/* * Copyright © 2016 Broadcom * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include <inttypes.h> #include "util/u_format.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/ralloc.h" #include "util/hash_table.h" #include "compiler/nir/nir.h" #include "compiler/nir/nir_builder.h" #include "common/v3d_device_info.h" #include "v3d_compiler.h" static void ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list); static void resize_qreg_array(struct v3d_compile *c, struct qreg **regs, uint32_t *size, uint32_t decl_size) { if (*size >= decl_size) return; uint32_t old_size = *size; *size = MAX2(*size * 2, decl_size); *regs = reralloc(c, *regs, struct qreg, *size); if (!*regs) { fprintf(stderr, "Malloc failure\n"); abort(); } for (uint32_t i = old_size; i < *size; i++) (*regs)[i] = c->undef; } void vir_emit_thrsw(struct v3d_compile *c) { if (c->threads == 1) return; /* Always thread switch after each texture operation for now. * * We could do better by batching a bunch of texture fetches up and * then doing one thread switch and collecting all their results * afterward. */ c->last_thrsw = vir_NOP(c); c->last_thrsw->qpu.sig.thrsw = true; c->last_thrsw_at_top_level = (c->execute.file == QFILE_NULL); } static struct qreg vir_SFU(struct v3d_compile *c, int waddr, struct qreg src) { vir_FMOV_dest(c, vir_reg(QFILE_MAGIC, waddr), src); return vir_FMOV(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4)); } static struct qreg indirect_uniform_load(struct v3d_compile *c, nir_intrinsic_instr *intr) { struct qreg indirect_offset = ntq_get_src(c, intr->src[0], 0); uint32_t offset = nir_intrinsic_base(intr); struct v3d_ubo_range *range = NULL; unsigned i; for (i = 0; i < c->num_ubo_ranges; i++) { range = &c->ubo_ranges[i]; if (offset >= range->src_offset && offset < range->src_offset + range->size) { break; } } /* The driver-location-based offset always has to be within a declared * uniform range. */ assert(i != c->num_ubo_ranges); if (!c->ubo_range_used[i]) { c->ubo_range_used[i] = true; range->dst_offset = c->next_ubo_dst_offset; c->next_ubo_dst_offset += range->size; } offset -= range->src_offset; if (range->dst_offset + offset != 0) { indirect_offset = vir_ADD(c, indirect_offset, vir_uniform_ui(c, range->dst_offset + offset)); } /* Adjust for where we stored the TGSI register base. */ vir_ADD_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUA), vir_uniform(c, QUNIFORM_UBO_ADDR, 0), indirect_offset); vir_emit_thrsw(c); return vir_LDTMU(c); } static struct qreg * ntq_init_ssa_def(struct v3d_compile *c, nir_ssa_def *def) { struct qreg *qregs = ralloc_array(c->def_ht, struct qreg, def->num_components); _mesa_hash_table_insert(c->def_ht, def, qregs); return qregs; } /** * This function is responsible for getting VIR results into the associated * storage for a NIR instruction. * * If it's a NIR SSA def, then we just set the associated hash table entry to * the new result. * * If it's a NIR reg, then we need to update the existing qreg assigned to the * NIR destination with the incoming value. To do that without introducing * new MOVs, we require that the incoming qreg either be a uniform, or be * SSA-defined by the previous VIR instruction in the block and rewritable by * this function. That lets us sneak ahead and insert the SF flag beforehand * (knowing that the previous instruction doesn't depend on flags) and rewrite * its destination to be the NIR reg's destination */ void ntq_store_dest(struct v3d_compile *c, nir_dest *dest, int chan, struct qreg result) { struct qinst *last_inst = NULL; if (!list_empty(&c->cur_block->instructions)) last_inst = (struct qinst *)c->cur_block->instructions.prev; assert(result.file == QFILE_UNIF || (result.file == QFILE_TEMP && last_inst && last_inst == c->defs[result.index])); if (dest->is_ssa) { assert(chan < dest->ssa.num_components); struct qreg *qregs; struct hash_entry *entry = _mesa_hash_table_search(c->def_ht, &dest->ssa); if (entry) qregs = entry->data; else qregs = ntq_init_ssa_def(c, &dest->ssa); qregs[chan] = result; } else { nir_register *reg = dest->reg.reg; assert(dest->reg.base_offset == 0); assert(reg->num_array_elems == 0); struct hash_entry *entry = _mesa_hash_table_search(c->def_ht, reg); struct qreg *qregs = entry->data; /* Insert a MOV if the source wasn't an SSA def in the * previous instruction. */ if (result.file == QFILE_UNIF) { result = vir_MOV(c, result); last_inst = c->defs[result.index]; } /* We know they're both temps, so just rewrite index. */ c->defs[last_inst->dst.index] = NULL; last_inst->dst.index = qregs[chan].index; /* If we're in control flow, then make this update of the reg * conditional on the execution mask. */ if (c->execute.file != QFILE_NULL) { last_inst->dst.index = qregs[chan].index; /* Set the flags to the current exec mask. To insert * the flags push, we temporarily remove our SSA * instruction. */ list_del(&last_inst->link); vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ); list_addtail(&last_inst->link, &c->cur_block->instructions); vir_set_cond(last_inst, V3D_QPU_COND_IFA); last_inst->cond_is_exec_mask = true; } } } struct qreg ntq_get_src(struct v3d_compile *c, nir_src src, int i) { struct hash_entry *entry; if (src.is_ssa) { entry = _mesa_hash_table_search(c->def_ht, src.ssa); assert(i < src.ssa->num_components); } else { nir_register *reg = src.reg.reg; entry = _mesa_hash_table_search(c->def_ht, reg); assert(reg->num_array_elems == 0); assert(src.reg.base_offset == 0); assert(i < reg->num_components); } struct qreg *qregs = entry->data; return qregs[i]; } static struct qreg ntq_get_alu_src(struct v3d_compile *c, nir_alu_instr *instr, unsigned src) { assert(util_is_power_of_two(instr->dest.write_mask)); unsigned chan = ffs(instr->dest.write_mask) - 1; struct qreg r = ntq_get_src(c, instr->src[src].src, instr->src[src].swizzle[chan]); assert(!instr->src[src].abs); assert(!instr->src[src].negate); return r; }; static inline struct qreg vir_SAT(struct v3d_compile *c, struct qreg val) { return vir_FMAX(c, vir_FMIN(c, val, vir_uniform_f(c, 1.0)), vir_uniform_f(c, 0.0)); } static struct qreg ntq_umul(struct v3d_compile *c, struct qreg src0, struct qreg src1) { vir_MULTOP(c, src0, src1); return vir_UMUL24(c, src0, src1); } static struct qreg ntq_minify(struct v3d_compile *c, struct qreg size, struct qreg level) { return vir_MAX(c, vir_SHR(c, size, level), vir_uniform_ui(c, 1)); } static void ntq_emit_txs(struct v3d_compile *c, nir_tex_instr *instr) { unsigned unit = instr->texture_index; int lod_index = nir_tex_instr_src_index(instr, nir_tex_src_lod); int dest_size = nir_tex_instr_dest_size(instr); struct qreg lod = c->undef; if (lod_index != -1) lod = ntq_get_src(c, instr->src[lod_index].src, 0); for (int i = 0; i < dest_size; i++) { assert(i < 3); enum quniform_contents contents; if (instr->is_array && i == dest_size - 1) contents = QUNIFORM_TEXTURE_ARRAY_SIZE; else contents = QUNIFORM_TEXTURE_WIDTH + i; struct qreg size = vir_uniform(c, contents, unit); switch (instr->sampler_dim) { case GLSL_SAMPLER_DIM_1D: case GLSL_SAMPLER_DIM_2D: case GLSL_SAMPLER_DIM_3D: case GLSL_SAMPLER_DIM_CUBE: /* Don't minify the array size. */ if (!(instr->is_array && i == dest_size - 1)) { size = ntq_minify(c, size, lod); } break; case GLSL_SAMPLER_DIM_RECT: /* There's no LOD field for rects */ break; default: unreachable("Bad sampler type"); } ntq_store_dest(c, &instr->dest, i, size); } } static void ntq_emit_tex(struct v3d_compile *c, nir_tex_instr *instr) { unsigned unit = instr->texture_index; /* Since each texture sampling op requires uploading uniforms to * reference the texture, there's no HW support for texture size and * you just upload uniforms containing the size. */ switch (instr->op) { case nir_texop_query_levels: ntq_store_dest(c, &instr->dest, 0, vir_uniform(c, QUNIFORM_TEXTURE_LEVELS, unit)); return; case nir_texop_txs: ntq_emit_txs(c, instr); return; default: break; } if (c->devinfo->ver >= 40) v3d40_vir_emit_tex(c, instr); else v3d33_vir_emit_tex(c, instr); } static struct qreg ntq_fsincos(struct v3d_compile *c, struct qreg src, bool is_cos) { struct qreg input = vir_FMUL(c, src, vir_uniform_f(c, 1.0f / M_PI)); if (is_cos) input = vir_FADD(c, input, vir_uniform_f(c, 0.5)); struct qreg periods = vir_FROUND(c, input); struct qreg sin_output = vir_SFU(c, V3D_QPU_WADDR_SIN, vir_FSUB(c, input, periods)); return vir_XOR(c, sin_output, vir_SHL(c, vir_FTOIN(c, periods), vir_uniform_ui(c, -1))); } static struct qreg ntq_fsign(struct v3d_compile *c, struct qreg src) { struct qreg t = vir_get_temp(c); vir_MOV_dest(c, t, vir_uniform_f(c, 0.0)); vir_PF(c, vir_FMOV(c, src), V3D_QPU_PF_PUSHZ); vir_MOV_cond(c, V3D_QPU_COND_IFNA, t, vir_uniform_f(c, 1.0)); vir_PF(c, vir_FMOV(c, src), V3D_QPU_PF_PUSHN); vir_MOV_cond(c, V3D_QPU_COND_IFA, t, vir_uniform_f(c, -1.0)); return vir_MOV(c, t); } static struct qreg ntq_isign(struct v3d_compile *c, struct qreg src) { struct qreg t = vir_get_temp(c); vir_MOV_dest(c, t, vir_uniform_ui(c, 0)); vir_PF(c, vir_MOV(c, src), V3D_QPU_PF_PUSHZ); vir_MOV_cond(c, V3D_QPU_COND_IFNA, t, vir_uniform_ui(c, 1)); vir_PF(c, vir_MOV(c, src), V3D_QPU_PF_PUSHN); vir_MOV_cond(c, V3D_QPU_COND_IFA, t, vir_uniform_ui(c, -1)); return vir_MOV(c, t); } static void emit_fragcoord_input(struct v3d_compile *c, int attr) { c->inputs[attr * 4 + 0] = vir_FXCD(c); c->inputs[attr * 4 + 1] = vir_FYCD(c); c->inputs[attr * 4 + 2] = c->payload_z; c->inputs[attr * 4 + 3] = vir_SFU(c, V3D_QPU_WADDR_RECIP, c->payload_w); } static struct qreg emit_fragment_varying(struct v3d_compile *c, nir_variable *var, uint8_t swizzle) { struct qreg r3 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R3); struct qreg r5 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R5); struct qreg vary; if (c->devinfo->ver >= 41) { struct qinst *ldvary = vir_add_inst(V3D_QPU_A_NOP, c->undef, c->undef, c->undef); ldvary->qpu.sig.ldvary = true; vary = vir_emit_def(c, ldvary); } else { vir_NOP(c)->qpu.sig.ldvary = true; vary = r3; } /* For gl_PointCoord input or distance along a line, we'll be called * with no nir_variable, and we don't count toward VPM size so we * don't track an input slot. */ if (!var) { return vir_FADD(c, vir_FMUL(c, vary, c->payload_w), r5); } int i = c->num_inputs++; c->input_slots[i] = v3d_slot_from_slot_and_component(var->data.location, swizzle); switch (var->data.interpolation) { case INTERP_MODE_NONE: /* If a gl_FrontColor or gl_BackColor input has no interp * qualifier, then if we're using glShadeModel(GL_FLAT) it * needs to be flat shaded. */ switch (var->data.location) { case VARYING_SLOT_COL0: case VARYING_SLOT_COL1: case VARYING_SLOT_BFC0: case VARYING_SLOT_BFC1: if (c->fs_key->shade_model_flat) { BITSET_SET(c->flat_shade_flags, i); vir_MOV_dest(c, c->undef, vary); return vir_MOV(c, r5); } else { return vir_FADD(c, vir_FMUL(c, vary, c->payload_w), r5); } default: break; } /* FALLTHROUGH */ case INTERP_MODE_SMOOTH: if (var->data.centroid) { return vir_FADD(c, vir_FMUL(c, vary, c->payload_w_centroid), r5); } else { return vir_FADD(c, vir_FMUL(c, vary, c->payload_w), r5); } case INTERP_MODE_NOPERSPECTIVE: /* C appears after the mov from the varying. XXX: improve ldvary setup. */ return vir_FADD(c, vir_MOV(c, vary), r5); case INTERP_MODE_FLAT: BITSET_SET(c->flat_shade_flags, i); vir_MOV_dest(c, c->undef, vary); return vir_MOV(c, r5); default: unreachable("Bad interp mode"); } } static void emit_fragment_input(struct v3d_compile *c, int attr, nir_variable *var) { for (int i = 0; i < glsl_get_vector_elements(var->type); i++) { int chan = var->data.location_frac + i; c->inputs[attr * 4 + chan] = emit_fragment_varying(c, var, chan); } } static void add_output(struct v3d_compile *c, uint32_t decl_offset, uint8_t slot, uint8_t swizzle) { uint32_t old_array_size = c->outputs_array_size; resize_qreg_array(c, &c->outputs, &c->outputs_array_size, decl_offset + 1); if (old_array_size != c->outputs_array_size) { c->output_slots = reralloc(c, c->output_slots, struct v3d_varying_slot, c->outputs_array_size); } c->output_slots[decl_offset] = v3d_slot_from_slot_and_component(slot, swizzle); } static void declare_uniform_range(struct v3d_compile *c, uint32_t start, uint32_t size) { unsigned array_id = c->num_ubo_ranges++; if (array_id >= c->ubo_ranges_array_size) { c->ubo_ranges_array_size = MAX2(c->ubo_ranges_array_size * 2, array_id + 1); c->ubo_ranges = reralloc(c, c->ubo_ranges, struct v3d_ubo_range, c->ubo_ranges_array_size); c->ubo_range_used = reralloc(c, c->ubo_range_used, bool, c->ubo_ranges_array_size); } c->ubo_ranges[array_id].dst_offset = 0; c->ubo_ranges[array_id].src_offset = start; c->ubo_ranges[array_id].size = size; c->ubo_range_used[array_id] = false; } /** * If compare_instr is a valid comparison instruction, emits the * compare_instr's comparison and returns the sel_instr's return value based * on the compare_instr's result. */ static bool ntq_emit_comparison(struct v3d_compile *c, struct qreg *dest, nir_alu_instr *compare_instr, nir_alu_instr *sel_instr) { struct qreg src0 = ntq_get_alu_src(c, compare_instr, 0); struct qreg src1 = ntq_get_alu_src(c, compare_instr, 1); bool cond_invert = false; switch (compare_instr->op) { case nir_op_feq: case nir_op_seq: vir_PF(c, vir_FCMP(c, src0, src1), V3D_QPU_PF_PUSHZ); break; case nir_op_ieq: vir_PF(c, vir_XOR(c, src0, src1), V3D_QPU_PF_PUSHZ); break; case nir_op_fne: case nir_op_sne: vir_PF(c, vir_FCMP(c, src0, src1), V3D_QPU_PF_PUSHZ); cond_invert = true; break; case nir_op_ine: vir_PF(c, vir_XOR(c, src0, src1), V3D_QPU_PF_PUSHZ); cond_invert = true; break; case nir_op_fge: case nir_op_sge: vir_PF(c, vir_FCMP(c, src1, src0), V3D_QPU_PF_PUSHC); break; case nir_op_ige: vir_PF(c, vir_MIN(c, src1, src0), V3D_QPU_PF_PUSHC); cond_invert = true; break; case nir_op_uge: vir_PF(c, vir_SUB(c, src0, src1), V3D_QPU_PF_PUSHC); cond_invert = true; break; case nir_op_slt: case nir_op_flt: vir_PF(c, vir_FCMP(c, src0, src1), V3D_QPU_PF_PUSHN); break; case nir_op_ilt: vir_PF(c, vir_MIN(c, src1, src0), V3D_QPU_PF_PUSHC); break; case nir_op_ult: vir_PF(c, vir_SUB(c, src0, src1), V3D_QPU_PF_PUSHC); break; default: return false; } enum v3d_qpu_cond cond = (cond_invert ? V3D_QPU_COND_IFNA : V3D_QPU_COND_IFA); switch (sel_instr->op) { case nir_op_seq: case nir_op_sne: case nir_op_sge: case nir_op_slt: *dest = vir_SEL(c, cond, vir_uniform_f(c, 1.0), vir_uniform_f(c, 0.0)); break; case nir_op_bcsel: *dest = vir_SEL(c, cond, ntq_get_alu_src(c, sel_instr, 1), ntq_get_alu_src(c, sel_instr, 2)); break; default: *dest = vir_SEL(c, cond, vir_uniform_ui(c, ~0), vir_uniform_ui(c, 0)); break; } /* Make the temporary for nir_store_dest(). */ *dest = vir_MOV(c, *dest); return true; } /** * Attempts to fold a comparison generating a boolean result into the * condition code for selecting between two values, instead of comparing the * boolean result against 0 to generate the condition code. */ static struct qreg ntq_emit_bcsel(struct v3d_compile *c, nir_alu_instr *instr, struct qreg *src) { if (!instr->src[0].src.is_ssa) goto out; if (instr->src[0].src.ssa->parent_instr->type != nir_instr_type_alu) goto out; nir_alu_instr *compare = nir_instr_as_alu(instr->src[0].src.ssa->parent_instr); if (!compare) goto out; struct qreg dest; if (ntq_emit_comparison(c, &dest, compare, instr)) return dest; out: vir_PF(c, src[0], V3D_QPU_PF_PUSHZ); return vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFNA, src[1], src[2])); } static void ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr) { /* This should always be lowered to ALU operations for V3D. */ assert(!instr->dest.saturate); /* Vectors are special in that they have non-scalarized writemasks, * and just take the first swizzle channel for each argument in order * into each writemask channel. */ if (instr->op == nir_op_vec2 || instr->op == nir_op_vec3 || instr->op == nir_op_vec4) { struct qreg srcs[4]; for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++) srcs[i] = ntq_get_src(c, instr->src[i].src, instr->src[i].swizzle[0]); for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++) ntq_store_dest(c, &instr->dest.dest, i, vir_MOV(c, srcs[i])); return; } /* General case: We can just grab the one used channel per src. */ struct qreg src[nir_op_infos[instr->op].num_inputs]; for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++) { src[i] = ntq_get_alu_src(c, instr, i); } struct qreg result; switch (instr->op) { case nir_op_fmov: case nir_op_imov: result = vir_MOV(c, src[0]); break; case nir_op_fneg: result = vir_XOR(c, src[0], vir_uniform_ui(c, 1 << 31)); break; case nir_op_ineg: result = vir_NEG(c, src[0]); break; case nir_op_fmul: result = vir_FMUL(c, src[0], src[1]); break; case nir_op_fadd: result = vir_FADD(c, src[0], src[1]); break; case nir_op_fsub: result = vir_FSUB(c, src[0], src[1]); break; case nir_op_fmin: result = vir_FMIN(c, src[0], src[1]); break; case nir_op_fmax: result = vir_FMAX(c, src[0], src[1]); break; case nir_op_f2i32: result = vir_FTOIZ(c, src[0]); break; case nir_op_f2u32: result = vir_FTOUZ(c, src[0]); break; case nir_op_i2f32: result = vir_ITOF(c, src[0]); break; case nir_op_u2f32: result = vir_UTOF(c, src[0]); break; case nir_op_b2f: result = vir_AND(c, src[0], vir_uniform_f(c, 1.0)); break; case nir_op_b2i: result = vir_AND(c, src[0], vir_uniform_ui(c, 1)); break; case nir_op_i2b: case nir_op_f2b: vir_PF(c, src[0], V3D_QPU_PF_PUSHZ); result = vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFNA, vir_uniform_ui(c, ~0), vir_uniform_ui(c, 0))); break; case nir_op_iadd: result = vir_ADD(c, src[0], src[1]); break; case nir_op_ushr: result = vir_SHR(c, src[0], src[1]); break; case nir_op_isub: result = vir_SUB(c, src[0], src[1]); break; case nir_op_ishr: result = vir_ASR(c, src[0], src[1]); break; case nir_op_ishl: result = vir_SHL(c, src[0], src[1]); break; case nir_op_imin: result = vir_MIN(c, src[0], src[1]); break; case nir_op_umin: result = vir_UMIN(c, src[0], src[1]); break; case nir_op_imax: result = vir_MAX(c, src[0], src[1]); break; case nir_op_umax: result = vir_UMAX(c, src[0], src[1]); break; case nir_op_iand: result = vir_AND(c, src[0], src[1]); break; case nir_op_ior: result = vir_OR(c, src[0], src[1]); break; case nir_op_ixor: result = vir_XOR(c, src[0], src[1]); break; case nir_op_inot: result = vir_NOT(c, src[0]); break; case nir_op_imul: result = ntq_umul(c, src[0], src[1]); break; case nir_op_seq: case nir_op_sne: case nir_op_sge: case nir_op_slt: case nir_op_feq: case nir_op_fne: case nir_op_fge: case nir_op_flt: case nir_op_ieq: case nir_op_ine: case nir_op_ige: case nir_op_uge: case nir_op_ilt: case nir_op_ult: if (!ntq_emit_comparison(c, &result, instr, instr)) { fprintf(stderr, "Bad comparison instruction\n"); } break; case nir_op_bcsel: result = ntq_emit_bcsel(c, instr, src); break; case nir_op_fcsel: vir_PF(c, src[0], V3D_QPU_PF_PUSHZ); result = vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFNA, src[1], src[2])); break; case nir_op_frcp: result = vir_SFU(c, V3D_QPU_WADDR_RECIP, src[0]); break; case nir_op_frsq: result = vir_SFU(c, V3D_QPU_WADDR_RSQRT, src[0]); break; case nir_op_fexp2: result = vir_SFU(c, V3D_QPU_WADDR_EXP, src[0]); break; case nir_op_flog2: result = vir_SFU(c, V3D_QPU_WADDR_LOG, src[0]); break; case nir_op_fceil: result = vir_FCEIL(c, src[0]); break; case nir_op_ffloor: result = vir_FFLOOR(c, src[0]); break; case nir_op_fround_even: result = vir_FROUND(c, src[0]); break; case nir_op_ftrunc: result = vir_FTRUNC(c, src[0]); break; case nir_op_ffract: result = vir_FSUB(c, src[0], vir_FFLOOR(c, src[0])); break; case nir_op_fsin: result = ntq_fsincos(c, src[0], false); break; case nir_op_fcos: result = ntq_fsincos(c, src[0], true); break; case nir_op_fsign: result = ntq_fsign(c, src[0]); break; case nir_op_isign: result = ntq_isign(c, src[0]); break; case nir_op_fabs: { result = vir_FMOV(c, src[0]); vir_set_unpack(c->defs[result.index], 0, V3D_QPU_UNPACK_ABS); break; } case nir_op_iabs: result = vir_MAX(c, src[0], vir_SUB(c, vir_uniform_ui(c, 0), src[0])); break; case nir_op_fddx: case nir_op_fddx_coarse: case nir_op_fddx_fine: result = vir_FDX(c, src[0]); break; case nir_op_fddy: case nir_op_fddy_coarse: case nir_op_fddy_fine: result = vir_FDY(c, src[0]); break; default: fprintf(stderr, "unknown NIR ALU inst: "); nir_print_instr(&instr->instr, stderr); fprintf(stderr, "\n"); abort(); } /* We have a scalar result, so the instruction should only have a * single channel written to. */ assert(util_is_power_of_two(instr->dest.write_mask)); ntq_store_dest(c, &instr->dest.dest, ffs(instr->dest.write_mask) - 1, result); } /* Each TLB read/write setup (a render target or depth buffer) takes an 8-bit * specifier. They come from a register that's preloaded with 0xffffffff * (0xff gets you normal vec4 f16 RT0 writes), and when one is neaded the low * 8 bits are shifted off the bottom and 0xff shifted in from the top. */ #define TLB_TYPE_F16_COLOR (3 << 6) #define TLB_TYPE_I32_COLOR (1 << 6) #define TLB_TYPE_F32_COLOR (0 << 6) #define TLB_RENDER_TARGET_SHIFT 3 /* Reversed! 7 = RT 0, 0 = RT 7. */ #define TLB_SAMPLE_MODE_PER_SAMPLE (0 << 2) #define TLB_SAMPLE_MODE_PER_PIXEL (1 << 2) #define TLB_F16_SWAP_HI_LO (1 << 1) #define TLB_VEC_SIZE_4_F16 (1 << 0) #define TLB_VEC_SIZE_2_F16 (0 << 0) #define TLB_VEC_SIZE_MINUS_1_SHIFT 0 /* Triggers Z/Stencil testing, used when the shader state's "FS modifies Z" * flag is set. */ #define TLB_TYPE_DEPTH ((2 << 6) | (0 << 4)) #define TLB_DEPTH_TYPE_INVARIANT (0 << 2) /* Unmodified sideband input used */ #define TLB_DEPTH_TYPE_PER_PIXEL (1 << 2) /* QPU result used */ /* Stencil is a single 32-bit write. */ #define TLB_TYPE_STENCIL_ALPHA ((2 << 6) | (1 << 4)) static void emit_frag_end(struct v3d_compile *c) { /* XXX if (c->output_sample_mask_index != -1) { vir_MS_MASK(c, c->outputs[c->output_sample_mask_index]); } */ bool has_any_tlb_color_write = false; for (int rt = 0; rt < c->fs_key->nr_cbufs; rt++) { if (c->output_color_var[rt]) has_any_tlb_color_write = true; } if (c->output_position_index != -1) { struct qinst *inst = vir_MOV_dest(c, vir_reg(QFILE_TLBU, 0), c->outputs[c->output_position_index]); inst->src[vir_get_implicit_uniform_src(inst)] = vir_uniform_ui(c, TLB_TYPE_DEPTH | TLB_DEPTH_TYPE_PER_PIXEL | 0xffffff00); } else if (c->s->info.fs.uses_discard || !has_any_tlb_color_write) { /* Emit passthrough Z if it needed to be delayed until shader * end due to potential discards. * * Since (single-threaded) fragment shaders always need a TLB * write, emit passthrouh Z if we didn't have any color * buffers and flag us as potentially discarding, so that we * can use Z as the TLB write. */ c->s->info.fs.uses_discard = true; struct qinst *inst = vir_MOV_dest(c, vir_reg(QFILE_TLBU, 0), vir_reg(QFILE_NULL, 0)); inst->src[vir_get_implicit_uniform_src(inst)] = vir_uniform_ui(c, TLB_TYPE_DEPTH | TLB_DEPTH_TYPE_INVARIANT | 0xffffff00); } /* XXX: Performance improvement: Merge Z write and color writes TLB * uniform setup */ for (int rt = 0; rt < c->fs_key->nr_cbufs; rt++) { if (!c->output_color_var[rt]) continue; nir_variable *var = c->output_color_var[rt]; struct qreg *color = &c->outputs[var->data.driver_location * 4]; int num_components = glsl_get_vector_elements(var->type); uint32_t conf = 0xffffff00; struct qinst *inst; conf |= TLB_SAMPLE_MODE_PER_PIXEL; conf |= (7 - rt) << TLB_RENDER_TARGET_SHIFT; assert(num_components != 0); switch (glsl_get_base_type(var->type)) { case GLSL_TYPE_UINT: case GLSL_TYPE_INT: conf |= TLB_TYPE_I32_COLOR; conf |= ((num_components - 1) << TLB_VEC_SIZE_MINUS_1_SHIFT); inst = vir_MOV_dest(c, vir_reg(QFILE_TLBU, 0), color[0]); inst->src[vir_get_implicit_uniform_src(inst)] = vir_uniform_ui(c, conf); for (int i = 1; i < num_components; i++) { inst = vir_MOV_dest(c, vir_reg(QFILE_TLB, 0), color[i]); } break; default: { struct qreg r = color[0]; struct qreg g = color[1]; struct qreg b = color[2]; struct qreg a = color[3]; if (c->fs_key->f32_color_rb) { conf |= TLB_TYPE_F32_COLOR; conf |= ((num_components - 1) << TLB_VEC_SIZE_MINUS_1_SHIFT); } else { conf |= TLB_TYPE_F16_COLOR; conf |= TLB_F16_SWAP_HI_LO; if (num_components >= 3) conf |= TLB_VEC_SIZE_4_F16; else conf |= TLB_VEC_SIZE_2_F16; } if (c->fs_key->swap_color_rb & (1 << rt)) { r = color[2]; b = color[0]; } if (c->fs_key->f32_color_rb & (1 << rt)) { inst = vir_MOV_dest(c, vir_reg(QFILE_TLBU, 0), color[0]); inst->src[vir_get_implicit_uniform_src(inst)] = vir_uniform_ui(c, conf); for (int i = 1; i < num_components; i++) { inst = vir_MOV_dest(c, vir_reg(QFILE_TLB, 0), color[i]); } } else { inst = vir_VFPACK_dest(c, vir_reg(QFILE_TLB, 0), r, g); if (conf != ~0) { inst->dst.file = QFILE_TLBU; inst->src[vir_get_implicit_uniform_src(inst)] = vir_uniform_ui(c, conf); } if (num_components >= 3) inst = vir_VFPACK_dest(c, vir_reg(QFILE_TLB, 0), b, a); } break; } } } } static void vir_VPM_WRITE(struct v3d_compile *c, struct qreg val, uint32_t *vpm_index) { if (c->devinfo->ver >= 40) { vir_STVPMV(c, vir_uniform_ui(c, *vpm_index), val); *vpm_index = *vpm_index + 1; } else { vir_MOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_VPM), val); } c->num_vpm_writes++; } static void emit_scaled_viewport_write(struct v3d_compile *c, struct qreg rcp_w, uint32_t *vpm_index) { for (int i = 0; i < 2; i++) { struct qreg coord = c->outputs[c->output_position_index + i]; coord = vir_FMUL(c, coord, vir_uniform(c, QUNIFORM_VIEWPORT_X_SCALE + i, 0)); coord = vir_FMUL(c, coord, rcp_w); vir_VPM_WRITE(c, vir_FTOIN(c, coord), vpm_index); } } static void emit_zs_write(struct v3d_compile *c, struct qreg rcp_w, uint32_t *vpm_index) { struct qreg zscale = vir_uniform(c, QUNIFORM_VIEWPORT_Z_SCALE, 0); struct qreg zoffset = vir_uniform(c, QUNIFORM_VIEWPORT_Z_OFFSET, 0); struct qreg z = c->outputs[c->output_position_index + 2]; z = vir_FMUL(c, z, zscale); z = vir_FMUL(c, z, rcp_w); z = vir_FADD(c, z, zoffset); vir_VPM_WRITE(c, z, vpm_index); } static void emit_rcp_wc_write(struct v3d_compile *c, struct qreg rcp_w, uint32_t *vpm_index) { vir_VPM_WRITE(c, rcp_w, vpm_index); } static void emit_point_size_write(struct v3d_compile *c, uint32_t *vpm_index) { struct qreg point_size; if (c->output_point_size_index != -1) point_size = c->outputs[c->output_point_size_index]; else point_size = vir_uniform_f(c, 1.0); /* Workaround: HW-2726 PTB does not handle zero-size points (BCM2835, * BCM21553). */ point_size = vir_FMAX(c, point_size, vir_uniform_f(c, .125)); vir_VPM_WRITE(c, point_size, vpm_index); } static void emit_vpm_write_setup(struct v3d_compile *c) { if (c->devinfo->ver >= 40) return; v3d33_vir_vpm_write_setup(c); } static void emit_vert_end(struct v3d_compile *c) { uint32_t vpm_index = 0; struct qreg rcp_w = vir_SFU(c, V3D_QPU_WADDR_RECIP, c->outputs[c->output_position_index + 3]); emit_vpm_write_setup(c); if (c->vs_key->is_coord) { for (int i = 0; i < 4; i++) vir_VPM_WRITE(c, c->outputs[c->output_position_index + i], &vpm_index); emit_scaled_viewport_write(c, rcp_w, &vpm_index); if (c->vs_key->per_vertex_point_size) { emit_point_size_write(c, &vpm_index); /* emit_rcp_wc_write(c, rcp_w); */ } /* XXX: Z-only rendering */ if (0) emit_zs_write(c, rcp_w, &vpm_index); } else { emit_scaled_viewport_write(c, rcp_w, &vpm_index); emit_zs_write(c, rcp_w, &vpm_index); emit_rcp_wc_write(c, rcp_w, &vpm_index); if (c->vs_key->per_vertex_point_size) emit_point_size_write(c, &vpm_index); } for (int i = 0; i < c->vs_key->num_fs_inputs; i++) { struct v3d_varying_slot input = c->vs_key->fs_inputs[i]; int j; for (j = 0; j < c->num_outputs; j++) { struct v3d_varying_slot output = c->output_slots[j]; if (!memcmp(&input, &output, sizeof(input))) { vir_VPM_WRITE(c, c->outputs[j], &vpm_index); break; } } /* Emit padding if we didn't find a declared VS output for * this FS input. */ if (j == c->num_outputs) vir_VPM_WRITE(c, vir_uniform_f(c, 0.0), &vpm_index); } /* GFXH-1684: VPM writes need to be complete by the end of the shader. */ if (c->devinfo->ver >= 40 && c->devinfo->ver <= 41) vir_VPMWT(c); } void v3d_optimize_nir(struct nir_shader *s) { bool progress; do { progress = false; NIR_PASS_V(s, nir_lower_vars_to_ssa); NIR_PASS(progress, s, nir_lower_alu_to_scalar); NIR_PASS(progress, s, nir_lower_phis_to_scalar); NIR_PASS(progress, s, nir_copy_prop); NIR_PASS(progress, s, nir_opt_remove_phis); NIR_PASS(progress, s, nir_opt_dce); NIR_PASS(progress, s, nir_opt_dead_cf); NIR_PASS(progress, s, nir_opt_cse); NIR_PASS(progress, s, nir_opt_peephole_select, 8); NIR_PASS(progress, s, nir_opt_algebraic); NIR_PASS(progress, s, nir_opt_constant_folding); NIR_PASS(progress, s, nir_opt_undef); } while (progress); } static int driver_location_compare(const void *in_a, const void *in_b) { const nir_variable *const *a = in_a; const nir_variable *const *b = in_b; return (*a)->data.driver_location - (*b)->data.driver_location; } static struct qreg ntq_emit_vpm_read(struct v3d_compile *c, uint32_t *num_components_queued, uint32_t *remaining, uint32_t vpm_index) { struct qreg vpm = vir_reg(QFILE_VPM, vpm_index); if (c->devinfo->ver >= 40 ) { return vir_LDVPMV_IN(c, vir_uniform_ui(c, (*num_components_queued)++)); } if (*num_components_queued != 0) { (*num_components_queued)--; c->num_inputs++; return vir_MOV(c, vpm); } uint32_t num_components = MIN2(*remaining, 32); v3d33_vir_vpm_read_setup(c, num_components); *num_components_queued = num_components - 1; *remaining -= num_components; c->num_inputs++; return vir_MOV(c, vpm); } static void ntq_setup_inputs(struct v3d_compile *c) { unsigned num_entries = 0; unsigned num_components = 0; nir_foreach_variable(var, &c->s->inputs) { num_entries++; num_components += glsl_get_components(var->type); } nir_variable *vars[num_entries]; unsigned i = 0; nir_foreach_variable(var, &c->s->inputs) vars[i++] = var; /* Sort the variables so that we emit the input setup in * driver_location order. This is required for VPM reads, whose data * is fetched into the VPM in driver_location (TGSI register index) * order. */ qsort(&vars, num_entries, sizeof(*vars), driver_location_compare); uint32_t vpm_components_queued = 0; if (c->s->info.stage == MESA_SHADER_VERTEX) { bool uses_iid = c->s->info.system_values_read & (1ull << SYSTEM_VALUE_INSTANCE_ID); bool uses_vid = c->s->info.system_values_read & (1ull << SYSTEM_VALUE_VERTEX_ID); num_components += uses_iid; num_components += uses_vid; if (uses_iid) { c->iid = ntq_emit_vpm_read(c, &vpm_components_queued, &num_components, ~0); } if (uses_vid) { c->vid = ntq_emit_vpm_read(c, &vpm_components_queued, &num_components, ~0); } } for (unsigned i = 0; i < num_entries; i++) { nir_variable *var = vars[i]; unsigned array_len = MAX2(glsl_get_length(var->type), 1); unsigned loc = var->data.driver_location; assert(array_len == 1); (void)array_len; resize_qreg_array(c, &c->inputs, &c->inputs_array_size, (loc + 1) * 4); if (c->s->info.stage == MESA_SHADER_FRAGMENT) { if (var->data.location == VARYING_SLOT_POS) { emit_fragcoord_input(c, loc); } else if (var->data.location == VARYING_SLOT_PNTC || (var->data.location >= VARYING_SLOT_VAR0 && (c->fs_key->point_sprite_mask & (1 << (var->data.location - VARYING_SLOT_VAR0))))) { c->inputs[loc * 4 + 0] = c->point_x; c->inputs[loc * 4 + 1] = c->point_y; } else { emit_fragment_input(c, loc, var); } } else { int var_components = glsl_get_components(var->type); for (int i = 0; i < var_components; i++) { c->inputs[loc * 4 + i] = ntq_emit_vpm_read(c, &vpm_components_queued, &num_components, loc * 4 + i); } c->vattr_sizes[loc] = var_components; } } if (c->s->info.stage == MESA_SHADER_VERTEX) { if (c->devinfo->ver >= 40) { assert(vpm_components_queued == num_components); } else { assert(vpm_components_queued == 0); assert(num_components == 0); } } } static void ntq_setup_outputs(struct v3d_compile *c) { nir_foreach_variable(var, &c->s->outputs) { unsigned array_len = MAX2(glsl_get_length(var->type), 1); unsigned loc = var->data.driver_location * 4; assert(array_len == 1); (void)array_len; for (int i = 0; i < glsl_get_vector_elements(var->type); i++) { add_output(c, loc + var->data.location_frac + i, var->data.location, var->data.location_frac + i); } if (c->s->info.stage == MESA_SHADER_FRAGMENT) { switch (var->data.location) { case FRAG_RESULT_COLOR: c->output_color_var[0] = var; c->output_color_var[1] = var; c->output_color_var[2] = var; c->output_color_var[3] = var; break; case FRAG_RESULT_DATA0: case FRAG_RESULT_DATA1: case FRAG_RESULT_DATA2: case FRAG_RESULT_DATA3: c->output_color_var[var->data.location - FRAG_RESULT_DATA0] = var; break; case FRAG_RESULT_DEPTH: c->output_position_index = loc; break; case FRAG_RESULT_SAMPLE_MASK: c->output_sample_mask_index = loc; break; } } else { switch (var->data.location) { case VARYING_SLOT_POS: c->output_position_index = loc; break; case VARYING_SLOT_PSIZ: c->output_point_size_index = loc; break; } } } } static void ntq_setup_uniforms(struct v3d_compile *c) { nir_foreach_variable(var, &c->s->uniforms) { uint32_t vec4_count = glsl_count_attribute_slots(var->type, false); unsigned vec4_size = 4 * sizeof(float); declare_uniform_range(c, var->data.driver_location * vec4_size, vec4_count * vec4_size); } } /** * Sets up the mapping from nir_register to struct qreg *. * * Each nir_register gets a struct qreg per 32-bit component being stored. */ static void ntq_setup_registers(struct v3d_compile *c, struct exec_list *list) { foreach_list_typed(nir_register, nir_reg, node, list) { unsigned array_len = MAX2(nir_reg->num_array_elems, 1); struct qreg *qregs = ralloc_array(c->def_ht, struct qreg, array_len * nir_reg->num_components); _mesa_hash_table_insert(c->def_ht, nir_reg, qregs); for (int i = 0; i < array_len * nir_reg->num_components; i++) qregs[i] = vir_get_temp(c); } } static void ntq_emit_load_const(struct v3d_compile *c, nir_load_const_instr *instr) { struct qreg *qregs = ntq_init_ssa_def(c, &instr->def); for (int i = 0; i < instr->def.num_components; i++) qregs[i] = vir_uniform_ui(c, instr->value.u32[i]); _mesa_hash_table_insert(c->def_ht, &instr->def, qregs); } static void ntq_emit_ssa_undef(struct v3d_compile *c, nir_ssa_undef_instr *instr) { struct qreg *qregs = ntq_init_ssa_def(c, &instr->def); /* VIR needs there to be *some* value, so pick 0 (same as for * ntq_setup_registers(). */ for (int i = 0; i < instr->def.num_components; i++) qregs[i] = vir_uniform_ui(c, 0); } static void ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr) { nir_const_value *const_offset; unsigned offset; switch (instr->intrinsic) { case nir_intrinsic_load_uniform: assert(instr->num_components == 1); const_offset = nir_src_as_const_value(instr->src[0]); if (const_offset) { offset = nir_intrinsic_base(instr) + const_offset->u32[0]; assert(offset % 4 == 0); /* We need dwords */ offset = offset / 4; ntq_store_dest(c, &instr->dest, 0, vir_uniform(c, QUNIFORM_UNIFORM, offset)); } else { ntq_store_dest(c, &instr->dest, 0, indirect_uniform_load(c, instr)); } break; case nir_intrinsic_load_ubo: for (int i = 0; i < instr->num_components; i++) { int ubo = nir_src_as_const_value(instr->src[0])->u32[0]; /* Adjust for where we stored the TGSI register base. */ vir_ADD_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUA), vir_uniform(c, QUNIFORM_UBO_ADDR, 1 + ubo), vir_ADD(c, ntq_get_src(c, instr->src[1], 0), vir_uniform_ui(c, i * 4))); vir_emit_thrsw(c); ntq_store_dest(c, &instr->dest, i, vir_LDTMU(c)); } break; const_offset = nir_src_as_const_value(instr->src[0]); if (const_offset) { offset = nir_intrinsic_base(instr) + const_offset->u32[0]; assert(offset % 4 == 0); /* We need dwords */ offset = offset / 4; ntq_store_dest(c, &instr->dest, 0, vir_uniform(c, QUNIFORM_UNIFORM, offset)); } else { ntq_store_dest(c, &instr->dest, 0, indirect_uniform_load(c, instr)); } break; case nir_intrinsic_load_user_clip_plane: for (int i = 0; i < instr->num_components; i++) { ntq_store_dest(c, &instr->dest, i, vir_uniform(c, QUNIFORM_USER_CLIP_PLANE, nir_intrinsic_ucp_id(instr) * 4 + i)); } break; case nir_intrinsic_load_alpha_ref_float: ntq_store_dest(c, &instr->dest, 0, vir_uniform(c, QUNIFORM_ALPHA_REF, 0)); break; case nir_intrinsic_load_sample_mask_in: ntq_store_dest(c, &instr->dest, 0, vir_uniform(c, QUNIFORM_SAMPLE_MASK, 0)); break; case nir_intrinsic_load_front_face: /* The register contains 0 (front) or 1 (back), and we need to * turn it into a NIR bool where true means front. */ ntq_store_dest(c, &instr->dest, 0, vir_ADD(c, vir_uniform_ui(c, -1), vir_REVF(c))); break; case nir_intrinsic_load_instance_id: ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->iid)); break; case nir_intrinsic_load_vertex_id: ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->vid)); break; case nir_intrinsic_load_input: const_offset = nir_src_as_const_value(instr->src[0]); assert(const_offset && "v3d doesn't support indirect inputs"); for (int i = 0; i < instr->num_components; i++) { offset = nir_intrinsic_base(instr) + const_offset->u32[0]; int comp = nir_intrinsic_component(instr) + i; ntq_store_dest(c, &instr->dest, i, vir_MOV(c, c->inputs[offset * 4 + comp])); } break; case nir_intrinsic_store_output: const_offset = nir_src_as_const_value(instr->src[1]); assert(const_offset && "v3d doesn't support indirect outputs"); offset = ((nir_intrinsic_base(instr) + const_offset->u32[0]) * 4 + nir_intrinsic_component(instr)); for (int i = 0; i < instr->num_components; i++) { c->outputs[offset + i] = vir_MOV(c, ntq_get_src(c, instr->src[0], i)); } c->num_outputs = MAX2(c->num_outputs, offset + instr->num_components); break; case nir_intrinsic_discard: if (c->execute.file != QFILE_NULL) { vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ); vir_set_cond(vir_SETMSF_dest(c, vir_reg(QFILE_NULL, 0), vir_uniform_ui(c, 0)), V3D_QPU_COND_IFA); } else { vir_SETMSF_dest(c, vir_reg(QFILE_NULL, 0), vir_uniform_ui(c, 0)); } break; case nir_intrinsic_discard_if: { /* true (~0) if we're discarding */ struct qreg cond = ntq_get_src(c, instr->src[0], 0); if (c->execute.file != QFILE_NULL) { /* execute == 0 means the channel is active. Invert * the condition so that we can use zero as "executing * and discarding." */ vir_PF(c, vir_OR(c, c->execute, vir_NOT(c, cond)), V3D_QPU_PF_PUSHZ); vir_set_cond(vir_SETMSF_dest(c, vir_reg(QFILE_NULL, 0), vir_uniform_ui(c, 0)), V3D_QPU_COND_IFA); } else { vir_PF(c, cond, V3D_QPU_PF_PUSHZ); vir_set_cond(vir_SETMSF_dest(c, vir_reg(QFILE_NULL, 0), vir_uniform_ui(c, 0)), V3D_QPU_COND_IFNA); } break; } default: fprintf(stderr, "Unknown intrinsic: "); nir_print_instr(&instr->instr, stderr); fprintf(stderr, "\n"); break; } } /* Clears (activates) the execute flags for any channels whose jump target * matches this block. */ static void ntq_activate_execute_for_block(struct v3d_compile *c) { vir_PF(c, vir_XOR(c, c->execute, vir_uniform_ui(c, c->cur_block->index)), V3D_QPU_PF_PUSHZ); vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, 0)); } static void ntq_emit_if(struct v3d_compile *c, nir_if *if_stmt) { nir_block *nir_else_block = nir_if_first_else_block(if_stmt); bool empty_else_block = (nir_else_block == nir_if_last_else_block(if_stmt) && exec_list_is_empty(&nir_else_block->instr_list)); struct qblock *then_block = vir_new_block(c); struct qblock *after_block = vir_new_block(c); struct qblock *else_block; if (empty_else_block) else_block = after_block; else else_block = vir_new_block(c); bool was_top_level = false; if (c->execute.file == QFILE_NULL) { c->execute = vir_MOV(c, vir_uniform_ui(c, 0)); was_top_level = true; } /* Set A for executing (execute == 0) and jumping (if->condition == * 0) channels, and then update execute flags for those to point to * the ELSE block. */ vir_PF(c, vir_OR(c, c->execute, ntq_get_src(c, if_stmt->condition, 0)), V3D_QPU_PF_PUSHZ); vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, else_block->index)); /* Jump to ELSE if nothing is active for THEN, otherwise fall * through. */ vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ); vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALLNA); vir_link_blocks(c->cur_block, else_block); vir_link_blocks(c->cur_block, then_block); /* Process the THEN block. */ vir_set_emit_block(c, then_block); ntq_emit_cf_list(c, &if_stmt->then_list); if (!empty_else_block) { /* Handle the end of the THEN block. First, all currently * active channels update their execute flags to point to * ENDIF */ vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ); vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, after_block->index)); /* If everything points at ENDIF, then jump there immediately. */ vir_PF(c, vir_XOR(c, c->execute, vir_uniform_ui(c, after_block->index)), V3D_QPU_PF_PUSHZ); vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALLA); vir_link_blocks(c->cur_block, after_block); vir_link_blocks(c->cur_block, else_block); vir_set_emit_block(c, else_block); ntq_activate_execute_for_block(c); ntq_emit_cf_list(c, &if_stmt->else_list); } vir_link_blocks(c->cur_block, after_block); vir_set_emit_block(c, after_block); if (was_top_level) c->execute = c->undef; else ntq_activate_execute_for_block(c); } static void ntq_emit_jump(struct v3d_compile *c, nir_jump_instr *jump) { switch (jump->type) { case nir_jump_break: vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ); vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, c->loop_break_block->index)); break; case nir_jump_continue: vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ); vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, c->loop_cont_block->index)); break; case nir_jump_return: unreachable("All returns shouold be lowered\n"); } } static void ntq_emit_instr(struct v3d_compile *c, nir_instr *instr) { switch (instr->type) { case nir_instr_type_alu: ntq_emit_alu(c, nir_instr_as_alu(instr)); break; case nir_instr_type_intrinsic: ntq_emit_intrinsic(c, nir_instr_as_intrinsic(instr)); break; case nir_instr_type_load_const: ntq_emit_load_const(c, nir_instr_as_load_const(instr)); break; case nir_instr_type_ssa_undef: ntq_emit_ssa_undef(c, nir_instr_as_ssa_undef(instr)); break; case nir_instr_type_tex: ntq_emit_tex(c, nir_instr_as_tex(instr)); break; case nir_instr_type_jump: ntq_emit_jump(c, nir_instr_as_jump(instr)); break; default: fprintf(stderr, "Unknown NIR instr type: "); nir_print_instr(instr, stderr); fprintf(stderr, "\n"); abort(); } } static void ntq_emit_block(struct v3d_compile *c, nir_block *block) { nir_foreach_instr(instr, block) { ntq_emit_instr(c, instr); } } static void ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list); static void ntq_emit_loop(struct v3d_compile *c, nir_loop *loop) { bool was_top_level = false; if (c->execute.file == QFILE_NULL) { c->execute = vir_MOV(c, vir_uniform_ui(c, 0)); was_top_level = true; } struct qblock *save_loop_cont_block = c->loop_cont_block; struct qblock *save_loop_break_block = c->loop_break_block; c->loop_cont_block = vir_new_block(c); c->loop_break_block = vir_new_block(c); vir_link_blocks(c->cur_block, c->loop_cont_block); vir_set_emit_block(c, c->loop_cont_block); ntq_activate_execute_for_block(c); ntq_emit_cf_list(c, &loop->body); /* Re-enable any previous continues now, so our ANYA check below * works. * * XXX: Use the .ORZ flags update, instead. */ vir_PF(c, vir_XOR(c, c->execute, vir_uniform_ui(c, c->loop_cont_block->index)), V3D_QPU_PF_PUSHZ); vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, 0)); vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ); struct qinst *branch = vir_BRANCH(c, V3D_QPU_BRANCH_COND_ANYA); /* Pixels that were not dispatched or have been discarded should not * contribute to looping again. */ branch->qpu.branch.msfign = V3D_QPU_MSFIGN_P; vir_link_blocks(c->cur_block, c->loop_cont_block); vir_link_blocks(c->cur_block, c->loop_break_block); vir_set_emit_block(c, c->loop_break_block); if (was_top_level) c->execute = c->undef; else ntq_activate_execute_for_block(c); c->loop_break_block = save_loop_break_block; c->loop_cont_block = save_loop_cont_block; } static void ntq_emit_function(struct v3d_compile *c, nir_function_impl *func) { fprintf(stderr, "FUNCTIONS not handled.\n"); abort(); } static void ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list) { foreach_list_typed(nir_cf_node, node, node, list) { switch (node->type) { case nir_cf_node_block: ntq_emit_block(c, nir_cf_node_as_block(node)); break; case nir_cf_node_if: ntq_emit_if(c, nir_cf_node_as_if(node)); break; case nir_cf_node_loop: ntq_emit_loop(c, nir_cf_node_as_loop(node)); break; case nir_cf_node_function: ntq_emit_function(c, nir_cf_node_as_function(node)); break; default: fprintf(stderr, "Unknown NIR node type\n"); abort(); } } } static void ntq_emit_impl(struct v3d_compile *c, nir_function_impl *impl) { ntq_setup_registers(c, &impl->registers); ntq_emit_cf_list(c, &impl->body); } static void nir_to_vir(struct v3d_compile *c) { if (c->s->info.stage == MESA_SHADER_FRAGMENT) { c->payload_w = vir_MOV(c, vir_reg(QFILE_REG, 0)); c->payload_w_centroid = vir_MOV(c, vir_reg(QFILE_REG, 1)); c->payload_z = vir_MOV(c, vir_reg(QFILE_REG, 2)); if (c->fs_key->is_points) { c->point_x = emit_fragment_varying(c, NULL, 0); c->point_y = emit_fragment_varying(c, NULL, 0); } else if (c->fs_key->is_lines) { c->line_x = emit_fragment_varying(c, NULL, 0); } } ntq_setup_inputs(c); ntq_setup_outputs(c); ntq_setup_uniforms(c); ntq_setup_registers(c, &c->s->registers); /* Find the main function and emit the body. */ nir_foreach_function(function, c->s) { assert(strcmp(function->name, "main") == 0); assert(function->impl); ntq_emit_impl(c, function->impl); } } const nir_shader_compiler_options v3d_nir_options = { .lower_extract_byte = true, .lower_extract_word = true, .lower_bitfield_insert = true, .lower_bitfield_extract = true, .lower_pack_unorm_2x16 = true, .lower_pack_snorm_2x16 = true, .lower_pack_unorm_4x8 = true, .lower_pack_snorm_4x8 = true, .lower_unpack_unorm_4x8 = true, .lower_unpack_snorm_4x8 = true, .lower_fdiv = true, .lower_ffma = true, .lower_flrp32 = true, .lower_fpow = true, .lower_fsat = true, .lower_fsqrt = true, .native_integers = true, }; #if 0 static int count_nir_instrs(nir_shader *nir) { int count = 0; nir_foreach_function(function, nir) { if (!function->impl) continue; nir_foreach_block(block, function->impl) { nir_foreach_instr(instr, block) count++; } } return count; } #endif /** * When demoting a shader down to single-threaded, removes the THRSW * instructions (one will still be inserted at v3d_vir_to_qpu() for the * program end). */ static void vir_remove_thrsw(struct v3d_compile *c) { vir_for_each_block(block, c) { vir_for_each_inst_safe(inst, block) { if (inst->qpu.sig.thrsw) vir_remove_instruction(c, inst); } } c->last_thrsw = NULL; } static void vir_emit_last_thrsw(struct v3d_compile *c) { /* On V3D before 4.1, we need a TMU op to be outstanding when thread * switching, so disable threads if we didn't do any TMU ops (each of * which would have emitted a THRSW). */ if (!c->last_thrsw_at_top_level && c->devinfo->ver < 41) { c->threads = 1; if (c->last_thrsw) vir_remove_thrsw(c); return; } /* If we're threaded and the last THRSW was in conditional code, then * we need to emit another one so that we can flag it as the last * thrsw. */ if (c->last_thrsw && !c->last_thrsw_at_top_level) { assert(c->devinfo->ver >= 41); vir_emit_thrsw(c); } /* If we're threaded, then we need to mark the last THRSW instruction * so we can emit a pair of them at QPU emit time. * * For V3D 4.x, we can spawn the non-fragment shaders already in the * post-last-THRSW state, so we can skip this. */ if (!c->last_thrsw && c->s->info.stage == MESA_SHADER_FRAGMENT) { assert(c->devinfo->ver >= 41); vir_emit_thrsw(c); } if (c->last_thrsw) c->last_thrsw->is_last_thrsw = true; } void v3d_nir_to_vir(struct v3d_compile *c) { if (V3D_DEBUG & (V3D_DEBUG_NIR | v3d_debug_flag_for_shader_stage(c->s->info.stage))) { fprintf(stderr, "%s prog %d/%d NIR:\n", vir_get_stage_name(c), c->program_id, c->variant_id); nir_print_shader(c->s, stderr); } nir_to_vir(c); /* Emit the last THRSW before STVPM and TLB writes. */ vir_emit_last_thrsw(c); switch (c->s->info.stage) { case MESA_SHADER_FRAGMENT: emit_frag_end(c); break; case MESA_SHADER_VERTEX: emit_vert_end(c); break; default: unreachable("bad stage"); } if (V3D_DEBUG & (V3D_DEBUG_VIR | v3d_debug_flag_for_shader_stage(c->s->info.stage))) { fprintf(stderr, "%s prog %d/%d pre-opt VIR:\n", vir_get_stage_name(c), c->program_id, c->variant_id); vir_dump(c); fprintf(stderr, "\n"); } vir_optimize(c); vir_lower_uniforms(c); /* XXX: vir_schedule_instructions(c); */ if (V3D_DEBUG & (V3D_DEBUG_VIR | v3d_debug_flag_for_shader_stage(c->s->info.stage))) { fprintf(stderr, "%s prog %d/%d VIR:\n", vir_get_stage_name(c), c->program_id, c->variant_id); vir_dump(c); fprintf(stderr, "\n"); } /* Compute the live ranges so we can figure out interference. */ vir_calculate_live_intervals(c); /* Attempt to allocate registers for the temporaries. If we fail, * reduce thread count and try again. */ int min_threads = (c->devinfo->ver >= 41) ? 2 : 1; struct qpu_reg *temp_registers; while (true) { temp_registers = v3d_register_allocate(c); if (temp_registers) break; if (c->threads == min_threads) { fprintf(stderr, "Failed to register allocate at %d threads:\n", c->threads); vir_dump(c); c->failed = true; return; } c->threads /= 2; if (c->threads == 1) vir_remove_thrsw(c); } v3d_vir_to_qpu(c, temp_registers); }