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authorEric Anholt <[email protected]>2017-02-03 10:24:14 -0800
committerEric Anholt <[email protected]>2017-10-10 11:42:04 -0700
commitade416d02369cc0942d53ad3cce601d66344f9c3 (patch)
treef9824bfb74dc9ef33b78dc67295768fdd07a513a /src/broadcom/compiler/nir_to_vir.c
parentf71364f29787d0f822474ed970c5f28bede49abb (diff)
broadcom: Add VC5 NIR compiler.
This is a pretty straightforward fork of VC4's NIR compiler to VC5. The condition codes, registers, and I/O have all changed, making the backend hard to share, though their heritage is still recognizable. v2: Move to src/broadcom/compiler to match intel's layout, rename more "vc5" to "v3d", rename QIR to VIR ("V3D IR") to avoid symbol conflicts with vc4, use new v3d_debug header, add compiler init/free functions, do texture swizzling in NIR to allow optimization.
Diffstat (limited to 'src/broadcom/compiler/nir_to_vir.c')
-rw-r--r--src/broadcom/compiler/nir_to_vir.c1963
1 files changed, 1963 insertions, 0 deletions
diff --git a/src/broadcom/compiler/nir_to_vir.c b/src/broadcom/compiler/nir_to_vir.c
new file mode 100644
index 00000000000..3fd914fa863
--- /dev/null
+++ b/src/broadcom/compiler/nir_to_vir.c
@@ -0,0 +1,1963 @@
+/*
+ * Copyright © 2016 Broadcom
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include <inttypes.h>
+#include "util/u_format.h"
+#include "util/u_math.h"
+#include "util/u_memory.h"
+#include "util/ralloc.h"
+#include "util/hash_table.h"
+#include "compiler/nir/nir.h"
+#include "compiler/nir/nir_builder.h"
+#include "v3d_compiler.h"
+
+/* We don't do any address packing. */
+#define __gen_user_data void
+#define __gen_address_type uint32_t
+#define __gen_address_offset(reloc) (*reloc)
+#define __gen_emit_reloc(cl, reloc)
+#include "cle/v3d_packet_v33_pack.h"
+
+static struct qreg
+ntq_get_src(struct v3d_compile *c, nir_src src, int i);
+static void
+ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list);
+
+static void
+resize_qreg_array(struct v3d_compile *c,
+ struct qreg **regs,
+ uint32_t *size,
+ uint32_t decl_size)
+{
+ if (*size >= decl_size)
+ return;
+
+ uint32_t old_size = *size;
+ *size = MAX2(*size * 2, decl_size);
+ *regs = reralloc(c, *regs, struct qreg, *size);
+ if (!*regs) {
+ fprintf(stderr, "Malloc failure\n");
+ abort();
+ }
+
+ for (uint32_t i = old_size; i < *size; i++)
+ (*regs)[i] = c->undef;
+}
+
+static struct qreg
+vir_SFU(struct v3d_compile *c, int waddr, struct qreg src)
+{
+ vir_FMOV_dest(c, vir_reg(QFILE_MAGIC, waddr), src);
+ return vir_FMOV(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4));
+}
+
+static struct qreg
+vir_LDTMU(struct v3d_compile *c)
+{
+ vir_NOP(c)->qpu.sig.ldtmu = true;
+ return vir_MOV(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4));
+}
+
+static struct qreg
+indirect_uniform_load(struct v3d_compile *c, nir_intrinsic_instr *intr)
+{
+ struct qreg indirect_offset = ntq_get_src(c, intr->src[0], 0);
+ uint32_t offset = nir_intrinsic_base(intr);
+ struct v3d_ubo_range *range = NULL;
+ unsigned i;
+
+ for (i = 0; i < c->num_ubo_ranges; i++) {
+ range = &c->ubo_ranges[i];
+ if (offset >= range->src_offset &&
+ offset < range->src_offset + range->size) {
+ break;
+ }
+ }
+ /* The driver-location-based offset always has to be within a declared
+ * uniform range.
+ */
+ assert(i != c->num_ubo_ranges);
+ if (!c->ubo_range_used[i]) {
+ c->ubo_range_used[i] = true;
+ range->dst_offset = c->next_ubo_dst_offset;
+ c->next_ubo_dst_offset += range->size;
+ }
+
+ offset -= range->src_offset;
+
+ if (range->dst_offset + offset != 0) {
+ indirect_offset = vir_ADD(c, indirect_offset,
+ vir_uniform_ui(c, range->dst_offset +
+ offset));
+ }
+
+ /* Adjust for where we stored the TGSI register base. */
+ vir_ADD_dest(c,
+ vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUA),
+ vir_uniform(c, QUNIFORM_UBO_ADDR, 0),
+ indirect_offset);
+
+ return vir_LDTMU(c);
+}
+
+static struct qreg *
+ntq_init_ssa_def(struct v3d_compile *c, nir_ssa_def *def)
+{
+ struct qreg *qregs = ralloc_array(c->def_ht, struct qreg,
+ def->num_components);
+ _mesa_hash_table_insert(c->def_ht, def, qregs);
+ return qregs;
+}
+
+/**
+ * This function is responsible for getting VIR results into the associated
+ * storage for a NIR instruction.
+ *
+ * If it's a NIR SSA def, then we just set the associated hash table entry to
+ * the new result.
+ *
+ * If it's a NIR reg, then we need to update the existing qreg assigned to the
+ * NIR destination with the incoming value. To do that without introducing
+ * new MOVs, we require that the incoming qreg either be a uniform, or be
+ * SSA-defined by the previous VIR instruction in the block and rewritable by
+ * this function. That lets us sneak ahead and insert the SF flag beforehand
+ * (knowing that the previous instruction doesn't depend on flags) and rewrite
+ * its destination to be the NIR reg's destination
+ */
+static void
+ntq_store_dest(struct v3d_compile *c, nir_dest *dest, int chan,
+ struct qreg result)
+{
+ struct qinst *last_inst = NULL;
+ if (!list_empty(&c->cur_block->instructions))
+ last_inst = (struct qinst *)c->cur_block->instructions.prev;
+
+ assert(result.file == QFILE_UNIF ||
+ (result.file == QFILE_TEMP &&
+ last_inst && last_inst == c->defs[result.index]));
+
+ if (dest->is_ssa) {
+ assert(chan < dest->ssa.num_components);
+
+ struct qreg *qregs;
+ struct hash_entry *entry =
+ _mesa_hash_table_search(c->def_ht, &dest->ssa);
+
+ if (entry)
+ qregs = entry->data;
+ else
+ qregs = ntq_init_ssa_def(c, &dest->ssa);
+
+ qregs[chan] = result;
+ } else {
+ nir_register *reg = dest->reg.reg;
+ assert(dest->reg.base_offset == 0);
+ assert(reg->num_array_elems == 0);
+ struct hash_entry *entry =
+ _mesa_hash_table_search(c->def_ht, reg);
+ struct qreg *qregs = entry->data;
+
+ /* Insert a MOV if the source wasn't an SSA def in the
+ * previous instruction.
+ */
+ if (result.file == QFILE_UNIF) {
+ result = vir_MOV(c, result);
+ last_inst = c->defs[result.index];
+ }
+
+ /* We know they're both temps, so just rewrite index. */
+ c->defs[last_inst->dst.index] = NULL;
+ last_inst->dst.index = qregs[chan].index;
+
+ /* If we're in control flow, then make this update of the reg
+ * conditional on the execution mask.
+ */
+ if (c->execute.file != QFILE_NULL) {
+ last_inst->dst.index = qregs[chan].index;
+
+ /* Set the flags to the current exec mask. To insert
+ * the flags push, we temporarily remove our SSA
+ * instruction.
+ */
+ list_del(&last_inst->link);
+ vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+ list_addtail(&last_inst->link,
+ &c->cur_block->instructions);
+
+ vir_set_cond(last_inst, V3D_QPU_COND_IFA);
+ last_inst->cond_is_exec_mask = true;
+ }
+ }
+}
+
+static struct qreg
+ntq_get_src(struct v3d_compile *c, nir_src src, int i)
+{
+ struct hash_entry *entry;
+ if (src.is_ssa) {
+ entry = _mesa_hash_table_search(c->def_ht, src.ssa);
+ assert(i < src.ssa->num_components);
+ } else {
+ nir_register *reg = src.reg.reg;
+ entry = _mesa_hash_table_search(c->def_ht, reg);
+ assert(reg->num_array_elems == 0);
+ assert(src.reg.base_offset == 0);
+ assert(i < reg->num_components);
+ }
+
+ struct qreg *qregs = entry->data;
+ return qregs[i];
+}
+
+static struct qreg
+ntq_get_alu_src(struct v3d_compile *c, nir_alu_instr *instr,
+ unsigned src)
+{
+ assert(util_is_power_of_two(instr->dest.write_mask));
+ unsigned chan = ffs(instr->dest.write_mask) - 1;
+ struct qreg r = ntq_get_src(c, instr->src[src].src,
+ instr->src[src].swizzle[chan]);
+
+ assert(!instr->src[src].abs);
+ assert(!instr->src[src].negate);
+
+ return r;
+};
+
+static inline struct qreg
+vir_SAT(struct v3d_compile *c, struct qreg val)
+{
+ return vir_FMAX(c,
+ vir_FMIN(c, val, vir_uniform_f(c, 1.0)),
+ vir_uniform_f(c, 0.0));
+}
+
+static struct qreg
+ntq_umul(struct v3d_compile *c, struct qreg src0, struct qreg src1)
+{
+ vir_MULTOP(c, src0, src1);
+ return vir_UMUL24(c, src0, src1);
+}
+
+static struct qreg
+ntq_minify(struct v3d_compile *c, struct qreg size, struct qreg level)
+{
+ return vir_MAX(c, vir_SHR(c, size, level), vir_uniform_ui(c, 1));
+}
+
+static void
+ntq_emit_txs(struct v3d_compile *c, nir_tex_instr *instr)
+{
+ unsigned unit = instr->texture_index;
+ int lod_index = nir_tex_instr_src_index(instr, nir_tex_src_lod);
+ int dest_size = nir_tex_instr_dest_size(instr);
+
+ struct qreg lod = c->undef;
+ if (lod_index != -1)
+ lod = ntq_get_src(c, instr->src[lod_index].src, 0);
+
+ for (int i = 0; i < dest_size; i++) {
+ assert(i < 3);
+ enum quniform_contents contents;
+
+ if (instr->is_array && i == dest_size - 1)
+ contents = QUNIFORM_TEXTURE_ARRAY_SIZE;
+ else
+ contents = QUNIFORM_TEXTURE_WIDTH + i;
+
+ struct qreg size = vir_uniform(c, contents, unit);
+
+ switch (instr->sampler_dim) {
+ case GLSL_SAMPLER_DIM_1D:
+ case GLSL_SAMPLER_DIM_2D:
+ case GLSL_SAMPLER_DIM_3D:
+ case GLSL_SAMPLER_DIM_CUBE:
+ /* Don't minify the array size. */
+ if (!(instr->is_array && i == dest_size - 1)) {
+ size = ntq_minify(c, size, lod);
+ }
+ break;
+
+ case GLSL_SAMPLER_DIM_RECT:
+ /* There's no LOD field for rects */
+ break;
+
+ default:
+ unreachable("Bad sampler type");
+ }
+
+ ntq_store_dest(c, &instr->dest, i, size);
+ }
+}
+
+static void
+ntq_emit_tex(struct v3d_compile *c, nir_tex_instr *instr)
+{
+ unsigned unit = instr->texture_index;
+
+ /* Since each texture sampling op requires uploading uniforms to
+ * reference the texture, there's no HW support for texture size and
+ * you just upload uniforms containing the size.
+ */
+ switch (instr->op) {
+ case nir_texop_query_levels:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_TEXTURE_LEVELS, unit));
+ return;
+ case nir_texop_txs:
+ ntq_emit_txs(c, instr);
+ return;
+ default:
+ break;
+ }
+
+ struct V3D33_TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1 p0_unpacked = {
+ V3D33_TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1_header,
+
+ .fetch_sample_mode = instr->op == nir_texop_txf,
+ };
+
+ switch (instr->sampler_dim) {
+ case GLSL_SAMPLER_DIM_1D:
+ if (instr->is_array)
+ p0_unpacked.lookup_type = TEXTURE_1D_ARRAY;
+ else
+ p0_unpacked.lookup_type = TEXTURE_1D;
+ break;
+ case GLSL_SAMPLER_DIM_2D:
+ case GLSL_SAMPLER_DIM_RECT:
+ if (instr->is_array)
+ p0_unpacked.lookup_type = TEXTURE_2D_ARRAY;
+ else
+ p0_unpacked.lookup_type = TEXTURE_2D;
+ break;
+ case GLSL_SAMPLER_DIM_3D:
+ p0_unpacked.lookup_type = TEXTURE_3D;
+ break;
+ case GLSL_SAMPLER_DIM_CUBE:
+ p0_unpacked.lookup_type = TEXTURE_CUBE_MAP;
+ break;
+ default:
+ unreachable("Bad sampler type");
+ }
+
+ struct qreg coords[5];
+ int next_coord = 0;
+ for (unsigned i = 0; i < instr->num_srcs; i++) {
+ switch (instr->src[i].src_type) {
+ case nir_tex_src_coord:
+ for (int j = 0; j < instr->coord_components; j++) {
+ coords[next_coord++] =
+ ntq_get_src(c, instr->src[i].src, j);
+ }
+ if (instr->coord_components < 2)
+ coords[next_coord++] = vir_uniform_f(c, 0.5);
+ break;
+ case nir_tex_src_bias:
+ coords[next_coord++] =
+ ntq_get_src(c, instr->src[i].src, 0);
+
+ p0_unpacked.bias_supplied = true;
+ break;
+ case nir_tex_src_lod:
+ /* XXX: Needs base level addition */
+ coords[next_coord++] =
+ ntq_get_src(c, instr->src[i].src, 0);
+
+ if (instr->op != nir_texop_txf &&
+ instr->op != nir_texop_tg4) {
+ p0_unpacked.disable_autolod_use_bias_only = true;
+ }
+ break;
+ case nir_tex_src_comparator:
+ coords[next_coord++] =
+ ntq_get_src(c, instr->src[i].src, 0);
+
+ p0_unpacked.shadow = true;
+ break;
+
+ case nir_tex_src_offset: {
+ nir_const_value *offset =
+ nir_src_as_const_value(instr->src[i].src);
+ p0_unpacked.texel_offset_for_s_coordinate =
+ offset->i32[0];
+
+ if (instr->coord_components >= 2)
+ p0_unpacked.texel_offset_for_t_coordinate =
+ offset->i32[1];
+
+ if (instr->coord_components >= 3)
+ p0_unpacked.texel_offset_for_r_coordinate =
+ offset->i32[2];
+ break;
+ }
+
+ default:
+ unreachable("unknown texture source");
+ }
+ }
+
+ uint32_t p0_packed;
+ V3D33_TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1_pack(NULL,
+ (uint8_t *)&p0_packed,
+ &p0_unpacked);
+
+ /* There is no native support for GL texture rectangle coordinates, so
+ * we have to rescale from ([0, width], [0, height]) to ([0, 1], [0,
+ * 1]).
+ */
+ if (instr->sampler_dim == GLSL_SAMPLER_DIM_RECT) {
+ coords[0] = vir_FMUL(c, coords[0],
+ vir_uniform(c, QUNIFORM_TEXRECT_SCALE_X,
+ unit));
+ coords[1] = vir_FMUL(c, coords[1],
+ vir_uniform(c, QUNIFORM_TEXRECT_SCALE_Y,
+ unit));
+ }
+
+ struct qreg texture_u[] = {
+ vir_uniform(c, QUNIFORM_TEXTURE_CONFIG_P0_0 + unit, p0_packed),
+ vir_uniform(c, QUNIFORM_TEXTURE_CONFIG_P1, unit),
+ };
+ uint32_t next_texture_u = 0;
+
+ for (int i = 0; i < next_coord; i++) {
+ struct qreg dst;
+
+ if (i == next_coord - 1)
+ dst = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUL);
+ else
+ dst = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMU);
+
+ struct qinst *tmu = vir_MOV_dest(c, dst, coords[i]);
+
+ if (i < 2) {
+ tmu->has_implicit_uniform = true;
+ tmu->src[vir_get_implicit_uniform_src(tmu)] =
+ texture_u[next_texture_u++];
+ }
+ }
+
+ bool return_16 = (c->key->tex[unit].return_size == 16 ||
+ p0_unpacked.shadow);
+
+ struct qreg return_values[4];
+ for (int i = 0; i < c->key->tex[unit].return_channels; i++)
+ return_values[i] = vir_LDTMU(c);
+ /* Swizzling .zw of an RG texture should give undefined results, not
+ * crash the compiler.
+ */
+ for (int i = c->key->tex[unit].return_channels; i < 4; i++)
+ return_values[i] = c->undef;
+
+ for (int i = 0; i < nir_tex_instr_dest_size(instr); i++) {
+ struct qreg chan;
+
+ if (return_16) {
+ STATIC_ASSERT(PIPE_SWIZZLE_X == 0);
+ chan = return_values[i / 2];
+
+ enum v3d_qpu_input_unpack unpack;
+ if (i & 1)
+ unpack = V3D_QPU_UNPACK_H;
+ else
+ unpack = V3D_QPU_UNPACK_L;
+
+ chan = vir_FMOV(c, chan);
+ vir_set_unpack(c->defs[chan.index], 0, unpack);
+ } else {
+ chan = vir_MOV(c, return_values[i]);
+ }
+ ntq_store_dest(c, &instr->dest, i, chan);
+ }
+}
+
+static struct qreg
+ntq_fsincos(struct v3d_compile *c, struct qreg src, bool is_cos)
+{
+ struct qreg input = vir_FMUL(c, src, vir_uniform_f(c, 1.0f / M_PI));
+ if (is_cos)
+ input = vir_FADD(c, input, vir_uniform_f(c, 0.5));
+
+ struct qreg periods = vir_FROUND(c, input);
+ struct qreg sin_output = vir_SFU(c, V3D_QPU_WADDR_SIN,
+ vir_FSUB(c, input, periods));
+ return vir_XOR(c, sin_output, vir_SHL(c,
+ vir_FTOIN(c, periods),
+ vir_uniform_ui(c, -1)));
+}
+
+static struct qreg
+ntq_fsign(struct v3d_compile *c, struct qreg src)
+{
+ struct qreg t = vir_get_temp(c);
+
+ vir_MOV_dest(c, t, vir_uniform_f(c, 0.0));
+ vir_PF(c, vir_FMOV(c, src), V3D_QPU_PF_PUSHZ);
+ vir_MOV_cond(c, V3D_QPU_COND_IFNA, t, vir_uniform_f(c, 1.0));
+ vir_PF(c, vir_FMOV(c, src), V3D_QPU_PF_PUSHN);
+ vir_MOV_cond(c, V3D_QPU_COND_IFA, t, vir_uniform_f(c, -1.0));
+ return vir_MOV(c, t);
+}
+
+static struct qreg
+ntq_isign(struct v3d_compile *c, struct qreg src)
+{
+ struct qreg t = vir_get_temp(c);
+
+ vir_MOV_dest(c, t, vir_uniform_ui(c, 0));
+ vir_PF(c, vir_MOV(c, src), V3D_QPU_PF_PUSHZ);
+ vir_MOV_cond(c, V3D_QPU_COND_IFNA, t, vir_uniform_ui(c, 1));
+ vir_PF(c, vir_MOV(c, src), V3D_QPU_PF_PUSHN);
+ vir_MOV_cond(c, V3D_QPU_COND_IFA, t, vir_uniform_ui(c, -1));
+ return vir_MOV(c, t);
+}
+
+static void
+emit_fragcoord_input(struct v3d_compile *c, int attr)
+{
+ c->inputs[attr * 4 + 0] = vir_FXCD(c);
+ c->inputs[attr * 4 + 1] = vir_FYCD(c);
+ c->inputs[attr * 4 + 2] = c->payload_z;
+ c->inputs[attr * 4 + 3] = vir_SFU(c, V3D_QPU_WADDR_RECIP,
+ c->payload_w);
+}
+
+static struct qreg
+emit_fragment_varying(struct v3d_compile *c, nir_variable *var,
+ uint8_t swizzle)
+{
+ struct qreg vary = vir_reg(QFILE_VARY, ~0);
+ struct qreg r5 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R5);
+
+ /* For gl_PointCoord input or distance along a line, we'll be called
+ * with no nir_variable, and we don't count toward VPM size so we
+ * don't track an input slot.
+ */
+ if (!var) {
+ return vir_FADD(c, vir_FMUL(c, vary, c->payload_w), r5);
+ }
+
+ int i = c->num_inputs++;
+ c->input_slots[i] = v3d_slot_from_slot_and_component(var->data.location,
+ swizzle);
+
+ switch (var->data.interpolation) {
+ case INTERP_MODE_NONE:
+ case INTERP_MODE_SMOOTH:
+ if (var->data.centroid) {
+ return vir_FADD(c, vir_FMUL(c, vary,
+ c->payload_w_centroid), r5);
+ } else {
+ return vir_FADD(c, vir_FMUL(c, vary, c->payload_w), r5);
+ }
+ case INTERP_MODE_NOPERSPECTIVE:
+ /* C appears after the mov from the varying.
+ XXX: improve ldvary setup.
+ */
+ return vir_FADD(c, vir_MOV(c, vary), r5);
+ case INTERP_MODE_FLAT:
+ BITSET_SET(c->flat_shade_flags, i);
+ vir_MOV_dest(c, c->undef, vary);
+ return vir_MOV(c, r5);
+ default:
+ unreachable("Bad interp mode");
+ }
+}
+
+static void
+emit_fragment_input(struct v3d_compile *c, int attr, nir_variable *var)
+{
+ for (int i = 0; i < glsl_get_vector_elements(var->type); i++) {
+ c->inputs[attr * 4 + i] =
+ emit_fragment_varying(c, var, i);
+ }
+}
+
+static void
+add_output(struct v3d_compile *c,
+ uint32_t decl_offset,
+ uint8_t slot,
+ uint8_t swizzle)
+{
+ uint32_t old_array_size = c->outputs_array_size;
+ resize_qreg_array(c, &c->outputs, &c->outputs_array_size,
+ decl_offset + 1);
+
+ if (old_array_size != c->outputs_array_size) {
+ c->output_slots = reralloc(c,
+ c->output_slots,
+ struct v3d_varying_slot,
+ c->outputs_array_size);
+ }
+
+ c->output_slots[decl_offset] =
+ v3d_slot_from_slot_and_component(slot, swizzle);
+}
+
+static void
+declare_uniform_range(struct v3d_compile *c, uint32_t start, uint32_t size)
+{
+ unsigned array_id = c->num_ubo_ranges++;
+ if (array_id >= c->ubo_ranges_array_size) {
+ c->ubo_ranges_array_size = MAX2(c->ubo_ranges_array_size * 2,
+ array_id + 1);
+ c->ubo_ranges = reralloc(c, c->ubo_ranges,
+ struct v3d_ubo_range,
+ c->ubo_ranges_array_size);
+ c->ubo_range_used = reralloc(c, c->ubo_range_used,
+ bool,
+ c->ubo_ranges_array_size);
+ }
+
+ c->ubo_ranges[array_id].dst_offset = 0;
+ c->ubo_ranges[array_id].src_offset = start;
+ c->ubo_ranges[array_id].size = size;
+ c->ubo_range_used[array_id] = false;
+}
+
+/**
+ * If compare_instr is a valid comparison instruction, emits the
+ * compare_instr's comparison and returns the sel_instr's return value based
+ * on the compare_instr's result.
+ */
+static bool
+ntq_emit_comparison(struct v3d_compile *c, struct qreg *dest,
+ nir_alu_instr *compare_instr,
+ nir_alu_instr *sel_instr)
+{
+ struct qreg src0 = ntq_get_alu_src(c, compare_instr, 0);
+ struct qreg src1 = ntq_get_alu_src(c, compare_instr, 1);
+ bool cond_invert = false;
+
+ switch (compare_instr->op) {
+ case nir_op_feq:
+ case nir_op_seq:
+ vir_PF(c, vir_FCMP(c, src0, src1), V3D_QPU_PF_PUSHZ);
+ break;
+ case nir_op_ieq:
+ vir_PF(c, vir_XOR(c, src0, src1), V3D_QPU_PF_PUSHZ);
+ break;
+
+ case nir_op_fne:
+ case nir_op_sne:
+ vir_PF(c, vir_FCMP(c, src0, src1), V3D_QPU_PF_PUSHZ);
+ cond_invert = true;
+ break;
+ case nir_op_ine:
+ vir_PF(c, vir_XOR(c, src0, src1), V3D_QPU_PF_PUSHZ);
+ cond_invert = true;
+ break;
+
+ case nir_op_fge:
+ case nir_op_sge:
+ vir_PF(c, vir_FCMP(c, src1, src0), V3D_QPU_PF_PUSHC);
+ break;
+ case nir_op_ige:
+ vir_PF(c, vir_MIN(c, src1, src0), V3D_QPU_PF_PUSHC);
+ cond_invert = true;
+ break;
+ case nir_op_uge:
+ vir_PF(c, vir_SUB(c, src0, src1), V3D_QPU_PF_PUSHC);
+ cond_invert = true;
+ break;
+
+ case nir_op_slt:
+ case nir_op_flt:
+ vir_PF(c, vir_FCMP(c, src0, src1), V3D_QPU_PF_PUSHN);
+ break;
+ case nir_op_ilt:
+ vir_PF(c, vir_MIN(c, src1, src0), V3D_QPU_PF_PUSHC);
+ break;
+ case nir_op_ult:
+ vir_PF(c, vir_SUB(c, src0, src1), V3D_QPU_PF_PUSHC);
+ break;
+
+ default:
+ return false;
+ }
+
+ enum v3d_qpu_cond cond = (cond_invert ?
+ V3D_QPU_COND_IFNA :
+ V3D_QPU_COND_IFA);
+
+ switch (sel_instr->op) {
+ case nir_op_seq:
+ case nir_op_sne:
+ case nir_op_sge:
+ case nir_op_slt:
+ *dest = vir_SEL(c, cond,
+ vir_uniform_f(c, 1.0), vir_uniform_f(c, 0.0));
+ break;
+
+ case nir_op_bcsel:
+ *dest = vir_SEL(c, cond,
+ ntq_get_alu_src(c, sel_instr, 1),
+ ntq_get_alu_src(c, sel_instr, 2));
+ break;
+
+ default:
+ *dest = vir_SEL(c, cond,
+ vir_uniform_ui(c, ~0), vir_uniform_ui(c, 0));
+ break;
+ }
+
+ /* Make the temporary for nir_store_dest(). */
+ *dest = vir_MOV(c, *dest);
+
+ return true;
+}
+
+/**
+ * Attempts to fold a comparison generating a boolean result into the
+ * condition code for selecting between two values, instead of comparing the
+ * boolean result against 0 to generate the condition code.
+ */
+static struct qreg ntq_emit_bcsel(struct v3d_compile *c, nir_alu_instr *instr,
+ struct qreg *src)
+{
+ if (!instr->src[0].src.is_ssa)
+ goto out;
+ if (instr->src[0].src.ssa->parent_instr->type != nir_instr_type_alu)
+ goto out;
+ nir_alu_instr *compare =
+ nir_instr_as_alu(instr->src[0].src.ssa->parent_instr);
+ if (!compare)
+ goto out;
+
+ struct qreg dest;
+ if (ntq_emit_comparison(c, &dest, compare, instr))
+ return dest;
+
+out:
+ vir_PF(c, src[0], V3D_QPU_PF_PUSHZ);
+ return vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFNA, src[1], src[2]));
+}
+
+
+static void
+ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr)
+{
+ /* This should always be lowered to ALU operations for V3D. */
+ assert(!instr->dest.saturate);
+
+ /* Vectors are special in that they have non-scalarized writemasks,
+ * and just take the first swizzle channel for each argument in order
+ * into each writemask channel.
+ */
+ if (instr->op == nir_op_vec2 ||
+ instr->op == nir_op_vec3 ||
+ instr->op == nir_op_vec4) {
+ struct qreg srcs[4];
+ for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++)
+ srcs[i] = ntq_get_src(c, instr->src[i].src,
+ instr->src[i].swizzle[0]);
+ for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++)
+ ntq_store_dest(c, &instr->dest.dest, i,
+ vir_MOV(c, srcs[i]));
+ return;
+ }
+
+ /* General case: We can just grab the one used channel per src. */
+ struct qreg src[nir_op_infos[instr->op].num_inputs];
+ for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++) {
+ src[i] = ntq_get_alu_src(c, instr, i);
+ }
+
+ struct qreg result;
+
+ switch (instr->op) {
+ case nir_op_fmov:
+ case nir_op_imov:
+ result = vir_MOV(c, src[0]);
+ break;
+ case nir_op_fmul:
+ result = vir_FMUL(c, src[0], src[1]);
+ break;
+ case nir_op_fadd:
+ result = vir_FADD(c, src[0], src[1]);
+ break;
+ case nir_op_fsub:
+ result = vir_FSUB(c, src[0], src[1]);
+ break;
+ case nir_op_fmin:
+ result = vir_FMIN(c, src[0], src[1]);
+ break;
+ case nir_op_fmax:
+ result = vir_FMAX(c, src[0], src[1]);
+ break;
+
+ case nir_op_f2i32:
+ result = vir_FTOIZ(c, src[0]);
+ break;
+ case nir_op_f2u32:
+ result = vir_FTOUZ(c, src[0]);
+ break;
+ case nir_op_i2f32:
+ result = vir_ITOF(c, src[0]);
+ break;
+ case nir_op_u2f32:
+ result = vir_UTOF(c, src[0]);
+ break;
+ case nir_op_b2f:
+ result = vir_AND(c, src[0], vir_uniform_f(c, 1.0));
+ break;
+ case nir_op_b2i:
+ result = vir_AND(c, src[0], vir_uniform_ui(c, 1));
+ break;
+ case nir_op_i2b:
+ case nir_op_f2b:
+ vir_PF(c, src[0], V3D_QPU_PF_PUSHZ);
+ result = vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFNA,
+ vir_uniform_ui(c, ~0),
+ vir_uniform_ui(c, 0)));
+ break;
+
+ case nir_op_iadd:
+ result = vir_ADD(c, src[0], src[1]);
+ break;
+ case nir_op_ushr:
+ result = vir_SHR(c, src[0], src[1]);
+ break;
+ case nir_op_isub:
+ result = vir_SUB(c, src[0], src[1]);
+ break;
+ case nir_op_ishr:
+ result = vir_ASR(c, src[0], src[1]);
+ break;
+ case nir_op_ishl:
+ result = vir_SHL(c, src[0], src[1]);
+ break;
+ case nir_op_imin:
+ result = vir_MIN(c, src[0], src[1]);
+ break;
+ case nir_op_umin:
+ result = vir_UMIN(c, src[0], src[1]);
+ break;
+ case nir_op_imax:
+ result = vir_MAX(c, src[0], src[1]);
+ break;
+ case nir_op_umax:
+ result = vir_UMAX(c, src[0], src[1]);
+ break;
+ case nir_op_iand:
+ result = vir_AND(c, src[0], src[1]);
+ break;
+ case nir_op_ior:
+ result = vir_OR(c, src[0], src[1]);
+ break;
+ case nir_op_ixor:
+ result = vir_XOR(c, src[0], src[1]);
+ break;
+ case nir_op_inot:
+ result = vir_NOT(c, src[0]);
+ break;
+
+ case nir_op_imul:
+ result = ntq_umul(c, src[0], src[1]);
+ break;
+
+ case nir_op_seq:
+ case nir_op_sne:
+ case nir_op_sge:
+ case nir_op_slt:
+ case nir_op_feq:
+ case nir_op_fne:
+ case nir_op_fge:
+ case nir_op_flt:
+ case nir_op_ieq:
+ case nir_op_ine:
+ case nir_op_ige:
+ case nir_op_uge:
+ case nir_op_ilt:
+ case nir_op_ult:
+ if (!ntq_emit_comparison(c, &result, instr, instr)) {
+ fprintf(stderr, "Bad comparison instruction\n");
+ }
+ break;
+
+ case nir_op_bcsel:
+ result = ntq_emit_bcsel(c, instr, src);
+ break;
+ case nir_op_fcsel:
+ vir_PF(c, src[0], V3D_QPU_PF_PUSHZ);
+ result = vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFNA,
+ src[1], src[2]));
+ break;
+
+ case nir_op_frcp:
+ result = vir_SFU(c, V3D_QPU_WADDR_RECIP, src[0]);
+ break;
+ case nir_op_frsq:
+ result = vir_SFU(c, V3D_QPU_WADDR_RSQRT, src[0]);
+ break;
+ case nir_op_fexp2:
+ result = vir_SFU(c, V3D_QPU_WADDR_EXP, src[0]);
+ break;
+ case nir_op_flog2:
+ result = vir_SFU(c, V3D_QPU_WADDR_LOG, src[0]);
+ break;
+
+ case nir_op_fceil:
+ result = vir_FCEIL(c, src[0]);
+ break;
+ case nir_op_ffloor:
+ result = vir_FFLOOR(c, src[0]);
+ break;
+ case nir_op_fround_even:
+ result = vir_FROUND(c, src[0]);
+ break;
+ case nir_op_ftrunc:
+ result = vir_FTRUNC(c, src[0]);
+ break;
+ case nir_op_ffract:
+ result = vir_FSUB(c, src[0], vir_FFLOOR(c, src[0]));
+ break;
+
+ case nir_op_fsin:
+ result = ntq_fsincos(c, src[0], false);
+ break;
+ case nir_op_fcos:
+ result = ntq_fsincos(c, src[0], true);
+ break;
+
+ case nir_op_fsign:
+ result = ntq_fsign(c, src[0]);
+ break;
+ case nir_op_isign:
+ result = ntq_isign(c, src[0]);
+ break;
+
+ case nir_op_fabs: {
+ result = vir_FMOV(c, src[0]);
+ vir_set_unpack(c->defs[result.index], 0, V3D_QPU_UNPACK_ABS);
+ break;
+ }
+
+ case nir_op_iabs:
+ result = vir_MAX(c, src[0],
+ vir_SUB(c, vir_uniform_ui(c, 0), src[0]));
+ break;
+
+ case nir_op_fddx:
+ case nir_op_fddx_coarse:
+ case nir_op_fddx_fine:
+ result = vir_FDX(c, src[0]);
+ break;
+
+ case nir_op_fddy:
+ case nir_op_fddy_coarse:
+ case nir_op_fddy_fine:
+ result = vir_FDY(c, src[0]);
+ break;
+
+ default:
+ fprintf(stderr, "unknown NIR ALU inst: ");
+ nir_print_instr(&instr->instr, stderr);
+ fprintf(stderr, "\n");
+ abort();
+ }
+
+ /* We have a scalar result, so the instruction should only have a
+ * single channel written to.
+ */
+ assert(util_is_power_of_two(instr->dest.write_mask));
+ ntq_store_dest(c, &instr->dest.dest,
+ ffs(instr->dest.write_mask) - 1, result);
+}
+
+static void
+emit_frag_end(struct v3d_compile *c)
+{
+ uint32_t discard_cond = V3D_QPU_COND_NONE;
+ if (c->s->info.fs.uses_discard) {
+ vir_PF(c, vir_MOV(c, c->discard), V3D_QPU_PF_PUSHZ);
+ discard_cond = V3D_QPU_COND_IFA;
+ }
+
+ /* XXX
+ if (c->output_sample_mask_index != -1) {
+ vir_MS_MASK(c, c->outputs[c->output_sample_mask_index]);
+ }
+ */
+
+ if (c->output_position_index != -1) {
+ struct qinst *inst = vir_MOV_dest(c,
+ vir_reg(QFILE_TLBU, 0),
+ c->outputs[c->output_position_index]);
+
+ inst->src[vir_get_implicit_uniform_src(inst)] =
+ vir_uniform_ui(c,
+ (1 << 2) | /* per pixel */
+ (2 << 6) /* type */ |
+ 0xffffff00);
+ }
+
+ /* XXX: Performance improvement: Merge Z write and color writes TLB
+ * uniform setup
+ */
+
+ if (c->output_color_var) {
+ nir_variable *var = c->output_color_var;
+ struct qreg *color = &c->outputs[var->data.driver_location * 4];
+ int num_components = glsl_get_vector_elements(var->type);
+ uint32_t conf = ~0;
+ struct qinst *inst;
+
+ assert(num_components != 0);
+ switch (glsl_get_base_type(var->type)) {
+ case GLSL_TYPE_UINT:
+ case GLSL_TYPE_INT:
+ conf = ((1 << 2) | /* per pixel */
+ ((7 - 0) << 3) | /* rt */
+ (1 << 6) /* type */ |
+ (num_components - 1) |
+ 0xffffff00);
+
+
+ inst = vir_MOV_dest(c, vir_reg(QFILE_TLBU, 0), color[0]);
+ vir_set_cond(inst, discard_cond);
+ inst->src[vir_get_implicit_uniform_src(inst)] =
+ vir_uniform_ui(c, conf);
+
+ for (int i = 1; i < num_components; i++) {
+ inst = vir_MOV_dest(c, vir_reg(QFILE_TLB, 0),
+ color[i]);
+ vir_set_cond(inst, discard_cond);
+ }
+ break;
+
+ default: {
+ struct qreg r = color[0];
+ struct qreg g = color[1];
+ struct qreg b = color[2];
+ struct qreg a = color[3];
+
+ if (c->fs_key->swap_color_rb) {
+ r = color[2];
+ b = color[0];
+ }
+
+ inst = vir_VFPACK_dest(c, vir_reg(QFILE_TLB, 0), r, g);
+ vir_set_cond(inst, discard_cond);
+ inst = vir_VFPACK_dest(c, vir_reg(QFILE_TLB, 0), b, a);
+ vir_set_cond(inst, discard_cond);
+ break;
+ }
+ }
+ }
+}
+
+static void
+emit_scaled_viewport_write(struct v3d_compile *c, struct qreg rcp_w)
+{
+ for (int i = 0; i < 2; i++) {
+ struct qreg coord = c->outputs[c->output_position_index + i];
+ coord = vir_FMUL(c, coord,
+ vir_uniform(c, QUNIFORM_VIEWPORT_X_SCALE + i,
+ 0));
+ coord = vir_FMUL(c, coord, rcp_w);
+ vir_FTOIN_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_VPM),
+ coord);
+ }
+
+}
+
+static void
+emit_zs_write(struct v3d_compile *c, struct qreg rcp_w)
+{
+ struct qreg zscale = vir_uniform(c, QUNIFORM_VIEWPORT_Z_SCALE, 0);
+ struct qreg zoffset = vir_uniform(c, QUNIFORM_VIEWPORT_Z_OFFSET, 0);
+
+ vir_FADD_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_VPM),
+ vir_FMUL(c, vir_FMUL(c,
+ c->outputs[c->output_position_index + 2],
+ zscale),
+ rcp_w),
+ zoffset);
+}
+
+static void
+emit_rcp_wc_write(struct v3d_compile *c, struct qreg rcp_w)
+{
+ vir_VPM_WRITE(c, rcp_w);
+}
+
+static void
+emit_point_size_write(struct v3d_compile *c)
+{
+ struct qreg point_size;
+
+ if (c->output_point_size_index != -1)
+ point_size = c->outputs[c->output_point_size_index];
+ else
+ point_size = vir_uniform_f(c, 1.0);
+
+ /* Workaround: HW-2726 PTB does not handle zero-size points (BCM2835,
+ * BCM21553).
+ */
+ point_size = vir_FMAX(c, point_size, vir_uniform_f(c, .125));
+
+ vir_VPM_WRITE(c, point_size);
+}
+
+static void
+emit_vpm_write_setup(struct v3d_compile *c)
+{
+ uint32_t packed;
+ struct V3D33_VPM_GENERIC_BLOCK_WRITE_SETUP unpacked = {
+ V3D33_VPM_GENERIC_BLOCK_WRITE_SETUP_header,
+
+ .horiz = true,
+ .laned = false,
+ .segs = true,
+ .stride = 1,
+ .size = VPM_SETUP_SIZE_32_BIT,
+ .addr = 0,
+ };
+
+ V3D33_VPM_GENERIC_BLOCK_WRITE_SETUP_pack(NULL,
+ (uint8_t *)&packed,
+ &unpacked);
+ vir_VPMSETUP(c, vir_uniform_ui(c, packed));
+}
+
+static void
+emit_vert_end(struct v3d_compile *c)
+{
+ struct qreg rcp_w = vir_SFU(c, V3D_QPU_WADDR_RECIP,
+ c->outputs[c->output_position_index + 3]);
+
+ emit_vpm_write_setup(c);
+
+ if (c->vs_key->is_coord) {
+ for (int i = 0; i < 4; i++)
+ vir_VPM_WRITE(c, c->outputs[c->output_position_index + i]);
+ emit_scaled_viewport_write(c, rcp_w);
+ if (c->vs_key->per_vertex_point_size) {
+ emit_point_size_write(c);
+ /* emit_rcp_wc_write(c, rcp_w); */
+ }
+ /* XXX: Z-only rendering */
+ if (0)
+ emit_zs_write(c, rcp_w);
+ } else {
+ emit_scaled_viewport_write(c, rcp_w);
+ emit_zs_write(c, rcp_w);
+ emit_rcp_wc_write(c, rcp_w);
+ if (c->vs_key->per_vertex_point_size)
+ emit_point_size_write(c);
+ }
+
+ for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
+ struct v3d_varying_slot input = c->vs_key->fs_inputs[i];
+ int j;
+
+ for (j = 0; j < c->num_outputs; j++) {
+ struct v3d_varying_slot output = c->output_slots[j];
+
+ if (!memcmp(&input, &output, sizeof(input))) {
+ vir_VPM_WRITE(c, c->outputs[j]);
+ break;
+ }
+ }
+ /* Emit padding if we didn't find a declared VS output for
+ * this FS input.
+ */
+ if (j == c->num_outputs)
+ vir_VPM_WRITE(c, vir_uniform_f(c, 0.0));
+ }
+}
+
+void
+v3d_optimize_nir(struct nir_shader *s)
+{
+ bool progress;
+
+ do {
+ progress = false;
+
+ NIR_PASS_V(s, nir_lower_vars_to_ssa);
+ NIR_PASS(progress, s, nir_lower_alu_to_scalar);
+ NIR_PASS(progress, s, nir_lower_phis_to_scalar);
+ NIR_PASS(progress, s, nir_copy_prop);
+ NIR_PASS(progress, s, nir_opt_remove_phis);
+ NIR_PASS(progress, s, nir_opt_dce);
+ NIR_PASS(progress, s, nir_opt_dead_cf);
+ NIR_PASS(progress, s, nir_opt_cse);
+ NIR_PASS(progress, s, nir_opt_peephole_select, 8);
+ NIR_PASS(progress, s, nir_opt_algebraic);
+ NIR_PASS(progress, s, nir_opt_constant_folding);
+ NIR_PASS(progress, s, nir_opt_undef);
+ } while (progress);
+}
+
+static int
+driver_location_compare(const void *in_a, const void *in_b)
+{
+ const nir_variable *const *a = in_a;
+ const nir_variable *const *b = in_b;
+
+ return (*a)->data.driver_location - (*b)->data.driver_location;
+}
+
+static struct qreg
+ntq_emit_vpm_read(struct v3d_compile *c,
+ uint32_t *num_components_queued,
+ uint32_t *remaining,
+ uint32_t vpm_index)
+{
+ struct qreg vpm = vir_reg(QFILE_VPM, vpm_index);
+
+ if (*num_components_queued != 0) {
+ (*num_components_queued)--;
+ c->num_inputs++;
+ return vir_MOV(c, vpm);
+ }
+
+ uint32_t num_components = MIN2(*remaining, 32);
+
+ struct V3D33_VPM_GENERIC_BLOCK_READ_SETUP unpacked = {
+ V3D33_VPM_GENERIC_BLOCK_READ_SETUP_header,
+
+ .horiz = true,
+ .laned = false,
+ /* If the field is 0, that means a read count of 32. */
+ .num = num_components & 31,
+ .segs = true,
+ .stride = 1,
+ .size = VPM_SETUP_SIZE_32_BIT,
+ .addr = c->num_inputs,
+ };
+
+ uint32_t packed;
+ V3D33_VPM_GENERIC_BLOCK_READ_SETUP_pack(NULL,
+ (uint8_t *)&packed,
+ &unpacked);
+ vir_VPMSETUP(c, vir_uniform_ui(c, packed));
+
+ *num_components_queued = num_components - 1;
+ *remaining -= num_components;
+ c->num_inputs++;
+
+ return vir_MOV(c, vpm);
+}
+
+static void
+ntq_setup_inputs(struct v3d_compile *c)
+{
+ unsigned num_entries = 0;
+ unsigned num_components = 0;
+ nir_foreach_variable(var, &c->s->inputs) {
+ num_entries++;
+ num_components += glsl_get_components(var->type);
+ }
+
+ nir_variable *vars[num_entries];
+
+ unsigned i = 0;
+ nir_foreach_variable(var, &c->s->inputs)
+ vars[i++] = var;
+
+ /* Sort the variables so that we emit the input setup in
+ * driver_location order. This is required for VPM reads, whose data
+ * is fetched into the VPM in driver_location (TGSI register index)
+ * order.
+ */
+ qsort(&vars, num_entries, sizeof(*vars), driver_location_compare);
+
+ uint32_t vpm_components_queued = 0;
+ if (c->s->stage == MESA_SHADER_VERTEX) {
+ bool uses_iid = c->s->info.system_values_read &
+ (1ull << SYSTEM_VALUE_INSTANCE_ID);
+ bool uses_vid = c->s->info.system_values_read &
+ (1ull << SYSTEM_VALUE_VERTEX_ID);
+
+ num_components += uses_iid;
+ num_components += uses_vid;
+
+ if (uses_iid) {
+ c->iid = ntq_emit_vpm_read(c, &vpm_components_queued,
+ &num_components, ~0);
+ }
+
+ if (uses_vid) {
+ c->vid = ntq_emit_vpm_read(c, &vpm_components_queued,
+ &num_components, ~0);
+ }
+ }
+
+ for (unsigned i = 0; i < num_entries; i++) {
+ nir_variable *var = vars[i];
+ unsigned array_len = MAX2(glsl_get_length(var->type), 1);
+ unsigned loc = var->data.driver_location;
+
+ assert(array_len == 1);
+ (void)array_len;
+ resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
+ (loc + 1) * 4);
+
+ if (c->s->stage == MESA_SHADER_FRAGMENT) {
+ if (var->data.location == VARYING_SLOT_POS) {
+ emit_fragcoord_input(c, loc);
+ } else if (var->data.location == VARYING_SLOT_PNTC ||
+ (var->data.location >= VARYING_SLOT_VAR0 &&
+ (c->fs_key->point_sprite_mask &
+ (1 << (var->data.location -
+ VARYING_SLOT_VAR0))))) {
+ c->inputs[loc * 4 + 0] = c->point_x;
+ c->inputs[loc * 4 + 1] = c->point_y;
+ } else {
+ emit_fragment_input(c, loc, var);
+ }
+ } else {
+ int var_components = glsl_get_components(var->type);
+
+ for (int i = 0; i < var_components; i++) {
+ c->inputs[loc * 4 + i] =
+ ntq_emit_vpm_read(c,
+ &vpm_components_queued,
+ &num_components,
+ loc * 4 + i);
+
+ }
+ c->vattr_sizes[loc] = var_components;
+ }
+ }
+
+ if (c->s->stage == MESA_SHADER_VERTEX) {
+ assert(vpm_components_queued == 0);
+ assert(num_components == 0);
+ }
+}
+
+static void
+ntq_setup_outputs(struct v3d_compile *c)
+{
+ nir_foreach_variable(var, &c->s->outputs) {
+ unsigned array_len = MAX2(glsl_get_length(var->type), 1);
+ unsigned loc = var->data.driver_location * 4;
+
+ assert(array_len == 1);
+ (void)array_len;
+
+ for (int i = 0; i < 4; i++)
+ add_output(c, loc + i, var->data.location, i);
+
+ if (c->s->stage == MESA_SHADER_FRAGMENT) {
+ switch (var->data.location) {
+ case FRAG_RESULT_COLOR:
+ case FRAG_RESULT_DATA0:
+ c->output_color_var = var;
+ break;
+ case FRAG_RESULT_DEPTH:
+ c->output_position_index = loc;
+ break;
+ case FRAG_RESULT_SAMPLE_MASK:
+ c->output_sample_mask_index = loc;
+ break;
+ }
+ } else {
+ switch (var->data.location) {
+ case VARYING_SLOT_POS:
+ c->output_position_index = loc;
+ break;
+ case VARYING_SLOT_PSIZ:
+ c->output_point_size_index = loc;
+ break;
+ }
+ }
+ }
+}
+
+static void
+ntq_setup_uniforms(struct v3d_compile *c)
+{
+ nir_foreach_variable(var, &c->s->uniforms) {
+ uint32_t vec4_count = glsl_count_attribute_slots(var->type,
+ false);
+ unsigned vec4_size = 4 * sizeof(float);
+
+ declare_uniform_range(c, var->data.driver_location * vec4_size,
+ vec4_count * vec4_size);
+
+ }
+}
+
+/**
+ * Sets up the mapping from nir_register to struct qreg *.
+ *
+ * Each nir_register gets a struct qreg per 32-bit component being stored.
+ */
+static void
+ntq_setup_registers(struct v3d_compile *c, struct exec_list *list)
+{
+ foreach_list_typed(nir_register, nir_reg, node, list) {
+ unsigned array_len = MAX2(nir_reg->num_array_elems, 1);
+ struct qreg *qregs = ralloc_array(c->def_ht, struct qreg,
+ array_len *
+ nir_reg->num_components);
+
+ _mesa_hash_table_insert(c->def_ht, nir_reg, qregs);
+
+ for (int i = 0; i < array_len * nir_reg->num_components; i++)
+ qregs[i] = vir_get_temp(c);
+ }
+}
+
+static void
+ntq_emit_load_const(struct v3d_compile *c, nir_load_const_instr *instr)
+{
+ struct qreg *qregs = ntq_init_ssa_def(c, &instr->def);
+ for (int i = 0; i < instr->def.num_components; i++)
+ qregs[i] = vir_uniform_ui(c, instr->value.u32[i]);
+
+ _mesa_hash_table_insert(c->def_ht, &instr->def, qregs);
+}
+
+static void
+ntq_emit_ssa_undef(struct v3d_compile *c, nir_ssa_undef_instr *instr)
+{
+ struct qreg *qregs = ntq_init_ssa_def(c, &instr->def);
+
+ /* VIR needs there to be *some* value, so pick 0 (same as for
+ * ntq_setup_registers().
+ */
+ for (int i = 0; i < instr->def.num_components; i++)
+ qregs[i] = vir_uniform_ui(c, 0);
+}
+
+static void
+ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
+{
+ nir_const_value *const_offset;
+ unsigned offset;
+
+ switch (instr->intrinsic) {
+ case nir_intrinsic_load_uniform:
+ assert(instr->num_components == 1);
+ const_offset = nir_src_as_const_value(instr->src[0]);
+ if (const_offset) {
+ offset = nir_intrinsic_base(instr) + const_offset->u32[0];
+ assert(offset % 4 == 0);
+ /* We need dwords */
+ offset = offset / 4;
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_UNIFORM,
+ offset));
+ } else {
+ ntq_store_dest(c, &instr->dest, 0,
+ indirect_uniform_load(c, instr));
+ }
+ break;
+
+ case nir_intrinsic_load_ubo:
+ for (int i = 0; i < instr->num_components; i++) {
+ int ubo = nir_src_as_const_value(instr->src[0])->u32[0];
+
+ /* Adjust for where we stored the TGSI register base. */
+ vir_ADD_dest(c,
+ vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUA),
+ vir_uniform(c, QUNIFORM_UBO_ADDR, 1 + ubo),
+ vir_ADD(c,
+ ntq_get_src(c, instr->src[1], 0),
+ vir_uniform_ui(c, i * 4)));
+
+ ntq_store_dest(c, &instr->dest, i, vir_LDTMU(c));
+ }
+ break;
+
+ const_offset = nir_src_as_const_value(instr->src[0]);
+ if (const_offset) {
+ offset = nir_intrinsic_base(instr) + const_offset->u32[0];
+ assert(offset % 4 == 0);
+ /* We need dwords */
+ offset = offset / 4;
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_UNIFORM,
+ offset));
+ } else {
+ ntq_store_dest(c, &instr->dest, 0,
+ indirect_uniform_load(c, instr));
+ }
+ break;
+
+ case nir_intrinsic_load_user_clip_plane:
+ for (int i = 0; i < instr->num_components; i++) {
+ ntq_store_dest(c, &instr->dest, i,
+ vir_uniform(c, QUNIFORM_USER_CLIP_PLANE,
+ nir_intrinsic_ucp_id(instr) *
+ 4 + i));
+ }
+ break;
+
+ case nir_intrinsic_load_alpha_ref_float:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_ALPHA_REF, 0));
+ break;
+
+ case nir_intrinsic_load_sample_mask_in:
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_uniform(c, QUNIFORM_SAMPLE_MASK, 0));
+ break;
+
+ case nir_intrinsic_load_front_face:
+ /* The register contains 0 (front) or 1 (back), and we need to
+ * turn it into a NIR bool where true means front.
+ */
+ ntq_store_dest(c, &instr->dest, 0,
+ vir_ADD(c,
+ vir_uniform_ui(c, -1),
+ vir_REVF(c)));
+ break;
+
+ case nir_intrinsic_load_instance_id:
+ ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->iid));
+ break;
+
+ case nir_intrinsic_load_vertex_id:
+ ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->vid));
+ break;
+
+ case nir_intrinsic_load_input:
+ const_offset = nir_src_as_const_value(instr->src[0]);
+ assert(const_offset && "v3d doesn't support indirect inputs");
+ for (int i = 0; i < instr->num_components; i++) {
+ offset = nir_intrinsic_base(instr) + const_offset->u32[0];
+ int comp = nir_intrinsic_component(instr) + i;
+ ntq_store_dest(c, &instr->dest, i,
+ vir_MOV(c, c->inputs[offset * 4 + comp]));
+ }
+ break;
+
+ case nir_intrinsic_store_output:
+ const_offset = nir_src_as_const_value(instr->src[1]);
+ assert(const_offset && "v3d doesn't support indirect outputs");
+ offset = ((nir_intrinsic_base(instr) +
+ const_offset->u32[0]) * 4 +
+ nir_intrinsic_component(instr));
+
+ for (int i = 0; i < instr->num_components; i++) {
+ c->outputs[offset + i] =
+ vir_MOV(c, ntq_get_src(c, instr->src[0], i));
+ }
+ c->num_outputs = MAX2(c->num_outputs,
+ offset + instr->num_components);
+ break;
+
+ case nir_intrinsic_discard:
+ if (c->execute.file != QFILE_NULL) {
+ vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+ vir_MOV_cond(c, V3D_QPU_COND_IFA, c->discard,
+ vir_uniform_ui(c, ~0));
+ } else {
+ vir_MOV_dest(c, c->discard, vir_uniform_ui(c, ~0));
+ }
+ break;
+
+ case nir_intrinsic_discard_if: {
+ /* true (~0) if we're discarding */
+ struct qreg cond = ntq_get_src(c, instr->src[0], 0);
+
+ if (c->execute.file != QFILE_NULL) {
+ /* execute == 0 means the channel is active. Invert
+ * the condition so that we can use zero as "executing
+ * and discarding."
+ */
+ vir_PF(c, vir_AND(c, c->execute, vir_NOT(c, cond)),
+ V3D_QPU_PF_PUSHZ);
+ vir_MOV_cond(c, V3D_QPU_COND_IFA, c->discard, cond);
+ } else {
+ vir_OR_dest(c, c->discard, c->discard, cond);
+ }
+
+ break;
+ }
+
+ default:
+ fprintf(stderr, "Unknown intrinsic: ");
+ nir_print_instr(&instr->instr, stderr);
+ fprintf(stderr, "\n");
+ break;
+ }
+}
+
+/* Clears (activates) the execute flags for any channels whose jump target
+ * matches this block.
+ */
+static void
+ntq_activate_execute_for_block(struct v3d_compile *c)
+{
+ vir_PF(c, vir_SUB(c, c->execute, vir_uniform_ui(c, c->cur_block->index)),
+ V3D_QPU_PF_PUSHZ);
+
+ vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, 0));
+}
+
+static void
+ntq_emit_if(struct v3d_compile *c, nir_if *if_stmt)
+{
+ nir_block *nir_else_block = nir_if_first_else_block(if_stmt);
+ bool empty_else_block =
+ (nir_else_block == nir_if_last_else_block(if_stmt) &&
+ exec_list_is_empty(&nir_else_block->instr_list));
+
+ struct qblock *then_block = vir_new_block(c);
+ struct qblock *after_block = vir_new_block(c);
+ struct qblock *else_block;
+ if (empty_else_block)
+ else_block = after_block;
+ else
+ else_block = vir_new_block(c);
+
+ bool was_top_level = false;
+ if (c->execute.file == QFILE_NULL) {
+ c->execute = vir_MOV(c, vir_uniform_ui(c, 0));
+ was_top_level = true;
+ }
+
+ /* Set A for executing (execute == 0) and jumping (if->condition ==
+ * 0) channels, and then update execute flags for those to point to
+ * the ELSE block.
+ */
+ vir_PF(c, vir_OR(c,
+ c->execute,
+ ntq_get_src(c, if_stmt->condition, 0)),
+ V3D_QPU_PF_PUSHZ);
+ vir_MOV_cond(c, V3D_QPU_COND_IFA,
+ c->execute,
+ vir_uniform_ui(c, else_block->index));
+
+ /* Jump to ELSE if nothing is active for THEN, otherwise fall
+ * through.
+ */
+ vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+ vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALLNA);
+ vir_link_blocks(c->cur_block, else_block);
+ vir_link_blocks(c->cur_block, then_block);
+
+ /* Process the THEN block. */
+ vir_set_emit_block(c, then_block);
+ ntq_emit_cf_list(c, &if_stmt->then_list);
+
+ if (!empty_else_block) {
+ /* Handle the end of the THEN block. First, all currently
+ * active channels update their execute flags to point to
+ * ENDIF
+ */
+ vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+ vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute,
+ vir_uniform_ui(c, after_block->index));
+
+ /* If everything points at ENDIF, then jump there immediately. */
+ vir_PF(c, vir_SUB(c, c->execute,
+ vir_uniform_ui(c, after_block->index)),
+ V3D_QPU_PF_PUSHZ);
+ vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALLA);
+ vir_link_blocks(c->cur_block, after_block);
+ vir_link_blocks(c->cur_block, else_block);
+
+ vir_set_emit_block(c, else_block);
+ ntq_activate_execute_for_block(c);
+ ntq_emit_cf_list(c, &if_stmt->else_list);
+ }
+
+ vir_link_blocks(c->cur_block, after_block);
+
+ vir_set_emit_block(c, after_block);
+ if (was_top_level)
+ c->execute = c->undef;
+ else
+ ntq_activate_execute_for_block(c);
+}
+
+static void
+ntq_emit_jump(struct v3d_compile *c, nir_jump_instr *jump)
+{
+ switch (jump->type) {
+ case nir_jump_break:
+ vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+ vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute,
+ vir_uniform_ui(c, c->loop_break_block->index));
+ break;
+
+ case nir_jump_continue:
+ vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+ vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute,
+ vir_uniform_ui(c, c->loop_cont_block->index));
+ break;
+
+ case nir_jump_return:
+ unreachable("All returns shouold be lowered\n");
+ }
+}
+
+static void
+ntq_emit_instr(struct v3d_compile *c, nir_instr *instr)
+{
+ switch (instr->type) {
+ case nir_instr_type_alu:
+ ntq_emit_alu(c, nir_instr_as_alu(instr));
+ break;
+
+ case nir_instr_type_intrinsic:
+ ntq_emit_intrinsic(c, nir_instr_as_intrinsic(instr));
+ break;
+
+ case nir_instr_type_load_const:
+ ntq_emit_load_const(c, nir_instr_as_load_const(instr));
+ break;
+
+ case nir_instr_type_ssa_undef:
+ ntq_emit_ssa_undef(c, nir_instr_as_ssa_undef(instr));
+ break;
+
+ case nir_instr_type_tex:
+ ntq_emit_tex(c, nir_instr_as_tex(instr));
+ break;
+
+ case nir_instr_type_jump:
+ ntq_emit_jump(c, nir_instr_as_jump(instr));
+ break;
+
+ default:
+ fprintf(stderr, "Unknown NIR instr type: ");
+ nir_print_instr(instr, stderr);
+ fprintf(stderr, "\n");
+ abort();
+ }
+}
+
+static void
+ntq_emit_block(struct v3d_compile *c, nir_block *block)
+{
+ nir_foreach_instr(instr, block) {
+ ntq_emit_instr(c, instr);
+ }
+}
+
+static void ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list);
+
+static void
+ntq_emit_loop(struct v3d_compile *c, nir_loop *loop)
+{
+ bool was_top_level = false;
+ if (c->execute.file == QFILE_NULL) {
+ c->execute = vir_MOV(c, vir_uniform_ui(c, 0));
+ was_top_level = true;
+ }
+
+ struct qblock *save_loop_cont_block = c->loop_cont_block;
+ struct qblock *save_loop_break_block = c->loop_break_block;
+
+ c->loop_cont_block = vir_new_block(c);
+ c->loop_break_block = vir_new_block(c);
+
+ vir_link_blocks(c->cur_block, c->loop_cont_block);
+ vir_set_emit_block(c, c->loop_cont_block);
+ ntq_activate_execute_for_block(c);
+
+ ntq_emit_cf_list(c, &loop->body);
+
+ /* Re-enable any previous continues now, so our ANYA check below
+ * works.
+ *
+ * XXX: Use the .ORZ flags update, instead.
+ */
+ vir_PF(c, vir_SUB(c,
+ c->execute,
+ vir_uniform_ui(c, c->loop_cont_block->index)),
+ V3D_QPU_PF_PUSHZ);
+ vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, 0));
+
+ vir_PF(c, c->execute, V3D_QPU_PF_PUSHZ);
+
+ vir_BRANCH(c, V3D_QPU_BRANCH_COND_ANYA);
+ vir_link_blocks(c->cur_block, c->loop_cont_block);
+ vir_link_blocks(c->cur_block, c->loop_break_block);
+
+ vir_set_emit_block(c, c->loop_break_block);
+ if (was_top_level)
+ c->execute = c->undef;
+ else
+ ntq_activate_execute_for_block(c);
+
+ c->loop_break_block = save_loop_break_block;
+ c->loop_cont_block = save_loop_cont_block;
+}
+
+static void
+ntq_emit_function(struct v3d_compile *c, nir_function_impl *func)
+{
+ fprintf(stderr, "FUNCTIONS not handled.\n");
+ abort();
+}
+
+static void
+ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list)
+{
+ foreach_list_typed(nir_cf_node, node, node, list) {
+ switch (node->type) {
+ case nir_cf_node_block:
+ ntq_emit_block(c, nir_cf_node_as_block(node));
+ break;
+
+ case nir_cf_node_if:
+ ntq_emit_if(c, nir_cf_node_as_if(node));
+ break;
+
+ case nir_cf_node_loop:
+ ntq_emit_loop(c, nir_cf_node_as_loop(node));
+ break;
+
+ case nir_cf_node_function:
+ ntq_emit_function(c, nir_cf_node_as_function(node));
+ break;
+
+ default:
+ fprintf(stderr, "Unknown NIR node type\n");
+ abort();
+ }
+ }
+}
+
+static void
+ntq_emit_impl(struct v3d_compile *c, nir_function_impl *impl)
+{
+ ntq_setup_registers(c, &impl->registers);
+ ntq_emit_cf_list(c, &impl->body);
+}
+
+static void
+nir_to_vir(struct v3d_compile *c)
+{
+ if (c->s->stage == MESA_SHADER_FRAGMENT) {
+ c->payload_w = vir_MOV(c, vir_reg(QFILE_REG, 0));
+ c->payload_w_centroid = vir_MOV(c, vir_reg(QFILE_REG, 1));
+ c->payload_z = vir_MOV(c, vir_reg(QFILE_REG, 2));
+
+ if (c->s->info.fs.uses_discard)
+ c->discard = vir_MOV(c, vir_uniform_ui(c, 0));
+
+ if (c->fs_key->is_points) {
+ c->point_x = emit_fragment_varying(c, NULL, 0);
+ c->point_y = emit_fragment_varying(c, NULL, 0);
+ } else if (c->fs_key->is_lines) {
+ c->line_x = emit_fragment_varying(c, NULL, 0);
+ }
+ }
+
+ ntq_setup_inputs(c);
+ ntq_setup_outputs(c);
+ ntq_setup_uniforms(c);
+ ntq_setup_registers(c, &c->s->registers);
+
+ /* Find the main function and emit the body. */
+ nir_foreach_function(function, c->s) {
+ assert(strcmp(function->name, "main") == 0);
+ assert(function->impl);
+ ntq_emit_impl(c, function->impl);
+ }
+}
+
+const nir_shader_compiler_options v3d_nir_options = {
+ .lower_extract_byte = true,
+ .lower_extract_word = true,
+ .lower_bitfield_insert = true,
+ .lower_bitfield_extract = true,
+ .lower_ffma = true,
+ .lower_flrp32 = true,
+ .lower_fpow = true,
+ .lower_fsat = true,
+ .lower_fsqrt = true,
+ .lower_negate = true,
+ .native_integers = true,
+};
+
+
+#if 0
+static int
+count_nir_instrs(nir_shader *nir)
+{
+ int count = 0;
+ nir_foreach_function(function, nir) {
+ if (!function->impl)
+ continue;
+ nir_foreach_block(block, function->impl) {
+ nir_foreach_instr(instr, block)
+ count++;
+ }
+ }
+ return count;
+}
+#endif
+
+void
+v3d_nir_to_vir(struct v3d_compile *c)
+{
+ if (V3D_DEBUG & (V3D_DEBUG_NIR |
+ v3d_debug_flag_for_shader_stage(c->s->stage))) {
+ fprintf(stderr, "%s prog %d/%d NIR:\n",
+ vir_get_stage_name(c),
+ c->program_id, c->variant_id);
+ nir_print_shader(c->s, stderr);
+ }
+
+ nir_to_vir(c);
+
+ switch (c->s->stage) {
+ case MESA_SHADER_FRAGMENT:
+ emit_frag_end(c);
+ break;
+ case MESA_SHADER_VERTEX:
+ emit_vert_end(c);
+ break;
+ default:
+ unreachable("bad stage");
+ }
+
+ if (V3D_DEBUG & (V3D_DEBUG_VIR |
+ v3d_debug_flag_for_shader_stage(c->s->stage))) {
+ fprintf(stderr, "%s prog %d/%d pre-opt VIR:\n",
+ vir_get_stage_name(c),
+ c->program_id, c->variant_id);
+ vir_dump(c);
+ fprintf(stderr, "\n");
+ }
+
+ vir_optimize(c);
+ vir_lower_uniforms(c);
+
+ /* XXX: vir_schedule_instructions(c); */
+
+ if (V3D_DEBUG & (V3D_DEBUG_VIR |
+ v3d_debug_flag_for_shader_stage(c->s->stage))) {
+ fprintf(stderr, "%s prog %d/%d VIR:\n",
+ vir_get_stage_name(c),
+ c->program_id, c->variant_id);
+ vir_dump(c);
+ fprintf(stderr, "\n");
+ }
+
+ v3d_vir_to_qpu(c);
+}