xref: /aosp_15_r20/external/mesa3d/src/broadcom/compiler/v3d_compiler.h (revision 6104692788411f58d303aa86923a9ff6ecaded22)
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/blend.h"
35 #include "util/macros.h"
36 #include "common/v3d_debug.h"
37 #include "common/v3d_device_info.h"
38 #include "common/v3d_limits.h"
39 #include "compiler/nir/nir.h"
40 #include "util/list.h"
41 #include "util/u_math.h"
42 
43 #include "qpu/qpu_instr.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 registers 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          * Stores an immediate value in the index field that will be used
101          * directly by qpu_load_imm().
102          */
103         QFILE_LOAD_IMM,
104 
105         /**
106          * Stores an immediate value in the index field that can be turned
107          * into a small immediate field by qpu_encode_small_immediate().
108          */
109         QFILE_SMALL_IMM,
110 };
111 
112 /**
113  * A reference to a QPU register or a virtual temp register.
114  */
115 struct qreg {
116         enum qfile file;
117         uint32_t index;
118 };
119 
vir_reg(enum qfile file,uint32_t index)120 static inline struct qreg vir_reg(enum qfile file, uint32_t index)
121 {
122         return (struct qreg){file, index};
123 }
124 
vir_magic_reg(uint32_t index)125 static inline struct qreg vir_magic_reg(uint32_t index)
126 {
127         return (struct qreg){QFILE_MAGIC, index};
128 }
129 
vir_nop_reg(void)130 static inline struct qreg vir_nop_reg(void)
131 {
132         return (struct qreg){QFILE_NULL, 0};
133 }
134 
135 /**
136  * A reference to an actual register at the QPU level, for register
137  * allocation.
138  */
139 struct qpu_reg {
140         bool magic;
141         bool smimm;
142         int index;
143 };
144 
145 struct qinst {
146         /** Entry in qblock->instructions */
147         struct list_head link;
148 
149         /**
150          * The instruction being wrapped.  Its condition codes, pack flags,
151          * signals, etc. will all be used, with just the register references
152          * being replaced by the contents of qinst->dst and qinst->src[].
153          */
154         struct v3d_qpu_instr qpu;
155 
156         /* Pre-register-allocation references to src/dst registers */
157         struct qreg dst;
158         struct qreg src[3];
159         bool is_last_thrsw;
160 
161         /* If the instruction reads a uniform (other than through src[i].file
162          * == QFILE_UNIF), that uniform's index in c->uniform_contents.  ~0
163          * otherwise.
164          */
165         int uniform;
166 
167         /* If this is a a TLB Z write */
168         bool is_tlb_z_write;
169 
170         /* If this is a retiring TMU instruction (the last in a lookup sequence),
171          * how many ldtmu instructions are required to read the results.
172          */
173         uint32_t ldtmu_count;
174 
175         /* Position of this instruction in the program. Filled in during
176          * register allocation.
177          */
178         int32_t ip;
179 };
180 
181 enum quniform_contents {
182         /**
183          * Indicates that a constant 32-bit value is copied from the program's
184          * uniform contents.
185          */
186         QUNIFORM_CONSTANT,
187         /**
188          * Indicates that the program's uniform contents are used as an index
189          * into the GL uniform storage.
190          */
191         QUNIFORM_UNIFORM,
192 
193         /** @{
194          * Scaling factors from clip coordinates to relative to the viewport
195          * center.
196          *
197          * This is used by the coordinate and vertex shaders to produce the
198          * 32-bit entry consisting of 2 16-bit fields with 12.4 signed fixed
199          * point offsets from the viewport ccenter.
200          */
201         QUNIFORM_VIEWPORT_X_SCALE,
202         QUNIFORM_VIEWPORT_Y_SCALE,
203         /** @} */
204 
205         QUNIFORM_VIEWPORT_Z_OFFSET,
206         QUNIFORM_VIEWPORT_Z_SCALE,
207 
208         QUNIFORM_USER_CLIP_PLANE,
209 
210         /**
211          * A reference to a V3D 3.x texture config parameter 0 uniform.
212          *
213          * This is a uniform implicitly loaded with a QPU_W_TMU* write, which
214          * defines texture type, miplevels, and such.  It will be found as a
215          * parameter to the first QOP_TEX_[STRB] instruction in a sequence.
216          */
217         QUNIFORM_TEXTURE_CONFIG_P0_0,
218         QUNIFORM_TEXTURE_CONFIG_P0_1,
219         QUNIFORM_TEXTURE_CONFIG_P0_2,
220         QUNIFORM_TEXTURE_CONFIG_P0_3,
221         QUNIFORM_TEXTURE_CONFIG_P0_4,
222         QUNIFORM_TEXTURE_CONFIG_P0_5,
223         QUNIFORM_TEXTURE_CONFIG_P0_6,
224         QUNIFORM_TEXTURE_CONFIG_P0_7,
225         QUNIFORM_TEXTURE_CONFIG_P0_8,
226         QUNIFORM_TEXTURE_CONFIG_P0_9,
227         QUNIFORM_TEXTURE_CONFIG_P0_10,
228         QUNIFORM_TEXTURE_CONFIG_P0_11,
229         QUNIFORM_TEXTURE_CONFIG_P0_12,
230         QUNIFORM_TEXTURE_CONFIG_P0_13,
231         QUNIFORM_TEXTURE_CONFIG_P0_14,
232         QUNIFORM_TEXTURE_CONFIG_P0_15,
233         QUNIFORM_TEXTURE_CONFIG_P0_16,
234         QUNIFORM_TEXTURE_CONFIG_P0_17,
235         QUNIFORM_TEXTURE_CONFIG_P0_18,
236         QUNIFORM_TEXTURE_CONFIG_P0_19,
237         QUNIFORM_TEXTURE_CONFIG_P0_20,
238         QUNIFORM_TEXTURE_CONFIG_P0_21,
239         QUNIFORM_TEXTURE_CONFIG_P0_22,
240         QUNIFORM_TEXTURE_CONFIG_P0_23,
241         QUNIFORM_TEXTURE_CONFIG_P0_24,
242         QUNIFORM_TEXTURE_CONFIG_P0_25,
243         QUNIFORM_TEXTURE_CONFIG_P0_26,
244         QUNIFORM_TEXTURE_CONFIG_P0_27,
245         QUNIFORM_TEXTURE_CONFIG_P0_28,
246         QUNIFORM_TEXTURE_CONFIG_P0_29,
247         QUNIFORM_TEXTURE_CONFIG_P0_30,
248         QUNIFORM_TEXTURE_CONFIG_P0_31,
249         QUNIFORM_TEXTURE_CONFIG_P0_32,
250 
251         /**
252          * A reference to a V3D 3.x texture config parameter 1 uniform.
253          *
254          * This is a uniform implicitly loaded with a QPU_W_TMU* write, which
255          * has the pointer to the indirect texture state.  Our data[] field
256          * will have a packed p1 value, but the address field will be just
257          * which texture unit's texture should be referenced.
258          */
259         QUNIFORM_TEXTURE_CONFIG_P1,
260 
261         /* A V3D 4.x texture config parameter.  The high 8 bits will be
262          * which texture or sampler is being sampled, and the driver must
263          * replace the address field with the appropriate address.
264          */
265         QUNIFORM_TMU_CONFIG_P0,
266         QUNIFORM_TMU_CONFIG_P1,
267 
268         QUNIFORM_IMAGE_TMU_CONFIG_P0,
269 
270         QUNIFORM_TEXTURE_FIRST_LEVEL,
271 
272         QUNIFORM_TEXTURE_WIDTH,
273         QUNIFORM_TEXTURE_HEIGHT,
274         QUNIFORM_TEXTURE_DEPTH,
275         QUNIFORM_TEXTURE_ARRAY_SIZE,
276         QUNIFORM_TEXTURE_LEVELS,
277         QUNIFORM_TEXTURE_SAMPLES,
278 
279         QUNIFORM_UBO_ADDR,
280 
281         QUNIFORM_TEXRECT_SCALE_X,
282         QUNIFORM_TEXRECT_SCALE_Y,
283 
284         /* Returns the base offset of the SSBO given by the data value. */
285         QUNIFORM_SSBO_OFFSET,
286 
287         /* Returns the size of the SSBO or UBO given by the data value. */
288         QUNIFORM_GET_SSBO_SIZE,
289         QUNIFORM_GET_UBO_SIZE,
290 
291         /* Sizes (in pixels) of a shader image given by the data value. */
292         QUNIFORM_IMAGE_WIDTH,
293         QUNIFORM_IMAGE_HEIGHT,
294         QUNIFORM_IMAGE_DEPTH,
295         QUNIFORM_IMAGE_ARRAY_SIZE,
296 
297         QUNIFORM_LINE_WIDTH,
298 
299         /* The line width sent to hardware. This includes the expanded width
300          * when anti-aliasing is enabled.
301          */
302         QUNIFORM_AA_LINE_WIDTH,
303 
304         /* Number of workgroups passed to glDispatchCompute in the dimension
305          * selected by the data value.
306          */
307         QUNIFORM_NUM_WORK_GROUPS,
308 
309         /* Base workgroup offset passed to vkCmdDispatchBase in the dimension
310          * selected by the data value.
311          */
312         QUNIFORM_WORK_GROUP_BASE,
313 
314         /* Workgroup size for variable workgroup support */
315         QUNIFORM_WORK_GROUP_SIZE,
316 
317         /**
318          * Returns the the offset of the scratch buffer for register spilling.
319          */
320         QUNIFORM_SPILL_OFFSET,
321         QUNIFORM_SPILL_SIZE_PER_THREAD,
322 
323         /**
324          * Returns the offset of the shared memory for compute shaders.
325          *
326          * This will be accessed using TMU general memory operations, so the
327          * L2T cache will effectively be the shared memory area.
328          */
329         QUNIFORM_SHARED_OFFSET,
330 
331         /**
332          * OpenCL variable shared memory
333          *
334          * This will only be used when the shader declares variable_shared_memory.
335          */
336         QUNIFORM_SHARED_SIZE,
337 
338         /**
339          * Returns the number of layers in the framebuffer.
340          *
341          * This is used to cap gl_Layer in geometry shaders to avoid
342          * out-of-bounds accesses into the tile state during binning.
343          */
344         QUNIFORM_FB_LAYERS,
345 
346         /**
347          * Current value of gl_ViewIndex for Multiview rendering.
348          */
349         QUNIFORM_VIEW_INDEX,
350 
351         /**
352          * Inline uniform buffers
353          */
354          QUNIFORM_INLINE_UBO_0,
355          QUNIFORM_INLINE_UBO_1,
356          QUNIFORM_INLINE_UBO_2,
357          QUNIFORM_INLINE_UBO_3,
358 
359         /**
360          * Current value of DrawIndex for Multidraw
361          */
362         QUNIFORM_DRAW_ID,
363 };
364 
v3d_unit_data_create(uint32_t unit,uint32_t value)365 static inline uint32_t v3d_unit_data_create(uint32_t unit, uint32_t value)
366 {
367         assert(value < (1 << 24));
368         return unit << 24 | value;
369 }
370 
v3d_unit_data_get_unit(uint32_t data)371 static inline uint32_t v3d_unit_data_get_unit(uint32_t data)
372 {
373         return data >> 24;
374 }
375 
v3d_unit_data_get_offset(uint32_t data)376 static inline uint32_t v3d_unit_data_get_offset(uint32_t data)
377 {
378         return data & 0xffffff;
379 }
380 
381 struct v3d_varying_slot {
382         uint8_t slot_and_component;
383 };
384 
385 static inline struct v3d_varying_slot
v3d_slot_from_slot_and_component(uint8_t slot,uint8_t component)386 v3d_slot_from_slot_and_component(uint8_t slot, uint8_t component)
387 {
388         assert(slot < 255 / 4);
389         return (struct v3d_varying_slot){ (slot << 2) + component };
390 }
391 
v3d_slot_get_slot(struct v3d_varying_slot slot)392 static inline uint8_t v3d_slot_get_slot(struct v3d_varying_slot slot)
393 {
394         return slot.slot_and_component >> 2;
395 }
396 
v3d_slot_get_component(struct v3d_varying_slot slot)397 static inline uint8_t v3d_slot_get_component(struct v3d_varying_slot slot)
398 {
399         return slot.slot_and_component & 3;
400 }
401 
402 struct v3d_key {
403         struct {
404                 uint8_t swizzle[4];
405         } tex[V3D_MAX_TEXTURE_SAMPLERS];
406         struct {
407                 uint8_t return_size;
408                 uint8_t return_channels;
409         } sampler[V3D_MAX_TEXTURE_SAMPLERS];
410 
411         uint8_t num_tex_used;
412         uint8_t num_samplers_used;
413         uint8_t ucp_enables;
414         bool is_last_geometry_stage;
415         bool robust_uniform_access;
416         bool robust_storage_access;
417         bool robust_image_access;
418 };
419 
420 struct v3d_fs_key {
421         struct v3d_key base;
422         bool is_points;
423         bool is_lines;
424         bool line_smoothing;
425         bool point_coord_upper_left;
426         bool msaa;
427         bool sample_alpha_to_coverage;
428         bool sample_alpha_to_one;
429         /* Mask of which color render targets are present. */
430         uint8_t cbufs;
431         uint8_t swap_color_rb;
432         /* Mask of which render targets need to be written as 32-bit floats */
433         uint8_t f32_color_rb;
434         /* Masks of which render targets need to be written as ints/uints.
435          * Used by gallium to work around lost information in TGSI.
436          */
437         uint8_t int_color_rb;
438         uint8_t uint_color_rb;
439 
440         /* Color format information per render target. Only set when logic
441          * operations are enabled.
442          */
443         struct {
444                 enum pipe_format format;
445                 uint8_t swizzle[4];
446         } color_fmt[V3D_MAX_DRAW_BUFFERS];
447 
448         enum pipe_logicop logicop_func;
449         uint32_t point_sprite_mask;
450 
451         /* If the fragment shader reads gl_PrimitiveID then we have 2 scenarios:
452          *
453          * - If there is a geometry shader, then gl_PrimitiveID must be written
454          *   by it and the fragment shader loads it as a regular explicit input
455          *   varying. This is the only valid use case in GLES 3.1.
456          *
457          * - If there is not a geometry shader (allowed since GLES 3.2 and
458          *   Vulkan 1.0), then gl_PrimitiveID must be implicitly written by
459          *   hardware and is considered an implicit input varying in the
460          *   fragment shader.
461          */
462         bool has_gs;
463 };
464 
465 struct v3d_gs_key {
466         struct v3d_key base;
467 
468         struct v3d_varying_slot used_outputs[V3D_MAX_FS_INPUTS];
469         uint8_t num_used_outputs;
470 
471         bool is_coord;
472         bool per_vertex_point_size;
473 };
474 
475 struct v3d_vs_key {
476         struct v3d_key base;
477 
478         struct v3d_varying_slot used_outputs[V3D_MAX_ANY_STAGE_INPUTS];
479         uint8_t num_used_outputs;
480 
481         /* A bit-mask indicating if we need to swap the R/B channels for
482          * vertex attributes. Since the hardware doesn't provide any
483          * means to swizzle vertex attributes we need to do it in the shader.
484          */
485         uint32_t va_swap_rb_mask;
486 
487         bool is_coord;
488         bool per_vertex_point_size;
489         bool clamp_color;
490 };
491 
492 /** A basic block of VIR instructions. */
493 struct qblock {
494         struct list_head link;
495 
496         struct list_head instructions;
497 
498         struct set *predecessors;
499         struct qblock *successors[2];
500 
501         int index;
502 
503         /* Instruction IPs for the first and last instruction of the block.
504          * Set by qpu_schedule.c.
505          */
506         uint32_t start_qpu_ip;
507         uint32_t end_qpu_ip;
508 
509         /* Instruction IP for the branch instruction of the block.  Set by
510          * qpu_schedule.c.
511          */
512         uint32_t branch_qpu_ip;
513 
514         /** Offset within the uniform stream at the start of the block. */
515         uint32_t start_uniform;
516         /** Offset within the uniform stream of the branch instruction */
517         uint32_t branch_uniform;
518 
519         /**
520          * Has the terminating branch of this block already been emitted
521          * by a break or continue?
522          */
523         bool branch_emitted;
524 
525         /** @{ used by v3d_vir_live_variables.c */
526         BITSET_WORD *def;
527         BITSET_WORD *defin;
528         BITSET_WORD *defout;
529         BITSET_WORD *use;
530         BITSET_WORD *live_in;
531         BITSET_WORD *live_out;
532         int start_ip, end_ip;
533         /** @} */
534 };
535 
536 /** Which util/list.h add mode we should use when inserting an instruction. */
537 enum vir_cursor_mode {
538         vir_cursor_add,
539         vir_cursor_addtail,
540 };
541 
542 /**
543  * Tracking structure for where new instructions should be inserted.  Create
544  * with one of the vir_after_inst()-style helper functions.
545  *
546  * This does not protect against removal of the block or instruction, so we
547  * have an assert in instruction removal to try to catch it.
548  */
549 struct vir_cursor {
550         enum vir_cursor_mode mode;
551         struct list_head *link;
552 };
553 
554 static inline struct vir_cursor
vir_before_inst(struct qinst * inst)555 vir_before_inst(struct qinst *inst)
556 {
557         return (struct vir_cursor){ vir_cursor_addtail, &inst->link };
558 }
559 
560 static inline struct vir_cursor
vir_after_inst(struct qinst * inst)561 vir_after_inst(struct qinst *inst)
562 {
563         return (struct vir_cursor){ vir_cursor_add, &inst->link };
564 }
565 
566 static inline struct vir_cursor
vir_before_block(struct qblock * block)567 vir_before_block(struct qblock *block)
568 {
569         return (struct vir_cursor){ vir_cursor_add, &block->instructions };
570 }
571 
572 static inline struct vir_cursor
vir_after_block(struct qblock * block)573 vir_after_block(struct qblock *block)
574 {
575         return (struct vir_cursor){ vir_cursor_addtail, &block->instructions };
576 }
577 
578 enum v3d_compilation_result {
579         V3D_COMPILATION_SUCCEEDED,
580         V3D_COMPILATION_FAILED_REGISTER_ALLOCATION,
581         V3D_COMPILATION_FAILED,
582 };
583 
584 /**
585  * Compiler state saved across compiler invocations, for any expensive global
586  * setup.
587  */
588 struct v3d_compiler {
589         const struct v3d_device_info *devinfo;
590         uint32_t max_inline_uniform_buffers;
591         struct ra_regs *regs;
592         struct ra_class *reg_class_any[3];
593         struct ra_class *reg_class_r5[3];
594         struct ra_class *reg_class_phys[3];
595         struct ra_class *reg_class_phys_or_acc[3];
596 };
597 
598 /**
599  * This holds partially interpolated inputs as provided by hardware
600  * (The Vp = A*(x - x0) + B*(y - y0) term), as well as the C coefficient
601  * required to compute the final interpolated value.
602  */
603 struct v3d_interp_input {
604    struct qreg vp;
605    struct qreg C;
606    unsigned mode; /* interpolation mode */
607 };
608 
609 struct v3d_ra_node_info {
610         struct {
611                 uint32_t priority;
612                 uint8_t class_bits;
613                 bool is_program_end;
614                 bool unused;
615 
616                 /* If this node may have an allocation conflict with a
617                  * payload register.
618                  */
619                 bool payload_conflict;
620 
621                 /* V3D 7.x */
622                 bool is_ldunif_dst;
623         } *info;
624         uint32_t alloc_count;
625 };
626 
627 struct v3d_compile {
628         const struct v3d_device_info *devinfo;
629         nir_shader *s;
630         nir_function_impl *impl;
631         struct exec_list *cf_node_list;
632         const struct v3d_compiler *compiler;
633 
634         void (*debug_output)(const char *msg,
635                              void *debug_output_data);
636         void *debug_output_data;
637 
638         /**
639          * Mapping from nir_register * or nir_def * to array of struct
640          * qreg for the values.
641          */
642         struct hash_table *def_ht;
643 
644         /* For each temp, the instruction generating its value. */
645         struct qinst **defs;
646         uint32_t defs_array_size;
647 
648         /* TMU pipelining tracking */
649         struct {
650                 /* NIR registers that have been updated with a TMU operation
651                  * that has not been flushed yet.
652                  */
653                 struct set *outstanding_regs;
654 
655                 uint32_t output_fifo_size;
656 
657                 struct {
658                         nir_def *def;
659                         uint8_t num_components;
660                         uint8_t component_mask;
661                 } flush[MAX_TMU_QUEUE_SIZE];
662                 uint32_t flush_count;
663                 uint32_t total_count;
664         } tmu;
665 
666         /**
667          * Inputs to the shader, arranged by TGSI declaration order.
668          *
669          * Not all fragment shader QFILE_VARY reads are present in this array.
670          */
671         struct qreg *inputs;
672         /**
673          * Partially interpolated inputs to the shader.
674          */
675         struct v3d_interp_input *interp;
676         struct qreg *outputs;
677         bool msaa_per_sample_output;
678         struct qreg color_reads[V3D_MAX_DRAW_BUFFERS * V3D_MAX_SAMPLES * 4];
679         struct qreg sample_colors[V3D_MAX_DRAW_BUFFERS * V3D_MAX_SAMPLES * 4];
680         uint32_t inputs_array_size;
681         uint32_t outputs_array_size;
682         uint32_t uniforms_array_size;
683 
684         /* Booleans for whether the corresponding QFILE_VARY[i] is
685          * flat-shaded.  This includes gl_FragColor flat-shading, which is
686          * customized based on the shademodel_flat shader key.
687          */
688         uint32_t flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
689 
690         uint32_t noperspective_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
691 
692         uint32_t centroid_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
693 
694         bool uses_center_w;
695         bool writes_z;
696         bool writes_z_from_fep;
697         bool reads_z;
698         bool uses_implicit_point_line_varyings;
699 
700         /* True if a fragment shader reads gl_PrimitiveID */
701         bool fs_uses_primitive_id;
702 
703         /* Whether we are using the fallback scheduler. This will be set after
704          * register allocation has failed once.
705          */
706         bool fallback_scheduler;
707 
708         /* Disable TMU pipelining. This may increase the chances of being able
709          * to compile shaders with high register pressure that require to emit
710          * TMU spills.
711          */
712         bool disable_tmu_pipelining;
713         bool pipelined_any_tmu;
714 
715         /* Disable sorting of UBO loads with constant offset. This may
716          * increase the chances of being able to compile shaders with high
717          * register pressure.
718          */
719         bool disable_constant_ubo_load_sorting;
720         bool sorted_any_ubo_loads;
721 
722         /* Moves UBO/SSBO loads right before their first user (nir_opt_move).
723          * This can reduce register pressure.
724          */
725         bool move_buffer_loads;
726 
727         /* Emits ldunif for each new uniform, even if the uniform was already
728          * emitted in the same block. Useful to compile shaders with high
729          * register pressure or to disable the optimization during uniform
730          * spills.
731          */
732         bool disable_ldunif_opt;
733 
734         /* Disables loop unrolling to reduce register pressure. */
735         bool disable_loop_unrolling;
736         bool unrolled_any_loops;
737 
738         /* Disables nir_opt_gcm to reduce register pressure. */
739         bool disable_gcm;
740 
741         /* If calling nir_opt_gcm made any progress. Used to skip new rebuilds
742          * if possible
743          */
744         bool gcm_progress;
745 
746         /* Disables scheduling of general TMU loads (and unfiltered image load).
747          */
748         bool disable_general_tmu_sched;
749         bool has_general_tmu_load;
750 
751         /* Minimum number of threads we are willing to use to register allocate
752          * a shader with the current compilation strategy. This only prevents
753          * us from lowering the thread count to register allocate successfully,
754          * which can be useful when we prefer doing other changes to the
755          * compilation strategy before dropping thread count.
756          */
757         uint32_t min_threads_for_reg_alloc;
758 
759         /* Whether TMU spills are allowed. If this is disabled it may cause
760          * register allocation to fail. We set this to favor other compilation
761          * strategies that can reduce register pressure and hopefully reduce or
762          * eliminate TMU spills in the shader.
763          */
764         uint32_t max_tmu_spills;
765 
766         uint32_t compile_strategy_idx;
767 
768         /* The UBO index and block used with the last unifa load, as well as the
769          * current unifa offset *after* emitting that load. This is used to skip
770          * unifa writes (and their 3 delay slot) when the next UBO load reads
771          * right after the previous one in the same block.
772          */
773         struct qblock *current_unifa_block;
774         int32_t current_unifa_index;
775         uint32_t current_unifa_offset;
776         bool current_unifa_is_ubo;
777 
778         /* State for whether we're executing on each channel currently.  0 if
779          * yes, otherwise a block number + 1 that the channel jumped to.
780          */
781         struct qreg execute;
782         bool in_control_flow;
783 
784         struct qreg line_x, point_x, point_y, primitive_id;
785 
786         /**
787          * Instance ID, which comes in before the vertex attribute payload if
788          * the shader record requests it.
789          */
790         struct qreg iid;
791 
792         /**
793          * Base Instance ID, which comes in before the vertex attribute payload
794          * (after Instance ID) if the shader record requests it.
795          */
796         struct qreg biid;
797 
798         /**
799          * Vertex ID, which comes in before the vertex attribute payload
800          * (after Base Instance) if the shader record requests it.
801          */
802         struct qreg vid;
803 
804         /* Fragment shader payload regs. */
805         struct qreg payload_w, payload_w_centroid, payload_z;
806 
807         struct qreg cs_payload[2];
808         struct qreg cs_shared_offset;
809         int local_invocation_index_bits;
810 
811         /* Starting value of the sample mask in a fragment shader. We use
812          * this to identify lanes that have been terminated/discarded.
813          */
814         struct qreg start_msf;
815 
816         /* If the shader uses subgroup functionality */
817         bool has_subgroups;
818 
819         uint8_t vattr_sizes[V3D_MAX_VS_INPUTS / 4];
820         uint32_t vpm_output_size;
821 
822         /* Size in bytes of registers that have been spilled. This is how much
823          * space needs to be available in the spill BO per thread per QPU.
824          */
825         uint32_t spill_size;
826         /* Shader-db stats */
827         uint32_t spills, fills, loops;
828 
829         /* Whether we are in the process of spilling registers for
830          * register allocation
831          */
832         bool spilling;
833 
834         /**
835          * Register spilling's per-thread base address, shared between each
836          * spill/fill's addressing calculations (also used for scratch
837          * access).
838          */
839         struct qreg spill_base;
840 
841         /* Bit vector of which temps may be spilled */
842         BITSET_WORD *spillable;
843 
844         /* Used during register allocation */
845         int thread_index;
846         struct v3d_ra_node_info nodes;
847         struct ra_graph *g;
848 
849         /**
850          * Array of the VARYING_SLOT_* of all FS QFILE_VARY reads.
851          *
852          * This includes those that aren't part of the VPM varyings, like
853          * point/line coordinates.
854          */
855         struct v3d_varying_slot input_slots[V3D_MAX_FS_INPUTS];
856 
857         /**
858          * An entry per outputs[] in the VS indicating what the VARYING_SLOT_*
859          * of the output is.  Used to emit from the VS in the order that the
860          * FS needs.
861          */
862         struct v3d_varying_slot *output_slots;
863 
864         struct pipe_shader_state *shader_state;
865         struct v3d_key *key;
866         struct v3d_fs_key *fs_key;
867         struct v3d_gs_key *gs_key;
868         struct v3d_vs_key *vs_key;
869 
870         /* Live ranges of temps. */
871         int *temp_start, *temp_end;
872         bool live_intervals_valid;
873 
874         uint32_t *uniform_data;
875         enum quniform_contents *uniform_contents;
876         uint32_t uniform_array_size;
877         uint32_t num_uniforms;
878         uint32_t output_position_index;
879         nir_variable *output_color_var[V3D_MAX_DRAW_BUFFERS];
880         uint32_t output_sample_mask_index;
881 
882         struct qreg undef;
883         uint32_t num_temps;
884         /* Number of temps in the program right before we spill a new temp. We
885          * use this to know which temps existed before a spill and which were
886          * added with the spill itself.
887          */
888         uint32_t spill_start_num_temps;
889 
890         struct vir_cursor cursor;
891         struct list_head blocks;
892         int next_block_index;
893         struct qblock *cur_block;
894         struct qblock *loop_cont_block;
895         struct qblock *loop_break_block;
896         /**
897          * Which temp, if any, do we currently have in the flags?
898          * This is set when processing a comparison instruction, and
899          * reset to -1 by anything else that touches the flags.
900          */
901         int32_t flags_temp;
902         enum v3d_qpu_cond flags_cond;
903 
904         uint64_t *qpu_insts;
905         uint32_t qpu_inst_count;
906         uint32_t qpu_inst_size;
907         uint32_t qpu_inst_stalled_count;
908         uint32_t nop_count;
909 
910         /* For the FS, the number of varying inputs not counting the
911          * point/line varyings payload
912          */
913         uint32_t num_inputs;
914 
915         uint32_t program_id;
916         uint32_t variant_id;
917 
918         /* Set to compile program in in 1x, 2x, or 4x threaded mode, where
919          * SIG_THREAD_SWITCH is used to hide texturing latency at the cost of
920          * limiting ourselves to the part of the physical reg space.
921          *
922          * On V3D 3.x, 2x or 4x divide the physical reg space by 2x or 4x.  On
923          * V3D 4.x, all shaders are 2x threaded, and 4x only divides the
924          * physical reg space in half.
925          */
926         uint8_t threads;
927         struct qinst *last_thrsw;
928         bool last_thrsw_at_top_level;
929 
930         bool emitted_tlb_load;
931         bool lock_scoreboard_on_first_thrsw;
932 
933         enum v3d_compilation_result compilation_result;
934 
935         bool tmu_dirty_rcl;
936         bool has_global_address;
937 
938         /* If we have processed a discard/terminate instruction. This may
939          * cause some lanes to be inactive even during uniform control
940          * flow.
941          */
942         bool emitted_discard;
943 };
944 
945 struct v3d_uniform_list {
946         enum quniform_contents *contents;
947         uint32_t *data;
948         uint32_t count;
949 };
950 
951 struct v3d_prog_data {
952         struct v3d_uniform_list uniforms;
953 
954         uint32_t spill_size;
955         uint32_t tmu_spills;
956         uint32_t tmu_fills;
957         uint32_t tmu_count;
958 
959         uint32_t qpu_read_stalls;
960 
961         uint8_t compile_strategy_idx;
962 
963         uint8_t threads;
964 
965         /* For threads > 1, whether the program should be dispatched in the
966          * after-final-THRSW state.
967          */
968         bool single_seg;
969 
970         bool tmu_dirty_rcl;
971 
972         bool has_control_barrier;
973 
974         bool has_global_address;
975 };
976 
977 struct v3d_vs_prog_data {
978         struct v3d_prog_data base;
979 
980         bool uses_iid, uses_biid, uses_vid;
981 
982         /* Number of components read from each vertex attribute. */
983         uint8_t vattr_sizes[V3D_MAX_VS_INPUTS / 4];
984 
985         /* Total number of components read, for the shader state record. */
986         uint32_t vpm_input_size;
987 
988         /* Total number of components written, for the shader state record. */
989         uint32_t vpm_output_size;
990 
991         /* Set if there should be separate VPM segments for input and output.
992          * If unset, vpm_input_size will be 0.
993          */
994         bool separate_segments;
995 
996         /* Value to be programmed in VCM_CACHE_SIZE. */
997         uint8_t vcm_cache_size;
998 
999         bool writes_psiz;
1000 
1001         /* Maps the nir->data.location to its
1002          * nir->data.driver_location. In general we are using the
1003          * driver location as index (like vattr_sizes above), so this
1004          * map is useful when what we have is the location
1005          *
1006          * Returns -1 if the location is not used
1007          */
1008         int32_t driver_location_map[V3D_MAX_VS_INPUTS];
1009 };
1010 
1011 struct v3d_gs_prog_data {
1012         struct v3d_prog_data base;
1013 
1014         /* Whether the program reads gl_PrimitiveIDIn */
1015         bool uses_pid;
1016 
1017         /* Number of components read from each input varying. */
1018         uint8_t input_sizes[V3D_MAX_GS_INPUTS / 4];
1019 
1020         /* Number of inputs */
1021         uint8_t num_inputs;
1022         struct v3d_varying_slot input_slots[V3D_MAX_GS_INPUTS];
1023 
1024         /* Total number of components written, for the shader state record. */
1025         uint32_t vpm_output_size;
1026 
1027         /* Maximum SIMD dispatch width to not exceed VPM output size limits
1028          * in the geometry shader. Notice that the final dispatch width has to
1029          * be decided at draw time and could be lower based on the VPM pressure
1030          * added by other shader stages.
1031          */
1032         uint8_t simd_width;
1033 
1034         /* Output primitive type */
1035         uint8_t out_prim_type;
1036 
1037         /* Number of GS invocations */
1038         uint8_t num_invocations;
1039 
1040         bool writes_psiz;
1041 };
1042 
1043 struct v3d_fs_prog_data {
1044         struct v3d_prog_data base;
1045 
1046         /* Whether the program reads gl_PrimitiveID */
1047         bool uses_pid;
1048 
1049         struct v3d_varying_slot input_slots[V3D_MAX_FS_INPUTS];
1050 
1051         /* Array of flat shade flags.
1052          *
1053          * Each entry is only 24 bits (high 8 bits 0), to match the hardware
1054          * packet layout.
1055          */
1056         uint32_t flat_shade_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
1057 
1058         uint32_t noperspective_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
1059 
1060         uint32_t centroid_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
1061 
1062         uint8_t num_inputs;
1063         bool writes_z;
1064         bool writes_z_from_fep;
1065         bool disable_ez;
1066         bool uses_center_w;
1067         bool uses_implicit_point_line_varyings;
1068         bool lock_scoreboard_on_first_thrsw;
1069 
1070         /* If the fragment shader does anything that requires to force
1071          * per-sample MSAA, such as reading gl_SampleID.
1072          */
1073         bool force_per_sample_msaa;
1074 };
1075 
1076 struct v3d_compute_prog_data {
1077         struct v3d_prog_data base;
1078         /* Size in bytes of the workgroup's shared space. */
1079         uint32_t shared_size;
1080         uint16_t local_size[3];
1081         /* If the shader uses subgroup functionality */
1082         bool has_subgroups;
1083 };
1084 
1085 struct vpm_config {
1086    uint32_t As;
1087    uint32_t Vc;
1088    uint32_t Gs;
1089    uint32_t Gd;
1090    uint32_t Gv;
1091    uint32_t Ve;
1092    uint32_t gs_width;
1093 };
1094 
1095 bool
1096 v3d_compute_vpm_config(struct v3d_device_info *devinfo,
1097                        struct v3d_vs_prog_data *vs_bin,
1098                        struct v3d_vs_prog_data *vs,
1099                        struct v3d_gs_prog_data *gs_bin,
1100                        struct v3d_gs_prog_data *gs,
1101                        struct vpm_config *vpm_cfg_bin,
1102                        struct vpm_config *vpm_cfg);
1103 void
1104 v3d_pack_unnormalized_coordinates(struct v3d_device_info *devinfo,
1105                                   uint32_t *p1_packed,
1106                                   bool unnormalized_coordinates);
1107 
1108 static inline bool
vir_has_uniform(struct qinst * inst)1109 vir_has_uniform(struct qinst *inst)
1110 {
1111         return inst->uniform != ~0;
1112 }
1113 
1114 const struct v3d_compiler *v3d_compiler_init(const struct v3d_device_info *devinfo,
1115                                              uint32_t max_inline_uniform_buffers);
1116 void v3d_compiler_free(const struct v3d_compiler *compiler);
1117 void v3d_optimize_nir(struct v3d_compile *c, struct nir_shader *s);
1118 
1119 uint64_t *v3d_compile(const struct v3d_compiler *compiler,
1120                       struct v3d_key *key,
1121                       struct v3d_prog_data **prog_data,
1122                       nir_shader *s,
1123                       void (*debug_output)(const char *msg,
1124                                            void *debug_output_data),
1125                       void *debug_output_data,
1126                       int program_id, int variant_id,
1127                       uint32_t *final_assembly_size);
1128 
1129 uint32_t v3d_prog_data_size(gl_shader_stage stage);
1130 void v3d_nir_to_vir(struct v3d_compile *c);
1131 
1132 void vir_compile_destroy(struct v3d_compile *c);
1133 const char *vir_get_stage_name(struct v3d_compile *c);
1134 struct qblock *vir_new_block(struct v3d_compile *c);
1135 void vir_set_emit_block(struct v3d_compile *c, struct qblock *block);
1136 void vir_link_blocks(struct qblock *predecessor, struct qblock *successor);
1137 struct qblock *vir_entry_block(struct v3d_compile *c);
1138 struct qblock *vir_exit_block(struct v3d_compile *c);
1139 struct qinst *vir_add_inst(enum v3d_qpu_add_op op, struct qreg dst,
1140                            struct qreg src0, struct qreg src1);
1141 struct qinst *vir_mul_inst(enum v3d_qpu_mul_op op, struct qreg dst,
1142                            struct qreg src0, struct qreg src1);
1143 struct qinst *vir_branch_inst(struct v3d_compile *c,
1144                               enum v3d_qpu_branch_cond cond);
1145 void vir_remove_instruction(struct v3d_compile *c, struct qinst *qinst);
1146 uint32_t vir_get_uniform_index(struct v3d_compile *c,
1147                                enum quniform_contents contents,
1148                                uint32_t data);
1149 struct qreg vir_uniform(struct v3d_compile *c,
1150                         enum quniform_contents contents,
1151                         uint32_t data);
1152 void vir_schedule_instructions(struct v3d_compile *c);
1153 void v3d_setup_spill_base(struct v3d_compile *c);
1154 struct v3d_qpu_instr v3d_qpu_nop(void);
1155 
1156 struct qreg vir_emit_def(struct v3d_compile *c, struct qinst *inst);
1157 struct qinst *vir_emit_nondef(struct v3d_compile *c, struct qinst *inst);
1158 void vir_set_cond(struct qinst *inst, enum v3d_qpu_cond cond);
1159 enum v3d_qpu_cond vir_get_cond(struct qinst *inst);
1160 void vir_set_pf(struct v3d_compile *c, struct qinst *inst, enum v3d_qpu_pf pf);
1161 void vir_set_uf(struct v3d_compile *c, struct qinst *inst, enum v3d_qpu_uf uf);
1162 void vir_set_unpack(struct qinst *inst, int src,
1163                     enum v3d_qpu_input_unpack unpack);
1164 void vir_set_pack(struct qinst *inst, enum v3d_qpu_output_pack pack);
1165 
1166 struct qreg vir_get_temp(struct v3d_compile *c);
1167 void vir_calculate_live_intervals(struct v3d_compile *c);
1168 int vir_get_nsrc(struct qinst *inst);
1169 bool vir_has_side_effects(struct v3d_compile *c, struct qinst *inst);
1170 bool vir_get_add_op(struct qinst *inst, enum v3d_qpu_add_op *op);
1171 bool vir_get_mul_op(struct qinst *inst, enum v3d_qpu_mul_op *op);
1172 bool vir_is_raw_mov(struct qinst *inst);
1173 bool vir_is_tex(const struct v3d_device_info *devinfo, struct qinst *inst);
1174 bool vir_is_add(struct qinst *inst);
1175 bool vir_is_mul(struct qinst *inst);
1176 bool vir_writes_r4_implicitly(const struct v3d_device_info *devinfo, struct qinst *inst);
1177 struct qreg vir_follow_movs(struct v3d_compile *c, struct qreg reg);
1178 uint8_t vir_channels_written(struct qinst *inst);
1179 struct qreg ntq_get_src(struct v3d_compile *c, nir_src src, int i);
1180 void ntq_store_def(struct v3d_compile *c, nir_def *def, int chan,
1181                    struct qreg result);
1182 bool ntq_tmu_fifo_overflow(struct v3d_compile *c, uint32_t components);
1183 void ntq_add_pending_tmu_flush(struct v3d_compile *c, nir_def *def,
1184                                uint32_t component_mask);
1185 void ntq_flush_tmu(struct v3d_compile *c);
1186 void vir_emit_thrsw(struct v3d_compile *c);
1187 
1188 void vir_dump(struct v3d_compile *c);
1189 void vir_dump_inst(struct v3d_compile *c, struct qinst *inst);
1190 void vir_dump_uniform(enum quniform_contents contents, uint32_t data);
1191 
1192 void vir_validate(struct v3d_compile *c);
1193 
1194 void vir_optimize(struct v3d_compile *c);
1195 bool vir_opt_algebraic(struct v3d_compile *c);
1196 bool vir_opt_constant_folding(struct v3d_compile *c);
1197 bool vir_opt_copy_propagate(struct v3d_compile *c);
1198 bool vir_opt_dead_code(struct v3d_compile *c);
1199 bool vir_opt_peephole_sf(struct v3d_compile *c);
1200 bool vir_opt_redundant_flags(struct v3d_compile *c);
1201 bool vir_opt_small_immediates(struct v3d_compile *c);
1202 bool vir_opt_vpm(struct v3d_compile *c);
1203 bool vir_opt_constant_alu(struct v3d_compile *c);
1204 bool v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c);
1205 bool v3d_nir_lower_line_smooth(nir_shader *shader);
1206 bool v3d_nir_lower_logic_ops(nir_shader *s, struct v3d_compile *c);
1207 bool v3d_nir_lower_scratch(nir_shader *s);
1208 bool v3d_nir_lower_txf_ms(nir_shader *s);
1209 bool v3d_nir_lower_image_load_store(nir_shader *s, struct v3d_compile *c);
1210 bool v3d_nir_lower_global_2x32(nir_shader *s);
1211 bool v3d_nir_lower_load_store_bitsize(nir_shader *s);
1212 bool v3d_nir_lower_algebraic(struct nir_shader *shader);
1213 
1214 void v3d_vir_emit_tex(struct v3d_compile *c, nir_tex_instr *instr);
1215 void v3d_vir_emit_image_load_store(struct v3d_compile *c,
1216                                    nir_intrinsic_instr *instr);
1217 
1218 void v3d_vir_to_qpu(struct v3d_compile *c, struct qpu_reg *temp_registers);
1219 uint32_t v3d_qpu_schedule_instructions(struct v3d_compile *c);
1220 void qpu_validate(struct v3d_compile *c);
1221 struct qpu_reg *v3d_register_allocate(struct v3d_compile *c);
1222 bool vir_init_reg_sets(struct v3d_compiler *compiler);
1223 
1224 int v3d_shaderdb_dump(struct v3d_compile *c, char **shaderdb_str);
1225 
1226 bool v3d_gl_format_is_return_32(enum pipe_format format);
1227 
1228 uint32_t
1229 v3d_get_op_for_atomic_add(nir_intrinsic_instr *instr, unsigned src);
1230 
1231 static inline bool
quniform_contents_is_texture_p0(enum quniform_contents contents)1232 quniform_contents_is_texture_p0(enum quniform_contents contents)
1233 {
1234         return (contents >= QUNIFORM_TEXTURE_CONFIG_P0_0 &&
1235                 contents < (QUNIFORM_TEXTURE_CONFIG_P0_0 +
1236                             V3D_MAX_TEXTURE_SAMPLERS));
1237 }
1238 
1239 static inline bool
vir_in_nonuniform_control_flow(struct v3d_compile * c)1240 vir_in_nonuniform_control_flow(struct v3d_compile *c)
1241 {
1242         return c->execute.file != QFILE_NULL;
1243 }
1244 
1245 static inline struct qreg
vir_uniform_ui(struct v3d_compile * c,uint32_t ui)1246 vir_uniform_ui(struct v3d_compile *c, uint32_t ui)
1247 {
1248         return vir_uniform(c, QUNIFORM_CONSTANT, ui);
1249 }
1250 
1251 static inline struct qreg
vir_uniform_f(struct v3d_compile * c,float f)1252 vir_uniform_f(struct v3d_compile *c, float f)
1253 {
1254         return vir_uniform(c, QUNIFORM_CONSTANT, fui(f));
1255 }
1256 
1257 #define VIR_ALU0(name, vir_inst, op)                                     \
1258 static inline struct qreg                                                \
1259 vir_##name(struct v3d_compile *c)                                        \
1260 {                                                                        \
1261         return vir_emit_def(c, vir_inst(op, c->undef,                    \
1262                                         c->undef, c->undef));            \
1263 }                                                                        \
1264 static inline struct qinst *                                             \
1265 vir_##name##_dest(struct v3d_compile *c, struct qreg dest)               \
1266 {                                                                        \
1267         return vir_emit_nondef(c, vir_inst(op, dest,                     \
1268                                            c->undef, c->undef));         \
1269 }
1270 
1271 #define VIR_ALU1(name, vir_inst, op)                                     \
1272 static inline struct qreg                                                \
1273 vir_##name(struct v3d_compile *c, struct qreg a)                         \
1274 {                                                                        \
1275         return vir_emit_def(c, vir_inst(op, c->undef,                    \
1276                                         a, c->undef));                   \
1277 }                                                                        \
1278 static inline struct qinst *                                             \
1279 vir_##name##_dest(struct v3d_compile *c, struct qreg dest,               \
1280                   struct qreg a)                                         \
1281 {                                                                        \
1282         return vir_emit_nondef(c, vir_inst(op, dest, a,          \
1283                                            c->undef));                   \
1284 }
1285 
1286 #define VIR_ALU2(name, vir_inst, op)                                       \
1287 static inline struct qreg                                                \
1288 vir_##name(struct v3d_compile *c, struct qreg a, struct qreg b)          \
1289 {                                                                        \
1290         return vir_emit_def(c, vir_inst(op, c->undef, a, b));    \
1291 }                                                                        \
1292 static inline struct qinst *                                             \
1293 vir_##name##_dest(struct v3d_compile *c, struct qreg dest,               \
1294                   struct qreg a, struct qreg b)                          \
1295 {                                                                        \
1296         return vir_emit_nondef(c, vir_inst(op, dest, a, b));     \
1297 }
1298 
1299 #define VIR_NODST_0(name, vir_inst, op)                                 \
1300 static inline struct qinst *                                            \
1301 vir_##name(struct v3d_compile *c)                                       \
1302 {                                                                       \
1303         return vir_emit_nondef(c, vir_inst(op, c->undef,                \
1304                                            c->undef, c->undef));        \
1305 }
1306 
1307 #define VIR_NODST_1(name, vir_inst, op)                                               \
1308 static inline struct qinst *                                            \
1309 vir_##name(struct v3d_compile *c, struct qreg a)                        \
1310 {                                                                       \
1311         return vir_emit_nondef(c, vir_inst(op, c->undef,        \
1312                                            a, c->undef));               \
1313 }
1314 
1315 #define VIR_NODST_2(name, vir_inst, op)                                               \
1316 static inline struct qinst *                                            \
1317 vir_##name(struct v3d_compile *c, struct qreg a, struct qreg b)         \
1318 {                                                                       \
1319         return vir_emit_nondef(c, vir_inst(op, c->undef,                \
1320                                            a, b));                      \
1321 }
1322 
1323 #define VIR_SFU(name)                                                      \
1324 static inline struct qreg                                                \
1325 vir_##name(struct v3d_compile *c, struct qreg a)                         \
1326 {                                                                       \
1327         return vir_emit_def(c, vir_add_inst(V3D_QPU_A_##name,           \
1328                                             c->undef,                   \
1329                                             a, c->undef));              \
1330 }                                                                        \
1331 static inline struct qinst *                                             \
1332 vir_##name##_dest(struct v3d_compile *c, struct qreg dest,               \
1333                   struct qreg a)                                         \
1334 {                                                                        \
1335         return vir_emit_nondef(c, vir_add_inst(V3D_QPU_A_##name,        \
1336                                                dest,                    \
1337                                                a, c->undef));           \
1338 }
1339 
1340 #define VIR_SFU2(name)                                                   \
1341 static inline struct qreg                                                \
1342 vir_##name(struct v3d_compile *c, struct qreg a, struct qreg b)          \
1343 {                                                                        \
1344         return vir_emit_def(c, vir_add_inst(V3D_QPU_A_##name,            \
1345                                             c->undef,                    \
1346                                             a, b));                      \
1347 }                                                                        \
1348 static inline struct qinst *                                             \
1349 vir_##name##_dest(struct v3d_compile *c, struct qreg dest,               \
1350                   struct qreg a, struct qreg b)                          \
1351 {                                                                        \
1352         return vir_emit_nondef(c, vir_add_inst(V3D_QPU_A_##name,         \
1353                                                dest,                     \
1354                                                a, b));                   \
1355 }
1356 
1357 #define VIR_A_ALU2(name) VIR_ALU2(name, vir_add_inst, V3D_QPU_A_##name)
1358 #define VIR_M_ALU2(name) VIR_ALU2(name, vir_mul_inst, V3D_QPU_M_##name)
1359 #define VIR_A_ALU1(name) VIR_ALU1(name, vir_add_inst, V3D_QPU_A_##name)
1360 #define VIR_M_ALU1(name) VIR_ALU1(name, vir_mul_inst, V3D_QPU_M_##name)
1361 #define VIR_A_ALU0(name) VIR_ALU0(name, vir_add_inst, V3D_QPU_A_##name)
1362 #define VIR_M_ALU0(name) VIR_ALU0(name, vir_mul_inst, V3D_QPU_M_##name)
1363 #define VIR_A_NODST_2(name) VIR_NODST_2(name, vir_add_inst, V3D_QPU_A_##name)
1364 #define VIR_M_NODST_2(name) VIR_NODST_2(name, vir_mul_inst, V3D_QPU_M_##name)
1365 #define VIR_A_NODST_1(name) VIR_NODST_1(name, vir_add_inst, V3D_QPU_A_##name)
1366 #define VIR_M_NODST_1(name) VIR_NODST_1(name, vir_mul_inst, V3D_QPU_M_##name)
1367 #define VIR_A_NODST_0(name) VIR_NODST_0(name, vir_add_inst, V3D_QPU_A_##name)
1368 
1369 VIR_A_ALU2(FADD)
VIR_A_ALU2(VFPACK)1370 VIR_A_ALU2(VFPACK)
1371 VIR_A_ALU2(FSUB)
1372 VIR_A_ALU2(FMIN)
1373 VIR_A_ALU2(FMAX)
1374 
1375 VIR_A_ALU2(ADD)
1376 VIR_A_ALU2(SUB)
1377 VIR_A_ALU2(SHL)
1378 VIR_A_ALU2(SHR)
1379 VIR_A_ALU2(ASR)
1380 VIR_A_ALU2(ROR)
1381 VIR_A_ALU2(MIN)
1382 VIR_A_ALU2(MAX)
1383 VIR_A_ALU2(UMIN)
1384 VIR_A_ALU2(UMAX)
1385 VIR_A_ALU2(AND)
1386 VIR_A_ALU2(OR)
1387 VIR_A_ALU2(XOR)
1388 VIR_A_ALU2(VADD)
1389 VIR_A_ALU2(VSUB)
1390 VIR_A_NODST_2(STVPMV)
1391 VIR_A_NODST_2(STVPMD)
1392 VIR_A_ALU1(NOT)
1393 VIR_A_ALU1(NEG)
1394 VIR_A_ALU1(FLAPUSH)
1395 VIR_A_ALU1(FLBPUSH)
1396 VIR_A_ALU1(FLPOP)
1397 VIR_A_ALU0(FLAFIRST)
1398 VIR_A_ALU0(FLNAFIRST)
1399 VIR_A_ALU1(SETMSF)
1400 VIR_A_ALU1(SETREVF)
1401 VIR_A_ALU0(TIDX)
1402 VIR_A_ALU0(EIDX)
1403 VIR_A_ALU1(LDVPMV_IN)
1404 VIR_A_ALU1(LDVPMV_OUT)
1405 VIR_A_ALU1(LDVPMD_IN)
1406 VIR_A_ALU1(LDVPMD_OUT)
1407 VIR_A_ALU2(LDVPMG_IN)
1408 VIR_A_ALU2(LDVPMG_OUT)
1409 VIR_A_ALU0(TMUWT)
1410 
1411 VIR_A_ALU0(IID)
1412 VIR_A_ALU0(FXCD)
1413 VIR_A_ALU0(XCD)
1414 VIR_A_ALU0(FYCD)
1415 VIR_A_ALU0(YCD)
1416 VIR_A_ALU0(MSF)
1417 VIR_A_ALU0(REVF)
1418 VIR_A_ALU0(BARRIERID)
1419 VIR_A_ALU0(SAMPID)
1420 VIR_A_NODST_1(VPMSETUP)
1421 VIR_A_NODST_0(VPMWT)
1422 VIR_A_ALU2(FCMP)
1423 VIR_A_ALU2(VFMAX)
1424 
1425 VIR_A_ALU1(FROUND)
1426 VIR_A_ALU1(FTOIN)
1427 VIR_A_ALU1(FTRUNC)
1428 VIR_A_ALU1(FTOIZ)
1429 VIR_A_ALU1(FFLOOR)
1430 VIR_A_ALU1(FTOUZ)
1431 VIR_A_ALU1(FCEIL)
1432 VIR_A_ALU1(FTOC)
1433 
1434 VIR_A_ALU1(FDX)
1435 VIR_A_ALU1(FDY)
1436 
1437 VIR_A_ALU1(ITOF)
1438 VIR_A_ALU1(CLZ)
1439 VIR_A_ALU1(UTOF)
1440 
1441 VIR_M_ALU2(UMUL24)
1442 VIR_M_ALU2(FMUL)
1443 VIR_M_ALU2(SMUL24)
1444 VIR_M_NODST_2(MULTOP)
1445 
1446 VIR_M_ALU1(MOV)
1447 VIR_M_ALU1(FMOV)
1448 
1449 VIR_SFU(RECIP)
1450 VIR_SFU(RSQRT)
1451 VIR_SFU(EXP)
1452 VIR_SFU(LOG)
1453 VIR_SFU(SIN)
1454 VIR_SFU(RSQRT2)
1455 
1456 VIR_SFU(BALLOT)
1457 VIR_SFU(BCASTF)
1458 VIR_SFU(ALLEQ)
1459 VIR_SFU(ALLFEQ)
1460 VIR_SFU2(ROTQ)
1461 VIR_SFU2(ROT)
1462 VIR_SFU2(SHUFFLE)
1463 
1464 VIR_A_ALU2(VPACK)
1465 VIR_A_ALU2(V8PACK)
1466 VIR_A_ALU2(V10PACK)
1467 VIR_A_ALU2(V11FPACK)
1468 
1469 VIR_M_ALU1(FTOUNORM16)
1470 VIR_M_ALU1(FTOSNORM16)
1471 
1472 VIR_M_ALU1(VFTOUNORM8)
1473 VIR_M_ALU1(VFTOSNORM8)
1474 
1475 VIR_M_ALU1(VFTOUNORM10LO)
1476 VIR_M_ALU1(VFTOUNORM10HI)
1477 
1478 static inline struct qinst *
1479 vir_MOV_cond(struct v3d_compile *c, enum v3d_qpu_cond cond,
1480              struct qreg dest, struct qreg src)
1481 {
1482         struct qinst *mov = vir_MOV_dest(c, dest, src);
1483         vir_set_cond(mov, cond);
1484         return mov;
1485 }
1486 
1487 static inline struct qreg
vir_SEL(struct v3d_compile * c,enum v3d_qpu_cond cond,struct qreg src0,struct qreg src1)1488 vir_SEL(struct v3d_compile *c, enum v3d_qpu_cond cond,
1489         struct qreg src0, struct qreg src1)
1490 {
1491         struct qreg t = vir_get_temp(c);
1492         vir_MOV_dest(c, t, src1);
1493         vir_MOV_cond(c, cond, t, src0);
1494         return t;
1495 }
1496 
1497 static inline struct qinst *
vir_NOP(struct v3d_compile * c)1498 vir_NOP(struct v3d_compile *c)
1499 {
1500         return vir_emit_nondef(c, vir_add_inst(V3D_QPU_A_NOP,
1501                                                c->undef, c->undef, c->undef));
1502 }
1503 
1504 static inline struct qreg
vir_LDTMU(struct v3d_compile * c)1505 vir_LDTMU(struct v3d_compile *c)
1506 {
1507         struct qinst *ldtmu = vir_add_inst(V3D_QPU_A_NOP, c->undef,
1508                                            c->undef, c->undef);
1509         ldtmu->qpu.sig.ldtmu = true;
1510 
1511         return vir_emit_def(c, ldtmu);
1512 }
1513 
1514 static inline struct qreg
vir_UMUL(struct v3d_compile * c,struct qreg src0,struct qreg src1)1515 vir_UMUL(struct v3d_compile *c, struct qreg src0, struct qreg src1)
1516 {
1517         vir_MULTOP(c, src0, src1);
1518         return vir_UMUL24(c, src0, src1);
1519 }
1520 
1521 static inline struct qreg
vir_TLBU_COLOR_READ(struct v3d_compile * c,uint32_t config)1522 vir_TLBU_COLOR_READ(struct v3d_compile *c, uint32_t config)
1523 {
1524         assert((config & 0xffffff00) == 0xffffff00);
1525 
1526         struct qinst *ldtlb = vir_add_inst(V3D_QPU_A_NOP, c->undef,
1527                                            c->undef, c->undef);
1528         ldtlb->qpu.sig.ldtlbu = true;
1529         ldtlb->uniform = vir_get_uniform_index(c, QUNIFORM_CONSTANT, config);
1530         return vir_emit_def(c, ldtlb);
1531 }
1532 
1533 static inline struct qreg
vir_TLB_COLOR_READ(struct v3d_compile * c)1534 vir_TLB_COLOR_READ(struct v3d_compile *c)
1535 {
1536         struct qinst *ldtlb = vir_add_inst(V3D_QPU_A_NOP, c->undef,
1537                                            c->undef, c->undef);
1538         ldtlb->qpu.sig.ldtlb = true;
1539         return vir_emit_def(c, ldtlb);
1540 }
1541 
1542 static inline struct qinst *
vir_BRANCH(struct v3d_compile * c,enum v3d_qpu_branch_cond cond)1543 vir_BRANCH(struct v3d_compile *c, enum v3d_qpu_branch_cond cond)
1544 {
1545         /* The actual uniform_data value will be set at scheduling time */
1546         return vir_emit_nondef(c, vir_branch_inst(c, cond));
1547 }
1548 
1549 #define vir_for_each_block(block, c)                                    \
1550         list_for_each_entry(struct qblock, block, &c->blocks, link)
1551 
1552 #define vir_for_each_block_rev(block, c)                                \
1553         list_for_each_entry_rev(struct qblock, block, &c->blocks, link)
1554 
1555 /* Loop over the non-NULL members of the successors array. */
1556 #define vir_for_each_successor(succ, block)                             \
1557         for (struct qblock *succ = block->successors[0];                \
1558              succ != NULL;                                              \
1559              succ = (succ == block->successors[1] ? NULL :              \
1560                      block->successors[1]))
1561 
1562 #define vir_for_each_inst(inst, block)                                  \
1563         list_for_each_entry(struct qinst, inst, &block->instructions, link)
1564 
1565 #define vir_for_each_inst_rev(inst, block)                                  \
1566         list_for_each_entry_rev(struct qinst, inst, &block->instructions, link)
1567 
1568 #define vir_for_each_inst_safe(inst, block)                             \
1569         list_for_each_entry_safe(struct qinst, inst, &block->instructions, link)
1570 
1571 #define vir_for_each_inst_inorder(inst, c)                              \
1572         vir_for_each_block(_block, c)                                   \
1573                 vir_for_each_inst(inst, _block)
1574 
1575 #define vir_for_each_inst_inorder_safe(inst, c)                         \
1576         vir_for_each_block(_block, c)                                   \
1577                 vir_for_each_inst_safe(inst, _block)
1578 
1579 #endif /* V3D_COMPILER_H */
1580