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1 /*
2  * Copyright © 2016 Broadcom
3  *
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:
10  *
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
13  * Software.
14  *
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
21  * IN THE SOFTWARE.
22  */
23 
24 #ifndef V3D_COMPILER_H
25 #define V3D_COMPILER_H
26 
27 #include <assert.h>
28 #include <stdio.h>
29 #include <stdlib.h>
30 #include <stdbool.h>
31 #include <stdint.h>
32 #include <string.h>
33 
34 #include "util/macros.h"
35 #include "common/v3d_debug.h"
36 #include "common/v3d_device_info.h"
37 #include "common/v3d_limits.h"
38 #include "compiler/nir/nir.h"
39 #include "util/list.h"
40 #include "util/u_math.h"
41 
42 #include "qpu/qpu_instr.h"
43 #include "pipe/p_state.h"
44 
45 /**
46  * Maximum number of outstanding TMU operations we can queue for execution.
47  *
48  * This is mostly limited by the size of the TMU fifos. The Input and Config
49  * fifos can stall, but we prefer that than injecting TMU flushes manually
50  * in the driver, so we can ignore these, but we can't overflow the Output fifo,
51  * which has 16 / threads per-thread entries, meaning that the maximum number
52  * of outstanding LDTMUs we can ever have is 8, for a 2-way threaded shader.
53  * This means that at most we can have 8 outstanding TMU loads, if each load
54  * is just one component.
55  *
56  * NOTE: we could actually have a larger value here because TMU stores don't
57  * consume any entries in the Output fifo (so we could have any number of
58  * outstanding stores) and the driver keeps track of used Output fifo entries
59  * and will flush if we ever needs more than 8, but since loads are much more
60  * common than stores, it is probably not worth it.
61  */
62 #define MAX_TMU_QUEUE_SIZE 8
63 
64 /**
65  * Maximum offset distance in bytes between two consecutive constant UBO loads
66  * for the same UBO where we would favor updating the unifa address by emitting
67  * dummy ldunifa instructions to avoid writing the unifa register.
68  */
69 #define MAX_UNIFA_SKIP_DISTANCE 16
70 
71 struct nir_builder;
72 
73 struct v3d_fs_inputs {
74         /**
75          * Array of the meanings of the VPM inputs this shader needs.
76          *
77          * It doesn't include those that aren't part of the VPM, like
78          * point/line coordinates.
79          */
80         struct v3d_varying_slot *input_slots;
81         uint32_t num_inputs;
82 };
83 
84 enum qfile {
85         /** An unused source or destination register. */
86         QFILE_NULL,
87 
88         /** A physical register, such as the W coordinate payload. */
89         QFILE_REG,
90         /** One of the regsiters for fixed function interactions. */
91         QFILE_MAGIC,
92 
93         /**
94          *  A virtual register, that will be allocated to actual accumulator
95          * or physical registers later.
96          */
97         QFILE_TEMP,
98 
99         /**
100          * VPM reads use this with an index value to say what part of the VPM
101          * is being read.
102          */
103         QFILE_VPM,
104 
105         /**
106          * Stores an immediate value in the index field that will be used
107          * directly by qpu_load_imm().
108          */
109         QFILE_LOAD_IMM,
110 
111         /**
112          * Stores an immediate value in the index field that can be turned
113          * into a small immediate field by qpu_encode_small_immediate().
114          */
115         QFILE_SMALL_IMM,
116 };
117 
118 /**
119  * A reference to a QPU register or a virtual temp register.
120  */
121 struct qreg {
122         enum qfile file;
123         uint32_t index;
124 };
125 
vir_reg(enum qfile file,uint32_t index)126 static inline struct qreg vir_reg(enum qfile file, uint32_t index)
127 {
128         return (struct qreg){file, index};
129 }
130 
vir_magic_reg(uint32_t index)131 static inline struct qreg vir_magic_reg(uint32_t index)
132 {
133         return (struct qreg){QFILE_MAGIC, index};
134 }
135 
vir_nop_reg(void)136 static inline struct qreg vir_nop_reg(void)
137 {
138         return (struct qreg){QFILE_NULL, 0};
139 }
140 
141 /**
142  * A reference to an actual register at the QPU level, for register
143  * allocation.
144  */
145 struct qpu_reg {
146         bool magic;
147         bool smimm;
148         int index;
149 };
150 
151 struct qinst {
152         /** Entry in qblock->instructions */
153         struct list_head link;
154 
155         /**
156          * The instruction being wrapped.  Its condition codes, pack flags,
157          * signals, etc. will all be used, with just the register references
158          * being replaced by the contents of qinst->dst and qinst->src[].
159          */
160         struct v3d_qpu_instr qpu;
161 
162         /* Pre-register-allocation references to src/dst registers */
163         struct qreg dst;
164         struct qreg src[3];
165         bool is_last_thrsw;
166 
167         /* If the instruction reads a uniform (other than through src[i].file
168          * == QFILE_UNIF), that uniform's index in c->uniform_contents.  ~0
169          * otherwise.
170          */
171         int uniform;
172 
173         /* If this is a a TLB Z write */
174         bool is_tlb_z_write;
175 
176         /* Position of this instruction in the program. Filled in during
177          * register allocation.
178          */
179         int32_t ip;
180 };
181 
182 enum quniform_contents {
183         /**
184          * Indicates that a constant 32-bit value is copied from the program's
185          * uniform contents.
186          */
187         QUNIFORM_CONSTANT,
188         /**
189          * Indicates that the program's uniform contents are used as an index
190          * into the GL uniform storage.
191          */
192         QUNIFORM_UNIFORM,
193 
194         /** @{
195          * Scaling factors from clip coordinates to relative to the viewport
196          * center.
197          *
198          * This is used by the coordinate and vertex shaders to produce the
199          * 32-bit entry consisting of 2 16-bit fields with 12.4 signed fixed
200          * point offsets from the viewport ccenter.
201          */
202         QUNIFORM_VIEWPORT_X_SCALE,
203         QUNIFORM_VIEWPORT_Y_SCALE,
204         /** @} */
205 
206         QUNIFORM_VIEWPORT_Z_OFFSET,
207         QUNIFORM_VIEWPORT_Z_SCALE,
208 
209         QUNIFORM_USER_CLIP_PLANE,
210 
211         /**
212          * A reference to a V3D 3.x texture config parameter 0 uniform.
213          *
214          * This is a uniform implicitly loaded with a QPU_W_TMU* write, which
215          * defines texture type, miplevels, and such.  It will be found as a
216          * parameter to the first QOP_TEX_[STRB] instruction in a sequence.
217          */
218         QUNIFORM_TEXTURE_CONFIG_P0_0,
219         QUNIFORM_TEXTURE_CONFIG_P0_1,
220         QUNIFORM_TEXTURE_CONFIG_P0_2,
221         QUNIFORM_TEXTURE_CONFIG_P0_3,
222         QUNIFORM_TEXTURE_CONFIG_P0_4,
223         QUNIFORM_TEXTURE_CONFIG_P0_5,
224         QUNIFORM_TEXTURE_CONFIG_P0_6,
225         QUNIFORM_TEXTURE_CONFIG_P0_7,
226         QUNIFORM_TEXTURE_CONFIG_P0_8,
227         QUNIFORM_TEXTURE_CONFIG_P0_9,
228         QUNIFORM_TEXTURE_CONFIG_P0_10,
229         QUNIFORM_TEXTURE_CONFIG_P0_11,
230         QUNIFORM_TEXTURE_CONFIG_P0_12,
231         QUNIFORM_TEXTURE_CONFIG_P0_13,
232         QUNIFORM_TEXTURE_CONFIG_P0_14,
233         QUNIFORM_TEXTURE_CONFIG_P0_15,
234         QUNIFORM_TEXTURE_CONFIG_P0_16,
235         QUNIFORM_TEXTURE_CONFIG_P0_17,
236         QUNIFORM_TEXTURE_CONFIG_P0_18,
237         QUNIFORM_TEXTURE_CONFIG_P0_19,
238         QUNIFORM_TEXTURE_CONFIG_P0_20,
239         QUNIFORM_TEXTURE_CONFIG_P0_21,
240         QUNIFORM_TEXTURE_CONFIG_P0_22,
241         QUNIFORM_TEXTURE_CONFIG_P0_23,
242         QUNIFORM_TEXTURE_CONFIG_P0_24,
243         QUNIFORM_TEXTURE_CONFIG_P0_25,
244         QUNIFORM_TEXTURE_CONFIG_P0_26,
245         QUNIFORM_TEXTURE_CONFIG_P0_27,
246         QUNIFORM_TEXTURE_CONFIG_P0_28,
247         QUNIFORM_TEXTURE_CONFIG_P0_29,
248         QUNIFORM_TEXTURE_CONFIG_P0_30,
249         QUNIFORM_TEXTURE_CONFIG_P0_31,
250         QUNIFORM_TEXTURE_CONFIG_P0_32,
251 
252         /**
253          * A reference to a V3D 3.x texture config parameter 1 uniform.
254          *
255          * This is a uniform implicitly loaded with a QPU_W_TMU* write, which
256          * has the pointer to the indirect texture state.  Our data[] field
257          * will have a packed p1 value, but the address field will be just
258          * which texture unit's texture should be referenced.
259          */
260         QUNIFORM_TEXTURE_CONFIG_P1,
261 
262         /* A V3D 4.x texture config parameter.  The high 8 bits will be
263          * which texture or sampler is being sampled, and the driver must
264          * replace the address field with the appropriate address.
265          */
266         QUNIFORM_TMU_CONFIG_P0,
267         QUNIFORM_TMU_CONFIG_P1,
268 
269         QUNIFORM_IMAGE_TMU_CONFIG_P0,
270 
271         QUNIFORM_TEXTURE_FIRST_LEVEL,
272 
273         QUNIFORM_TEXTURE_WIDTH,
274         QUNIFORM_TEXTURE_HEIGHT,
275         QUNIFORM_TEXTURE_DEPTH,
276         QUNIFORM_TEXTURE_ARRAY_SIZE,
277         QUNIFORM_TEXTURE_LEVELS,
278         QUNIFORM_TEXTURE_SAMPLES,
279 
280         QUNIFORM_UBO_ADDR,
281 
282         QUNIFORM_TEXRECT_SCALE_X,
283         QUNIFORM_TEXRECT_SCALE_Y,
284 
285         /* Returns the base offset of the SSBO given by the data value. */
286         QUNIFORM_SSBO_OFFSET,
287 
288         /* Returns the size of the SSBO or UBO given by the data value. */
289         QUNIFORM_GET_SSBO_SIZE,
290         QUNIFORM_GET_UBO_SIZE,
291 
292         /* Sizes (in pixels) of a shader image given by the data value. */
293         QUNIFORM_IMAGE_WIDTH,
294         QUNIFORM_IMAGE_HEIGHT,
295         QUNIFORM_IMAGE_DEPTH,
296         QUNIFORM_IMAGE_ARRAY_SIZE,
297 
298         QUNIFORM_LINE_WIDTH,
299 
300         /* The line width sent to hardware. This includes the expanded width
301          * when anti-aliasing is enabled.
302          */
303         QUNIFORM_AA_LINE_WIDTH,
304 
305         /* Number of workgroups passed to glDispatchCompute in the dimension
306          * selected by the data value.
307          */
308         QUNIFORM_NUM_WORK_GROUPS,
309 
310         /* Base workgroup offset passed to vkCmdDispatchBase in the dimension
311          * selected by the data value.
312          */
313         QUNIFORM_WORK_GROUP_BASE,
314 
315         /**
316          * Returns the the offset of the scratch buffer for register spilling.
317          */
318         QUNIFORM_SPILL_OFFSET,
319         QUNIFORM_SPILL_SIZE_PER_THREAD,
320 
321         /**
322          * Returns the offset of the shared memory for compute shaders.
323          *
324          * This will be accessed using TMU general memory operations, so the
325          * L2T cache will effectively be the shared memory area.
326          */
327         QUNIFORM_SHARED_OFFSET,
328 
329         /**
330          * Returns the number of layers in the framebuffer.
331          *
332          * This is used to cap gl_Layer in geometry shaders to avoid
333          * out-of-bounds accesses into the tile state during binning.
334          */
335         QUNIFORM_FB_LAYERS,
336 
337         /**
338          * Current value of gl_ViewIndex for Multiview rendering.
339          */
340         QUNIFORM_VIEW_INDEX,
341 
342         /**
343          * Inline uniform buffers
344          */
345          QUNIFORM_INLINE_UBO_0,
346          QUNIFORM_INLINE_UBO_1,
347          QUNIFORM_INLINE_UBO_2,
348          QUNIFORM_INLINE_UBO_3,
349 };
350 
v3d_unit_data_create(uint32_t unit,uint32_t value)351 static inline uint32_t v3d_unit_data_create(uint32_t unit, uint32_t value)
352 {
353         assert(value < (1 << 24));
354         return unit << 24 | value;
355 }
356 
v3d_unit_data_get_unit(uint32_t data)357 static inline uint32_t v3d_unit_data_get_unit(uint32_t data)
358 {
359         return data >> 24;
360 }
361 
v3d_unit_data_get_offset(uint32_t data)362 static inline uint32_t v3d_unit_data_get_offset(uint32_t data)
363 {
364         return data & 0xffffff;
365 }
366 
367 struct v3d_varying_slot {
368         uint8_t slot_and_component;
369 };
370 
371 static inline struct v3d_varying_slot
v3d_slot_from_slot_and_component(uint8_t slot,uint8_t component)372 v3d_slot_from_slot_and_component(uint8_t slot, uint8_t component)
373 {
374         assert(slot < 255 / 4);
375         return (struct v3d_varying_slot){ (slot << 2) + component };
376 }
377 
v3d_slot_get_slot(struct v3d_varying_slot slot)378 static inline uint8_t v3d_slot_get_slot(struct v3d_varying_slot slot)
379 {
380         return slot.slot_and_component >> 2;
381 }
382 
v3d_slot_get_component(struct v3d_varying_slot slot)383 static inline uint8_t v3d_slot_get_component(struct v3d_varying_slot slot)
384 {
385         return slot.slot_and_component & 3;
386 }
387 
388 enum v3d_execution_environment {
389    V3D_ENVIRONMENT_OPENGL = 0,
390    V3D_ENVIRONMENT_VULKAN,
391 };
392 
393 struct v3d_key {
394         void *shader_state;
395         struct {
396                 uint8_t swizzle[4];
397         } tex[V3D_MAX_TEXTURE_SAMPLERS];
398         struct {
399                 uint8_t return_size;
400                 uint8_t return_channels;
401         } sampler[V3D_MAX_TEXTURE_SAMPLERS];
402 
403         uint8_t num_tex_used;
404         uint8_t num_samplers_used;
405         uint8_t ucp_enables;
406         bool is_last_geometry_stage;
407         bool robust_buffer_access;
408 
409         enum v3d_execution_environment environment;
410 };
411 
412 struct v3d_fs_key {
413         struct v3d_key base;
414         bool is_points;
415         bool is_lines;
416         bool line_smoothing;
417         bool point_coord_upper_left;
418         bool msaa;
419         bool sample_coverage;
420         bool sample_alpha_to_coverage;
421         bool sample_alpha_to_one;
422         /* Mask of which color render targets are present. */
423         uint8_t cbufs;
424         uint8_t swap_color_rb;
425         /* Mask of which render targets need to be written as 32-bit floats */
426         uint8_t f32_color_rb;
427         /* Masks of which render targets need to be written as ints/uints.
428          * Used by gallium to work around lost information in TGSI.
429          */
430         uint8_t int_color_rb;
431         uint8_t uint_color_rb;
432 
433         /* Color format information per render target. Only set when logic
434          * operations are enabled.
435          */
436         struct {
437                 enum pipe_format format;
438                 uint8_t swizzle[4];
439         } color_fmt[V3D_MAX_DRAW_BUFFERS];
440 
441         uint8_t logicop_func;
442         uint32_t point_sprite_mask;
443 
444         struct pipe_rt_blend_state blend;
445 
446         /* If the fragment shader reads gl_PrimitiveID then we have 2 scenarios:
447          *
448          * - If there is a geometry shader, then gl_PrimitiveID must be written
449          *   by it and the fragment shader loads it as a regular explicit input
450          *   varying. This is the only valid use case in GLES 3.1.
451          *
452          * - If there is not a geometry shader (allowed since GLES 3.2 and
453          *   Vulkan 1.0), then gl_PrimitiveID must be implicitly written by
454          *   hardware and is considered an implicit input varying in the
455          *   fragment shader.
456          */
457         bool has_gs;
458 };
459 
460 struct v3d_gs_key {
461         struct v3d_key base;
462 
463         struct v3d_varying_slot used_outputs[V3D_MAX_FS_INPUTS];
464         uint8_t num_used_outputs;
465 
466         bool is_coord;
467         bool per_vertex_point_size;
468 };
469 
470 struct v3d_vs_key {
471         struct v3d_key base;
472 
473         struct v3d_varying_slot used_outputs[V3D_MAX_ANY_STAGE_INPUTS];
474         uint8_t num_used_outputs;
475 
476         /* A bit-mask indicating if we need to swap the R/B channels for
477          * vertex attributes. Since the hardware doesn't provide any
478          * means to swizzle vertex attributes we need to do it in the shader.
479          */
480         uint32_t va_swap_rb_mask;
481 
482         bool is_coord;
483         bool per_vertex_point_size;
484         bool clamp_color;
485 };
486 
487 /** A basic block of VIR intructions. */
488 struct qblock {
489         struct list_head link;
490 
491         struct list_head instructions;
492 
493         struct set *predecessors;
494         struct qblock *successors[2];
495 
496         int index;
497 
498         /* Instruction IPs for the first and last instruction of the block.
499          * Set by qpu_schedule.c.
500          */
501         uint32_t start_qpu_ip;
502         uint32_t end_qpu_ip;
503 
504         /* Instruction IP for the branch instruction of the block.  Set by
505          * qpu_schedule.c.
506          */
507         uint32_t branch_qpu_ip;
508 
509         /** Offset within the uniform stream at the start of the block. */
510         uint32_t start_uniform;
511         /** Offset within the uniform stream of the branch instruction */
512         uint32_t branch_uniform;
513 
514         /**
515          * Has the terminating branch of this block already been emitted
516          * by a break or continue?
517          */
518         bool branch_emitted;
519 
520         /** @{ used by v3d_vir_live_variables.c */
521         BITSET_WORD *def;
522         BITSET_WORD *defin;
523         BITSET_WORD *defout;
524         BITSET_WORD *use;
525         BITSET_WORD *live_in;
526         BITSET_WORD *live_out;
527         int start_ip, end_ip;
528         /** @} */
529 };
530 
531 /** Which util/list.h add mode we should use when inserting an instruction. */
532 enum vir_cursor_mode {
533         vir_cursor_add,
534         vir_cursor_addtail,
535 };
536 
537 /**
538  * Tracking structure for where new instructions should be inserted.  Create
539  * with one of the vir_after_inst()-style helper functions.
540  *
541  * This does not protect against removal of the block or instruction, so we
542  * have an assert in instruction removal to try to catch it.
543  */
544 struct vir_cursor {
545         enum vir_cursor_mode mode;
546         struct list_head *link;
547 };
548 
549 static inline struct vir_cursor
vir_before_inst(struct qinst * inst)550 vir_before_inst(struct qinst *inst)
551 {
552         return (struct vir_cursor){ vir_cursor_addtail, &inst->link };
553 }
554 
555 static inline struct vir_cursor
vir_after_inst(struct qinst * inst)556 vir_after_inst(struct qinst *inst)
557 {
558         return (struct vir_cursor){ vir_cursor_add, &inst->link };
559 }
560 
561 static inline struct vir_cursor
vir_before_block(struct qblock * block)562 vir_before_block(struct qblock *block)
563 {
564         return (struct vir_cursor){ vir_cursor_add, &block->instructions };
565 }
566 
567 static inline struct vir_cursor
vir_after_block(struct qblock * block)568 vir_after_block(struct qblock *block)
569 {
570         return (struct vir_cursor){ vir_cursor_addtail, &block->instructions };
571 }
572 
573 enum v3d_compilation_result {
574         V3D_COMPILATION_SUCCEEDED,
575         V3D_COMPILATION_FAILED_REGISTER_ALLOCATION,
576         V3D_COMPILATION_FAILED,
577 };
578 
579 /**
580  * Compiler state saved across compiler invocations, for any expensive global
581  * setup.
582  */
583 struct v3d_compiler {
584         const struct v3d_device_info *devinfo;
585         uint32_t max_inline_uniform_buffers;
586         struct ra_regs *regs;
587         struct ra_class *reg_class_any[3];
588         struct ra_class *reg_class_r5[3];
589         struct ra_class *reg_class_phys[3];
590         struct ra_class *reg_class_phys_or_acc[3];
591 };
592 
593 /**
594  * This holds partially interpolated inputs as provided by hardware
595  * (The Vp = A*(x - x0) + B*(y - y0) term), as well as the C coefficient
596  * required to compute the final interpolated value.
597  */
598 struct v3d_interp_input {
599    struct qreg vp;
600    struct qreg C;
601    unsigned mode; /* interpolation mode */
602 };
603 
604 struct v3d_ra_node_info {
605         struct {
606                 uint32_t priority;
607                 uint8_t class_bits;
608         } *info;
609         uint32_t alloc_count;
610 };
611 
612 struct v3d_compile {
613         const struct v3d_device_info *devinfo;
614         nir_shader *s;
615         nir_function_impl *impl;
616         struct exec_list *cf_node_list;
617         const struct v3d_compiler *compiler;
618 
619         void (*debug_output)(const char *msg,
620                              void *debug_output_data);
621         void *debug_output_data;
622 
623         /**
624          * Mapping from nir_register * or nir_ssa_def * to array of struct
625          * qreg for the values.
626          */
627         struct hash_table *def_ht;
628 
629         /* For each temp, the instruction generating its value. */
630         struct qinst **defs;
631         uint32_t defs_array_size;
632 
633         /* TMU pipelining tracking */
634         struct {
635                 /* NIR registers that have been updated with a TMU operation
636                  * that has not been flushed yet.
637                  */
638                 struct set *outstanding_regs;
639 
640                 uint32_t output_fifo_size;
641 
642                 struct {
643                         nir_dest *dest;
644                         uint8_t num_components;
645                         uint8_t component_mask;
646                 } flush[MAX_TMU_QUEUE_SIZE];
647                 uint32_t flush_count;
648         } tmu;
649 
650         /**
651          * Inputs to the shader, arranged by TGSI declaration order.
652          *
653          * Not all fragment shader QFILE_VARY reads are present in this array.
654          */
655         struct qreg *inputs;
656         /**
657          * Partially interpolated inputs to the shader.
658          */
659         struct v3d_interp_input *interp;
660         struct qreg *outputs;
661         bool msaa_per_sample_output;
662         struct qreg color_reads[V3D_MAX_DRAW_BUFFERS * V3D_MAX_SAMPLES * 4];
663         struct qreg sample_colors[V3D_MAX_DRAW_BUFFERS * V3D_MAX_SAMPLES * 4];
664         uint32_t inputs_array_size;
665         uint32_t outputs_array_size;
666         uint32_t uniforms_array_size;
667 
668         /* Booleans for whether the corresponding QFILE_VARY[i] is
669          * flat-shaded.  This includes gl_FragColor flat-shading, which is
670          * customized based on the shademodel_flat shader key.
671          */
672         uint32_t flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
673 
674         uint32_t noperspective_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
675 
676         uint32_t centroid_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
677 
678         bool uses_center_w;
679         bool writes_z;
680         bool writes_z_from_fep;
681         bool reads_z;
682         bool uses_implicit_point_line_varyings;
683 
684         /* True if a fragment shader reads gl_PrimitiveID */
685         bool fs_uses_primitive_id;
686 
687         /* If the fragment shader does anything that requires to force
688          * per-sample MSAA, such as reading gl_SampleID.
689          */
690         bool force_per_sample_msaa;
691 
692         /* Whether we are using the fallback scheduler. This will be set after
693          * register allocation has failed once.
694          */
695         bool fallback_scheduler;
696 
697         /* Disable TMU pipelining. This may increase the chances of being able
698          * to compile shaders with high register pressure that require to emit
699          * TMU spills.
700          */
701         bool disable_tmu_pipelining;
702         bool pipelined_any_tmu;
703 
704         /* Disable sorting of UBO loads with constant offset. This may
705          * increase the chances of being able to compile shaders with high
706          * register pressure.
707          */
708         bool disable_constant_ubo_load_sorting;
709         bool sorted_any_ubo_loads;
710 
711         /* Emits ldunif for each new uniform, even if the uniform was already
712          * emitted in the same block. Useful to compile shaders with high
713          * register pressure or to disable the optimization during uniform
714          * spills.
715          */
716         bool disable_ldunif_opt;
717 
718         /* Disables loop unrolling to reduce register pressure. */
719         bool disable_loop_unrolling;
720         bool unrolled_any_loops;
721 
722         /* Disables scheduling of general TMU loads (and unfiltered image load).
723          */
724         bool disable_general_tmu_sched;
725         bool has_general_tmu_load;
726 
727         /* Minimum number of threads we are willing to use to register allocate
728          * a shader with the current compilation strategy. This only prevents
729          * us from lowering the thread count to register allocate successfully,
730          * which can be useful when we prefer doing other changes to the
731          * compilation strategy before dropping thread count.
732          */
733         uint32_t min_threads_for_reg_alloc;
734 
735         /* Whether TMU spills are allowed. If this is disabled it may cause
736          * register allocation to fail. We set this to favor other compilation
737          * strategies that can reduce register pressure and hopefully reduce or
738          * eliminate TMU spills in the shader.
739          */
740         uint32_t max_tmu_spills;
741 
742         uint32_t compile_strategy_idx;
743 
744         /* The UBO index and block used with the last unifa load, as well as the
745          * current unifa offset *after* emitting that load. This is used to skip
746          * unifa writes (and their 3 delay slot) when the next UBO load reads
747          * right after the previous one in the same block.
748          */
749         struct qblock *current_unifa_block;
750         int32_t current_unifa_index;
751         uint32_t current_unifa_offset;
752         bool current_unifa_is_ubo;
753 
754         /* State for whether we're executing on each channel currently.  0 if
755          * yes, otherwise a block number + 1 that the channel jumped to.
756          */
757         struct qreg execute;
758         bool in_control_flow;
759 
760         struct qreg line_x, point_x, point_y, primitive_id;
761 
762         /**
763          * Instance ID, which comes in before the vertex attribute payload if
764          * the shader record requests it.
765          */
766         struct qreg iid;
767 
768         /**
769          * Base Instance ID, which comes in before the vertex attribute payload
770          * (after Instance ID) if the shader record requests it.
771          */
772         struct qreg biid;
773 
774         /**
775          * Vertex ID, which comes in before the vertex attribute payload
776          * (after Base Instance) if the shader record requests it.
777          */
778         struct qreg vid;
779 
780         /* Fragment shader payload regs. */
781         struct qreg payload_w, payload_w_centroid, payload_z;
782 
783         struct qreg cs_payload[2];
784         struct qreg cs_shared_offset;
785         int local_invocation_index_bits;
786 
787         /* If the shader uses subgroup functionality */
788         bool has_subgroups;
789 
790         uint8_t vattr_sizes[V3D_MAX_VS_INPUTS / 4];
791         uint32_t vpm_output_size;
792 
793         /* Size in bytes of registers that have been spilled. This is how much
794          * space needs to be available in the spill BO per thread per QPU.
795          */
796         uint32_t spill_size;
797         /* Shader-db stats */
798         uint32_t spills, fills, loops;
799 
800         /* Whether we are in the process of spilling registers for
801          * register allocation
802          */
803         bool spilling;
804 
805         /**
806          * Register spilling's per-thread base address, shared between each
807          * spill/fill's addressing calculations (also used for scratch
808          * access).
809          */
810         struct qreg spill_base;
811 
812         /* Bit vector of which temps may be spilled */
813         BITSET_WORD *spillable;
814 
815         /* Used during register allocation */
816         int thread_index;
817         struct v3d_ra_node_info nodes;
818         struct ra_graph *g;
819 
820         /**
821          * Array of the VARYING_SLOT_* of all FS QFILE_VARY reads.
822          *
823          * This includes those that aren't part of the VPM varyings, like
824          * point/line coordinates.
825          */
826         struct v3d_varying_slot input_slots[V3D_MAX_FS_INPUTS];
827 
828         /**
829          * An entry per outputs[] in the VS indicating what the VARYING_SLOT_*
830          * of the output is.  Used to emit from the VS in the order that the
831          * FS needs.
832          */
833         struct v3d_varying_slot *output_slots;
834 
835         struct pipe_shader_state *shader_state;
836         struct v3d_key *key;
837         struct v3d_fs_key *fs_key;
838         struct v3d_gs_key *gs_key;
839         struct v3d_vs_key *vs_key;
840 
841         /* Live ranges of temps. */
842         int *temp_start, *temp_end;
843         bool live_intervals_valid;
844 
845         uint32_t *uniform_data;
846         enum quniform_contents *uniform_contents;
847         uint32_t uniform_array_size;
848         uint32_t num_uniforms;
849         uint32_t output_position_index;
850         nir_variable *output_color_var[V3D_MAX_DRAW_BUFFERS];
851         uint32_t output_sample_mask_index;
852 
853         struct qreg undef;
854         uint32_t num_temps;
855         /* Number of temps in the program right before we spill a new temp. We
856          * use this to know which temps existed before a spill and which were
857          * added with the spill itself.
858          */
859         uint32_t spill_start_num_temps;
860 
861         struct vir_cursor cursor;
862         struct list_head blocks;
863         int next_block_index;
864         struct qblock *cur_block;
865         struct qblock *loop_cont_block;
866         struct qblock *loop_break_block;
867         /**
868          * Which temp, if any, do we currently have in the flags?
869          * This is set when processing a comparison instruction, and
870          * reset to -1 by anything else that touches the flags.
871          */
872         int32_t flags_temp;
873         enum v3d_qpu_cond flags_cond;
874 
875         uint64_t *qpu_insts;
876         uint32_t qpu_inst_count;
877         uint32_t qpu_inst_size;
878         uint32_t qpu_inst_stalled_count;
879         uint32_t nop_count;
880 
881         /* For the FS, the number of varying inputs not counting the
882          * point/line varyings payload
883          */
884         uint32_t num_inputs;
885 
886         uint32_t program_id;
887         uint32_t variant_id;
888 
889         /* Set to compile program in in 1x, 2x, or 4x threaded mode, where
890          * SIG_THREAD_SWITCH is used to hide texturing latency at the cost of
891          * limiting ourselves to the part of the physical reg space.
892          *
893          * On V3D 3.x, 2x or 4x divide the physical reg space by 2x or 4x.  On
894          * V3D 4.x, all shaders are 2x threaded, and 4x only divides the
895          * physical reg space in half.
896          */
897         uint8_t threads;
898         struct qinst *last_thrsw;
899         bool last_thrsw_at_top_level;
900 
901         bool emitted_tlb_load;
902         bool lock_scoreboard_on_first_thrsw;
903 
904         enum v3d_compilation_result compilation_result;
905 
906         bool tmu_dirty_rcl;
907         bool has_global_address;
908 };
909 
910 struct v3d_uniform_list {
911         enum quniform_contents *contents;
912         uint32_t *data;
913         uint32_t count;
914 };
915 
916 struct v3d_prog_data {
917         struct v3d_uniform_list uniforms;
918 
919         uint32_t spill_size;
920         uint32_t tmu_spills;
921         uint32_t tmu_fills;
922 
923         uint32_t qpu_read_stalls;
924 
925         uint8_t compile_strategy_idx;
926 
927         uint8_t threads;
928 
929         /* For threads > 1, whether the program should be dispatched in the
930          * after-final-THRSW state.
931          */
932         bool single_seg;
933 
934         bool tmu_dirty_rcl;
935 
936         bool has_control_barrier;
937 
938         bool has_global_address;
939 };
940 
941 struct v3d_vs_prog_data {
942         struct v3d_prog_data base;
943 
944         bool uses_iid, uses_biid, uses_vid;
945 
946         /* Number of components read from each vertex attribute. */
947         uint8_t vattr_sizes[V3D_MAX_VS_INPUTS / 4];
948 
949         /* Total number of components read, for the shader state record. */
950         uint32_t vpm_input_size;
951 
952         /* Total number of components written, for the shader state record. */
953         uint32_t vpm_output_size;
954 
955         /* Set if there should be separate VPM segments for input and output.
956          * If unset, vpm_input_size will be 0.
957          */
958         bool separate_segments;
959 
960         /* Value to be programmed in VCM_CACHE_SIZE. */
961         uint8_t vcm_cache_size;
962 
963         /* Maps the nir->data.location to its
964          * nir->data.driver_location. In general we are using the
965          * driver location as index (like vattr_sizes above), so this
966          * map is useful when what we have is the location
967          *
968          * Returns -1 if the location is not used
969          */
970         int32_t driver_location_map[V3D_MAX_VS_INPUTS];
971 };
972 
973 struct v3d_gs_prog_data {
974         struct v3d_prog_data base;
975 
976         /* Whether the program reads gl_PrimitiveIDIn */
977         bool uses_pid;
978 
979         /* Number of components read from each input varying. */
980         uint8_t input_sizes[V3D_MAX_GS_INPUTS / 4];
981 
982         /* Number of inputs */
983         uint8_t num_inputs;
984         struct v3d_varying_slot input_slots[V3D_MAX_GS_INPUTS];
985 
986         /* Total number of components written, for the shader state record. */
987         uint32_t vpm_output_size;
988 
989         /* Maximum SIMD dispatch width to not exceed VPM output size limits
990          * in the geometry shader. Notice that the final dispatch width has to
991          * be decided at draw time and could be lower based on the VPM pressure
992          * added by other shader stages.
993          */
994         uint8_t simd_width;
995 
996         /* Output primitive type */
997         uint8_t out_prim_type;
998 
999         /* Number of GS invocations */
1000         uint8_t num_invocations;
1001 
1002         bool writes_psiz;
1003 };
1004 
1005 struct v3d_fs_prog_data {
1006         struct v3d_prog_data base;
1007 
1008         /* Whether the program reads gl_PrimitiveID */
1009         bool uses_pid;
1010 
1011         struct v3d_varying_slot input_slots[V3D_MAX_FS_INPUTS];
1012 
1013         /* Array of flat shade flags.
1014          *
1015          * Each entry is only 24 bits (high 8 bits 0), to match the hardware
1016          * packet layout.
1017          */
1018         uint32_t flat_shade_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
1019 
1020         uint32_t noperspective_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
1021 
1022         uint32_t centroid_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
1023 
1024         uint8_t num_inputs;
1025         bool writes_z;
1026         bool writes_z_from_fep;
1027         bool disable_ez;
1028         bool uses_center_w;
1029         bool uses_implicit_point_line_varyings;
1030         bool lock_scoreboard_on_first_thrsw;
1031         bool force_per_sample_msaa;
1032 };
1033 
1034 struct v3d_compute_prog_data {
1035         struct v3d_prog_data base;
1036         /* Size in bytes of the workgroup's shared space. */
1037         uint32_t shared_size;
1038         uint16_t local_size[3];
1039         /* If the shader uses subgroup functionality */
1040         bool has_subgroups;
1041 };
1042 
1043 struct vpm_config {
1044    uint32_t As;
1045    uint32_t Vc;
1046    uint32_t Gs;
1047    uint32_t Gd;
1048    uint32_t Gv;
1049    uint32_t Ve;
1050    uint32_t gs_width;
1051 };
1052 
1053 bool
1054 v3d_compute_vpm_config(struct v3d_device_info *devinfo,
1055                        struct v3d_vs_prog_data *vs_bin,
1056                        struct v3d_vs_prog_data *vs,
1057                        struct v3d_gs_prog_data *gs_bin,
1058                        struct v3d_gs_prog_data *gs,
1059                        struct vpm_config *vpm_cfg_bin,
1060                        struct vpm_config *vpm_cfg);
1061 
1062 static inline bool
vir_has_uniform(struct qinst * inst)1063 vir_has_uniform(struct qinst *inst)
1064 {
1065         return inst->uniform != ~0;
1066 }
1067 
1068 const struct v3d_compiler *v3d_compiler_init(const struct v3d_device_info *devinfo,
1069                                              uint32_t max_inline_uniform_buffers);
1070 void v3d_compiler_free(const struct v3d_compiler *compiler);
1071 void v3d_optimize_nir(struct v3d_compile *c, struct nir_shader *s);
1072 
1073 uint64_t *v3d_compile(const struct v3d_compiler *compiler,
1074                       struct v3d_key *key,
1075                       struct v3d_prog_data **prog_data,
1076                       nir_shader *s,
1077                       void (*debug_output)(const char *msg,
1078                                            void *debug_output_data),
1079                       void *debug_output_data,
1080                       int program_id, int variant_id,
1081                       uint32_t *final_assembly_size);
1082 
1083 uint32_t v3d_prog_data_size(gl_shader_stage stage);
1084 void v3d_nir_to_vir(struct v3d_compile *c);
1085 
1086 void vir_compile_destroy(struct v3d_compile *c);
1087 const char *vir_get_stage_name(struct v3d_compile *c);
1088 struct qblock *vir_new_block(struct v3d_compile *c);
1089 void vir_set_emit_block(struct v3d_compile *c, struct qblock *block);
1090 void vir_link_blocks(struct qblock *predecessor, struct qblock *successor);
1091 struct qblock *vir_entry_block(struct v3d_compile *c);
1092 struct qblock *vir_exit_block(struct v3d_compile *c);
1093 struct qinst *vir_add_inst(enum v3d_qpu_add_op op, struct qreg dst,
1094                            struct qreg src0, struct qreg src1);
1095 struct qinst *vir_mul_inst(enum v3d_qpu_mul_op op, struct qreg dst,
1096                            struct qreg src0, struct qreg src1);
1097 struct qinst *vir_branch_inst(struct v3d_compile *c,
1098                               enum v3d_qpu_branch_cond cond);
1099 void vir_remove_instruction(struct v3d_compile *c, struct qinst *qinst);
1100 uint32_t vir_get_uniform_index(struct v3d_compile *c,
1101                                enum quniform_contents contents,
1102                                uint32_t data);
1103 struct qreg vir_uniform(struct v3d_compile *c,
1104                         enum quniform_contents contents,
1105                         uint32_t data);
1106 void vir_schedule_instructions(struct v3d_compile *c);
1107 void v3d_setup_spill_base(struct v3d_compile *c);
1108 struct v3d_qpu_instr v3d_qpu_nop(void);
1109 
1110 struct qreg vir_emit_def(struct v3d_compile *c, struct qinst *inst);
1111 struct qinst *vir_emit_nondef(struct v3d_compile *c, struct qinst *inst);
1112 void vir_set_cond(struct qinst *inst, enum v3d_qpu_cond cond);
1113 enum v3d_qpu_cond vir_get_cond(struct qinst *inst);
1114 void vir_set_pf(struct v3d_compile *c, struct qinst *inst, enum v3d_qpu_pf pf);
1115 void vir_set_uf(struct v3d_compile *c, struct qinst *inst, enum v3d_qpu_uf uf);
1116 void vir_set_unpack(struct qinst *inst, int src,
1117                     enum v3d_qpu_input_unpack unpack);
1118 void vir_set_pack(struct qinst *inst, enum v3d_qpu_output_pack pack);
1119 
1120 struct qreg vir_get_temp(struct v3d_compile *c);
1121 void vir_calculate_live_intervals(struct v3d_compile *c);
1122 int vir_get_nsrc(struct qinst *inst);
1123 bool vir_has_side_effects(struct v3d_compile *c, struct qinst *inst);
1124 bool vir_get_add_op(struct qinst *inst, enum v3d_qpu_add_op *op);
1125 bool vir_get_mul_op(struct qinst *inst, enum v3d_qpu_mul_op *op);
1126 bool vir_is_raw_mov(struct qinst *inst);
1127 bool vir_is_tex(const struct v3d_device_info *devinfo, struct qinst *inst);
1128 bool vir_is_add(struct qinst *inst);
1129 bool vir_is_mul(struct qinst *inst);
1130 bool vir_writes_r3(const struct v3d_device_info *devinfo, struct qinst *inst);
1131 bool vir_writes_r4(const struct v3d_device_info *devinfo, struct qinst *inst);
1132 struct qreg vir_follow_movs(struct v3d_compile *c, struct qreg reg);
1133 uint8_t vir_channels_written(struct qinst *inst);
1134 struct qreg ntq_get_src(struct v3d_compile *c, nir_src src, int i);
1135 void ntq_store_dest(struct v3d_compile *c, nir_dest *dest, int chan,
1136                     struct qreg result);
1137 bool ntq_tmu_fifo_overflow(struct v3d_compile *c, uint32_t components);
1138 void ntq_add_pending_tmu_flush(struct v3d_compile *c, nir_dest *dest,
1139                                uint32_t component_mask);
1140 void ntq_flush_tmu(struct v3d_compile *c);
1141 void vir_emit_thrsw(struct v3d_compile *c);
1142 
1143 void vir_dump(struct v3d_compile *c);
1144 void vir_dump_inst(struct v3d_compile *c, struct qinst *inst);
1145 void vir_dump_uniform(enum quniform_contents contents, uint32_t data);
1146 
1147 void vir_validate(struct v3d_compile *c);
1148 
1149 void vir_optimize(struct v3d_compile *c);
1150 bool vir_opt_algebraic(struct v3d_compile *c);
1151 bool vir_opt_constant_folding(struct v3d_compile *c);
1152 bool vir_opt_copy_propagate(struct v3d_compile *c);
1153 bool vir_opt_dead_code(struct v3d_compile *c);
1154 bool vir_opt_peephole_sf(struct v3d_compile *c);
1155 bool vir_opt_redundant_flags(struct v3d_compile *c);
1156 bool vir_opt_small_immediates(struct v3d_compile *c);
1157 bool vir_opt_vpm(struct v3d_compile *c);
1158 bool vir_opt_constant_alu(struct v3d_compile *c);
1159 bool v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c);
1160 bool v3d_nir_lower_line_smooth(nir_shader *shader);
1161 bool v3d_nir_lower_logic_ops(nir_shader *s, struct v3d_compile *c);
1162 bool v3d_nir_lower_robust_buffer_access(nir_shader *shader, struct v3d_compile *c);
1163 bool v3d_nir_lower_scratch(nir_shader *s);
1164 bool v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c);
1165 bool v3d_nir_lower_image_load_store(nir_shader *s);
1166 bool v3d_nir_lower_load_store_bitsize(nir_shader *s, struct v3d_compile *c);
1167 
1168 void v3d33_vir_vpm_read_setup(struct v3d_compile *c, int num_components);
1169 void v3d33_vir_vpm_write_setup(struct v3d_compile *c);
1170 void v3d33_vir_emit_tex(struct v3d_compile *c, nir_tex_instr *instr);
1171 void v3d40_vir_emit_tex(struct v3d_compile *c, nir_tex_instr *instr);
1172 void v3d40_vir_emit_image_load_store(struct v3d_compile *c,
1173                                      nir_intrinsic_instr *instr);
1174 
1175 void v3d_vir_to_qpu(struct v3d_compile *c, struct qpu_reg *temp_registers);
1176 uint32_t v3d_qpu_schedule_instructions(struct v3d_compile *c);
1177 void qpu_validate(struct v3d_compile *c);
1178 struct qpu_reg *v3d_register_allocate(struct v3d_compile *c);
1179 bool vir_init_reg_sets(struct v3d_compiler *compiler);
1180 
1181 int v3d_shaderdb_dump(struct v3d_compile *c, char **shaderdb_str);
1182 
1183 bool v3d_gl_format_is_return_32(enum pipe_format format);
1184 
1185 uint32_t
1186 v3d_get_op_for_atomic_add(nir_intrinsic_instr *instr, unsigned src);
1187 
1188 static inline bool
quniform_contents_is_texture_p0(enum quniform_contents contents)1189 quniform_contents_is_texture_p0(enum quniform_contents contents)
1190 {
1191         return (contents >= QUNIFORM_TEXTURE_CONFIG_P0_0 &&
1192                 contents < (QUNIFORM_TEXTURE_CONFIG_P0_0 +
1193                             V3D_MAX_TEXTURE_SAMPLERS));
1194 }
1195 
1196 static inline bool
vir_in_nonuniform_control_flow(struct v3d_compile * c)1197 vir_in_nonuniform_control_flow(struct v3d_compile *c)
1198 {
1199         return c->execute.file != QFILE_NULL;
1200 }
1201 
1202 static inline struct qreg
vir_uniform_ui(struct v3d_compile * c,uint32_t ui)1203 vir_uniform_ui(struct v3d_compile *c, uint32_t ui)
1204 {
1205         return vir_uniform(c, QUNIFORM_CONSTANT, ui);
1206 }
1207 
1208 static inline struct qreg
vir_uniform_f(struct v3d_compile * c,float f)1209 vir_uniform_f(struct v3d_compile *c, float f)
1210 {
1211         return vir_uniform(c, QUNIFORM_CONSTANT, fui(f));
1212 }
1213 
1214 #define VIR_ALU0(name, vir_inst, op)                                     \
1215 static inline struct qreg                                                \
1216 vir_##name(struct v3d_compile *c)                                        \
1217 {                                                                        \
1218         return vir_emit_def(c, vir_inst(op, c->undef,                    \
1219                                         c->undef, c->undef));            \
1220 }                                                                        \
1221 static inline struct qinst *                                             \
1222 vir_##name##_dest(struct v3d_compile *c, struct qreg dest)               \
1223 {                                                                        \
1224         return vir_emit_nondef(c, vir_inst(op, dest,                     \
1225                                            c->undef, c->undef));         \
1226 }
1227 
1228 #define VIR_ALU1(name, vir_inst, op)                                     \
1229 static inline struct qreg                                                \
1230 vir_##name(struct v3d_compile *c, struct qreg a)                         \
1231 {                                                                        \
1232         return vir_emit_def(c, vir_inst(op, c->undef,                    \
1233                                         a, c->undef));                   \
1234 }                                                                        \
1235 static inline struct qinst *                                             \
1236 vir_##name##_dest(struct v3d_compile *c, struct qreg dest,               \
1237                   struct qreg a)                                         \
1238 {                                                                        \
1239         return vir_emit_nondef(c, vir_inst(op, dest, a,          \
1240                                            c->undef));                   \
1241 }
1242 
1243 #define VIR_ALU2(name, vir_inst, op)                                       \
1244 static inline struct qreg                                                \
1245 vir_##name(struct v3d_compile *c, struct qreg a, struct qreg b)          \
1246 {                                                                        \
1247         return vir_emit_def(c, vir_inst(op, c->undef, a, b));    \
1248 }                                                                        \
1249 static inline struct qinst *                                             \
1250 vir_##name##_dest(struct v3d_compile *c, struct qreg dest,               \
1251                   struct qreg a, struct qreg b)                          \
1252 {                                                                        \
1253         return vir_emit_nondef(c, vir_inst(op, dest, a, b));     \
1254 }
1255 
1256 #define VIR_NODST_0(name, vir_inst, op)                                 \
1257 static inline struct qinst *                                            \
1258 vir_##name(struct v3d_compile *c)                                       \
1259 {                                                                       \
1260         return vir_emit_nondef(c, vir_inst(op, c->undef,                \
1261                                            c->undef, c->undef));        \
1262 }
1263 
1264 #define VIR_NODST_1(name, vir_inst, op)                                               \
1265 static inline struct qinst *                                            \
1266 vir_##name(struct v3d_compile *c, struct qreg a)                        \
1267 {                                                                       \
1268         return vir_emit_nondef(c, vir_inst(op, c->undef,        \
1269                                            a, c->undef));               \
1270 }
1271 
1272 #define VIR_NODST_2(name, vir_inst, op)                                               \
1273 static inline struct qinst *                                            \
1274 vir_##name(struct v3d_compile *c, struct qreg a, struct qreg b)         \
1275 {                                                                       \
1276         return vir_emit_nondef(c, vir_inst(op, c->undef,                \
1277                                            a, b));                      \
1278 }
1279 
1280 #define VIR_SFU(name)                                                      \
1281 static inline struct qreg                                                \
1282 vir_##name(struct v3d_compile *c, struct qreg a)                         \
1283 {                                                                        \
1284         if (c->devinfo->ver >= 41) {                                     \
1285                 return vir_emit_def(c, vir_add_inst(V3D_QPU_A_##name,    \
1286                                                     c->undef,            \
1287                                                     a, c->undef));       \
1288         } else {                                                         \
1289                 vir_FMOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_##name), a); \
1290                 return vir_FMOV(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4)); \
1291         }                                                                \
1292 }                                                                        \
1293 static inline struct qinst *                                             \
1294 vir_##name##_dest(struct v3d_compile *c, struct qreg dest,               \
1295                   struct qreg a)                                         \
1296 {                                                                        \
1297         if (c->devinfo->ver >= 41) {                                     \
1298                 return vir_emit_nondef(c, vir_add_inst(V3D_QPU_A_##name, \
1299                                                        dest,             \
1300                                                        a, c->undef));    \
1301         } else {                                                         \
1302                 vir_FMOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_##name), a); \
1303                 return vir_FMOV_dest(c, dest, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4)); \
1304         }                                                                \
1305 }
1306 
1307 #define VIR_A_ALU2(name) VIR_ALU2(name, vir_add_inst, V3D_QPU_A_##name)
1308 #define VIR_M_ALU2(name) VIR_ALU2(name, vir_mul_inst, V3D_QPU_M_##name)
1309 #define VIR_A_ALU1(name) VIR_ALU1(name, vir_add_inst, V3D_QPU_A_##name)
1310 #define VIR_M_ALU1(name) VIR_ALU1(name, vir_mul_inst, V3D_QPU_M_##name)
1311 #define VIR_A_ALU0(name) VIR_ALU0(name, vir_add_inst, V3D_QPU_A_##name)
1312 #define VIR_M_ALU0(name) VIR_ALU0(name, vir_mul_inst, V3D_QPU_M_##name)
1313 #define VIR_A_NODST_2(name) VIR_NODST_2(name, vir_add_inst, V3D_QPU_A_##name)
1314 #define VIR_M_NODST_2(name) VIR_NODST_2(name, vir_mul_inst, V3D_QPU_M_##name)
1315 #define VIR_A_NODST_1(name) VIR_NODST_1(name, vir_add_inst, V3D_QPU_A_##name)
1316 #define VIR_M_NODST_1(name) VIR_NODST_1(name, vir_mul_inst, V3D_QPU_M_##name)
1317 #define VIR_A_NODST_0(name) VIR_NODST_0(name, vir_add_inst, V3D_QPU_A_##name)
1318 
1319 VIR_A_ALU2(FADD)
VIR_A_ALU2(VFPACK)1320 VIR_A_ALU2(VFPACK)
1321 VIR_A_ALU2(FSUB)
1322 VIR_A_ALU2(FMIN)
1323 VIR_A_ALU2(FMAX)
1324 
1325 VIR_A_ALU2(ADD)
1326 VIR_A_ALU2(SUB)
1327 VIR_A_ALU2(SHL)
1328 VIR_A_ALU2(SHR)
1329 VIR_A_ALU2(ASR)
1330 VIR_A_ALU2(ROR)
1331 VIR_A_ALU2(MIN)
1332 VIR_A_ALU2(MAX)
1333 VIR_A_ALU2(UMIN)
1334 VIR_A_ALU2(UMAX)
1335 VIR_A_ALU2(AND)
1336 VIR_A_ALU2(OR)
1337 VIR_A_ALU2(XOR)
1338 VIR_A_ALU2(VADD)
1339 VIR_A_ALU2(VSUB)
1340 VIR_A_NODST_2(STVPMV)
1341 VIR_A_NODST_2(STVPMD)
1342 VIR_A_ALU1(NOT)
1343 VIR_A_ALU1(NEG)
1344 VIR_A_ALU1(FLAPUSH)
1345 VIR_A_ALU1(FLBPUSH)
1346 VIR_A_ALU1(FLPOP)
1347 VIR_A_ALU0(FLAFIRST)
1348 VIR_A_ALU0(FLNAFIRST)
1349 VIR_A_ALU1(SETMSF)
1350 VIR_A_ALU1(SETREVF)
1351 VIR_A_ALU0(TIDX)
1352 VIR_A_ALU0(EIDX)
1353 VIR_A_ALU1(LDVPMV_IN)
1354 VIR_A_ALU1(LDVPMV_OUT)
1355 VIR_A_ALU1(LDVPMD_IN)
1356 VIR_A_ALU1(LDVPMD_OUT)
1357 VIR_A_ALU2(LDVPMG_IN)
1358 VIR_A_ALU2(LDVPMG_OUT)
1359 VIR_A_ALU0(TMUWT)
1360 
1361 VIR_A_ALU0(IID)
1362 VIR_A_ALU0(FXCD)
1363 VIR_A_ALU0(XCD)
1364 VIR_A_ALU0(FYCD)
1365 VIR_A_ALU0(YCD)
1366 VIR_A_ALU0(MSF)
1367 VIR_A_ALU0(REVF)
1368 VIR_A_ALU0(BARRIERID)
1369 VIR_A_ALU0(SAMPID)
1370 VIR_A_NODST_1(VPMSETUP)
1371 VIR_A_NODST_0(VPMWT)
1372 VIR_A_ALU2(FCMP)
1373 VIR_A_ALU2(VFMAX)
1374 
1375 VIR_A_ALU1(FROUND)
1376 VIR_A_ALU1(FTOIN)
1377 VIR_A_ALU1(FTRUNC)
1378 VIR_A_ALU1(FTOIZ)
1379 VIR_A_ALU1(FFLOOR)
1380 VIR_A_ALU1(FTOUZ)
1381 VIR_A_ALU1(FCEIL)
1382 VIR_A_ALU1(FTOC)
1383 
1384 VIR_A_ALU1(FDX)
1385 VIR_A_ALU1(FDY)
1386 
1387 VIR_A_ALU1(ITOF)
1388 VIR_A_ALU1(CLZ)
1389 VIR_A_ALU1(UTOF)
1390 
1391 VIR_M_ALU2(UMUL24)
1392 VIR_M_ALU2(FMUL)
1393 VIR_M_ALU2(SMUL24)
1394 VIR_M_NODST_2(MULTOP)
1395 
1396 VIR_M_ALU1(MOV)
1397 VIR_M_ALU1(FMOV)
1398 
1399 VIR_SFU(RECIP)
1400 VIR_SFU(RSQRT)
1401 VIR_SFU(EXP)
1402 VIR_SFU(LOG)
1403 VIR_SFU(SIN)
1404 VIR_SFU(RSQRT2)
1405 
1406 static inline struct qinst *
1407 vir_MOV_cond(struct v3d_compile *c, enum v3d_qpu_cond cond,
1408              struct qreg dest, struct qreg src)
1409 {
1410         struct qinst *mov = vir_MOV_dest(c, dest, src);
1411         vir_set_cond(mov, cond);
1412         return mov;
1413 }
1414 
1415 static inline struct qreg
vir_SEL(struct v3d_compile * c,enum v3d_qpu_cond cond,struct qreg src0,struct qreg src1)1416 vir_SEL(struct v3d_compile *c, enum v3d_qpu_cond cond,
1417         struct qreg src0, struct qreg src1)
1418 {
1419         struct qreg t = vir_get_temp(c);
1420         vir_MOV_dest(c, t, src1);
1421         vir_MOV_cond(c, cond, t, src0);
1422         return t;
1423 }
1424 
1425 static inline struct qinst *
vir_NOP(struct v3d_compile * c)1426 vir_NOP(struct v3d_compile *c)
1427 {
1428         return vir_emit_nondef(c, vir_add_inst(V3D_QPU_A_NOP,
1429                                                c->undef, c->undef, c->undef));
1430 }
1431 
1432 static inline struct qreg
vir_LDTMU(struct v3d_compile * c)1433 vir_LDTMU(struct v3d_compile *c)
1434 {
1435         if (c->devinfo->ver >= 41) {
1436                 struct qinst *ldtmu = vir_add_inst(V3D_QPU_A_NOP, c->undef,
1437                                                    c->undef, c->undef);
1438                 ldtmu->qpu.sig.ldtmu = true;
1439 
1440                 return vir_emit_def(c, ldtmu);
1441         } else {
1442                 vir_NOP(c)->qpu.sig.ldtmu = true;
1443                 return vir_MOV(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4));
1444         }
1445 }
1446 
1447 static inline struct qreg
vir_UMUL(struct v3d_compile * c,struct qreg src0,struct qreg src1)1448 vir_UMUL(struct v3d_compile *c, struct qreg src0, struct qreg src1)
1449 {
1450         vir_MULTOP(c, src0, src1);
1451         return vir_UMUL24(c, src0, src1);
1452 }
1453 
1454 static inline struct qreg
vir_TLBU_COLOR_READ(struct v3d_compile * c,uint32_t config)1455 vir_TLBU_COLOR_READ(struct v3d_compile *c, uint32_t config)
1456 {
1457         assert(c->devinfo->ver >= 41); /* XXX */
1458         assert((config & 0xffffff00) == 0xffffff00);
1459 
1460         struct qinst *ldtlb = vir_add_inst(V3D_QPU_A_NOP, c->undef,
1461                                            c->undef, c->undef);
1462         ldtlb->qpu.sig.ldtlbu = true;
1463         ldtlb->uniform = vir_get_uniform_index(c, QUNIFORM_CONSTANT, config);
1464         return vir_emit_def(c, ldtlb);
1465 }
1466 
1467 static inline struct qreg
vir_TLB_COLOR_READ(struct v3d_compile * c)1468 vir_TLB_COLOR_READ(struct v3d_compile *c)
1469 {
1470         assert(c->devinfo->ver >= 41); /* XXX */
1471 
1472         struct qinst *ldtlb = vir_add_inst(V3D_QPU_A_NOP, c->undef,
1473                                            c->undef, c->undef);
1474         ldtlb->qpu.sig.ldtlb = true;
1475         return vir_emit_def(c, ldtlb);
1476 }
1477 
1478 static inline struct qinst *
vir_BRANCH(struct v3d_compile * c,enum v3d_qpu_branch_cond cond)1479 vir_BRANCH(struct v3d_compile *c, enum v3d_qpu_branch_cond cond)
1480 {
1481         /* The actual uniform_data value will be set at scheduling time */
1482         return vir_emit_nondef(c, vir_branch_inst(c, cond));
1483 }
1484 
1485 #define vir_for_each_block(block, c)                                    \
1486         list_for_each_entry(struct qblock, block, &c->blocks, link)
1487 
1488 #define vir_for_each_block_rev(block, c)                                \
1489         list_for_each_entry_rev(struct qblock, block, &c->blocks, link)
1490 
1491 /* Loop over the non-NULL members of the successors array. */
1492 #define vir_for_each_successor(succ, block)                             \
1493         for (struct qblock *succ = block->successors[0];                \
1494              succ != NULL;                                              \
1495              succ = (succ == block->successors[1] ? NULL :              \
1496                      block->successors[1]))
1497 
1498 #define vir_for_each_inst(inst, block)                                  \
1499         list_for_each_entry(struct qinst, inst, &block->instructions, link)
1500 
1501 #define vir_for_each_inst_rev(inst, block)                                  \
1502         list_for_each_entry_rev(struct qinst, inst, &block->instructions, link)
1503 
1504 #define vir_for_each_inst_safe(inst, block)                             \
1505         list_for_each_entry_safe(struct qinst, inst, &block->instructions, link)
1506 
1507 #define vir_for_each_inst_inorder(inst, c)                              \
1508         vir_for_each_block(_block, c)                                   \
1509                 vir_for_each_inst(inst, _block)
1510 
1511 #define vir_for_each_inst_inorder_safe(inst, c)                         \
1512         vir_for_each_block(_block, c)                                   \
1513                 vir_for_each_inst_safe(inst, _block)
1514 
1515 #endif /* V3D_COMPILER_H */
1516