << SYSTEM_VALUE_INSTANCE_ID
)) {
1901 if (c
->s
->info
.system_values_read
&
1902 (1ull << SYSTEM_VALUE_VERTEX_ID
)) {
1905 for (int i
= 0; i
< offset
; i
++)
1906 index
+= c
->vattr_sizes
[i
];
1907 index
+= nir_intrinsic_component(instr
);
1908 for (int i
= 0; i
< instr
->num_components
; i
++) {
1909 struct qreg vpm_offset
= vir_uniform_ui(c
, index
++);
1910 ntq_store_dest(c
, &instr
->dest
, i
,
1911 vir_LDVPMV_IN(c
, vpm_offset
));
1914 for (int i
= 0; i
< instr
->num_components
; i
++) {
1915 int comp
= nir_intrinsic_component(instr
) + i
;
1916 ntq_store_dest(c
, &instr
->dest
, i
,
1917 vir_MOV(c
, c
->inputs
[offset
* 4 + comp
]));
1923 ntq_emit_per_sample_color_write(struct v3d_compile
*c
,
1924 nir_intrinsic_instr
*instr
)
1926 assert(instr
->intrinsic
== nir_intrinsic_store_tlb_sample_color_v3d
);
1928 unsigned rt
= nir_src_as_uint(instr
->src
[1]);
1929 assert(rt
< V3D_MAX_DRAW_BUFFERS
);
1931 unsigned sample_idx
= nir_intrinsic_base(instr
);
1932 assert(sample_idx
< V3D_MAX_SAMPLES
);
1934 unsigned offset
= (rt
* V3D_MAX_SAMPLES
+ sample_idx
) * 4;
1935 for (int i
= 0; i
< instr
->num_components
; i
++) {
1936 c
->sample_colors
[offset
+ i
] =
1937 vir_MOV(c
, ntq_get_src(c
, instr
->src
[0], i
));
1942 ntq_emit_color_write(struct v3d_compile
*c
,
1943 nir_intrinsic_instr
*instr
)
1945 unsigned offset
= (nir_intrinsic_base(instr
) +
1946 nir_src_as_uint(instr
->src
[1])) * 4 +
1947 nir_intrinsic_component(instr
);
1948 for (int i
= 0; i
< instr
->num_components
; i
++) {
1949 c
->outputs
[offset
+ i
] =
1950 vir_MOV(c
, ntq_get_src(c
, instr
->src
[0], i
));
1955 ntq_emit_intrinsic(struct v3d_compile
*c
, nir_intrinsic_instr
*instr
)
1957 switch (instr
->intrinsic
) {
1958 case nir_intrinsic_load_uniform
:
1959 ntq_emit_load_uniform(c
, instr
);
1962 case nir_intrinsic_load_ubo
:
1963 ntq_emit_tmu_general(c
, instr
, false);
1966 case nir_intrinsic_ssbo_atomic_add
:
1967 case nir_intrinsic_ssbo_atomic_imin
:
1968 case nir_intrinsic_ssbo_atomic_umin
:
1969 case nir_intrinsic_ssbo_atomic_imax
:
1970 case nir_intrinsic_ssbo_atomic_umax
:
1971 case nir_intrinsic_ssbo_atomic_and
:
1972 case nir_intrinsic_ssbo_atomic_or
:
1973 case nir_intrinsic_ssbo_atomic_xor
:
1974 case nir_intrinsic_ssbo_atomic_exchange
:
1975 case nir_intrinsic_ssbo_atomic_comp_swap
:
1976 case nir_intrinsic_load_ssbo
:
1977 case nir_intrinsic_store_ssbo
:
1978 ntq_emit_tmu_general(c
, instr
, false);
1981 case nir_intrinsic_shared_atomic_add
:
1982 case nir_intrinsic_shared_atomic_imin
:
1983 case nir_intrinsic_shared_atomic_umin
:
1984 case nir_intrinsic_shared_atomic_imax
:
1985 case nir_intrinsic_shared_atomic_umax
:
1986 case nir_intrinsic_shared_atomic_and
:
1987 case nir_intrinsic_shared_atomic_or
:
1988 case nir_intrinsic_shared_atomic_xor
:
1989 case nir_intrinsic_shared_atomic_exchange
:
1990 case nir_intrinsic_shared_atomic_comp_swap
:
1991 case nir_intrinsic_load_shared
:
1992 case nir_intrinsic_store_shared
:
1993 case nir_intrinsic_load_scratch
:
1994 case nir_intrinsic_store_scratch
:
1995 ntq_emit_tmu_general(c
, instr
, true);
1998 case nir_intrinsic_image_deref_load
:
1999 case nir_intrinsic_image_deref_store
:
2000 case nir_intrinsic_image_deref_atomic_add
:
2001 case nir_intrinsic_image_deref_atomic_imin
:
2002 case nir_intrinsic_image_deref_atomic_umin
:
2003 case nir_intrinsic_image_deref_atomic_imax
:
2004 case nir_intrinsic_image_deref_atomic_umax
:
2005 case nir_intrinsic_image_deref_atomic_and
:
2006 case nir_intrinsic_image_deref_atomic_or
:
2007 case nir_intrinsic_image_deref_atomic_xor
:
2008 case nir_intrinsic_image_deref_atomic_exchange
:
2009 case nir_intrinsic_image_deref_atomic_comp_swap
:
2010 v3d40_vir_emit_image_load_store(c
, instr
);
2013 case nir_intrinsic_get_buffer_size
:
2014 ntq_store_dest(c
, &instr
->dest
, 0,
2015 vir_uniform(c
, QUNIFORM_GET_BUFFER_SIZE
,
2016 nir_src_as_uint(instr
->src
[0])));
2019 case nir_intrinsic_load_user_clip_plane
:
2020 for (int i
= 0; i
< instr
->num_components
; i
++) {
2021 ntq_store_dest(c
, &instr
->dest
, i
,
2022 vir_uniform(c
, QUNIFORM_USER_CLIP_PLANE
,
2023 nir_intrinsic_ucp_id(instr
) *
2028 case nir_intrinsic_load_viewport_x_scale
:
2029 ntq_store_dest(c
, &instr
->dest
, 0,
2030 vir_uniform(c
, QUNIFORM_VIEWPORT_X_SCALE
, 0));
2033 case nir_intrinsic_load_viewport_y_scale
:
2034 ntq_store_dest(c
, &instr
->dest
, 0,
2035 vir_uniform(c
, QUNIFORM_VIEWPORT_Y_SCALE
, 0));
2038 case nir_intrinsic_load_viewport_z_scale
:
2039 ntq_store_dest(c
, &instr
->dest
, 0,
2040 vir_uniform(c
, QUNIFORM_VIEWPORT_Z_SCALE
, 0));
2043 case nir_intrinsic_load_viewport_z_offset
:
2044 ntq_store_dest(c
, &instr
->dest
, 0,
2045 vir_uniform(c
, QUNIFORM_VIEWPORT_Z_OFFSET
, 0));
2048 case nir_intrinsic_load_alpha_ref_float
:
2049 ntq_store_dest(c
, &instr
->dest
, 0,
2050 vir_uniform(c
, QUNIFORM_ALPHA_REF
, 0));
2053 case nir_intrinsic_load_sample_mask_in
:
2054 ntq_store_dest(c
, &instr
->dest
, 0, vir_MSF(c
));
2057 case nir_intrinsic_load_helper_invocation
:
2058 vir_set_pf(vir_MSF_dest(c
, vir_nop_reg()), V3D_QPU_PF_PUSHZ
);
2059 ntq_store_dest(c
, &instr
->dest
, 0,
2060 vir_MOV(c
, vir_SEL(c
, V3D_QPU_COND_IFA
,
2061 vir_uniform_ui(c
, ~0),
2062 vir_uniform_ui(c
, 0))));
2065 case nir_intrinsic_load_front_face
:
2066 /* The register contains 0 (front) or 1 (back), and we need to
2067 * turn it into a NIR bool where true means front.
2069 ntq_store_dest(c
, &instr
->dest
, 0,
2071 vir_uniform_ui(c
, -1),
2075 case nir_intrinsic_load_instance_id
:
2076 ntq_store_dest(c
, &instr
->dest
, 0, vir_MOV(c
, c
->iid
));
2079 case nir_intrinsic_load_vertex_id
:
2080 ntq_store_dest(c
, &instr
->dest
, 0, vir_MOV(c
, c
->vid
));
2083 case nir_intrinsic_load_tlb_color_v3d
:
2084 vir_emit_tlb_color_read(c
, instr
);
2087 case nir_intrinsic_load_input
:
2088 ntq_emit_load_input(c
, instr
);
2091 case nir_intrinsic_store_tlb_sample_color_v3d
:
2092 ntq_emit_per_sample_color_write(c
, instr
);
2095 case nir_intrinsic_store_output
:
2096 /* XXX perf: Use stvpmv with uniform non-constant offsets and
2097 * stvpmd with non-uniform offsets and enable
2098 * PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR.
2100 if (c
->s
->info
.stage
== MESA_SHADER_FRAGMENT
) {
2101 ntq_emit_color_write(c
, instr
);
2103 assert(instr
->num_components
== 1);
2106 ntq_get_src(c
, instr
->src
[0], 0),
2107 nir_intrinsic_base(instr
));
2111 case nir_intrinsic_image_deref_size
:
2112 ntq_emit_image_size(c
, instr
);
2115 case nir_intrinsic_discard
:
2116 if (vir_in_nonuniform_control_flow(c
)) {
2117 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
),
2119 vir_set_cond(vir_SETMSF_dest(c
, vir_nop_reg(),
2120 vir_uniform_ui(c
, 0)),
2123 vir_SETMSF_dest(c
, vir_nop_reg(),
2124 vir_uniform_ui(c
, 0));
2128 case nir_intrinsic_discard_if
: {
2129 enum v3d_qpu_cond cond
= ntq_emit_bool_to_cond(c
, instr
->src
[0]);
2131 if (vir_in_nonuniform_control_flow(c
)) {
2132 struct qinst
*exec_flag
= vir_MOV_dest(c
, vir_nop_reg(),
2134 if (cond
== V3D_QPU_COND_IFA
) {
2135 vir_set_uf(exec_flag
, V3D_QPU_UF_ANDZ
);
2137 vir_set_uf(exec_flag
, V3D_QPU_UF_NORNZ
);
2138 cond
= V3D_QPU_COND_IFA
;
2142 vir_set_cond(vir_SETMSF_dest(c
, vir_nop_reg(),
2143 vir_uniform_ui(c
, 0)), cond
);
2148 case nir_intrinsic_memory_barrier
:
2149 case nir_intrinsic_memory_barrier_atomic_counter
:
2150 case nir_intrinsic_memory_barrier_buffer
:
2151 case nir_intrinsic_memory_barrier_image
:
2152 case nir_intrinsic_memory_barrier_shared
:
2153 case nir_intrinsic_group_memory_barrier
:
2154 /* We don't do any instruction scheduling of these NIR
2155 * instructions between each other, so we just need to make
2156 * sure that the TMU operations before the barrier are flushed
2157 * before the ones after the barrier. That is currently
2158 * handled by having a THRSW in each of them and a LDTMU
2159 * series or a TMUWT after.
2163 case nir_intrinsic_barrier
:
2164 /* Emit a TSY op to get all invocations in the workgroup
2165 * (actually supergroup) to block until the last invocation
2166 * reaches the TSY op.
2168 if (c
->devinfo
->ver
>= 42) {
2169 vir_BARRIERID_dest(c
, vir_reg(QFILE_MAGIC
,
2170 V3D_QPU_WADDR_SYNCB
));
2172 struct qinst
*sync
=
2173 vir_BARRIERID_dest(c
,
2174 vir_reg(QFILE_MAGIC
,
2175 V3D_QPU_WADDR_SYNCU
));
2177 vir_get_uniform_index(c
, QUNIFORM_CONSTANT
,
2179 V3D_TSY_WAIT_INC_CHECK
);
2183 /* The blocking of a TSY op only happens at the next thread
2184 * switch. No texturing may be outstanding at the time of a
2185 * TSY blocking operation.
2190 case nir_intrinsic_load_num_work_groups
:
2191 for (int i
= 0; i
< 3; i
++) {
2192 ntq_store_dest(c
, &instr
->dest
, i
,
2193 vir_uniform(c
, QUNIFORM_NUM_WORK_GROUPS
,
2198 case nir_intrinsic_load_local_invocation_index
:
2199 ntq_store_dest(c
, &instr
->dest
, 0,
2200 vir_SHR(c
, c
->cs_payload
[1],
2201 vir_uniform_ui(c
, 32 - c
->local_invocation_index_bits
)));
2204 case nir_intrinsic_load_work_group_id
:
2205 ntq_store_dest(c
, &instr
->dest
, 0,
2206 vir_AND(c
, c
->cs_payload
[0],
2207 vir_uniform_ui(c
, 0xffff)));
2208 ntq_store_dest(c
, &instr
->dest
, 1,
2209 vir_SHR(c
, c
->cs_payload
[0],
2210 vir_uniform_ui(c
, 16)));
2211 ntq_store_dest(c
, &instr
->dest
, 2,
2212 vir_AND(c
, c
->cs_payload
[1],
2213 vir_uniform_ui(c
, 0xffff)));
2216 case nir_intrinsic_load_subgroup_id
:
2217 ntq_store_dest(c
, &instr
->dest
, 0, vir_EIDX(c
));
2221 fprintf(stderr
, "Unknown intrinsic: ");
2222 nir_print_instr(&instr
->instr
, stderr
);
2223 fprintf(stderr
, "\n");
2228 /* Clears (activates) the execute flags for any channels whose jump target
2229 * matches this block.
2231 * XXX perf: Could we be using flpush/flpop somehow for our execution channel
2234 * XXX perf: For uniform control flow, we should be able to skip c->execute
2235 * handling entirely.
2238 ntq_activate_execute_for_block(struct v3d_compile
*c
)
2240 vir_set_pf(vir_XOR_dest(c
, vir_nop_reg(),
2241 c
->execute
, vir_uniform_ui(c
, c
->cur_block
->index
)),
2244 vir_MOV_cond(c
, V3D_QPU_COND_IFA
, c
->execute
, vir_uniform_ui(c
, 0));
2248 ntq_emit_uniform_if(struct v3d_compile
*c
, nir_if
*if_stmt
)
2250 nir_block
*nir_else_block
= nir_if_first_else_block(if_stmt
);
2251 bool empty_else_block
=
2252 (nir_else_block
== nir_if_last_else_block(if_stmt
) &&
2253 exec_list_is_empty(&nir_else_block
->instr_list
));
2255 struct qblock
*then_block
= vir_new_block(c
);
2256 struct qblock
*after_block
= vir_new_block(c
);
2257 struct qblock
*else_block
;
2258 if (empty_else_block
)
2259 else_block
= after_block
;
2261 else_block
= vir_new_block(c
);
2263 /* Set up the flags for the IF condition (taking the THEN branch). */
2264 enum v3d_qpu_cond cond
= ntq_emit_bool_to_cond(c
, if_stmt
->condition
);
2267 vir_BRANCH(c
, cond
== V3D_QPU_COND_IFA
?
2268 V3D_QPU_BRANCH_COND_ALLNA
:
2269 V3D_QPU_BRANCH_COND_ALLA
);
2270 vir_link_blocks(c
->cur_block
, else_block
);
2271 vir_link_blocks(c
->cur_block
, then_block
);
2273 /* Process the THEN block. */
2274 vir_set_emit_block(c
, then_block
);
2275 ntq_emit_cf_list(c
, &if_stmt
->then_list
);
2277 if (!empty_else_block
) {
2278 /* At the end of the THEN block, jump to ENDIF */
2279 vir_BRANCH(c
, V3D_QPU_BRANCH_COND_ALWAYS
);
2280 vir_link_blocks(c
->cur_block
, after_block
);
2282 /* Emit the else block. */
2283 vir_set_emit_block(c
, else_block
);
2284 ntq_emit_cf_list(c
, &if_stmt
->else_list
);
2287 vir_link_blocks(c
->cur_block
, after_block
);
2289 vir_set_emit_block(c
, after_block
);
2293 ntq_emit_nonuniform_if(struct v3d_compile
*c
, nir_if
*if_stmt
)
2295 nir_block
*nir_else_block
= nir_if_first_else_block(if_stmt
);
2296 bool empty_else_block
=
2297 (nir_else_block
== nir_if_last_else_block(if_stmt
) &&
2298 exec_list_is_empty(&nir_else_block
->instr_list
));
2300 struct qblock
*then_block
= vir_new_block(c
);
2301 struct qblock
*after_block
= vir_new_block(c
);
2302 struct qblock
*else_block
;
2303 if (empty_else_block
)
2304 else_block
= after_block
;
2306 else_block
= vir_new_block(c
);
2308 bool was_uniform_control_flow
= false;
2309 if (!vir_in_nonuniform_control_flow(c
)) {
2310 c
->execute
= vir_MOV(c
, vir_uniform_ui(c
, 0));
2311 was_uniform_control_flow
= true;
2314 /* Set up the flags for the IF condition (taking the THEN branch). */
2315 enum v3d_qpu_cond cond
= ntq_emit_bool_to_cond(c
, if_stmt
->condition
);
2317 /* Update the flags+cond to mean "Taking the ELSE branch (!cond) and
2318 * was previously active (execute Z) for updating the exec flags.
2320 if (was_uniform_control_flow
) {
2321 cond
= v3d_qpu_cond_invert(cond
);
2323 struct qinst
*inst
= vir_MOV_dest(c
, vir_nop_reg(), c
->execute
);
2324 if (cond
== V3D_QPU_COND_IFA
) {
2325 vir_set_uf(inst
, V3D_QPU_UF_NORNZ
);
2327 vir_set_uf(inst
, V3D_QPU_UF_ANDZ
);
2328 cond
= V3D_QPU_COND_IFA
;
2332 vir_MOV_cond(c
, cond
,
2334 vir_uniform_ui(c
, else_block
->index
));
2336 /* Jump to ELSE if nothing is active for THEN, otherwise fall
2339 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
), V3D_QPU_PF_PUSHZ
);
2340 vir_BRANCH(c
, V3D_QPU_BRANCH_COND_ALLNA
);
2341 vir_link_blocks(c
->cur_block
, else_block
);
2342 vir_link_blocks(c
->cur_block
, then_block
);
2344 /* Process the THEN block. */
2345 vir_set_emit_block(c
, then_block
);
2346 ntq_emit_cf_list(c
, &if_stmt
->then_list
);
2348 if (!empty_else_block
) {
2349 /* Handle the end of the THEN block. First, all currently
2350 * active channels update their execute flags to point to
2353 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
),
2355 vir_MOV_cond(c
, V3D_QPU_COND_IFA
, c
->execute
,
2356 vir_uniform_ui(c
, after_block
->index
));
2358 /* If everything points at ENDIF, then jump there immediately. */
2359 vir_set_pf(vir_XOR_dest(c
, vir_nop_reg(),
2361 vir_uniform_ui(c
, after_block
->index
)),
2363 vir_BRANCH(c
, V3D_QPU_BRANCH_COND_ALLA
);
2364 vir_link_blocks(c
->cur_block
, after_block
);
2365 vir_link_blocks(c
->cur_block
, else_block
);
2367 vir_set_emit_block(c
, else_block
);
2368 ntq_activate_execute_for_block(c
);
2369 ntq_emit_cf_list(c
, &if_stmt
->else_list
);
2372 vir_link_blocks(c
->cur_block
, after_block
);
2374 vir_set_emit_block(c
, after_block
);
2375 if (was_uniform_control_flow
)
2376 c
->execute
= c
->undef
;
2378 ntq_activate_execute_for_block(c
);
2382 ntq_emit_if(struct v3d_compile
*c
, nir_if
*nif
)
2384 bool was_in_control_flow
= c
->in_control_flow
;
2385 c
->in_control_flow
= true;
2386 if (!vir_in_nonuniform_control_flow(c
) &&
2387 nir_src_is_dynamically_uniform(nif
->condition
)) {
2388 ntq_emit_uniform_if(c
, nif
);
2390 ntq_emit_nonuniform_if(c
, nif
);
2392 c
->in_control_flow
= was_in_control_flow
;
2396 ntq_emit_jump(struct v3d_compile
*c
, nir_jump_instr
*jump
)
2398 switch (jump
->type
) {
2399 case nir_jump_break
:
2400 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
),
2402 vir_MOV_cond(c
, V3D_QPU_COND_IFA
, c
->execute
,
2403 vir_uniform_ui(c
, c
->loop_break_block
->index
));
2406 case nir_jump_continue
:
2407 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
),
2409 vir_MOV_cond(c
, V3D_QPU_COND_IFA
, c
->execute
,
2410 vir_uniform_ui(c
, c
->loop_cont_block
->index
));
2413 case nir_jump_return
:
2414 unreachable("All returns shouold be lowered\n");
2419 ntq_emit_instr(struct v3d_compile
*c
, nir_instr
*instr
)
2421 switch (instr
->type
) {
2422 case nir_instr_type_deref
:
2423 /* ignored, will be walked by the intrinsic using it. */
2426 case nir_instr_type_alu
:
2427 ntq_emit_alu(c
, nir_instr_as_alu(instr
));
2430 case nir_instr_type_intrinsic
:
2431 ntq_emit_intrinsic(c
, nir_instr_as_intrinsic(instr
));
2434 case nir_instr_type_load_const
:
2435 ntq_emit_load_const(c
, nir_instr_as_load_const(instr
));
2438 case nir_instr_type_ssa_undef
:
2439 ntq_emit_ssa_undef(c
, nir_instr_as_ssa_undef(instr
));
2442 case nir_instr_type_tex
:
2443 ntq_emit_tex(c
, nir_instr_as_tex(instr
));
2446 case nir_instr_type_jump
:
2447 ntq_emit_jump(c
, nir_instr_as_jump(instr
));
2451 fprintf(stderr
, "Unknown NIR instr type: ");
2452 nir_print_instr(instr
, stderr
);
2453 fprintf(stderr
, "\n");
2459 ntq_emit_block(struct v3d_compile
*c
, nir_block
*block
)
2461 nir_foreach_instr(instr
, block
) {
2462 ntq_emit_instr(c
, instr
);
2466 static void ntq_emit_cf_list(struct v3d_compile
*c
, struct exec_list
*list
);
2469 ntq_emit_loop(struct v3d_compile
*c
, nir_loop
*loop
)
2471 bool was_in_control_flow
= c
->in_control_flow
;
2472 c
->in_control_flow
= true;
2474 bool was_uniform_control_flow
= false;
2475 if (!vir_in_nonuniform_control_flow(c
)) {
2476 c
->execute
= vir_MOV(c
, vir_uniform_ui(c
, 0));
2477 was_uniform_control_flow
= true;
2480 struct qblock
*save_loop_cont_block
= c
->loop_cont_block
;
2481 struct qblock
*save_loop_break_block
= c
->loop_break_block
;
2483 c
->loop_cont_block
= vir_new_block(c
);
2484 c
->loop_break_block
= vir_new_block(c
);
2486 vir_link_blocks(c
->cur_block
, c
->loop_cont_block
);
2487 vir_set_emit_block(c
, c
->loop_cont_block
);
2488 ntq_activate_execute_for_block(c
);
2490 ntq_emit_cf_list(c
, &loop
->body
);
2492 /* Re-enable any previous continues now, so our ANYA check below
2495 * XXX: Use the .ORZ flags update, instead.
2497 vir_set_pf(vir_XOR_dest(c
,
2500 vir_uniform_ui(c
, c
->loop_cont_block
->index
)),
2502 vir_MOV_cond(c
, V3D_QPU_COND_IFA
, c
->execute
, vir_uniform_ui(c
, 0));
2504 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
), V3D_QPU_PF_PUSHZ
);
2506 struct qinst
*branch
= vir_BRANCH(c
, V3D_QPU_BRANCH_COND_ANYA
);
2507 /* Pixels that were not dispatched or have been discarded should not
2508 * contribute to looping again.
2510 branch
->qpu
.branch
.msfign
= V3D_QPU_MSFIGN_P
;
2511 vir_link_blocks(c
->cur_block
, c
->loop_cont_block
);
2512 vir_link_blocks(c
->cur_block
, c
->loop_break_block
);
2514 vir_set_emit_block(c
, c
->loop_break_block
);
2515 if (was_uniform_control_flow
)
2516 c
->execute
= c
->undef
;
2518 ntq_activate_execute_for_block(c
);
2520 c
->loop_break_block
= save_loop_break_block
;
2521 c
->loop_cont_block
= save_loop_cont_block
;
2525 c
->in_control_flow
= was_in_control_flow
;
2529 ntq_emit_function(struct v3d_compile
*c
, nir_function_impl
*func
)
2531 fprintf(stderr
, "FUNCTIONS not handled.\n");
2536 ntq_emit_cf_list(struct v3d_compile
*c
, struct exec_list
*list
)
2538 foreach_list_typed(nir_cf_node
, node
, node
, list
) {
2539 switch (node
->type
) {
2540 case nir_cf_node_block
:
2541 ntq_emit_block(c
, nir_cf_node_as_block(node
));
2544 case nir_cf_node_if
:
2545 ntq_emit_if(c
, nir_cf_node_as_if(node
));
2548 case nir_cf_node_loop
:
2549 ntq_emit_loop(c
, nir_cf_node_as_loop(node
));
2552 case nir_cf_node_function
:
2553 ntq_emit_function(c
, nir_cf_node_as_function(node
));
2557 fprintf(stderr
, "Unknown NIR node type\n");
2564 ntq_emit_impl(struct v3d_compile
*c
, nir_function_impl
*impl
)
2566 ntq_setup_registers(c
, &impl
->registers
);
2567 ntq_emit_cf_list(c
, &impl
->body
);
2571 nir_to_vir(struct v3d_compile
*c
)
2573 switch (c
->s
->info
.stage
) {
2574 case MESA_SHADER_FRAGMENT
:
2575 c
->payload_w
= vir_MOV(c
, vir_reg(QFILE_REG
, 0));
2576 c
->payload_w_centroid
= vir_MOV(c
, vir_reg(QFILE_REG
, 1));
2577 c
->payload_z
= vir_MOV(c
, vir_reg(QFILE_REG
, 2));
2579 /* V3D 4.x can disable implicit point coordinate varyings if
2580 * they are not used.
2582 if (c
->fs_key
->is_points
&&
2583 (c
->devinfo
->ver
< 40 || program_reads_point_coord(c
))) {
2584 c
->point_x
= emit_fragment_varying(c
, NULL
, 0, 0);
2585 c
->point_y
= emit_fragment_varying(c
, NULL
, 0, 0);
2586 c
->uses_implicit_point_line_varyings
= true;
2587 } else if (c
->fs_key
->is_lines
&& c
->devinfo
->ver
< 40) {
2588 c
->line_x
= emit_fragment_varying(c
, NULL
, 0, 0);
2589 c
->uses_implicit_point_line_varyings
= true;
2592 case MESA_SHADER_COMPUTE
:
2593 /* Set up the TSO for barriers, assuming we do some. */
2594 if (c
->devinfo
->ver
< 42) {
2595 vir_BARRIERID_dest(c
, vir_reg(QFILE_MAGIC
,
2596 V3D_QPU_WADDR_SYNC
));
2599 c
->cs_payload
[0] = vir_MOV(c
, vir_reg(QFILE_REG
, 0));
2600 c
->cs_payload
[1] = vir_MOV(c
, vir_reg(QFILE_REG
, 2));
2602 /* Set up the division between gl_LocalInvocationIndex and
2603 * wg_in_mem in the payload reg.
2605 int wg_size
= (c
->s
->info
.cs
.local_size
[0] *
2606 c
->s
->info
.cs
.local_size
[1] *
2607 c
->s
->info
.cs
.local_size
[2]);
2608 c
->local_invocation_index_bits
=
2609 ffs(util_next_power_of_two(MAX2(wg_size
, 64))) - 1;
2610 assert(c
->local_invocation_index_bits
<= 8);
2612 if (c
->s
->info
.cs
.shared_size
) {
2613 struct qreg wg_in_mem
= vir_SHR(c
, c
->cs_payload
[1],
2614 vir_uniform_ui(c
, 16));
2615 if (c
->s
->info
.cs
.local_size
[0] != 1 ||
2616 c
->s
->info
.cs
.local_size
[1] != 1 ||
2617 c
->s
->info
.cs
.local_size
[2] != 1) {
2619 c
->local_invocation_index_bits
);
2620 int wg_mask
= (1 << wg_bits
) - 1;
2621 wg_in_mem
= vir_AND(c
, wg_in_mem
,
2622 vir_uniform_ui(c
, wg_mask
));
2624 struct qreg shared_per_wg
=
2625 vir_uniform_ui(c
, c
->s
->info
.cs
.shared_size
);
2627 c
->cs_shared_offset
=
2629 vir_uniform(c
, QUNIFORM_SHARED_OFFSET
,0),
2630 vir_UMUL(c
, wg_in_mem
, shared_per_wg
));
2637 if (c
->s
->scratch_size
) {
2638 v3d_setup_spill_base(c
);
2639 c
->spill_size
+= V3D_CHANNELS
* c
->s
->scratch_size
;
2642 if (c
->s
->info
.stage
== MESA_SHADER_FRAGMENT
)
2643 ntq_setup_fs_inputs(c
);
2645 ntq_setup_vpm_inputs(c
);
2647 ntq_setup_outputs(c
);
2649 /* Find the main function and emit the body. */
2650 nir_foreach_function(function
, c
->s
) {
2651 assert(strcmp(function
->name
, "main") == 0);
2652 assert(function
->impl
);
2653 ntq_emit_impl(c
, function
->impl
);
2657 const nir_shader_compiler_options v3d_nir_options
= {
2658 .lower_all_io_to_temps
= true,
2659 .lower_extract_byte
= true,
2660 .lower_extract_word
= true,
2661 .lower_bitfield_insert_to_shifts
= true,
2662 .lower_bitfield_extract_to_shifts
= true,
2663 .lower_bitfield_reverse
= true,
2664 .lower_bit_count
= true,
2665 .lower_cs_local_id_from_index
= true,
2666 .lower_ffract
= true,
2668 .lower_pack_unorm_2x16
= true,
2669 .lower_pack_snorm_2x16
= true,
2670 .lower_pack_unorm_4x8
= true,
2671 .lower_pack_snorm_4x8
= true,
2672 .lower_unpack_unorm_4x8
= true,
2673 .lower_unpack_snorm_4x8
= true,
2674 .lower_pack_half_2x16
= true,
2675 .lower_unpack_half_2x16
= true,
2677 .lower_find_lsb
= true,
2679 .lower_flrp32
= true,
2682 .lower_fsqrt
= true,
2683 .lower_ifind_msb
= true,
2684 .lower_isign
= true,
2685 .lower_ldexp
= true,
2686 .lower_mul_high
= true,
2687 .lower_wpos_pntc
= true,
2688 .lower_rotate
= true,
2689 .lower_to_scalar
= true,
2693 * When demoting a shader down to single-threaded, removes the THRSW
2694 * instructions (one will still be inserted at v3d_vir_to_qpu() for the
2698 vir_remove_thrsw(struct v3d_compile
*c
)
2700 vir_for_each_block(block
, c
) {
2701 vir_for_each_inst_safe(inst
, block
) {
2702 if (inst
->qpu
.sig
.thrsw
)
2703 vir_remove_instruction(c
, inst
);
2707 c
->last_thrsw
= NULL
;
2711 vir_emit_last_thrsw(struct v3d_compile
*c
)
2713 /* On V3D before 4.1, we need a TMU op to be outstanding when thread
2714 * switching, so disable threads if we didn't do any TMU ops (each of
2715 * which would have emitted a THRSW).
2717 if (!c
->last_thrsw_at_top_level
&& c
->devinfo
->ver
< 41) {
2720 vir_remove_thrsw(c
);
2724 /* If we're threaded and the last THRSW was in conditional code, then
2725 * we need to emit another one so that we can flag it as the last
2728 if (c
->last_thrsw
&& !c
->last_thrsw_at_top_level
) {
2729 assert(c
->devinfo
->ver
>= 41);
2733 /* If we're threaded, then we need to mark the last THRSW instruction
2734 * so we can emit a pair of them at QPU emit time.
2736 * For V3D 4.x, we can spawn the non-fragment shaders already in the
2737 * post-last-THRSW state, so we can skip this.
2739 if (!c
->last_thrsw
&& c
->s
->info
.stage
== MESA_SHADER_FRAGMENT
) {
2740 assert(c
->devinfo
->ver
>= 41);
2745 c
->last_thrsw
->is_last_thrsw
= true;
2748 /* There's a flag in the shader for "center W is needed for reasons other than
2749 * non-centroid varyings", so we just walk the program after VIR optimization
2750 * to see if it's used. It should be harmless to set even if we only use
2751 * center W for varyings.
2754 vir_check_payload_w(struct v3d_compile
*c
)
2756 if (c
->s
->info
.stage
!= MESA_SHADER_FRAGMENT
)
2759 vir_for_each_inst_inorder(inst
, c
) {
2760 for (int i
= 0; i
< vir_get_nsrc(inst
); i
++) {
2761 if (inst
->src
[i
].file
== QFILE_REG
&&
2762 inst
->src
[i
].index
== 0) {
2763 c
->uses_center_w
= true;
2772 v3d_nir_to_vir(struct v3d_compile
*c
)
2774 if (V3D_DEBUG
& (V3D_DEBUG_NIR
|
2775 v3d_debug_flag_for_shader_stage(c
->s
->info
.stage
))) {
2776 fprintf(stderr
, "%s prog %d/%d NIR:\n",
2777 vir_get_stage_name(c
),
2778 c
->program_id
, c
->variant_id
);
2779 nir_print_shader(c
->s
, stderr
);
2784 /* Emit the last THRSW before STVPM and TLB writes. */
2785 vir_emit_last_thrsw(c
);
2787 switch (c
->s
->info
.stage
) {
2788 case MESA_SHADER_FRAGMENT
:
2791 case MESA_SHADER_VERTEX
:
2794 case MESA_SHADER_COMPUTE
:
2797 unreachable("bad stage");
2800 if (V3D_DEBUG
& (V3D_DEBUG_VIR
|
2801 v3d_debug_flag_for_shader_stage(c
->s
->info
.stage
))) {
2802 fprintf(stderr
, "%s prog %d/%d pre-opt VIR:\n",
2803 vir_get_stage_name(c
),
2804 c
->program_id
, c
->variant_id
);
2806 fprintf(stderr
, "\n");
2811 vir_check_payload_w(c
);
2813 /* XXX perf: On VC4, we do a VIR-level instruction scheduling here.
2814 * We used that on that platform to pipeline TMU writes and reduce the
2815 * number of thread switches, as well as try (mostly successfully) to
2816 * reduce maximum register pressure to allow more threads. We should
2817 * do something of that sort for V3D -- either instruction scheduling
2818 * here, or delay the the THRSW and LDTMUs from our texture
2819 * instructions until the results are needed.
2822 if (V3D_DEBUG
& (V3D_DEBUG_VIR
|
2823 v3d_debug_flag_for_shader_stage(c
->s
->info
.stage
))) {
2824 fprintf(stderr
, "%s prog %d/%d VIR:\n",
2825 vir_get_stage_name(c
),
2826 c
->program_id
, c
->variant_id
);
2828 fprintf(stderr
, "\n");
2831 /* Attempt to allocate registers for the temporaries. If we fail,
2832 * reduce thread count and try again.
2834 int min_threads
= (c
->devinfo
->ver
>= 41) ? 2 : 1;
2835 struct qpu_reg
*temp_registers
;
2838 temp_registers
= v3d_register_allocate(c
, &spilled
);
2845 if (c
->threads
== min_threads
) {
2846 fprintf(stderr
, "Failed to register allocate at %d threads:\n",
2855 if (c
->threads
== 1)
2856 vir_remove_thrsw(c
);
2860 (V3D_DEBUG
& (V3D_DEBUG_VIR
|
2861 v3d_debug_flag_for_shader_stage(c
->s
->info
.stage
)))) {
2862 fprintf(stderr
, "%s prog %d/%d spilled VIR:\n",
2863 vir_get_stage_name(c
),
2864 c
->program_id
, c
->variant_id
);
2866 fprintf(stderr
, "\n");
2869 v3d_vir_to_qpu(c
, temp_registers
);