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/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 #define GENERAL_TMU_LOOKUP_PER_QUAD (0 << 7)
36 #define GENERAL_TMU_LOOKUP_PER_PIXEL (1 << 7)
37 #define GENERAL_TMU_READ_OP_PREFETCH (0 << 3)
38 #define GENERAL_TMU_READ_OP_CACHE_CLEAR (1 << 3)
39 #define GENERAL_TMU_READ_OP_CACHE_FLUSH (3 << 3)
40 #define GENERAL_TMU_READ_OP_CACHE_CLEAN (3 << 3)
41 #define GENERAL_TMU_READ_OP_CACHE_L1T_CLEAR (4 << 3)
42 #define GENERAL_TMU_READ_OP_CACHE_L1T_FLUSH_AGGREGATION (5 << 3)
43 #define GENERAL_TMU_READ_OP_ATOMIC_INC (8 << 3)
44 #define GENERAL_TMU_READ_OP_ATOMIC_DEC (9 << 3)
45 #define GENERAL_TMU_READ_OP_ATOMIC_NOT (10 << 3)
46 #define GENERAL_TMU_READ_OP_READ (15 << 3)
47 #define GENERAL_TMU_LOOKUP_TYPE_8BIT_I (0 << 0)
48 #define GENERAL_TMU_LOOKUP_TYPE_16BIT_I (1 << 0)
49 #define GENERAL_TMU_LOOKUP_TYPE_VEC2 (2 << 0)
50 #define GENERAL_TMU_LOOKUP_TYPE_VEC3 (3 << 0)
51 #define GENERAL_TMU_LOOKUP_TYPE_VEC4 (4 << 0)
52 #define GENERAL_TMU_LOOKUP_TYPE_8BIT_UI (5 << 0)
53 #define GENERAL_TMU_LOOKUP_TYPE_16BIT_UI (6 << 0)
54 #define GENERAL_TMU_LOOKUP_TYPE_32BIT_UI (7 << 0)
56 #define GENERAL_TMU_WRITE_OP_ATOMIC_ADD_WRAP (0 << 3)
57 #define GENERAL_TMU_WRITE_OP_ATOMIC_SUB_WRAP (1 << 3)
58 #define GENERAL_TMU_WRITE_OP_ATOMIC_XCHG (2 << 3)
59 #define GENERAL_TMU_WRITE_OP_ATOMIC_CMPXCHG (3 << 3)
60 #define GENERAL_TMU_WRITE_OP_ATOMIC_UMIN (4 << 3)
61 #define GENERAL_TMU_WRITE_OP_ATOMIC_UMAX (5 << 3)
62 #define GENERAL_TMU_WRITE_OP_ATOMIC_SMIN (6 << 3)
63 #define GENERAL_TMU_WRITE_OP_ATOMIC_SMAX (7 << 3)
64 #define GENERAL_TMU_WRITE_OP_ATOMIC_AND (8 << 3)
65 #define GENERAL_TMU_WRITE_OP_ATOMIC_OR (9 << 3)
66 #define GENERAL_TMU_WRITE_OP_ATOMIC_XOR (10 << 3)
67 #define GENERAL_TMU_WRITE_OP_WRITE (15 << 3)
69 #define V3D_TSY_SET_QUORUM 0
70 #define V3D_TSY_INC_WAITERS 1
71 #define V3D_TSY_DEC_WAITERS 2
72 #define V3D_TSY_INC_QUORUM 3
73 #define V3D_TSY_DEC_QUORUM 4
74 #define V3D_TSY_FREE_ALL 5
75 #define V3D_TSY_RELEASE 6
76 #define V3D_TSY_ACQUIRE 7
77 #define V3D_TSY_WAIT 8
78 #define V3D_TSY_WAIT_INC 9
79 #define V3D_TSY_WAIT_CHECK 10
80 #define V3D_TSY_WAIT_INC_CHECK 11
81 #define V3D_TSY_WAIT_CV 12
82 #define V3D_TSY_INC_SEMAPHORE 13
83 #define V3D_TSY_DEC_SEMAPHORE 14
84 #define V3D_TSY_SET_QUORUM_FREE_ALL 15
87 ntq_emit_cf_list(struct v3d_compile
*c
, struct exec_list
*list
);
90 resize_qreg_array(struct v3d_compile
*c
,
95 if (*size
>= decl_size
)
98 uint32_t old_size
= *size
;
99 *size
= MAX2(*size
* 2, decl_size
);
100 *regs
= reralloc(c
, *regs
, struct qreg
, *size
);
102 fprintf(stderr
, "Malloc failure\n");
106 for (uint32_t i
= old_size
; i
< *size
; i
++)
107 (*regs
)[i
] = c
->undef
;
111 vir_emit_thrsw(struct v3d_compile
*c
)
116 /* Always thread switch after each texture operation for now.
118 * We could do better by batching a bunch of texture fetches up and
119 * then doing one thread switch and collecting all their results
122 c
->last_thrsw
= vir_NOP(c
);
123 c
->last_thrsw
->qpu
.sig
.thrsw
= true;
124 c
->last_thrsw_at_top_level
= !c
->in_control_flow
;
128 v3d_general_tmu_op(nir_intrinsic_instr
*instr
)
130 switch (instr
->intrinsic
) {
131 case nir_intrinsic_load_ssbo
:
132 case nir_intrinsic_load_ubo
:
133 case nir_intrinsic_load_uniform
:
134 case nir_intrinsic_load_shared
:
135 return GENERAL_TMU_READ_OP_READ
;
136 case nir_intrinsic_store_ssbo
:
137 case nir_intrinsic_store_shared
:
138 return GENERAL_TMU_WRITE_OP_WRITE
;
139 case nir_intrinsic_ssbo_atomic_add
:
140 case nir_intrinsic_shared_atomic_add
:
141 return GENERAL_TMU_WRITE_OP_ATOMIC_ADD_WRAP
;
142 case nir_intrinsic_ssbo_atomic_imin
:
143 case nir_intrinsic_shared_atomic_imin
:
144 return GENERAL_TMU_WRITE_OP_ATOMIC_SMIN
;
145 case nir_intrinsic_ssbo_atomic_umin
:
146 case nir_intrinsic_shared_atomic_umin
:
147 return GENERAL_TMU_WRITE_OP_ATOMIC_UMIN
;
148 case nir_intrinsic_ssbo_atomic_imax
:
149 case nir_intrinsic_shared_atomic_imax
:
150 return GENERAL_TMU_WRITE_OP_ATOMIC_SMAX
;
151 case nir_intrinsic_ssbo_atomic_umax
:
152 case nir_intrinsic_shared_atomic_umax
:
153 return GENERAL_TMU_WRITE_OP_ATOMIC_UMAX
;
154 case nir_intrinsic_ssbo_atomic_and
:
155 case nir_intrinsic_shared_atomic_and
:
156 return GENERAL_TMU_WRITE_OP_ATOMIC_AND
;
157 case nir_intrinsic_ssbo_atomic_or
:
158 case nir_intrinsic_shared_atomic_or
:
159 return GENERAL_TMU_WRITE_OP_ATOMIC_OR
;
160 case nir_intrinsic_ssbo_atomic_xor
:
161 case nir_intrinsic_shared_atomic_xor
:
162 return GENERAL_TMU_WRITE_OP_ATOMIC_XOR
;
163 case nir_intrinsic_ssbo_atomic_exchange
:
164 case nir_intrinsic_shared_atomic_exchange
:
165 return GENERAL_TMU_WRITE_OP_ATOMIC_XCHG
;
166 case nir_intrinsic_ssbo_atomic_comp_swap
:
167 case nir_intrinsic_shared_atomic_comp_swap
:
168 return GENERAL_TMU_WRITE_OP_ATOMIC_CMPXCHG
;
170 unreachable("unknown intrinsic op");
175 * Implements indirect uniform loads and SSBO accesses through the TMU general
176 * memory access interface.
179 ntq_emit_tmu_general(struct v3d_compile
*c
, nir_intrinsic_instr
*instr
,
182 /* XXX perf: We should turn add/sub of 1 to inc/dec. Perhaps NIR
183 * wants to have support for inc/dec?
186 uint32_t tmu_op
= v3d_general_tmu_op(instr
);
187 bool is_store
= (instr
->intrinsic
== nir_intrinsic_store_ssbo
||
188 instr
->intrinsic
== nir_intrinsic_store_shared
);
189 bool has_index
= !is_shared
;
192 int tmu_writes
= 1; /* address */
193 if (instr
->intrinsic
== nir_intrinsic_load_uniform
) {
195 } else if (instr
->intrinsic
== nir_intrinsic_load_ssbo
||
196 instr
->intrinsic
== nir_intrinsic_load_ubo
||
197 instr
->intrinsic
== nir_intrinsic_load_shared
) {
198 offset_src
= 0 + has_index
;
199 } else if (is_store
) {
200 offset_src
= 1 + has_index
;
201 for (int i
= 0; i
< instr
->num_components
; i
++) {
203 vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_TMUD
),
204 ntq_get_src(c
, instr
->src
[0], i
));
208 offset_src
= 0 + has_index
;
210 vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_TMUD
),
211 ntq_get_src(c
, instr
->src
[1 + has_index
], 0));
213 if (tmu_op
== GENERAL_TMU_WRITE_OP_ATOMIC_CMPXCHG
) {
215 vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_TMUD
),
216 ntq_get_src(c
, instr
->src
[2 + has_index
],
222 /* Make sure we won't exceed the 16-entry TMU fifo if each thread is
223 * storing at the same time.
225 while (tmu_writes
> 16 / c
->threads
)
229 if (instr
->intrinsic
== nir_intrinsic_load_uniform
) {
230 offset
= vir_uniform(c
, QUNIFORM_UBO_ADDR
, 0);
232 /* Find what variable in the default uniform block this
233 * uniform load is coming from.
235 uint32_t base
= nir_intrinsic_base(instr
);
237 struct v3d_ubo_range
*range
= NULL
;
238 for (i
= 0; i
< c
->num_ubo_ranges
; i
++) {
239 range
= &c
->ubo_ranges
[i
];
240 if (base
>= range
->src_offset
&&
241 base
< range
->src_offset
+ range
->size
) {
245 /* The driver-location-based offset always has to be within a
246 * declared uniform range.
248 assert(i
!= c
->num_ubo_ranges
);
249 if (!c
->ubo_range_used
[i
]) {
250 c
->ubo_range_used
[i
] = true;
251 range
->dst_offset
= c
->next_ubo_dst_offset
;
252 c
->next_ubo_dst_offset
+= range
->size
;
255 base
= base
- range
->src_offset
+ range
->dst_offset
;
258 offset
= vir_ADD(c
, offset
, vir_uniform_ui(c
, base
));
259 } else if (instr
->intrinsic
== nir_intrinsic_load_ubo
) {
260 /* Note that QUNIFORM_UBO_ADDR takes a UBO index shifted up by
261 * 1 (0 is gallium's constant buffer 0).
263 offset
= vir_uniform(c
, QUNIFORM_UBO_ADDR
,
264 nir_src_as_uint(instr
->src
[0]) + 1);
265 } else if (is_shared
) {
266 /* Shared variables have no buffer index, and all start from a
267 * common base that we set up at the start of dispatch
269 offset
= c
->cs_shared_offset
;
271 offset
= vir_uniform(c
, QUNIFORM_SSBO_OFFSET
,
272 nir_src_as_uint(instr
->src
[is_store
?
276 uint32_t config
= (0xffffff00 |
278 GENERAL_TMU_LOOKUP_PER_PIXEL
);
279 if (instr
->num_components
== 1) {
280 config
|= GENERAL_TMU_LOOKUP_TYPE_32BIT_UI
;
282 config
|= (GENERAL_TMU_LOOKUP_TYPE_VEC2
+
283 instr
->num_components
- 2);
286 if (vir_in_nonuniform_control_flow(c
)) {
287 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
),
293 dest
= vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_TMUA
);
295 dest
= vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_TMUAU
);
298 if (nir_src_is_const(instr
->src
[offset_src
]) &&
299 nir_src_as_uint(instr
->src
[offset_src
]) == 0) {
300 tmu
= vir_MOV_dest(c
, dest
, offset
);
302 tmu
= vir_ADD_dest(c
, dest
,
304 ntq_get_src(c
, instr
->src
[offset_src
], 0));
308 tmu
->src
[vir_get_implicit_uniform_src(tmu
)] =
309 vir_uniform_ui(c
, config
);
312 if (vir_in_nonuniform_control_flow(c
))
313 vir_set_cond(tmu
, V3D_QPU_COND_IFA
);
317 /* Read the result, or wait for the TMU op to complete. */
318 for (int i
= 0; i
< nir_intrinsic_dest_components(instr
); i
++)
319 ntq_store_dest(c
, &instr
->dest
, i
, vir_MOV(c
, vir_LDTMU(c
)));
321 if (nir_intrinsic_dest_components(instr
) == 0)
326 ntq_init_ssa_def(struct v3d_compile
*c
, nir_ssa_def
*def
)
328 struct qreg
*qregs
= ralloc_array(c
->def_ht
, struct qreg
,
329 def
->num_components
);
330 _mesa_hash_table_insert(c
->def_ht
, def
, qregs
);
335 * This function is responsible for getting VIR results into the associated
336 * storage for a NIR instruction.
338 * If it's a NIR SSA def, then we just set the associated hash table entry to
341 * If it's a NIR reg, then we need to update the existing qreg assigned to the
342 * NIR destination with the incoming value. To do that without introducing
343 * new MOVs, we require that the incoming qreg either be a uniform, or be
344 * SSA-defined by the previous VIR instruction in the block and rewritable by
345 * this function. That lets us sneak ahead and insert the SF flag beforehand
346 * (knowing that the previous instruction doesn't depend on flags) and rewrite
347 * its destination to be the NIR reg's destination
350 ntq_store_dest(struct v3d_compile
*c
, nir_dest
*dest
, int chan
,
353 struct qinst
*last_inst
= NULL
;
354 if (!list_empty(&c
->cur_block
->instructions
))
355 last_inst
= (struct qinst
*)c
->cur_block
->instructions
.prev
;
357 assert(result
.file
== QFILE_UNIF
||
358 (result
.file
== QFILE_TEMP
&&
359 last_inst
&& last_inst
== c
->defs
[result
.index
]));
362 assert(chan
< dest
->ssa
.num_components
);
365 struct hash_entry
*entry
=
366 _mesa_hash_table_search(c
->def_ht
, &dest
->ssa
);
371 qregs
= ntq_init_ssa_def(c
, &dest
->ssa
);
373 qregs
[chan
] = result
;
375 nir_register
*reg
= dest
->reg
.reg
;
376 assert(dest
->reg
.base_offset
== 0);
377 assert(reg
->num_array_elems
== 0);
378 struct hash_entry
*entry
=
379 _mesa_hash_table_search(c
->def_ht
, reg
);
380 struct qreg
*qregs
= entry
->data
;
382 /* Insert a MOV if the source wasn't an SSA def in the
383 * previous instruction.
385 if (result
.file
== QFILE_UNIF
) {
386 result
= vir_MOV(c
, result
);
387 last_inst
= c
->defs
[result
.index
];
390 /* We know they're both temps, so just rewrite index. */
391 c
->defs
[last_inst
->dst
.index
] = NULL
;
392 last_inst
->dst
.index
= qregs
[chan
].index
;
394 /* If we're in control flow, then make this update of the reg
395 * conditional on the execution mask.
397 if (vir_in_nonuniform_control_flow(c
)) {
398 last_inst
->dst
.index
= qregs
[chan
].index
;
400 /* Set the flags to the current exec mask.
402 c
->cursor
= vir_before_inst(last_inst
);
403 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
),
405 c
->cursor
= vir_after_inst(last_inst
);
407 vir_set_cond(last_inst
, V3D_QPU_COND_IFA
);
413 ntq_get_src(struct v3d_compile
*c
, nir_src src
, int i
)
415 struct hash_entry
*entry
;
417 entry
= _mesa_hash_table_search(c
->def_ht
, src
.ssa
);
418 assert(i
< src
.ssa
->num_components
);
420 nir_register
*reg
= src
.reg
.reg
;
421 entry
= _mesa_hash_table_search(c
->def_ht
, reg
);
422 assert(reg
->num_array_elems
== 0);
423 assert(src
.reg
.base_offset
== 0);
424 assert(i
< reg
->num_components
);
427 struct qreg
*qregs
= entry
->data
;
432 ntq_get_alu_src(struct v3d_compile
*c
, nir_alu_instr
*instr
,
435 assert(util_is_power_of_two_or_zero(instr
->dest
.write_mask
));
436 unsigned chan
= ffs(instr
->dest
.write_mask
) - 1;
437 struct qreg r
= ntq_get_src(c
, instr
->src
[src
].src
,
438 instr
->src
[src
].swizzle
[chan
]);
440 assert(!instr
->src
[src
].abs
);
441 assert(!instr
->src
[src
].negate
);
447 ntq_minify(struct v3d_compile
*c
, struct qreg size
, struct qreg level
)
449 return vir_MAX(c
, vir_SHR(c
, size
, level
), vir_uniform_ui(c
, 1));
453 ntq_emit_txs(struct v3d_compile
*c
, nir_tex_instr
*instr
)
455 unsigned unit
= instr
->texture_index
;
456 int lod_index
= nir_tex_instr_src_index(instr
, nir_tex_src_lod
);
457 int dest_size
= nir_tex_instr_dest_size(instr
);
459 struct qreg lod
= c
->undef
;
461 lod
= ntq_get_src(c
, instr
->src
[lod_index
].src
, 0);
463 for (int i
= 0; i
< dest_size
; i
++) {
465 enum quniform_contents contents
;
467 if (instr
->is_array
&& i
== dest_size
- 1)
468 contents
= QUNIFORM_TEXTURE_ARRAY_SIZE
;
470 contents
= QUNIFORM_TEXTURE_WIDTH
+ i
;
472 struct qreg size
= vir_uniform(c
, contents
, unit
);
474 switch (instr
->sampler_dim
) {
475 case GLSL_SAMPLER_DIM_1D
:
476 case GLSL_SAMPLER_DIM_2D
:
477 case GLSL_SAMPLER_DIM_MS
:
478 case GLSL_SAMPLER_DIM_3D
:
479 case GLSL_SAMPLER_DIM_CUBE
:
480 /* Don't minify the array size. */
481 if (!(instr
->is_array
&& i
== dest_size
- 1)) {
482 size
= ntq_minify(c
, size
, lod
);
486 case GLSL_SAMPLER_DIM_RECT
:
487 /* There's no LOD field for rects */
491 unreachable("Bad sampler type");
494 ntq_store_dest(c
, &instr
->dest
, i
, size
);
499 ntq_emit_tex(struct v3d_compile
*c
, nir_tex_instr
*instr
)
501 unsigned unit
= instr
->texture_index
;
503 /* Since each texture sampling op requires uploading uniforms to
504 * reference the texture, there's no HW support for texture size and
505 * you just upload uniforms containing the size.
508 case nir_texop_query_levels
:
509 ntq_store_dest(c
, &instr
->dest
, 0,
510 vir_uniform(c
, QUNIFORM_TEXTURE_LEVELS
, unit
));
513 ntq_emit_txs(c
, instr
);
519 if (c
->devinfo
->ver
>= 40)
520 v3d40_vir_emit_tex(c
, instr
);
522 v3d33_vir_emit_tex(c
, instr
);
526 ntq_fsincos(struct v3d_compile
*c
, struct qreg src
, bool is_cos
)
528 struct qreg input
= vir_FMUL(c
, src
, vir_uniform_f(c
, 1.0f
/ M_PI
));
530 input
= vir_FADD(c
, input
, vir_uniform_f(c
, 0.5));
532 struct qreg periods
= vir_FROUND(c
, input
);
533 struct qreg sin_output
= vir_SIN(c
, vir_FSUB(c
, input
, periods
));
534 return vir_XOR(c
, sin_output
, vir_SHL(c
,
535 vir_FTOIN(c
, periods
),
536 vir_uniform_ui(c
, -1)));
540 ntq_fsign(struct v3d_compile
*c
, struct qreg src
)
542 struct qreg t
= vir_get_temp(c
);
544 vir_MOV_dest(c
, t
, vir_uniform_f(c
, 0.0));
545 vir_set_pf(vir_FMOV_dest(c
, vir_nop_reg(), src
), V3D_QPU_PF_PUSHZ
);
546 vir_MOV_cond(c
, V3D_QPU_COND_IFNA
, t
, vir_uniform_f(c
, 1.0));
547 vir_set_pf(vir_FMOV_dest(c
, vir_nop_reg(), src
), V3D_QPU_PF_PUSHN
);
548 vir_MOV_cond(c
, V3D_QPU_COND_IFA
, t
, vir_uniform_f(c
, -1.0));
549 return vir_MOV(c
, t
);
553 emit_fragcoord_input(struct v3d_compile
*c
, int attr
)
555 c
->inputs
[attr
* 4 + 0] = vir_FXCD(c
);
556 c
->inputs
[attr
* 4 + 1] = vir_FYCD(c
);
557 c
->inputs
[attr
* 4 + 2] = c
->payload_z
;
558 c
->inputs
[attr
* 4 + 3] = vir_RECIP(c
, c
->payload_w
);
562 emit_fragment_varying(struct v3d_compile
*c
, nir_variable
*var
,
563 uint8_t swizzle
, int array_index
)
565 struct qreg r3
= vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_R3
);
566 struct qreg r5
= vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_R5
);
569 if (c
->devinfo
->ver
>= 41) {
570 struct qinst
*ldvary
= vir_add_inst(V3D_QPU_A_NOP
, c
->undef
,
572 ldvary
->qpu
.sig
.ldvary
= true;
573 vary
= vir_emit_def(c
, ldvary
);
575 vir_NOP(c
)->qpu
.sig
.ldvary
= true;
579 /* For gl_PointCoord input or distance along a line, we'll be called
580 * with no nir_variable, and we don't count toward VPM size so we
581 * don't track an input slot.
584 return vir_FADD(c
, vir_FMUL(c
, vary
, c
->payload_w
), r5
);
587 int i
= c
->num_inputs
++;
589 v3d_slot_from_slot_and_component(var
->data
.location
+
590 array_index
, swizzle
);
592 switch (var
->data
.interpolation
) {
593 case INTERP_MODE_NONE
:
594 /* If a gl_FrontColor or gl_BackColor input has no interp
595 * qualifier, then if we're using glShadeModel(GL_FLAT) it
596 * needs to be flat shaded.
598 switch (var
->data
.location
+ array_index
) {
599 case VARYING_SLOT_COL0
:
600 case VARYING_SLOT_COL1
:
601 case VARYING_SLOT_BFC0
:
602 case VARYING_SLOT_BFC1
:
603 if (c
->fs_key
->shade_model_flat
) {
604 BITSET_SET(c
->flat_shade_flags
, i
);
605 vir_MOV_dest(c
, c
->undef
, vary
);
606 return vir_MOV(c
, r5
);
608 return vir_FADD(c
, vir_FMUL(c
, vary
,
615 case INTERP_MODE_SMOOTH
:
616 if (var
->data
.centroid
) {
617 BITSET_SET(c
->centroid_flags
, i
);
618 return vir_FADD(c
, vir_FMUL(c
, vary
,
619 c
->payload_w_centroid
), r5
);
621 return vir_FADD(c
, vir_FMUL(c
, vary
, c
->payload_w
), r5
);
623 case INTERP_MODE_NOPERSPECTIVE
:
624 BITSET_SET(c
->noperspective_flags
, i
);
625 return vir_FADD(c
, vir_MOV(c
, vary
), r5
);
626 case INTERP_MODE_FLAT
:
627 BITSET_SET(c
->flat_shade_flags
, i
);
628 vir_MOV_dest(c
, c
->undef
, vary
);
629 return vir_MOV(c
, r5
);
631 unreachable("Bad interp mode");
636 emit_fragment_input(struct v3d_compile
*c
, int attr
, nir_variable
*var
,
639 for (int i
= 0; i
< glsl_get_vector_elements(var
->type
); i
++) {
640 int chan
= var
->data
.location_frac
+ i
;
641 c
->inputs
[attr
* 4 + chan
] =
642 emit_fragment_varying(c
, var
, chan
, array_index
);
647 add_output(struct v3d_compile
*c
,
648 uint32_t decl_offset
,
652 uint32_t old_array_size
= c
->outputs_array_size
;
653 resize_qreg_array(c
, &c
->outputs
, &c
->outputs_array_size
,
656 if (old_array_size
!= c
->outputs_array_size
) {
657 c
->output_slots
= reralloc(c
,
659 struct v3d_varying_slot
,
660 c
->outputs_array_size
);
663 c
->output_slots
[decl_offset
] =
664 v3d_slot_from_slot_and_component(slot
, swizzle
);
668 declare_uniform_range(struct v3d_compile
*c
, uint32_t start
, uint32_t size
)
670 unsigned array_id
= c
->num_ubo_ranges
++;
671 if (array_id
>= c
->ubo_ranges_array_size
) {
672 c
->ubo_ranges_array_size
= MAX2(c
->ubo_ranges_array_size
* 2,
674 c
->ubo_ranges
= reralloc(c
, c
->ubo_ranges
,
675 struct v3d_ubo_range
,
676 c
->ubo_ranges_array_size
);
677 c
->ubo_range_used
= reralloc(c
, c
->ubo_range_used
,
679 c
->ubo_ranges_array_size
);
682 c
->ubo_ranges
[array_id
].dst_offset
= 0;
683 c
->ubo_ranges
[array_id
].src_offset
= start
;
684 c
->ubo_ranges
[array_id
].size
= size
;
685 c
->ubo_range_used
[array_id
] = false;
689 * If compare_instr is a valid comparison instruction, emits the
690 * compare_instr's comparison and returns the sel_instr's return value based
691 * on the compare_instr's result.
694 ntq_emit_comparison(struct v3d_compile
*c
,
695 nir_alu_instr
*compare_instr
,
696 enum v3d_qpu_cond
*out_cond
)
698 struct qreg src0
= ntq_get_alu_src(c
, compare_instr
, 0);
700 if (nir_op_infos
[compare_instr
->op
].num_inputs
> 1)
701 src1
= ntq_get_alu_src(c
, compare_instr
, 1);
702 bool cond_invert
= false;
703 struct qreg nop
= vir_nop_reg();
705 switch (compare_instr
->op
) {
708 vir_set_pf(vir_FCMP_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHZ
);
711 vir_set_pf(vir_XOR_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHZ
);
716 vir_set_pf(vir_FCMP_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHZ
);
720 vir_set_pf(vir_XOR_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHZ
);
726 vir_set_pf(vir_FCMP_dest(c
, nop
, src1
, src0
), V3D_QPU_PF_PUSHC
);
729 vir_set_pf(vir_MIN_dest(c
, nop
, src1
, src0
), V3D_QPU_PF_PUSHC
);
733 vir_set_pf(vir_SUB_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHC
);
739 vir_set_pf(vir_FCMP_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHN
);
742 vir_set_pf(vir_MIN_dest(c
, nop
, src1
, src0
), V3D_QPU_PF_PUSHC
);
745 vir_set_pf(vir_SUB_dest(c
, nop
, src0
, src1
), V3D_QPU_PF_PUSHC
);
749 vir_set_pf(vir_MOV_dest(c
, nop
, src0
), V3D_QPU_PF_PUSHZ
);
754 vir_set_pf(vir_FMOV_dest(c
, nop
, src0
), V3D_QPU_PF_PUSHZ
);
762 *out_cond
= cond_invert
? V3D_QPU_COND_IFNA
: V3D_QPU_COND_IFA
;
767 /* Finds an ALU instruction that generates our src value that could
768 * (potentially) be greedily emitted in the consuming instruction.
770 static struct nir_alu_instr
*
771 ntq_get_alu_parent(nir_src src
)
773 if (!src
.is_ssa
|| src
.ssa
->parent_instr
->type
!= nir_instr_type_alu
)
775 nir_alu_instr
*instr
= nir_instr_as_alu(src
.ssa
->parent_instr
);
779 /* If the ALU instr's srcs are non-SSA, then we would have to avoid
780 * moving emission of the ALU instr down past another write of the
783 for (int i
= 0; i
< nir_op_infos
[instr
->op
].num_inputs
; i
++) {
784 if (!instr
->src
[i
].src
.is_ssa
)
791 /* Turns a NIR bool into a condition code to predicate on. */
792 static enum v3d_qpu_cond
793 ntq_emit_bool_to_cond(struct v3d_compile
*c
, nir_src src
)
795 nir_alu_instr
*compare
= ntq_get_alu_parent(src
);
799 enum v3d_qpu_cond cond
;
800 if (ntq_emit_comparison(c
, compare
, &cond
))
804 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), ntq_get_src(c
, src
, 0)),
806 return V3D_QPU_COND_IFNA
;
810 ntq_emit_alu(struct v3d_compile
*c
, nir_alu_instr
*instr
)
812 /* This should always be lowered to ALU operations for V3D. */
813 assert(!instr
->dest
.saturate
);
815 /* Vectors are special in that they have non-scalarized writemasks,
816 * and just take the first swizzle channel for each argument in order
817 * into each writemask channel.
819 if (instr
->op
== nir_op_vec2
||
820 instr
->op
== nir_op_vec3
||
821 instr
->op
== nir_op_vec4
) {
823 for (int i
= 0; i
< nir_op_infos
[instr
->op
].num_inputs
; i
++)
824 srcs
[i
] = ntq_get_src(c
, instr
->src
[i
].src
,
825 instr
->src
[i
].swizzle
[0]);
826 for (int i
= 0; i
< nir_op_infos
[instr
->op
].num_inputs
; i
++)
827 ntq_store_dest(c
, &instr
->dest
.dest
, i
,
828 vir_MOV(c
, srcs
[i
]));
832 /* General case: We can just grab the one used channel per src. */
833 struct qreg src
[nir_op_infos
[instr
->op
].num_inputs
];
834 for (int i
= 0; i
< nir_op_infos
[instr
->op
].num_inputs
; i
++) {
835 src
[i
] = ntq_get_alu_src(c
, instr
, i
);
843 result
= vir_MOV(c
, src
[0]);
847 result
= vir_XOR(c
, src
[0], vir_uniform_ui(c
, 1 << 31));
850 result
= vir_NEG(c
, src
[0]);
854 result
= vir_FMUL(c
, src
[0], src
[1]);
857 result
= vir_FADD(c
, src
[0], src
[1]);
860 result
= vir_FSUB(c
, src
[0], src
[1]);
863 result
= vir_FMIN(c
, src
[0], src
[1]);
866 result
= vir_FMAX(c
, src
[0], src
[1]);
870 result
= vir_FTOIZ(c
, src
[0]);
873 result
= vir_FTOUZ(c
, src
[0]);
876 result
= vir_ITOF(c
, src
[0]);
879 result
= vir_UTOF(c
, src
[0]);
882 result
= vir_AND(c
, src
[0], vir_uniform_f(c
, 1.0));
885 result
= vir_AND(c
, src
[0], vir_uniform_ui(c
, 1));
889 result
= vir_ADD(c
, src
[0], src
[1]);
892 result
= vir_SHR(c
, src
[0], src
[1]);
895 result
= vir_SUB(c
, src
[0], src
[1]);
898 result
= vir_ASR(c
, src
[0], src
[1]);
901 result
= vir_SHL(c
, src
[0], src
[1]);
904 result
= vir_MIN(c
, src
[0], src
[1]);
907 result
= vir_UMIN(c
, src
[0], src
[1]);
910 result
= vir_MAX(c
, src
[0], src
[1]);
913 result
= vir_UMAX(c
, src
[0], src
[1]);
916 result
= vir_AND(c
, src
[0], src
[1]);
919 result
= vir_OR(c
, src
[0], src
[1]);
922 result
= vir_XOR(c
, src
[0], src
[1]);
925 result
= vir_NOT(c
, src
[0]);
928 case nir_op_ufind_msb
:
929 result
= vir_SUB(c
, vir_uniform_ui(c
, 31), vir_CLZ(c
, src
[0]));
933 result
= vir_UMUL(c
, src
[0], src
[1]);
940 enum v3d_qpu_cond cond
;
941 MAYBE_UNUSED
bool ok
= ntq_emit_comparison(c
, instr
, &cond
);
943 result
= vir_MOV(c
, vir_SEL(c
, cond
,
944 vir_uniform_f(c
, 1.0),
945 vir_uniform_f(c
, 0.0)));
961 enum v3d_qpu_cond cond
;
962 MAYBE_UNUSED
bool ok
= ntq_emit_comparison(c
, instr
, &cond
);
964 result
= vir_MOV(c
, vir_SEL(c
, cond
,
965 vir_uniform_ui(c
, ~0),
966 vir_uniform_ui(c
, 0)));
973 ntq_emit_bool_to_cond(c
, instr
->src
[0].src
),
978 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), src
[0]),
980 result
= vir_MOV(c
, vir_SEL(c
, V3D_QPU_COND_IFNA
,
985 result
= vir_RECIP(c
, src
[0]);
988 result
= vir_RSQRT(c
, src
[0]);
991 result
= vir_EXP(c
, src
[0]);
994 result
= vir_LOG(c
, src
[0]);
998 result
= vir_FCEIL(c
, src
[0]);
1001 result
= vir_FFLOOR(c
, src
[0]);
1003 case nir_op_fround_even
:
1004 result
= vir_FROUND(c
, src
[0]);
1007 result
= vir_FTRUNC(c
, src
[0]);
1011 result
= ntq_fsincos(c
, src
[0], false);
1014 result
= ntq_fsincos(c
, src
[0], true);
1018 result
= ntq_fsign(c
, src
[0]);
1022 result
= vir_FMOV(c
, src
[0]);
1023 vir_set_unpack(c
->defs
[result
.index
], 0, V3D_QPU_UNPACK_ABS
);
1028 result
= vir_MAX(c
, src
[0], vir_NEG(c
, src
[0]));
1032 case nir_op_fddx_coarse
:
1033 case nir_op_fddx_fine
:
1034 result
= vir_FDX(c
, src
[0]);
1038 case nir_op_fddy_coarse
:
1039 case nir_op_fddy_fine
:
1040 result
= vir_FDY(c
, src
[0]);
1043 case nir_op_uadd_carry
:
1044 vir_set_pf(vir_ADD_dest(c
, vir_nop_reg(), src
[0], src
[1]),
1046 result
= vir_MOV(c
, vir_SEL(c
, V3D_QPU_COND_IFA
,
1047 vir_uniform_ui(c
, ~0),
1048 vir_uniform_ui(c
, 0)));
1051 case nir_op_pack_half_2x16_split
:
1052 result
= vir_VFPACK(c
, src
[0], src
[1]);
1055 case nir_op_unpack_half_2x16_split_x
:
1056 result
= vir_FMOV(c
, src
[0]);
1057 vir_set_unpack(c
->defs
[result
.index
], 0, V3D_QPU_UNPACK_L
);
1060 case nir_op_unpack_half_2x16_split_y
:
1061 result
= vir_FMOV(c
, src
[0]);
1062 vir_set_unpack(c
->defs
[result
.index
], 0, V3D_QPU_UNPACK_H
);
1066 fprintf(stderr
, "unknown NIR ALU inst: ");
1067 nir_print_instr(&instr
->instr
, stderr
);
1068 fprintf(stderr
, "\n");
1072 /* We have a scalar result, so the instruction should only have a
1073 * single channel written to.
1075 assert(util_is_power_of_two_or_zero(instr
->dest
.write_mask
));
1076 ntq_store_dest(c
, &instr
->dest
.dest
,
1077 ffs(instr
->dest
.write_mask
) - 1, result
);
1080 /* Each TLB read/write setup (a render target or depth buffer) takes an 8-bit
1081 * specifier. They come from a register that's preloaded with 0xffffffff
1082 * (0xff gets you normal vec4 f16 RT0 writes), and when one is neaded the low
1083 * 8 bits are shifted off the bottom and 0xff shifted in from the top.
1085 #define TLB_TYPE_F16_COLOR (3 << 6)
1086 #define TLB_TYPE_I32_COLOR (1 << 6)
1087 #define TLB_TYPE_F32_COLOR (0 << 6)
1088 #define TLB_RENDER_TARGET_SHIFT 3 /* Reversed! 7 = RT 0, 0 = RT 7. */
1089 #define TLB_SAMPLE_MODE_PER_SAMPLE (0 << 2)
1090 #define TLB_SAMPLE_MODE_PER_PIXEL (1 << 2)
1091 #define TLB_F16_SWAP_HI_LO (1 << 1)
1092 #define TLB_VEC_SIZE_4_F16 (1 << 0)
1093 #define TLB_VEC_SIZE_2_F16 (0 << 0)
1094 #define TLB_VEC_SIZE_MINUS_1_SHIFT 0
1096 /* Triggers Z/Stencil testing, used when the shader state's "FS modifies Z"
1099 #define TLB_TYPE_DEPTH ((2 << 6) | (0 << 4))
1100 #define TLB_DEPTH_TYPE_INVARIANT (0 << 2) /* Unmodified sideband input used */
1101 #define TLB_DEPTH_TYPE_PER_PIXEL (1 << 2) /* QPU result used */
1102 #define TLB_V42_DEPTH_TYPE_INVARIANT (0 << 3) /* Unmodified sideband input used */
1103 #define TLB_V42_DEPTH_TYPE_PER_PIXEL (1 << 3) /* QPU result used */
1105 /* Stencil is a single 32-bit write. */
1106 #define TLB_TYPE_STENCIL_ALPHA ((2 << 6) | (1 << 4))
1109 emit_frag_end(struct v3d_compile
*c
)
1112 if (c->output_sample_mask_index != -1) {
1113 vir_MS_MASK(c, c->outputs[c->output_sample_mask_index]);
1117 bool has_any_tlb_color_write
= false;
1118 for (int rt
= 0; rt
< V3D_MAX_DRAW_BUFFERS
; rt
++) {
1119 if (c
->fs_key
->cbufs
& (1 << rt
) && c
->output_color_var
[rt
])
1120 has_any_tlb_color_write
= true;
1123 if (c
->fs_key
->sample_alpha_to_coverage
&& c
->output_color_var
[0]) {
1124 struct nir_variable
*var
= c
->output_color_var
[0];
1125 struct qreg
*color
= &c
->outputs
[var
->data
.driver_location
* 4];
1127 vir_SETMSF_dest(c
, vir_nop_reg(),
1130 vir_FTOC(c
, color
[3])));
1133 if (c
->output_position_index
!= -1) {
1134 struct qinst
*inst
= vir_MOV_dest(c
,
1135 vir_reg(QFILE_TLBU
, 0),
1136 c
->outputs
[c
->output_position_index
]);
1137 uint8_t tlb_specifier
= TLB_TYPE_DEPTH
;
1139 if (c
->devinfo
->ver
>= 42) {
1140 tlb_specifier
|= (TLB_V42_DEPTH_TYPE_PER_PIXEL
|
1141 TLB_SAMPLE_MODE_PER_PIXEL
);
1143 tlb_specifier
|= TLB_DEPTH_TYPE_PER_PIXEL
;
1145 inst
->src
[vir_get_implicit_uniform_src(inst
)] =
1146 vir_uniform_ui(c
, tlb_specifier
| 0xffffff00);
1148 } else if (c
->s
->info
.fs
.uses_discard
||
1149 !c
->s
->info
.fs
.early_fragment_tests
||
1150 c
->fs_key
->sample_alpha_to_coverage
||
1151 !has_any_tlb_color_write
) {
1152 /* Emit passthrough Z if it needed to be delayed until shader
1153 * end due to potential discards.
1155 * Since (single-threaded) fragment shaders always need a TLB
1156 * write, emit passthrouh Z if we didn't have any color
1157 * buffers and flag us as potentially discarding, so that we
1158 * can use Z as the TLB write.
1160 c
->s
->info
.fs
.uses_discard
= true;
1162 struct qinst
*inst
= vir_MOV_dest(c
,
1163 vir_reg(QFILE_TLBU
, 0),
1165 uint8_t tlb_specifier
= TLB_TYPE_DEPTH
;
1167 if (c
->devinfo
->ver
>= 42) {
1168 /* The spec says the PER_PIXEL flag is ignored for
1169 * invariant writes, but the simulator demands it.
1171 tlb_specifier
|= (TLB_V42_DEPTH_TYPE_INVARIANT
|
1172 TLB_SAMPLE_MODE_PER_PIXEL
);
1174 tlb_specifier
|= TLB_DEPTH_TYPE_INVARIANT
;
1177 inst
->src
[vir_get_implicit_uniform_src(inst
)] =
1178 vir_uniform_ui(c
, tlb_specifier
| 0xffffff00);
1182 /* XXX: Performance improvement: Merge Z write and color writes TLB
1186 for (int rt
= 0; rt
< V3D_MAX_DRAW_BUFFERS
; rt
++) {
1187 if (!(c
->fs_key
->cbufs
& (1 << rt
)) || !c
->output_color_var
[rt
])
1190 nir_variable
*var
= c
->output_color_var
[rt
];
1191 struct qreg
*color
= &c
->outputs
[var
->data
.driver_location
* 4];
1192 int num_components
= glsl_get_vector_elements(var
->type
);
1193 uint32_t conf
= 0xffffff00;
1196 conf
|= TLB_SAMPLE_MODE_PER_PIXEL
;
1197 conf
|= (7 - rt
) << TLB_RENDER_TARGET_SHIFT
;
1199 if (c
->fs_key
->swap_color_rb
& (1 << rt
))
1200 num_components
= MAX2(num_components
, 3);
1202 assert(num_components
!= 0);
1203 switch (glsl_get_base_type(var
->type
)) {
1204 case GLSL_TYPE_UINT
:
1206 /* The F32 vs I32 distinction was dropped in 4.2. */
1207 if (c
->devinfo
->ver
< 42)
1208 conf
|= TLB_TYPE_I32_COLOR
;
1210 conf
|= TLB_TYPE_F32_COLOR
;
1211 conf
|= ((num_components
- 1) <<
1212 TLB_VEC_SIZE_MINUS_1_SHIFT
);
1214 inst
= vir_MOV_dest(c
, vir_reg(QFILE_TLBU
, 0), color
[0]);
1215 inst
->src
[vir_get_implicit_uniform_src(inst
)] =
1216 vir_uniform_ui(c
, conf
);
1218 for (int i
= 1; i
< num_components
; i
++) {
1219 inst
= vir_MOV_dest(c
, vir_reg(QFILE_TLB
, 0),
1225 struct qreg r
= color
[0];
1226 struct qreg g
= color
[1];
1227 struct qreg b
= color
[2];
1228 struct qreg a
= color
[3];
1230 if (c
->fs_key
->f32_color_rb
& (1 << rt
)) {
1231 conf
|= TLB_TYPE_F32_COLOR
;
1232 conf
|= ((num_components
- 1) <<
1233 TLB_VEC_SIZE_MINUS_1_SHIFT
);
1235 conf
|= TLB_TYPE_F16_COLOR
;
1236 conf
|= TLB_F16_SWAP_HI_LO
;
1237 if (num_components
>= 3)
1238 conf
|= TLB_VEC_SIZE_4_F16
;
1240 conf
|= TLB_VEC_SIZE_2_F16
;
1243 if (c
->fs_key
->swap_color_rb
& (1 << rt
)) {
1248 if (c
->fs_key
->sample_alpha_to_one
)
1249 a
= vir_uniform_f(c
, 1.0);
1251 if (c
->fs_key
->f32_color_rb
& (1 << rt
)) {
1252 inst
= vir_MOV_dest(c
, vir_reg(QFILE_TLBU
, 0), r
);
1253 inst
->src
[vir_get_implicit_uniform_src(inst
)] =
1254 vir_uniform_ui(c
, conf
);
1256 if (num_components
>= 2)
1257 vir_MOV_dest(c
, vir_reg(QFILE_TLB
, 0), g
);
1258 if (num_components
>= 3)
1259 vir_MOV_dest(c
, vir_reg(QFILE_TLB
, 0), b
);
1260 if (num_components
>= 4)
1261 vir_MOV_dest(c
, vir_reg(QFILE_TLB
, 0), a
);
1263 inst
= vir_VFPACK_dest(c
, vir_reg(QFILE_TLB
, 0), r
, g
);
1265 inst
->dst
.file
= QFILE_TLBU
;
1266 inst
->src
[vir_get_implicit_uniform_src(inst
)] =
1267 vir_uniform_ui(c
, conf
);
1270 if (num_components
>= 3)
1271 inst
= vir_VFPACK_dest(c
, vir_reg(QFILE_TLB
, 0), b
, a
);
1280 vir_VPM_WRITE(struct v3d_compile
*c
, struct qreg val
, uint32_t *vpm_index
)
1282 if (c
->devinfo
->ver
>= 40) {
1283 vir_STVPMV(c
, vir_uniform_ui(c
, *vpm_index
), val
);
1284 *vpm_index
= *vpm_index
+ 1;
1286 vir_MOV_dest(c
, vir_reg(QFILE_MAGIC
, V3D_QPU_WADDR_VPM
), val
);
1289 c
->num_vpm_writes
++;
1293 emit_scaled_viewport_write(struct v3d_compile
*c
, struct qreg rcp_w
,
1294 uint32_t *vpm_index
)
1296 for (int i
= 0; i
< 2; i
++) {
1297 struct qreg coord
= c
->outputs
[c
->output_position_index
+ i
];
1298 coord
= vir_FMUL(c
, coord
,
1299 vir_uniform(c
, QUNIFORM_VIEWPORT_X_SCALE
+ i
,
1301 coord
= vir_FMUL(c
, coord
, rcp_w
);
1302 vir_VPM_WRITE(c
, vir_FTOIN(c
, coord
), vpm_index
);
1308 emit_zs_write(struct v3d_compile
*c
, struct qreg rcp_w
, uint32_t *vpm_index
)
1310 struct qreg zscale
= vir_uniform(c
, QUNIFORM_VIEWPORT_Z_SCALE
, 0);
1311 struct qreg zoffset
= vir_uniform(c
, QUNIFORM_VIEWPORT_Z_OFFSET
, 0);
1313 struct qreg z
= c
->outputs
[c
->output_position_index
+ 2];
1314 z
= vir_FMUL(c
, z
, zscale
);
1315 z
= vir_FMUL(c
, z
, rcp_w
);
1316 z
= vir_FADD(c
, z
, zoffset
);
1317 vir_VPM_WRITE(c
, z
, vpm_index
);
1321 emit_rcp_wc_write(struct v3d_compile
*c
, struct qreg rcp_w
, uint32_t *vpm_index
)
1323 vir_VPM_WRITE(c
, rcp_w
, vpm_index
);
1327 emit_point_size_write(struct v3d_compile
*c
, uint32_t *vpm_index
)
1329 struct qreg point_size
;
1331 if (c
->output_point_size_index
!= -1)
1332 point_size
= c
->outputs
[c
->output_point_size_index
];
1334 point_size
= vir_uniform_f(c
, 1.0);
1336 /* Workaround: HW-2726 PTB does not handle zero-size points (BCM2835,
1339 point_size
= vir_FMAX(c
, point_size
, vir_uniform_f(c
, .125));
1341 vir_VPM_WRITE(c
, point_size
, vpm_index
);
1345 emit_vpm_write_setup(struct v3d_compile
*c
)
1347 if (c
->devinfo
->ver
>= 40)
1350 v3d33_vir_vpm_write_setup(c
);
1354 * Sets up c->outputs[c->output_position_index] for the vertex shader
1355 * epilogue, if an output vertex position wasn't specified in the user's
1356 * shader. This may be the case for transform feedback with rasterizer
1360 setup_default_position(struct v3d_compile
*c
)
1362 if (c
->output_position_index
!= -1)
1365 c
->output_position_index
= c
->outputs_array_size
;
1366 for (int i
= 0; i
< 4; i
++) {
1368 c
->output_position_index
+ i
,
1369 VARYING_SLOT_POS
, i
);
1374 emit_vert_end(struct v3d_compile
*c
)
1376 setup_default_position(c
);
1378 uint32_t vpm_index
= 0;
1379 struct qreg rcp_w
= vir_RECIP(c
,
1380 c
->outputs
[c
->output_position_index
+ 3]);
1382 emit_vpm_write_setup(c
);
1384 if (c
->vs_key
->is_coord
) {
1385 for (int i
= 0; i
< 4; i
++)
1386 vir_VPM_WRITE(c
, c
->outputs
[c
->output_position_index
+ i
],
1388 emit_scaled_viewport_write(c
, rcp_w
, &vpm_index
);
1389 if (c
->vs_key
->per_vertex_point_size
) {
1390 emit_point_size_write(c
, &vpm_index
);
1391 /* emit_rcp_wc_write(c, rcp_w); */
1393 /* XXX: Z-only rendering */
1395 emit_zs_write(c
, rcp_w
, &vpm_index
);
1397 emit_scaled_viewport_write(c
, rcp_w
, &vpm_index
);
1398 emit_zs_write(c
, rcp_w
, &vpm_index
);
1399 emit_rcp_wc_write(c
, rcp_w
, &vpm_index
);
1400 if (c
->vs_key
->per_vertex_point_size
)
1401 emit_point_size_write(c
, &vpm_index
);
1404 for (int i
= 0; i
< c
->vs_key
->num_fs_inputs
; i
++) {
1405 struct v3d_varying_slot input
= c
->vs_key
->fs_inputs
[i
];
1408 for (j
= 0; j
< c
->num_outputs
; j
++) {
1409 struct v3d_varying_slot output
= c
->output_slots
[j
];
1411 if (!memcmp(&input
, &output
, sizeof(input
))) {
1412 vir_VPM_WRITE(c
, c
->outputs
[j
],
1417 /* Emit padding if we didn't find a declared VS output for
1420 if (j
== c
->num_outputs
)
1421 vir_VPM_WRITE(c
, vir_uniform_f(c
, 0.0),
1425 /* GFXH-1684: VPM writes need to be complete by the end of the shader.
1427 if (c
->devinfo
->ver
>= 40 && c
->devinfo
->ver
<= 42)
1432 v3d_optimize_nir(struct nir_shader
*s
)
1439 NIR_PASS_V(s
, nir_lower_vars_to_ssa
);
1440 NIR_PASS(progress
, s
, nir_lower_alu_to_scalar
);
1441 NIR_PASS(progress
, s
, nir_lower_phis_to_scalar
);
1442 NIR_PASS(progress
, s
, nir_copy_prop
);
1443 NIR_PASS(progress
, s
, nir_opt_remove_phis
);
1444 NIR_PASS(progress
, s
, nir_opt_dce
);
1445 NIR_PASS(progress
, s
, nir_opt_dead_cf
);
1446 NIR_PASS(progress
, s
, nir_opt_cse
);
1447 NIR_PASS(progress
, s
, nir_opt_peephole_select
, 8, true, true);
1448 NIR_PASS(progress
, s
, nir_opt_algebraic
);
1449 NIR_PASS(progress
, s
, nir_opt_constant_folding
);
1450 NIR_PASS(progress
, s
, nir_opt_undef
);
1453 NIR_PASS(progress
, s
, nir_opt_move_load_ubo
);
1457 driver_location_compare(const void *in_a
, const void *in_b
)
1459 const nir_variable
*const *a
= in_a
;
1460 const nir_variable
*const *b
= in_b
;
1462 return (*a
)->data
.driver_location
- (*b
)->data
.driver_location
;
1466 ntq_emit_vpm_read(struct v3d_compile
*c
,
1467 uint32_t *num_components_queued
,
1468 uint32_t *remaining
,
1471 struct qreg vpm
= vir_reg(QFILE_VPM
, vpm_index
);
1473 if (c
->devinfo
->ver
>= 40 ) {
1474 return vir_LDVPMV_IN(c
,
1476 (*num_components_queued
)++));
1479 if (*num_components_queued
!= 0) {
1480 (*num_components_queued
)--;
1481 return vir_MOV(c
, vpm
);
1484 uint32_t num_components
= MIN2(*remaining
, 32);
1486 v3d33_vir_vpm_read_setup(c
, num_components
);
1488 *num_components_queued
= num_components
- 1;
1489 *remaining
-= num_components
;
1491 return vir_MOV(c
, vpm
);
1495 ntq_setup_vpm_inputs(struct v3d_compile
*c
)
1497 /* Figure out how many components of each vertex attribute the shader
1498 * uses. Each variable should have been split to individual
1499 * components and unused ones DCEed. The vertex fetcher will load
1500 * from the start of the attribute to the number of components we
1501 * declare we need in c->vattr_sizes[].
1503 nir_foreach_variable(var
, &c
->s
->inputs
) {
1504 /* No VS attribute array support. */
1505 assert(MAX2(glsl_get_length(var
->type
), 1) == 1);
1507 unsigned loc
= var
->data
.driver_location
;
1508 int start_component
= var
->data
.location_frac
;
1509 int num_components
= glsl_get_components(var
->type
);
1511 c
->vattr_sizes
[loc
] = MAX2(c
->vattr_sizes
[loc
],
1512 start_component
+ num_components
);
1515 unsigned num_components
= 0;
1516 uint32_t vpm_components_queued
= 0;
1517 bool uses_iid
= c
->s
->info
.system_values_read
&
1518 (1ull << SYSTEM_VALUE_INSTANCE_ID
);
1519 bool uses_vid
= c
->s
->info
.system_values_read
&
1520 (1ull << SYSTEM_VALUE_VERTEX_ID
);
1521 num_components
+= uses_iid
;
1522 num_components
+= uses_vid
;
1524 for (int i
= 0; i
< ARRAY_SIZE(c
->vattr_sizes
); i
++)
1525 num_components
+= c
->vattr_sizes
[i
];
1528 c
->iid
= ntq_emit_vpm_read(c
, &vpm_components_queued
,
1529 &num_components
, ~0);
1533 c
->vid
= ntq_emit_vpm_read(c
, &vpm_components_queued
,
1534 &num_components
, ~0);
1537 /* The actual loads will happen directly in nir_intrinsic_load_input
1538 * on newer versions.
1540 if (c
->devinfo
->ver
>= 40)
1543 for (int loc
= 0; loc
< ARRAY_SIZE(c
->vattr_sizes
); loc
++) {
1544 resize_qreg_array(c
, &c
->inputs
, &c
->inputs_array_size
,
1547 for (int i
= 0; i
< c
->vattr_sizes
[loc
]; i
++) {
1548 c
->inputs
[loc
* 4 + i
] =
1549 ntq_emit_vpm_read(c
,
1550 &vpm_components_queued
,
1557 if (c
->devinfo
->ver
>= 40) {
1558 assert(vpm_components_queued
== num_components
);
1560 assert(vpm_components_queued
== 0);
1561 assert(num_components
== 0);
1566 ntq_setup_fs_inputs(struct v3d_compile
*c
)
1568 unsigned num_entries
= 0;
1569 unsigned num_components
= 0;
1570 nir_foreach_variable(var
, &c
->s
->inputs
) {
1572 num_components
+= glsl_get_components(var
->type
);
1575 nir_variable
*vars
[num_entries
];
1578 nir_foreach_variable(var
, &c
->s
->inputs
)
1581 /* Sort the variables so that we emit the input setup in
1582 * driver_location order. This is required for VPM reads, whose data
1583 * is fetched into the VPM in driver_location (TGSI register index)
1586 qsort(&vars
, num_entries
, sizeof(*vars
), driver_location_compare
);
1588 for (unsigned i
= 0; i
< num_entries
; i
++) {
1589 nir_variable
*var
= vars
[i
];
1590 unsigned array_len
= MAX2(glsl_get_length(var
->type
), 1);
1591 unsigned loc
= var
->data
.driver_location
;
1593 resize_qreg_array(c
, &c
->inputs
, &c
->inputs_array_size
,
1594 (loc
+ array_len
) * 4);
1596 if (var
->data
.location
== VARYING_SLOT_POS
) {
1597 emit_fragcoord_input(c
, loc
);
1598 } else if (var
->data
.location
== VARYING_SLOT_PNTC
||
1599 (var
->data
.location
>= VARYING_SLOT_VAR0
&&
1600 (c
->fs_key
->point_sprite_mask
&
1601 (1 << (var
->data
.location
-
1602 VARYING_SLOT_VAR0
))))) {
1603 c
->inputs
[loc
* 4 + 0] = c
->point_x
;
1604 c
->inputs
[loc
* 4 + 1] = c
->point_y
;
1606 for (int j
= 0; j
< array_len
; j
++)
1607 emit_fragment_input(c
, loc
+ j
, var
, j
);
1613 ntq_setup_outputs(struct v3d_compile
*c
)
1615 nir_foreach_variable(var
, &c
->s
->outputs
) {
1616 unsigned array_len
= MAX2(glsl_get_length(var
->type
), 1);
1617 unsigned loc
= var
->data
.driver_location
* 4;
1619 assert(array_len
== 1);
1622 for (int i
= 0; i
< 4 - var
->data
.location_frac
; i
++) {
1623 add_output(c
, loc
+ var
->data
.location_frac
+ i
,
1625 var
->data
.location_frac
+ i
);
1628 if (c
->s
->info
.stage
== MESA_SHADER_FRAGMENT
) {
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
;
1651 switch (var
->data
.location
) {
1652 case VARYING_SLOT_POS
:
1653 c
->output_position_index
= loc
;
1655 case VARYING_SLOT_PSIZ
:
1656 c
->output_point_size_index
= loc
;
1664 ntq_setup_uniforms(struct v3d_compile
*c
)
1666 nir_foreach_variable(var
, &c
->s
->uniforms
) {
1667 uint32_t vec4_count
= glsl_count_attribute_slots(var
->type
,
1669 unsigned vec4_size
= 4 * sizeof(float);
1671 if (var
->data
.mode
!= nir_var_uniform
)
1674 declare_uniform_range(c
, var
->data
.driver_location
* vec4_size
,
1675 vec4_count
* vec4_size
);
1681 * Sets up the mapping from nir_register to struct qreg *.
1683 * Each nir_register gets a struct qreg per 32-bit component being stored.
1686 ntq_setup_registers(struct v3d_compile
*c
, struct exec_list
*list
)
1688 foreach_list_typed(nir_register
, nir_reg
, node
, list
) {
1689 unsigned array_len
= MAX2(nir_reg
->num_array_elems
, 1);
1690 struct qreg
*qregs
= ralloc_array(c
->def_ht
, struct qreg
,
1692 nir_reg
->num_components
);
1694 _mesa_hash_table_insert(c
->def_ht
, nir_reg
, qregs
);
1696 for (int i
= 0; i
< array_len
* nir_reg
->num_components
; i
++)
1697 qregs
[i
] = vir_get_temp(c
);
1702 ntq_emit_load_const(struct v3d_compile
*c
, nir_load_const_instr
*instr
)
1704 /* XXX perf: Experiment with using immediate loads to avoid having
1705 * these end up in the uniform stream. Watch out for breaking the
1706 * small immediates optimization in the process!
1708 struct qreg
*qregs
= ntq_init_ssa_def(c
, &instr
->def
);
1709 for (int i
= 0; i
< instr
->def
.num_components
; i
++)
1710 qregs
[i
] = vir_uniform_ui(c
, instr
->value
.u32
[i
]);
1712 _mesa_hash_table_insert(c
->def_ht
, &instr
->def
, qregs
);
1716 ntq_emit_ssa_undef(struct v3d_compile
*c
, nir_ssa_undef_instr
*instr
)
1718 struct qreg
*qregs
= ntq_init_ssa_def(c
, &instr
->def
);
1720 /* VIR needs there to be *some* value, so pick 0 (same as for
1721 * ntq_setup_registers().
1723 for (int i
= 0; i
< instr
->def
.num_components
; i
++)
1724 qregs
[i
] = vir_uniform_ui(c
, 0);
1728 ntq_emit_image_size(struct v3d_compile
*c
, nir_intrinsic_instr
*instr
)
1730 assert(instr
->intrinsic
== nir_intrinsic_image_deref_size
);
1731 nir_variable
*var
= nir_intrinsic_get_var(instr
, 0);
1732 unsigned image_index
= var
->data
.driver_location
;
1733 const struct glsl_type
*sampler_type
= glsl_without_array(var
->type
);
1734 bool is_array
= glsl_sampler_type_is_array(sampler_type
);
1736 ntq_store_dest(c
, &instr
->dest
, 0,
1737 vir_uniform(c
, QUNIFORM_IMAGE_WIDTH
, image_index
));
1738 if (instr
->num_components
> 1) {
1739 ntq_store_dest(c
, &instr
->dest
, 1,
1740 vir_uniform(c
, QUNIFORM_IMAGE_HEIGHT
,
1743 if (instr
->num_components
> 2) {
1744 ntq_store_dest(c
, &instr
->dest
, 2,
1747 QUNIFORM_IMAGE_ARRAY_SIZE
:
1748 QUNIFORM_IMAGE_DEPTH
,
1754 ntq_emit_intrinsic(struct v3d_compile
*c
, nir_intrinsic_instr
*instr
)
1758 switch (instr
->intrinsic
) {
1759 case nir_intrinsic_load_uniform
:
1760 if (nir_src_is_const(instr
->src
[0])) {
1761 int offset
= (nir_intrinsic_base(instr
) +
1762 nir_src_as_uint(instr
->src
[0]));
1763 assert(offset
% 4 == 0);
1764 /* We need dwords */
1765 offset
= offset
/ 4;
1766 for (int i
= 0; i
< instr
->num_components
; i
++) {
1767 ntq_store_dest(c
, &instr
->dest
, i
,
1768 vir_uniform(c
, QUNIFORM_UNIFORM
,
1772 ntq_emit_tmu_general(c
, instr
, false);
1776 case nir_intrinsic_load_ubo
:
1777 ntq_emit_tmu_general(c
, instr
, false);
1780 case nir_intrinsic_ssbo_atomic_add
:
1781 case nir_intrinsic_ssbo_atomic_imin
:
1782 case nir_intrinsic_ssbo_atomic_umin
:
1783 case nir_intrinsic_ssbo_atomic_imax
:
1784 case nir_intrinsic_ssbo_atomic_umax
:
1785 case nir_intrinsic_ssbo_atomic_and
:
1786 case nir_intrinsic_ssbo_atomic_or
:
1787 case nir_intrinsic_ssbo_atomic_xor
:
1788 case nir_intrinsic_ssbo_atomic_exchange
:
1789 case nir_intrinsic_ssbo_atomic_comp_swap
:
1790 case nir_intrinsic_load_ssbo
:
1791 case nir_intrinsic_store_ssbo
:
1792 ntq_emit_tmu_general(c
, instr
, false);
1795 case nir_intrinsic_shared_atomic_add
:
1796 case nir_intrinsic_shared_atomic_imin
:
1797 case nir_intrinsic_shared_atomic_umin
:
1798 case nir_intrinsic_shared_atomic_imax
:
1799 case nir_intrinsic_shared_atomic_umax
:
1800 case nir_intrinsic_shared_atomic_and
:
1801 case nir_intrinsic_shared_atomic_or
:
1802 case nir_intrinsic_shared_atomic_xor
:
1803 case nir_intrinsic_shared_atomic_exchange
:
1804 case nir_intrinsic_shared_atomic_comp_swap
:
1805 case nir_intrinsic_load_shared
:
1806 case nir_intrinsic_store_shared
:
1807 ntq_emit_tmu_general(c
, instr
, true);
1810 case nir_intrinsic_image_deref_load
:
1811 case nir_intrinsic_image_deref_store
:
1812 case nir_intrinsic_image_deref_atomic_add
:
1813 case nir_intrinsic_image_deref_atomic_min
:
1814 case nir_intrinsic_image_deref_atomic_max
:
1815 case nir_intrinsic_image_deref_atomic_and
:
1816 case nir_intrinsic_image_deref_atomic_or
:
1817 case nir_intrinsic_image_deref_atomic_xor
:
1818 case nir_intrinsic_image_deref_atomic_exchange
:
1819 case nir_intrinsic_image_deref_atomic_comp_swap
:
1820 v3d40_vir_emit_image_load_store(c
, instr
);
1823 case nir_intrinsic_get_buffer_size
:
1824 ntq_store_dest(c
, &instr
->dest
, 0,
1825 vir_uniform(c
, QUNIFORM_GET_BUFFER_SIZE
,
1826 nir_src_as_uint(instr
->src
[0])));
1829 case nir_intrinsic_load_user_clip_plane
:
1830 for (int i
= 0; i
< instr
->num_components
; i
++) {
1831 ntq_store_dest(c
, &instr
->dest
, i
,
1832 vir_uniform(c
, QUNIFORM_USER_CLIP_PLANE
,
1833 nir_intrinsic_ucp_id(instr
) *
1838 case nir_intrinsic_load_alpha_ref_float
:
1839 ntq_store_dest(c
, &instr
->dest
, 0,
1840 vir_uniform(c
, QUNIFORM_ALPHA_REF
, 0));
1843 case nir_intrinsic_load_sample_mask_in
:
1844 ntq_store_dest(c
, &instr
->dest
, 0, vir_MSF(c
));
1847 case nir_intrinsic_load_helper_invocation
:
1848 vir_set_pf(vir_MSF_dest(c
, vir_nop_reg()), V3D_QPU_PF_PUSHZ
);
1849 ntq_store_dest(c
, &instr
->dest
, 0,
1850 vir_MOV(c
, vir_SEL(c
, V3D_QPU_COND_IFA
,
1851 vir_uniform_ui(c
, ~0),
1852 vir_uniform_ui(c
, 0))));
1855 case nir_intrinsic_load_front_face
:
1856 /* The register contains 0 (front) or 1 (back), and we need to
1857 * turn it into a NIR bool where true means front.
1859 ntq_store_dest(c
, &instr
->dest
, 0,
1861 vir_uniform_ui(c
, -1),
1865 case nir_intrinsic_load_instance_id
:
1866 ntq_store_dest(c
, &instr
->dest
, 0, vir_MOV(c
, c
->iid
));
1869 case nir_intrinsic_load_vertex_id
:
1870 ntq_store_dest(c
, &instr
->dest
, 0, vir_MOV(c
, c
->vid
));
1873 case nir_intrinsic_load_input
:
1874 offset
= (nir_intrinsic_base(instr
) +
1875 nir_src_as_uint(instr
->src
[0]));
1876 if (c
->s
->info
.stage
!= MESA_SHADER_FRAGMENT
&&
1877 c
->devinfo
->ver
>= 40) {
1878 /* Emit the LDVPM directly now, rather than at the top
1879 * of the shader like we did for V3D 3.x (which needs
1880 * vpmsetup when not just taking the next offset).
1882 * Note that delaying like this may introduce stalls,
1883 * as LDVPMV takes a minimum of 1 instruction but may
1884 * be slower if the VPM unit is busy with another QPU.
1887 if (c
->s
->info
.system_values_read
&
1888 (1ull << SYSTEM_VALUE_INSTANCE_ID
)) {
1891 if (c
->s
->info
.system_values_read
&
1892 (1ull << SYSTEM_VALUE_VERTEX_ID
)) {
1895 for (int i
= 0; i
< offset
; i
++)
1896 index
+= c
->vattr_sizes
[i
];
1897 index
+= nir_intrinsic_component(instr
);
1898 for (int i
= 0; i
< instr
->num_components
; i
++) {
1899 struct qreg vpm_offset
=
1900 vir_uniform_ui(c
, index
++);
1901 ntq_store_dest(c
, &instr
->dest
, i
,
1902 vir_LDVPMV_IN(c
, vpm_offset
));
1905 for (int i
= 0; i
< instr
->num_components
; i
++) {
1906 int comp
= nir_intrinsic_component(instr
) + i
;
1907 ntq_store_dest(c
, &instr
->dest
, i
,
1908 vir_MOV(c
, c
->inputs
[offset
* 4 +
1914 case nir_intrinsic_store_output
:
1915 offset
= ((nir_intrinsic_base(instr
) +
1916 nir_src_as_uint(instr
->src
[1])) * 4 +
1917 nir_intrinsic_component(instr
));
1919 for (int i
= 0; i
< instr
->num_components
; i
++) {
1920 c
->outputs
[offset
+ i
] =
1921 vir_MOV(c
, ntq_get_src(c
, instr
->src
[0], i
));
1923 c
->num_outputs
= MAX2(c
->num_outputs
,
1924 offset
+ instr
->num_components
);
1927 case nir_intrinsic_image_deref_size
:
1928 ntq_emit_image_size(c
, instr
);
1931 case nir_intrinsic_discard
:
1932 if (vir_in_nonuniform_control_flow(c
)) {
1933 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
),
1935 vir_set_cond(vir_SETMSF_dest(c
, vir_nop_reg(),
1936 vir_uniform_ui(c
, 0)),
1939 vir_SETMSF_dest(c
, vir_nop_reg(),
1940 vir_uniform_ui(c
, 0));
1944 case nir_intrinsic_discard_if
: {
1945 enum v3d_qpu_cond cond
= ntq_emit_bool_to_cond(c
, instr
->src
[0]);
1947 if (vir_in_nonuniform_control_flow(c
)) {
1948 struct qinst
*exec_flag
= vir_MOV_dest(c
, vir_nop_reg(),
1950 if (cond
== V3D_QPU_COND_IFA
) {
1951 vir_set_uf(exec_flag
, V3D_QPU_UF_ANDZ
);
1953 vir_set_uf(exec_flag
, V3D_QPU_UF_NORNZ
);
1954 cond
= V3D_QPU_COND_IFA
;
1958 vir_set_cond(vir_SETMSF_dest(c
, vir_nop_reg(),
1959 vir_uniform_ui(c
, 0)), cond
);
1964 case nir_intrinsic_memory_barrier
:
1965 case nir_intrinsic_memory_barrier_atomic_counter
:
1966 case nir_intrinsic_memory_barrier_buffer
:
1967 case nir_intrinsic_memory_barrier_image
:
1968 case nir_intrinsic_memory_barrier_shared
:
1969 /* We don't do any instruction scheduling of these NIR
1970 * instructions between each other, so we just need to make
1971 * sure that the TMU operations before the barrier are flushed
1972 * before the ones after the barrier. That is currently
1973 * handled by having a THRSW in each of them and a LDTMU
1974 * series or a TMUWT after.
1978 case nir_intrinsic_barrier
:
1979 /* Emit a TSY op to get all invocations in the workgroup
1980 * (actually supergroup) to block until the last invocation
1981 * reaches the TSY op.
1983 if (c
->devinfo
->ver
>= 42) {
1984 vir_BARRIERID_dest(c
, vir_reg(QFILE_MAGIC
,
1985 V3D_QPU_WADDR_SYNCB
));
1987 struct qinst
*sync
=
1988 vir_BARRIERID_dest(c
,
1989 vir_reg(QFILE_MAGIC
,
1990 V3D_QPU_WADDR_SYNCU
));
1991 sync
->src
[vir_get_implicit_uniform_src(sync
)] =
1994 V3D_TSY_WAIT_INC_CHECK
);
1998 /* The blocking of a TSY op only happens at the next thread
1999 * switch. No texturing may be outstanding at the time of a
2000 * TSY blocking operation.
2005 case nir_intrinsic_load_num_work_groups
:
2006 for (int i
= 0; i
< 3; i
++) {
2007 ntq_store_dest(c
, &instr
->dest
, i
,
2008 vir_uniform(c
, QUNIFORM_NUM_WORK_GROUPS
,
2013 case nir_intrinsic_load_local_invocation_index
:
2014 ntq_store_dest(c
, &instr
->dest
, 0,
2015 vir_SHR(c
, c
->cs_payload
[1],
2016 vir_uniform_ui(c
, 32 - c
->local_invocation_index_bits
)));
2019 case nir_intrinsic_load_work_group_id
:
2020 ntq_store_dest(c
, &instr
->dest
, 0,
2021 vir_AND(c
, c
->cs_payload
[0],
2022 vir_uniform_ui(c
, 0xffff)));
2023 ntq_store_dest(c
, &instr
->dest
, 1,
2024 vir_SHR(c
, c
->cs_payload
[0],
2025 vir_uniform_ui(c
, 16)));
2026 ntq_store_dest(c
, &instr
->dest
, 2,
2027 vir_AND(c
, c
->cs_payload
[1],
2028 vir_uniform_ui(c
, 0xffff)));
2032 fprintf(stderr
, "Unknown intrinsic: ");
2033 nir_print_instr(&instr
->instr
, stderr
);
2034 fprintf(stderr
, "\n");
2039 /* Clears (activates) the execute flags for any channels whose jump target
2040 * matches this block.
2042 * XXX perf: Could we be using flpush/flpop somehow for our execution channel
2045 * XXX perf: For uniform control flow, we should be able to skip c->execute
2046 * handling entirely.
2049 ntq_activate_execute_for_block(struct v3d_compile
*c
)
2051 vir_set_pf(vir_XOR_dest(c
, vir_nop_reg(),
2052 c
->execute
, vir_uniform_ui(c
, c
->cur_block
->index
)),
2055 vir_MOV_cond(c
, V3D_QPU_COND_IFA
, c
->execute
, vir_uniform_ui(c
, 0));
2059 ntq_emit_uniform_if(struct v3d_compile
*c
, nir_if
*if_stmt
)
2061 nir_block
*nir_else_block
= nir_if_first_else_block(if_stmt
);
2062 bool empty_else_block
=
2063 (nir_else_block
== nir_if_last_else_block(if_stmt
) &&
2064 exec_list_is_empty(&nir_else_block
->instr_list
));
2066 struct qblock
*then_block
= vir_new_block(c
);
2067 struct qblock
*after_block
= vir_new_block(c
);
2068 struct qblock
*else_block
;
2069 if (empty_else_block
)
2070 else_block
= after_block
;
2072 else_block
= vir_new_block(c
);
2074 /* Set up the flags for the IF condition (taking the THEN branch). */
2075 enum v3d_qpu_cond cond
= ntq_emit_bool_to_cond(c
, if_stmt
->condition
);
2078 vir_BRANCH(c
, cond
== V3D_QPU_COND_IFA
?
2079 V3D_QPU_BRANCH_COND_ALLNA
:
2080 V3D_QPU_BRANCH_COND_ALLA
);
2081 vir_link_blocks(c
->cur_block
, else_block
);
2082 vir_link_blocks(c
->cur_block
, then_block
);
2084 /* Process the THEN block. */
2085 vir_set_emit_block(c
, then_block
);
2086 ntq_emit_cf_list(c
, &if_stmt
->then_list
);
2088 if (!empty_else_block
) {
2089 /* At the end of the THEN block, jump to ENDIF */
2090 vir_BRANCH(c
, V3D_QPU_BRANCH_COND_ALWAYS
);
2091 vir_link_blocks(c
->cur_block
, after_block
);
2093 /* Emit the else block. */
2094 vir_set_emit_block(c
, else_block
);
2095 ntq_activate_execute_for_block(c
);
2096 ntq_emit_cf_list(c
, &if_stmt
->else_list
);
2099 vir_link_blocks(c
->cur_block
, after_block
);
2101 vir_set_emit_block(c
, after_block
);
2105 ntq_emit_nonuniform_if(struct v3d_compile
*c
, nir_if
*if_stmt
)
2107 nir_block
*nir_else_block
= nir_if_first_else_block(if_stmt
);
2108 bool empty_else_block
=
2109 (nir_else_block
== nir_if_last_else_block(if_stmt
) &&
2110 exec_list_is_empty(&nir_else_block
->instr_list
));
2112 struct qblock
*then_block
= vir_new_block(c
);
2113 struct qblock
*after_block
= vir_new_block(c
);
2114 struct qblock
*else_block
;
2115 if (empty_else_block
)
2116 else_block
= after_block
;
2118 else_block
= vir_new_block(c
);
2120 bool was_uniform_control_flow
= false;
2121 if (!vir_in_nonuniform_control_flow(c
)) {
2122 c
->execute
= vir_MOV(c
, vir_uniform_ui(c
, 0));
2123 was_uniform_control_flow
= true;
2126 /* Set up the flags for the IF condition (taking the THEN branch). */
2127 enum v3d_qpu_cond cond
= ntq_emit_bool_to_cond(c
, if_stmt
->condition
);
2129 /* Update the flags+cond to mean "Taking the ELSE branch (!cond) and
2130 * was previously active (execute Z) for updating the exec flags.
2132 if (was_uniform_control_flow
) {
2133 cond
= v3d_qpu_cond_invert(cond
);
2135 struct qinst
*inst
= vir_MOV_dest(c
, vir_nop_reg(), c
->execute
);
2136 if (cond
== V3D_QPU_COND_IFA
) {
2137 vir_set_uf(inst
, V3D_QPU_UF_NORNZ
);
2139 vir_set_uf(inst
, V3D_QPU_UF_ANDZ
);
2140 cond
= V3D_QPU_COND_IFA
;
2144 vir_MOV_cond(c
, cond
,
2146 vir_uniform_ui(c
, else_block
->index
));
2148 /* Jump to ELSE if nothing is active for THEN, otherwise fall
2151 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
), V3D_QPU_PF_PUSHZ
);
2152 vir_BRANCH(c
, V3D_QPU_BRANCH_COND_ALLNA
);
2153 vir_link_blocks(c
->cur_block
, else_block
);
2154 vir_link_blocks(c
->cur_block
, then_block
);
2156 /* Process the THEN block. */
2157 vir_set_emit_block(c
, then_block
);
2158 ntq_emit_cf_list(c
, &if_stmt
->then_list
);
2160 if (!empty_else_block
) {
2161 /* Handle the end of the THEN block. First, all currently
2162 * active channels update their execute flags to point to
2165 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
),
2167 vir_MOV_cond(c
, V3D_QPU_COND_IFA
, c
->execute
,
2168 vir_uniform_ui(c
, after_block
->index
));
2170 /* If everything points at ENDIF, then jump there immediately. */
2171 vir_set_pf(vir_XOR_dest(c
, vir_nop_reg(),
2173 vir_uniform_ui(c
, after_block
->index
)),
2175 vir_BRANCH(c
, V3D_QPU_BRANCH_COND_ALLA
);
2176 vir_link_blocks(c
->cur_block
, after_block
);
2177 vir_link_blocks(c
->cur_block
, else_block
);
2179 vir_set_emit_block(c
, else_block
);
2180 ntq_activate_execute_for_block(c
);
2181 ntq_emit_cf_list(c
, &if_stmt
->else_list
);
2184 vir_link_blocks(c
->cur_block
, after_block
);
2186 vir_set_emit_block(c
, after_block
);
2187 if (was_uniform_control_flow
)
2188 c
->execute
= c
->undef
;
2190 ntq_activate_execute_for_block(c
);
2194 ntq_emit_if(struct v3d_compile
*c
, nir_if
*nif
)
2196 bool was_in_control_flow
= c
->in_control_flow
;
2197 c
->in_control_flow
= true;
2198 if (!vir_in_nonuniform_control_flow(c
) &&
2199 nir_src_is_dynamically_uniform(nif
->condition
)) {
2200 ntq_emit_uniform_if(c
, nif
);
2202 ntq_emit_nonuniform_if(c
, nif
);
2204 c
->in_control_flow
= was_in_control_flow
;
2208 ntq_emit_jump(struct v3d_compile
*c
, nir_jump_instr
*jump
)
2210 switch (jump
->type
) {
2211 case nir_jump_break
:
2212 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
),
2214 vir_MOV_cond(c
, V3D_QPU_COND_IFA
, c
->execute
,
2215 vir_uniform_ui(c
, c
->loop_break_block
->index
));
2218 case nir_jump_continue
:
2219 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
),
2221 vir_MOV_cond(c
, V3D_QPU_COND_IFA
, c
->execute
,
2222 vir_uniform_ui(c
, c
->loop_cont_block
->index
));
2225 case nir_jump_return
:
2226 unreachable("All returns shouold be lowered\n");
2231 ntq_emit_instr(struct v3d_compile
*c
, nir_instr
*instr
)
2233 switch (instr
->type
) {
2234 case nir_instr_type_deref
:
2235 /* ignored, will be walked by the intrinsic using it. */
2238 case nir_instr_type_alu
:
2239 ntq_emit_alu(c
, nir_instr_as_alu(instr
));
2242 case nir_instr_type_intrinsic
:
2243 ntq_emit_intrinsic(c
, nir_instr_as_intrinsic(instr
));
2246 case nir_instr_type_load_const
:
2247 ntq_emit_load_const(c
, nir_instr_as_load_const(instr
));
2250 case nir_instr_type_ssa_undef
:
2251 ntq_emit_ssa_undef(c
, nir_instr_as_ssa_undef(instr
));
2254 case nir_instr_type_tex
:
2255 ntq_emit_tex(c
, nir_instr_as_tex(instr
));
2258 case nir_instr_type_jump
:
2259 ntq_emit_jump(c
, nir_instr_as_jump(instr
));
2263 fprintf(stderr
, "Unknown NIR instr type: ");
2264 nir_print_instr(instr
, stderr
);
2265 fprintf(stderr
, "\n");
2271 ntq_emit_block(struct v3d_compile
*c
, nir_block
*block
)
2273 nir_foreach_instr(instr
, block
) {
2274 ntq_emit_instr(c
, instr
);
2278 static void ntq_emit_cf_list(struct v3d_compile
*c
, struct exec_list
*list
);
2281 ntq_emit_loop(struct v3d_compile
*c
, nir_loop
*loop
)
2283 bool was_in_control_flow
= c
->in_control_flow
;
2284 c
->in_control_flow
= true;
2286 bool was_uniform_control_flow
= false;
2287 if (!vir_in_nonuniform_control_flow(c
)) {
2288 c
->execute
= vir_MOV(c
, vir_uniform_ui(c
, 0));
2289 was_uniform_control_flow
= true;
2292 struct qblock
*save_loop_cont_block
= c
->loop_cont_block
;
2293 struct qblock
*save_loop_break_block
= c
->loop_break_block
;
2295 c
->loop_cont_block
= vir_new_block(c
);
2296 c
->loop_break_block
= vir_new_block(c
);
2298 vir_link_blocks(c
->cur_block
, c
->loop_cont_block
);
2299 vir_set_emit_block(c
, c
->loop_cont_block
);
2300 ntq_activate_execute_for_block(c
);
2302 ntq_emit_cf_list(c
, &loop
->body
);
2304 /* Re-enable any previous continues now, so our ANYA check below
2307 * XXX: Use the .ORZ flags update, instead.
2309 vir_set_pf(vir_XOR_dest(c
,
2312 vir_uniform_ui(c
, c
->loop_cont_block
->index
)),
2314 vir_MOV_cond(c
, V3D_QPU_COND_IFA
, c
->execute
, vir_uniform_ui(c
, 0));
2316 vir_set_pf(vir_MOV_dest(c
, vir_nop_reg(), c
->execute
), V3D_QPU_PF_PUSHZ
);
2318 struct qinst
*branch
= vir_BRANCH(c
, V3D_QPU_BRANCH_COND_ANYA
);
2319 /* Pixels that were not dispatched or have been discarded should not
2320 * contribute to looping again.
2322 branch
->qpu
.branch
.msfign
= V3D_QPU_MSFIGN_P
;
2323 vir_link_blocks(c
->cur_block
, c
->loop_cont_block
);
2324 vir_link_blocks(c
->cur_block
, c
->loop_break_block
);
2326 vir_set_emit_block(c
, c
->loop_break_block
);
2327 if (was_uniform_control_flow
)
2328 c
->execute
= c
->undef
;
2330 ntq_activate_execute_for_block(c
);
2332 c
->loop_break_block
= save_loop_break_block
;
2333 c
->loop_cont_block
= save_loop_cont_block
;
2337 c
->in_control_flow
= was_in_control_flow
;
2341 ntq_emit_function(struct v3d_compile
*c
, nir_function_impl
*func
)
2343 fprintf(stderr
, "FUNCTIONS not handled.\n");
2348 ntq_emit_cf_list(struct v3d_compile
*c
, struct exec_list
*list
)
2350 foreach_list_typed(nir_cf_node
, node
, node
, list
) {
2351 switch (node
->type
) {
2352 case nir_cf_node_block
:
2353 ntq_emit_block(c
, nir_cf_node_as_block(node
));
2356 case nir_cf_node_if
:
2357 ntq_emit_if(c
, nir_cf_node_as_if(node
));
2360 case nir_cf_node_loop
:
2361 ntq_emit_loop(c
, nir_cf_node_as_loop(node
));
2364 case nir_cf_node_function
:
2365 ntq_emit_function(c
, nir_cf_node_as_function(node
));
2369 fprintf(stderr
, "Unknown NIR node type\n");
2376 ntq_emit_impl(struct v3d_compile
*c
, nir_function_impl
*impl
)
2378 ntq_setup_registers(c
, &impl
->registers
);
2379 ntq_emit_cf_list(c
, &impl
->body
);
2383 nir_to_vir(struct v3d_compile
*c
)
2385 switch (c
->s
->info
.stage
) {
2386 case MESA_SHADER_FRAGMENT
:
2387 c
->payload_w
= vir_MOV(c
, vir_reg(QFILE_REG
, 0));
2388 c
->payload_w_centroid
= vir_MOV(c
, vir_reg(QFILE_REG
, 1));
2389 c
->payload_z
= vir_MOV(c
, vir_reg(QFILE_REG
, 2));
2391 /* XXX perf: We could set the "disable implicit point/line
2392 * varyings" field in the shader record and not emit these, if
2393 * they're not going to be used.
2395 if (c
->fs_key
->is_points
) {
2396 c
->point_x
= emit_fragment_varying(c
, NULL
, 0, 0);
2397 c
->point_y
= emit_fragment_varying(c
, NULL
, 0, 0);
2398 } else if (c
->fs_key
->is_lines
) {
2399 c
->line_x
= emit_fragment_varying(c
, NULL
, 0, 0);
2402 case MESA_SHADER_COMPUTE
:
2403 /* Set up the TSO for barriers, assuming we do some. */
2404 if (c
->devinfo
->ver
< 42) {
2405 vir_BARRIERID_dest(c
, vir_reg(QFILE_MAGIC
,
2406 V3D_QPU_WADDR_SYNC
));
2409 if (c
->s
->info
.system_values_read
&
2410 ((1ull << SYSTEM_VALUE_LOCAL_INVOCATION_INDEX
) |
2411 (1ull << SYSTEM_VALUE_WORK_GROUP_ID
))) {
2412 c
->cs_payload
[0] = vir_MOV(c
, vir_reg(QFILE_REG
, 0));
2414 if ((c
->s
->info
.system_values_read
&
2415 ((1ull << SYSTEM_VALUE_WORK_GROUP_ID
))) ||
2416 c
->s
->info
.cs
.shared_size
) {
2417 c
->cs_payload
[1] = vir_MOV(c
, vir_reg(QFILE_REG
, 2));
2420 /* Set up the division between gl_LocalInvocationIndex and
2421 * wg_in_mem in the payload reg.
2423 int wg_size
= (c
->s
->info
.cs
.local_size
[0] *
2424 c
->s
->info
.cs
.local_size
[1] *
2425 c
->s
->info
.cs
.local_size
[2]);
2426 c
->local_invocation_index_bits
=
2427 ffs(util_next_power_of_two(MAX2(wg_size
, 64))) - 1;
2428 assert(c
->local_invocation_index_bits
<= 8);
2430 if (c
->s
->info
.cs
.shared_size
) {
2431 struct qreg wg_in_mem
= vir_SHR(c
, c
->cs_payload
[1],
2432 vir_uniform_ui(c
, 16));
2433 if (c
->s
->info
.cs
.local_size
[0] != 1 ||
2434 c
->s
->info
.cs
.local_size
[1] != 1 ||
2435 c
->s
->info
.cs
.local_size
[2] != 1) {
2437 c
->local_invocation_index_bits
);
2438 int wg_mask
= (1 << wg_bits
) - 1;
2439 wg_in_mem
= vir_AND(c
, wg_in_mem
,
2440 vir_uniform_ui(c
, wg_mask
));
2442 struct qreg shared_per_wg
=
2443 vir_uniform_ui(c
, c
->s
->info
.cs
.shared_size
);
2445 c
->cs_shared_offset
=
2447 vir_uniform(c
, QUNIFORM_SHARED_OFFSET
,0),
2448 vir_UMUL(c
, wg_in_mem
, shared_per_wg
));
2455 if (c
->s
->info
.stage
== MESA_SHADER_FRAGMENT
)
2456 ntq_setup_fs_inputs(c
);
2458 ntq_setup_vpm_inputs(c
);
2460 ntq_setup_outputs(c
);
2461 ntq_setup_uniforms(c
);
2462 ntq_setup_registers(c
, &c
->s
->registers
);
2464 /* Find the main function and emit the body. */
2465 nir_foreach_function(function
, c
->s
) {
2466 assert(strcmp(function
->name
, "main") == 0);
2467 assert(function
->impl
);
2468 ntq_emit_impl(c
, function
->impl
);
2472 const nir_shader_compiler_options v3d_nir_options
= {
2473 .lower_all_io_to_temps
= true,
2474 .lower_extract_byte
= true,
2475 .lower_extract_word
= true,
2477 .lower_bitfield_insert_to_shifts
= true,
2478 .lower_bitfield_extract_to_shifts
= true,
2479 .lower_bitfield_reverse
= true,
2480 .lower_bit_count
= true,
2481 .lower_cs_local_id_from_index
= true,
2482 .lower_ffract
= true,
2483 .lower_pack_unorm_2x16
= true,
2484 .lower_pack_snorm_2x16
= true,
2485 .lower_pack_unorm_4x8
= true,
2486 .lower_pack_snorm_4x8
= true,
2487 .lower_unpack_unorm_4x8
= true,
2488 .lower_unpack_snorm_4x8
= true,
2489 .lower_pack_half_2x16
= true,
2490 .lower_unpack_half_2x16
= true,
2492 .lower_find_lsb
= true,
2494 .lower_flrp32
= true,
2497 .lower_fsqrt
= true,
2498 .lower_ifind_msb
= true,
2499 .lower_isign
= true,
2500 .lower_ldexp
= true,
2501 .lower_mul_high
= true,
2502 .lower_wpos_pntc
= true,
2503 .native_integers
= true,
2507 * When demoting a shader down to single-threaded, removes the THRSW
2508 * instructions (one will still be inserted at v3d_vir_to_qpu() for the
2512 vir_remove_thrsw(struct v3d_compile
*c
)
2514 vir_for_each_block(block
, c
) {
2515 vir_for_each_inst_safe(inst
, block
) {
2516 if (inst
->qpu
.sig
.thrsw
)
2517 vir_remove_instruction(c
, inst
);
2521 c
->last_thrsw
= NULL
;
2525 vir_emit_last_thrsw(struct v3d_compile
*c
)
2527 /* On V3D before 4.1, we need a TMU op to be outstanding when thread
2528 * switching, so disable threads if we didn't do any TMU ops (each of
2529 * which would have emitted a THRSW).
2531 if (!c
->last_thrsw_at_top_level
&& c
->devinfo
->ver
< 41) {
2534 vir_remove_thrsw(c
);
2538 /* If we're threaded and the last THRSW was in conditional code, then
2539 * we need to emit another one so that we can flag it as the last
2542 if (c
->last_thrsw
&& !c
->last_thrsw_at_top_level
) {
2543 assert(c
->devinfo
->ver
>= 41);
2547 /* If we're threaded, then we need to mark the last THRSW instruction
2548 * so we can emit a pair of them at QPU emit time.
2550 * For V3D 4.x, we can spawn the non-fragment shaders already in the
2551 * post-last-THRSW state, so we can skip this.
2553 if (!c
->last_thrsw
&& c
->s
->info
.stage
== MESA_SHADER_FRAGMENT
) {
2554 assert(c
->devinfo
->ver
>= 41);
2559 c
->last_thrsw
->is_last_thrsw
= true;
2562 /* There's a flag in the shader for "center W is needed for reasons other than
2563 * non-centroid varyings", so we just walk the program after VIR optimization
2564 * to see if it's used. It should be harmless to set even if we only use
2565 * center W for varyings.
2568 vir_check_payload_w(struct v3d_compile
*c
)
2570 if (c
->s
->info
.stage
!= MESA_SHADER_FRAGMENT
)
2573 vir_for_each_inst_inorder(inst
, c
) {
2574 for (int i
= 0; i
< vir_get_nsrc(inst
); i
++) {
2575 if (inst
->src
[i
].file
== QFILE_REG
&&
2576 inst
->src
[i
].index
== 0) {
2577 c
->uses_center_w
= true;
2586 v3d_nir_to_vir(struct v3d_compile
*c
)
2588 if (V3D_DEBUG
& (V3D_DEBUG_NIR
|
2589 v3d_debug_flag_for_shader_stage(c
->s
->info
.stage
))) {
2590 fprintf(stderr
, "%s prog %d/%d NIR:\n",
2591 vir_get_stage_name(c
),
2592 c
->program_id
, c
->variant_id
);
2593 nir_print_shader(c
->s
, stderr
);
2598 /* Emit the last THRSW before STVPM and TLB writes. */
2599 vir_emit_last_thrsw(c
);
2601 switch (c
->s
->info
.stage
) {
2602 case MESA_SHADER_FRAGMENT
:
2605 case MESA_SHADER_VERTEX
:
2609 unreachable("bad stage");
2612 if (V3D_DEBUG
& (V3D_DEBUG_VIR
|
2613 v3d_debug_flag_for_shader_stage(c
->s
->info
.stage
))) {
2614 fprintf(stderr
, "%s prog %d/%d pre-opt VIR:\n",
2615 vir_get_stage_name(c
),
2616 c
->program_id
, c
->variant_id
);
2618 fprintf(stderr
, "\n");
2622 vir_lower_uniforms(c
);
2624 vir_check_payload_w(c
);
2626 /* XXX perf: On VC4, we do a VIR-level instruction scheduling here.
2627 * We used that on that platform to pipeline TMU writes and reduce the
2628 * number of thread switches, as well as try (mostly successfully) to
2629 * reduce maximum register pressure to allow more threads. We should
2630 * do something of that sort for V3D -- either instruction scheduling
2631 * here, or delay the the THRSW and LDTMUs from our texture
2632 * instructions until the results are needed.
2635 if (V3D_DEBUG
& (V3D_DEBUG_VIR
|
2636 v3d_debug_flag_for_shader_stage(c
->s
->info
.stage
))) {
2637 fprintf(stderr
, "%s prog %d/%d VIR:\n",
2638 vir_get_stage_name(c
),
2639 c
->program_id
, c
->variant_id
);
2641 fprintf(stderr
, "\n");
2644 /* Attempt to allocate registers for the temporaries. If we fail,
2645 * reduce thread count and try again.
2647 int min_threads
= (c
->devinfo
->ver
>= 41) ? 2 : 1;
2648 struct qpu_reg
*temp_registers
;
2651 temp_registers
= v3d_register_allocate(c
, &spilled
);
2658 if (c
->threads
== min_threads
) {
2659 fprintf(stderr
, "Failed to register allocate at %d threads:\n",
2668 if (c
->threads
== 1)
2669 vir_remove_thrsw(c
);
2672 if (c
->spill_size
&&
2673 (V3D_DEBUG
& (V3D_DEBUG_VIR
|
2674 v3d_debug_flag_for_shader_stage(c
->s
->info
.stage
)))) {
2675 fprintf(stderr
, "%s prog %d/%d spilled VIR:\n",
2676 vir_get_stage_name(c
),
2677 c
->program_id
, c
->variant_id
);
2679 fprintf(stderr
, "\n");
2682 v3d_vir_to_qpu(c
, temp_registers
);