v3d: add new flag dirty TMU cache at v3d_compiler
[mesa.git] / src / broadcom / compiler / vir.c
index 4f83f03c7b2b253401178753252397efd5341740..dc5d3fe3bed6d708124adddc70c1dccec20bde06 100644 (file)
@@ -75,6 +75,8 @@ vir_has_side_effects(struct v3d_compile *c, struct qinst *inst)
 
         if (inst->qpu.sig.ldtmu ||
             inst->qpu.sig.ldvary ||
+            inst->qpu.sig.ldtlbu ||
+            inst->qpu.sig.ldtlb ||
             inst->qpu.sig.wrtmuc ||
             inst->qpu.sig.thrsw) {
                 return true;
@@ -562,8 +564,29 @@ v3d_lower_nir(struct v3d_compile *c)
                 }
         }
 
+        /* CS textures may not have return_size reflecting the shadow state. */
+        nir_foreach_variable(var, &c->s->uniforms) {
+                const struct glsl_type *type = glsl_without_array(var->type);
+                unsigned array_len = MAX2(glsl_get_length(var->type), 1);
+
+                if (!glsl_type_is_sampler(type) ||
+                    !glsl_sampler_type_is_shadow(type))
+                        continue;
+
+                for (int i = 0; i < array_len; i++) {
+                        tex_options.lower_tex_packing[var->data.binding + i] =
+                                nir_lower_tex_packing_16;
+                }
+        }
+
         NIR_PASS_V(c->s, nir_lower_tex, &tex_options);
         NIR_PASS_V(c->s, nir_lower_system_values);
+
+        NIR_PASS_V(c->s, nir_lower_vars_to_scratch,
+                   nir_var_function_temp,
+                   0,
+                   glsl_get_natural_size_align_bytes);
+        NIR_PASS_V(c->s, v3d_nir_lower_scratch);
 }
 
 static void
@@ -628,7 +651,7 @@ v3d_vs_set_prog_data(struct v3d_compile *c,
          * batches.
          */
         assert(c->devinfo->vpm_size);
-        int sector_size = 16 * sizeof(uint32_t) * 8;
+        int sector_size = V3D_CHANNELS * sizeof(uint32_t) * 8;
         int vpm_size_in_sectors = c->devinfo->vpm_size / sector_size;
         int half_vpm = vpm_size_in_sectors / 2;
         int vpm_output_sectors = half_vpm - prog_data->vpm_input_size;
@@ -667,6 +690,17 @@ v3d_fs_set_prog_data(struct v3d_compile *c,
         prog_data->writes_z = c->writes_z;
         prog_data->disable_ez = !c->s->info.fs.early_fragment_tests;
         prog_data->uses_center_w = c->uses_center_w;
+        prog_data->uses_implicit_point_line_varyings =
+                c->uses_implicit_point_line_varyings;
+        prog_data->lock_scoreboard_on_first_thrsw =
+                c->lock_scoreboard_on_first_thrsw;
+}
+
+static void
+v3d_cs_set_prog_data(struct v3d_compile *c,
+                     struct v3d_compute_prog_data *prog_data)
+{
+        prog_data->shared_size = c->s->info.cs.shared_size;
 }
 
 static void
@@ -676,10 +710,13 @@ v3d_set_prog_data(struct v3d_compile *c,
         prog_data->threads = c->threads;
         prog_data->single_seg = !c->last_thrsw;
         prog_data->spill_size = c->spill_size;
+        prog_data->tmu_dirty_rcl = c->tmu_dirty_rcl;
 
         v3d_set_prog_data_uniforms(c, prog_data);
 
-        if (c->s->info.stage == MESA_SHADER_VERTEX) {
+        if (c->s->info.stage == MESA_SHADER_COMPUTE) {
+                v3d_cs_set_prog_data(c, (struct v3d_compute_prog_data *)prog_data);
+        } else if (c->s->info.stage == MESA_SHADER_VERTEX) {
                 v3d_vs_set_prog_data(c, (struct v3d_vs_prog_data *)prog_data);
         } else {
                 assert(c->s->info.stage == MESA_SHADER_FRAGMENT);
@@ -722,9 +759,16 @@ v3d_nir_lower_vs_early(struct v3d_compile *c)
         NIR_PASS_V(c->s, nir_lower_global_vars_to_local);
         v3d_optimize_nir(c->s);
         NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in);
+
+        /* This must go before nir_lower_io */
+        if (c->vs_key->per_vertex_point_size)
+                NIR_PASS_V(c->s, nir_lower_point_size, 1.0f, 0.0f);
+
         NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
                    type_size_vec4,
                    (nir_lower_io_options)0);
+        /* clean up nir_lower_io's deref_var remains */
+        NIR_PASS_V(c->s, nir_opt_dce);
 }
 
 static void
@@ -763,12 +807,13 @@ v3d_nir_lower_fs_early(struct v3d_compile *c)
         if (c->fs_key->int_color_rb || c->fs_key->uint_color_rb)
                 v3d_fixup_fs_output_types(c);
 
+        NIR_PASS_V(c->s, v3d_nir_lower_logic_ops, c);
+
         /* If the shader has no non-TLB side effects, we can promote it to
          * enabling early_fragment_tests even if the user didn't.
          */
         if (!(c->s->info.num_images ||
-              c->s->info.num_ssbos ||
-              c->s->info.num_abos)) {
+              c->s->info.num_ssbos)) {
                 c->s->info.fs.early_fragment_tests = true;
         }
 }
@@ -781,7 +826,7 @@ v3d_nir_lower_vs_late(struct v3d_compile *c)
 
         if (c->key->ucp_enables) {
                 NIR_PASS_V(c->s, nir_lower_clip_vs, c->key->ucp_enables,
-                           false);
+                           false, false, NULL);
                 NIR_PASS_V(c->s, nir_lower_io_to_scalar,
                            nir_var_shader_out);
         }
@@ -799,14 +844,9 @@ v3d_nir_lower_fs_late(struct v3d_compile *c)
         if (c->fs_key->clamp_color)
                 NIR_PASS_V(c->s, nir_lower_clamp_color_outputs);
 
-        if (c->fs_key->alpha_test) {
-                NIR_PASS_V(c->s, nir_lower_alpha_test,
-                           c->fs_key->alpha_test_func,
-                           false);
-        }
-
         if (c->key->ucp_enables)
-                NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables);
+                NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables,
+                           false);
 
         /* Note: FS input scalarizing must happen after
          * nir_lower_two_sided_color, which only handles a vec4 at a time.
@@ -814,6 +854,33 @@ v3d_nir_lower_fs_late(struct v3d_compile *c)
         NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_in);
 }
 
+static uint32_t
+vir_get_max_temps(struct v3d_compile *c)
+{
+        int max_ip = 0;
+        vir_for_each_inst_inorder(inst, c)
+                max_ip++;
+
+        uint32_t *pressure = rzalloc_array(NULL, uint32_t, max_ip);
+
+        for (int t = 0; t < c->num_temps; t++) {
+                for (int i = c->temp_start[t]; (i < c->temp_end[t] &&
+                                                i < max_ip); i++) {
+                        if (i > max_ip)
+                                break;
+                        pressure[i]++;
+                }
+        }
+
+        uint32_t max_temps = 0;
+        for (int i = 0; i < max_ip; i++)
+                max_temps = MAX2(max_temps, pressure[i]);
+
+        ralloc_free(pressure);
+
+        return max_temps;
+}
+
 uint64_t *v3d_compile(const struct v3d_compiler *compiler,
                       struct v3d_key *key,
                       struct v3d_prog_data **out_prog_data,
@@ -838,13 +905,17 @@ uint64_t *v3d_compile(const struct v3d_compiler *compiler,
                 c->fs_key = (struct v3d_fs_key *)key;
                 prog_data = rzalloc_size(NULL, sizeof(struct v3d_fs_prog_data));
                 break;
+        case MESA_SHADER_COMPUTE:
+                prog_data = rzalloc_size(NULL,
+                                         sizeof(struct v3d_compute_prog_data));
+                break;
         default:
                 unreachable("unsupported shader stage");
         }
 
         if (c->s->info.stage == MESA_SHADER_VERTEX) {
                 v3d_nir_lower_vs_early(c);
-        } else {
+        } else if (c->s->info.stage != MESA_SHADER_COMPUTE) {
                 assert(c->s->info.stage == MESA_SHADER_FRAGMENT);
                 v3d_nir_lower_fs_early(c);
         }
@@ -853,7 +924,7 @@ uint64_t *v3d_compile(const struct v3d_compiler *compiler,
 
         if (c->s->info.stage == MESA_SHADER_VERTEX) {
                 v3d_nir_lower_vs_late(c);
-        } else {
+        } else if (c->s->info.stage != MESA_SHADER_COMPUTE)  {
                 assert(c->s->info.stage == MESA_SHADER_FRAGMENT);
                 v3d_nir_lower_fs_late(c);
         }
@@ -864,6 +935,22 @@ uint64_t *v3d_compile(const struct v3d_compiler *compiler,
         NIR_PASS_V(c->s, nir_lower_idiv);
 
         v3d_optimize_nir(c->s);
+
+        /* Do late algebraic optimization to turn add(a, neg(b)) back into
+         * subs, then the mandatory cleanup after algebraic.  Note that it may
+         * produce fnegs, and if so then we need to keep running to squash
+         * fneg(fneg(a)).
+         */
+        bool more_late_algebraic = true;
+        while (more_late_algebraic) {
+                more_late_algebraic = false;
+                NIR_PASS(more_late_algebraic, c->s, nir_opt_algebraic_late);
+                NIR_PASS_V(c->s, nir_opt_constant_folding);
+                NIR_PASS_V(c->s, nir_copy_prop);
+                NIR_PASS_V(c->s, nir_opt_dce);
+                NIR_PASS_V(c->s, nir_opt_cse);
+        }
+
         NIR_PASS_V(c->s, nir_lower_bool_to_int32);
         NIR_PASS_V(c->s, nir_convert_from_ssa, true);
 
@@ -876,15 +963,22 @@ uint64_t *v3d_compile(const struct v3d_compiler *compiler,
         char *shaderdb;
         int ret = asprintf(&shaderdb,
                            "%s shader: %d inst, %d threads, %d loops, "
-                           "%d uniforms, %d:%d spills:fills",
+                           "%d uniforms, %d max-temps, %d:%d spills:fills, "
+                           "%d sfu-stalls, %d inst-and-stalls",
                            vir_get_stage_name(c),
                            c->qpu_inst_count,
                            c->threads,
                            c->loops,
                            c->num_uniforms,
+                           vir_get_max_temps(c),
                            c->spills,
-                           c->fills);
+                           c->fills,
+                           c->qpu_inst_stalled_count,
+                           c->qpu_inst_count + c->qpu_inst_stalled_count);
         if (ret >= 0) {
+                if (V3D_DEBUG & V3D_DEBUG_SHADERDB)
+                        fprintf(stderr, "SHADER-DB: %s\n", shaderdb);
+
                 c->debug_output(shaderdb, c->debug_output_data);
                 free(shaderdb);
         }