#define QPU_R(i) { .magic = false, .index = i }
#define ACC_INDEX 0
-#define ACC_COUNT 5
+#define ACC_COUNT 6
#define PHYS_INDEX (ACC_INDEX + ACC_COUNT)
#define PHYS_COUNT 64
+static inline bool
+qinst_writes_tmu(struct qinst *inst)
+{
+ return (inst->dst.file == QFILE_MAGIC &&
+ v3d_qpu_magic_waddr_is_tmu(inst->dst.index));
+}
+
static bool
is_last_ldtmu(struct qinst *inst, struct qblock *block)
{
- list_for_each_entry_from(struct qinst, scan_inst, inst,
+ list_for_each_entry_from(struct qinst, scan_inst, inst->link.next,
&block->instructions, link) {
- if (inst->qpu.sig.ldtmu)
+ if (scan_inst->qpu.sig.ldtmu)
return false;
- if (v3d_qpu_writes_tmu(&inst->qpu))
+ if (qinst_writes_tmu(scan_inst))
return true;
}
{
struct qinst *def = c->defs[temp];
- return (def &&
- vir_is_raw_mov(def) &&
- def->src[0].file == QFILE_UNIF);
+ return def && def->qpu.sig.ldunif;
}
static int
inst->qpu.alu.add.op == V3D_QPU_A_TMUWT)
in_tmu_operation = false;
- if (v3d_qpu_writes_tmu(&inst->qpu))
+ if (qinst_writes_tmu(inst))
in_tmu_operation = true;
}
}
/* The spill offset for this thread takes a bit of setup, so do it once at
* program start.
*/
-static void
+void
v3d_setup_spill_base(struct v3d_compile *c)
{
c->cursor = vir_before_block(vir_entry_block(c));
/* Make sure that we don't spill the spilling setup instructions. */
for (int i = start_num_temps; i < c->num_temps; i++)
BITSET_CLEAR(c->spillable, i);
+
+ c->cursor = vir_after_block(c->cur_block);
}
static void
if (!is_uniform) {
uint32_t spill_offset = c->spill_size;
- c->spill_size += 16 * sizeof(uint32_t);
+ c->spill_size += V3D_CHANNELS * sizeof(uint32_t);
if (spill_offset == 0)
v3d_setup_spill_base(c);
int start_num_temps = c->num_temps;
- struct qreg uniform_src = c->undef;
- if (is_uniform)
- uniform_src = c->defs[spill_temp]->src[0];
+ int uniform_index = ~0;
+ if (is_uniform) {
+ struct qinst *orig_unif = c->defs[spill_temp];
+ uniform_index = orig_unif->uniform;
+ }
vir_for_each_inst_inorder_safe(inst, c) {
for (int i = 0; i < vir_get_nsrc(inst); i++) {
c->cursor = vir_before_inst(inst);
if (is_uniform) {
- inst->src[i] = vir_MOV(c, uniform_src);
+ struct qreg unif =
+ vir_uniform(c,
+ c->uniform_contents[uniform_index],
+ c->uniform_data[uniform_index]);
+ inst->src[i] = unif;
} else {
v3d_emit_spill_tmua(c, spill_offset);
vir_emit_thrsw(c);
vir_emit_thrsw(c);
vir_TMUWT(c);
c->spills++;
+ c->tmu_dirty_rcl = true;
}
}
v3d_ra_select_callback(struct ra_graph *g, BITSET_WORD *regs, void *data)
{
struct v3d_ra_select_callback_data *v3d_ra = data;
+ int r5 = ACC_INDEX + 5;
+
+ /* Choose r5 for our ldunifs if possible (nobody else can load to that
+ * reg, and it keeps the QPU cond field free from being occupied by
+ * ldunifrf).
+ */
+ if (BITSET_TEST(regs, r5))
+ return r5;
/* Choose an accumulator if possible (I think it's lower power than
* phys regs), but round-robin through them to give post-RA
return false;
for (int threads = 0; threads < max_thread_index; threads++) {
+ compiler->reg_class_any[threads] =
+ ra_alloc_reg_class(compiler->regs);
+ compiler->reg_class_r5[threads] =
+ ra_alloc_reg_class(compiler->regs);
compiler->reg_class_phys_or_acc[threads] =
ra_alloc_reg_class(compiler->regs);
compiler->reg_class_phys[threads] =
compiler->reg_class_phys_or_acc[threads], i);
ra_class_add_reg(compiler->regs,
compiler->reg_class_phys[threads], i);
+ ra_class_add_reg(compiler->regs,
+ compiler->reg_class_any[threads], i);
}
- for (int i = ACC_INDEX + 0; i < ACC_INDEX + ACC_COUNT; i++) {
+ for (int i = ACC_INDEX + 0; i < ACC_INDEX + ACC_COUNT - 1; i++) {
ra_class_add_reg(compiler->regs,
compiler->reg_class_phys_or_acc[threads], i);
+ ra_class_add_reg(compiler->regs,
+ compiler->reg_class_any[threads], i);
}
+ /* r5 can only store a single 32-bit value, so not much can
+ * use it.
+ */
+ ra_class_add_reg(compiler->regs,
+ compiler->reg_class_r5[threads],
+ ACC_INDEX + 5);
+ ra_class_add_reg(compiler->regs,
+ compiler->reg_class_any[threads],
+ ACC_INDEX + 5);
}
ra_set_finalize(compiler->regs, NULL);
}
#define CLASS_BIT_PHYS (1 << 0)
-#define CLASS_BIT_R0_R2 (1 << 1)
-#define CLASS_BIT_R3 (1 << 2)
-#define CLASS_BIT_R4 (1 << 3)
+#define CLASS_BIT_ACC (1 << 1)
+#define CLASS_BIT_R5 (1 << 4)
+#define CLASS_BITS_ANY (CLASS_BIT_PHYS | \
+ CLASS_BIT_ACC | \
+ CLASS_BIT_R5)
/**
* Returns a mapping from QFILE_TEMP indices to struct qpu_regs.
* start with any temp being able to be in any file, then instructions
* incrementally remove bits that the temp definitely can't be in.
*/
- memset(class_bits,
- CLASS_BIT_PHYS | CLASS_BIT_R0_R2 | CLASS_BIT_R3 | CLASS_BIT_R4,
- sizeof(class_bits));
+ memset(class_bits, CLASS_BITS_ANY, sizeof(class_bits));
int ip = 0;
vir_for_each_inst_inorder(inst, c) {
}
}
+ if (inst->dst.file == QFILE_TEMP) {
+ /* Only a ldunif gets to write to R5, which only has a
+ * single 32-bit channel of storage.
+ */
+ if (!inst->qpu.sig.ldunif) {
+ class_bits[inst->dst.index] &= ~CLASS_BIT_R5;
+ } else {
+ /* Until V3D 4.x, we could only load a uniform
+ * to r5, so we'll need to spill if uniform
+ * loads interfere with each other.
+ */
+ if (c->devinfo->ver < 40) {
+ class_bits[inst->dst.index] &=
+ CLASS_BIT_R5;
+ }
+ }
+ }
+
if (inst->qpu.sig.thrsw) {
/* All accumulators are invalidated across a thread
* switch.
if (class_bits[i] == CLASS_BIT_PHYS) {
ra_set_node_class(g, temp_to_node[i],
c->compiler->reg_class_phys[thread_index]);
- } else {
- assert(class_bits[i] == (CLASS_BIT_PHYS |
- CLASS_BIT_R0_R2 |
- CLASS_BIT_R3 |
- CLASS_BIT_R4));
+ } else if (class_bits[i] == (CLASS_BIT_R5)) {
+ ra_set_node_class(g, temp_to_node[i],
+ c->compiler->reg_class_r5[thread_index]);
+ } else if (class_bits[i] == (CLASS_BIT_PHYS | CLASS_BIT_ACC)) {
ra_set_node_class(g, temp_to_node[i],
c->compiler->reg_class_phys_or_acc[thread_index]);
+ } else {
+ assert(class_bits[i] == CLASS_BITS_ANY);
+ ra_set_node_class(g, temp_to_node[i],
+ c->compiler->reg_class_any[thread_index]);
}
}
* conformance tests to make sure that spilling works.
*/
int force_register_spills = 0;
- if (c->spill_size < 16 * sizeof(uint32_t) * force_register_spills) {
+ if (c->spill_size <
+ V3D_CHANNELS * sizeof(uint32_t) * force_register_spills) {
int node = v3d_choose_spill_node(c, g, temp_to_node);
if (node != -1) {
v3d_spill_reg(c, map[node].temp);
ralloc_free(g);
- if (V3D_DEBUG & V3D_DEBUG_SHADERDB) {
- fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d spills\n",
- vir_get_stage_name(c),
- c->program_id, c->variant_id,
- c->spills);
-
- fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d fills\n",
- vir_get_stage_name(c),
- c->program_id, c->variant_id,
- c->fills);
- }
-
return temp_registers;
}