diff options
author | Eric Anholt <[email protected]> | 2017-02-03 10:24:14 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2017-10-10 11:42:04 -0700 |
commit | ade416d02369cc0942d53ad3cce601d66344f9c3 (patch) | |
tree | f9824bfb74dc9ef33b78dc67295768fdd07a513a /src/broadcom/compiler/qpu_schedule.c | |
parent | f71364f29787d0f822474ed970c5f28bede49abb (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/qpu_schedule.c')
-rw-r--r-- | src/broadcom/compiler/qpu_schedule.c | 1362 |
1 files changed, 1362 insertions, 0 deletions
diff --git a/src/broadcom/compiler/qpu_schedule.c b/src/broadcom/compiler/qpu_schedule.c new file mode 100644 index 00000000000..b5a0aa9a34a --- /dev/null +++ b/src/broadcom/compiler/qpu_schedule.c @@ -0,0 +1,1362 @@ +/* + * Copyright © 2010 Intel Corporation + * Copyright © 2014-2017 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. + */ + +/** + * @file + * + * The basic model of the list scheduler is to take a basic block, compute a + * DAG of the dependencies, and make a list of the DAG heads. Heuristically + * pick a DAG head, then put all the children that are now DAG heads into the + * list of things to schedule. + * + * The goal of scheduling here is to pack pairs of operations together in a + * single QPU instruction. + */ + +#include "qpu/qpu_disasm.h" +#include "v3d_compiler.h" +#include "util/ralloc.h" + +static bool debug; + +struct schedule_node_child; + +struct schedule_node { + struct list_head link; + struct qinst *inst; + struct schedule_node_child *children; + uint32_t child_count; + uint32_t child_array_size; + uint32_t parent_count; + + /* Longest cycles + instruction_latency() of any parent of this node. */ + uint32_t unblocked_time; + + /** + * Minimum number of cycles from scheduling this instruction until the + * end of the program, based on the slowest dependency chain through + * the children. + */ + uint32_t delay; + + /** + * cycles between this instruction being scheduled and when its result + * can be consumed. + */ + uint32_t latency; +}; + +struct schedule_node_child { + struct schedule_node *node; + bool write_after_read; +}; + +/* When walking the instructions in reverse, we need to swap before/after in + * add_dep(). + */ +enum direction { F, R }; + +struct schedule_state { + struct schedule_node *last_r[6]; + struct schedule_node *last_rf[64]; + struct schedule_node *last_sf; + struct schedule_node *last_vpm_read; + struct schedule_node *last_tmu_write; + struct schedule_node *last_tlb; + struct schedule_node *last_vpm; + struct schedule_node *last_unif; + struct schedule_node *last_rtop; + enum direction dir; + /* Estimated cycle when the current instruction would start. */ + uint32_t time; +}; + +static void +add_dep(struct schedule_state *state, + struct schedule_node *before, + struct schedule_node *after, + bool write) +{ + bool write_after_read = !write && state->dir == R; + + if (!before || !after) + return; + + assert(before != after); + + if (state->dir == R) { + struct schedule_node *t = before; + before = after; + after = t; + } + + for (int i = 0; i < before->child_count; i++) { + if (before->children[i].node == after && + (before->children[i].write_after_read == write_after_read)) { + return; + } + } + + if (before->child_array_size <= before->child_count) { + before->child_array_size = MAX2(before->child_array_size * 2, 16); + before->children = reralloc(before, before->children, + struct schedule_node_child, + before->child_array_size); + } + + before->children[before->child_count].node = after; + before->children[before->child_count].write_after_read = + write_after_read; + before->child_count++; + after->parent_count++; +} + +static void +add_read_dep(struct schedule_state *state, + struct schedule_node *before, + struct schedule_node *after) +{ + add_dep(state, before, after, false); +} + +static void +add_write_dep(struct schedule_state *state, + struct schedule_node **before, + struct schedule_node *after) +{ + add_dep(state, *before, after, true); + *before = after; +} + +static bool +qpu_inst_is_tlb(const struct v3d_qpu_instr *inst) +{ + if (inst->type != V3D_QPU_INSTR_TYPE_ALU) + return false; + + if (inst->alu.add.magic_write && + (inst->alu.add.waddr == V3D_QPU_WADDR_TLB || + inst->alu.add.waddr == V3D_QPU_WADDR_TLBU)) + return true; + + if (inst->alu.mul.magic_write && + (inst->alu.mul.waddr == V3D_QPU_WADDR_TLB || + inst->alu.mul.waddr == V3D_QPU_WADDR_TLBU)) + return true; + + return false; +} + +static void +process_mux_deps(struct schedule_state *state, struct schedule_node *n, + enum v3d_qpu_mux mux) +{ + switch (mux) { + case V3D_QPU_MUX_A: + add_read_dep(state, state->last_rf[n->inst->qpu.raddr_a], n); + break; + case V3D_QPU_MUX_B: + add_read_dep(state, state->last_rf[n->inst->qpu.raddr_b], n); + break; + default: + add_read_dep(state, state->last_r[mux - V3D_QPU_MUX_R0], n); + break; + } +} + + +static void +process_waddr_deps(struct schedule_state *state, struct schedule_node *n, + uint32_t waddr, bool magic) +{ + if (!magic) { + add_write_dep(state, &state->last_rf[waddr], n); + } else if (v3d_qpu_magic_waddr_is_tmu(waddr)) { + add_write_dep(state, &state->last_tmu_write, n); + } else if (v3d_qpu_magic_waddr_is_sfu(waddr)) { + /* Handled by v3d_qpu_writes_r4() check. */ + } else { + switch (waddr) { + case V3D_QPU_WADDR_R0: + case V3D_QPU_WADDR_R1: + case V3D_QPU_WADDR_R2: + case V3D_QPU_WADDR_R3: + case V3D_QPU_WADDR_R4: + case V3D_QPU_WADDR_R5: + add_write_dep(state, + &state->last_r[waddr - V3D_QPU_WADDR_R0], + n); + break; + + case V3D_QPU_WADDR_VPM: + case V3D_QPU_WADDR_VPMU: + add_write_dep(state, &state->last_vpm, n); + break; + + case V3D_QPU_WADDR_TLB: + case V3D_QPU_WADDR_TLBU: + add_write_dep(state, &state->last_tlb, n); + break; + + case V3D_QPU_WADDR_NOP: + break; + + default: + fprintf(stderr, "Unknown waddr %d\n", waddr); + abort(); + } + } +} + +static void +process_cond_deps(struct schedule_state *state, struct schedule_node *n, + enum v3d_qpu_cond cond) +{ + if (cond != V3D_QPU_COND_NONE) + add_read_dep(state, state->last_sf, n); +} + +static void +process_pf_deps(struct schedule_state *state, struct schedule_node *n, + enum v3d_qpu_pf pf) +{ + if (pf != V3D_QPU_PF_NONE) + add_write_dep(state, &state->last_sf, n); +} + +static void +process_uf_deps(struct schedule_state *state, struct schedule_node *n, + enum v3d_qpu_uf uf) +{ + if (uf != V3D_QPU_UF_NONE) + add_write_dep(state, &state->last_sf, n); +} + +/** + * Common code for dependencies that need to be tracked both forward and + * backward. + * + * This is for things like "all reads of r4 have to happen between the r4 + * writes that surround them". + */ +static void +calculate_deps(struct schedule_state *state, struct schedule_node *n) +{ + struct qinst *qinst = n->inst; + struct v3d_qpu_instr *inst = &qinst->qpu; + + if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH) { + if (inst->branch.cond != V3D_QPU_BRANCH_COND_ALWAYS) + add_read_dep(state, state->last_sf, n); + + /* XXX: BDI */ + /* XXX: BDU */ + /* XXX: ub */ + /* XXX: raddr_a */ + + add_write_dep(state, &state->last_unif, n); + return; + } + + assert(inst->type == V3D_QPU_INSTR_TYPE_ALU); + + /* XXX: LOAD_IMM */ + + if (v3d_qpu_add_op_num_src(inst->alu.add.op) > 0) + process_mux_deps(state, n, inst->alu.add.a); + if (v3d_qpu_add_op_num_src(inst->alu.add.op) > 1) + process_mux_deps(state, n, inst->alu.add.b); + + if (v3d_qpu_mul_op_num_src(inst->alu.mul.op) > 0) + process_mux_deps(state, n, inst->alu.mul.a); + if (v3d_qpu_mul_op_num_src(inst->alu.mul.op) > 1) + process_mux_deps(state, n, inst->alu.mul.b); + + switch (inst->alu.add.op) { + case V3D_QPU_A_VPMSETUP: + /* Could distinguish read/write by unpacking the uniform. */ + add_write_dep(state, &state->last_vpm, n); + add_write_dep(state, &state->last_vpm_read, n); + break; + + case V3D_QPU_A_STVPMV: + case V3D_QPU_A_STVPMD: + case V3D_QPU_A_STVPMP: + add_write_dep(state, &state->last_vpm, n); + break; + + case V3D_QPU_A_MSF: + add_read_dep(state, state->last_tlb, n); + break; + + case V3D_QPU_A_SETMSF: + case V3D_QPU_A_SETREVF: + add_write_dep(state, &state->last_tlb, n); + break; + + case V3D_QPU_A_FLAPUSH: + case V3D_QPU_A_FLBPUSH: + case V3D_QPU_A_VFLA: + case V3D_QPU_A_VFLNA: + case V3D_QPU_A_VFLB: + case V3D_QPU_A_VFLNB: + add_read_dep(state, state->last_sf, n); + break; + + case V3D_QPU_A_FLBPOP: + add_write_dep(state, &state->last_sf, n); + break; + + default: + break; + } + + switch (inst->alu.mul.op) { + case V3D_QPU_M_MULTOP: + case V3D_QPU_M_UMUL24: + /* MULTOP sets rtop, and UMUL24 implicitly reads rtop and + * resets it to 0. We could possibly reorder umul24s relative + * to each other, but for now just keep all the MUL parts in + * order. + */ + add_write_dep(state, &state->last_rtop, n); + break; + default: + break; + } + + if (inst->alu.add.op != V3D_QPU_A_NOP) { + process_waddr_deps(state, n, inst->alu.add.waddr, + inst->alu.add.magic_write); + } + if (inst->alu.mul.op != V3D_QPU_M_NOP) { + process_waddr_deps(state, n, inst->alu.mul.waddr, + inst->alu.mul.magic_write); + } + + if (v3d_qpu_writes_r3(inst)) + add_write_dep(state, &state->last_r[3], n); + if (v3d_qpu_writes_r4(inst)) + add_write_dep(state, &state->last_r[4], n); + if (v3d_qpu_writes_r5(inst)) + add_write_dep(state, &state->last_r[5], n); + + if (inst->sig.thrsw) { + /* All accumulator contents and flags are undefined after the + * switch. + */ + for (int i = 0; i < ARRAY_SIZE(state->last_r); i++) + add_write_dep(state, &state->last_r[i], n); + add_write_dep(state, &state->last_sf, n); + + /* Scoreboard-locking operations have to stay after the last + * thread switch. + */ + add_write_dep(state, &state->last_tlb, n); + + add_write_dep(state, &state->last_tmu_write, n); + } + + if (inst->sig.ldtmu) { + /* TMU loads are coming from a FIFO, so ordering is important. + */ + add_write_dep(state, &state->last_tmu_write, n); + } + + if (inst->sig.ldtlb | inst->sig.ldtlbu) + add_read_dep(state, state->last_tlb, n); + + if (inst->sig.ldvpm) + add_write_dep(state, &state->last_vpm_read, n); + + /* inst->sig.ldunif or sideband uniform read */ + if (qinst->uniform != ~0) + add_write_dep(state, &state->last_unif, n); + + process_cond_deps(state, n, inst->flags.ac); + process_cond_deps(state, n, inst->flags.mc); + process_pf_deps(state, n, inst->flags.apf); + process_pf_deps(state, n, inst->flags.mpf); + process_uf_deps(state, n, inst->flags.auf); + process_uf_deps(state, n, inst->flags.muf); +} + +static void +calculate_forward_deps(struct v3d_compile *c, struct list_head *schedule_list) +{ + struct schedule_state state; + + memset(&state, 0, sizeof(state)); + state.dir = F; + + list_for_each_entry(struct schedule_node, node, schedule_list, link) + calculate_deps(&state, node); +} + +static void +calculate_reverse_deps(struct v3d_compile *c, struct list_head *schedule_list) +{ + struct list_head *node; + struct schedule_state state; + + memset(&state, 0, sizeof(state)); + state.dir = R; + + for (node = schedule_list->prev; schedule_list != node; node = node->prev) { + calculate_deps(&state, (struct schedule_node *)node); + } +} + +struct choose_scoreboard { + int tick; + int last_sfu_write_tick; + int last_ldvary_tick; + int last_uniforms_reset_tick; + uint32_t last_waddr_add, last_waddr_mul; + bool tlb_locked; +}; + +static bool +mux_reads_too_soon(struct choose_scoreboard *scoreboard, + const struct v3d_qpu_instr *inst, enum v3d_qpu_mux mux) +{ + switch (mux) { + case V3D_QPU_MUX_A: + if (scoreboard->last_waddr_add == inst->raddr_a || + scoreboard->last_waddr_mul == inst->raddr_a) { + return true; + } + break; + + case V3D_QPU_MUX_B: + if (scoreboard->last_waddr_add == inst->raddr_b || + scoreboard->last_waddr_mul == inst->raddr_b) { + return true; + } + break; + + case V3D_QPU_MUX_R4: + if (scoreboard->tick - scoreboard->last_sfu_write_tick <= 2) + return true; + break; + + case V3D_QPU_MUX_R5: + if (scoreboard->tick - scoreboard->last_ldvary_tick <= 1) + return true; + break; + default: + break; + } + + return false; +} + +static bool +reads_too_soon_after_write(struct choose_scoreboard *scoreboard, + struct qinst *qinst) +{ + const struct v3d_qpu_instr *inst = &qinst->qpu; + + /* XXX: Branching off of raddr. */ + if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH) + return false; + + assert(inst->type == V3D_QPU_INSTR_TYPE_ALU); + + if (inst->alu.add.op != V3D_QPU_A_NOP) { + if (v3d_qpu_add_op_num_src(inst->alu.add.op) > 0 && + mux_reads_too_soon(scoreboard, inst, inst->alu.add.a)) { + return true; + } + if (v3d_qpu_add_op_num_src(inst->alu.add.op) > 1 && + mux_reads_too_soon(scoreboard, inst, inst->alu.add.b)) { + return true; + } + } + + if (inst->alu.mul.op != V3D_QPU_M_NOP) { + if (v3d_qpu_mul_op_num_src(inst->alu.mul.op) > 0 && + mux_reads_too_soon(scoreboard, inst, inst->alu.mul.a)) { + return true; + } + if (v3d_qpu_mul_op_num_src(inst->alu.mul.op) > 1 && + mux_reads_too_soon(scoreboard, inst, inst->alu.mul.b)) { + return true; + } + } + + /* XXX: imm */ + + return false; +} + +static bool +writes_too_soon_after_write(struct choose_scoreboard *scoreboard, + struct qinst *qinst) +{ + const struct v3d_qpu_instr *inst = &qinst->qpu; + + /* Don't schedule any other r4 write too soon after an SFU write. + * This would normally be prevented by dependency tracking, but might + * occur if a dead SFU computation makes it to scheduling. + */ + if (scoreboard->tick - scoreboard->last_sfu_write_tick < 2 && + v3d_qpu_writes_r4(inst)) + return true; + + return false; +} + +static bool +pixel_scoreboard_too_soon(struct choose_scoreboard *scoreboard, + const struct v3d_qpu_instr *inst) +{ + return (scoreboard->tick == 0 && qpu_inst_is_tlb(inst)); +} + +static int +get_instruction_priority(const struct v3d_qpu_instr *inst) +{ + uint32_t baseline_score; + uint32_t next_score = 0; + + /* Schedule TLB operations as late as possible, to get more + * parallelism between shaders. + */ + if (qpu_inst_is_tlb(inst)) + return next_score; + next_score++; + + /* Schedule texture read results collection late to hide latency. */ + if (inst->sig.ldtmu) + return next_score; + next_score++; + + /* Default score for things that aren't otherwise special. */ + baseline_score = next_score; + next_score++; + + /* Schedule texture read setup early to hide their latency better. */ + if (inst->type == V3D_QPU_INSTR_TYPE_ALU && + ((inst->alu.add.magic_write && + v3d_qpu_magic_waddr_is_tmu(inst->alu.add.waddr)) || + (inst->alu.mul.magic_write && + v3d_qpu_magic_waddr_is_tmu(inst->alu.mul.waddr)))) { + return next_score; + } + next_score++; + + return baseline_score; +} + +static bool +qpu_magic_waddr_is_periph(enum v3d_qpu_waddr waddr) +{ + return (v3d_qpu_magic_waddr_is_tmu(waddr) || + v3d_qpu_magic_waddr_is_sfu(waddr) || + v3d_qpu_magic_waddr_is_tlb(waddr) || + v3d_qpu_magic_waddr_is_vpm(waddr) || + v3d_qpu_magic_waddr_is_tsy(waddr)); +} + +static bool +qpu_accesses_peripheral(const struct v3d_qpu_instr *inst) +{ + if (inst->type == V3D_QPU_INSTR_TYPE_ALU) { + if (inst->alu.add.op != V3D_QPU_A_NOP && + inst->alu.add.magic_write && + qpu_magic_waddr_is_periph(inst->alu.add.waddr)) { + return true; + } + + if (inst->alu.mul.op != V3D_QPU_M_NOP && + inst->alu.mul.magic_write && + qpu_magic_waddr_is_periph(inst->alu.mul.waddr)) { + return true; + } + } + + return (inst->sig.ldvpm || + inst->sig.ldtmu || + inst->sig.ldtlb || + inst->sig.ldtlbu); +} + +static bool +qpu_merge_inst(const struct v3d_device_info *devinfo, + struct v3d_qpu_instr *result, + const struct v3d_qpu_instr *a, + const struct v3d_qpu_instr *b) +{ + if (a->type != V3D_QPU_INSTR_TYPE_ALU || + b->type != V3D_QPU_INSTR_TYPE_ALU) { + return false; + } + + /* Can't do more than one peripheral access in an instruction. */ + if (qpu_accesses_peripheral(a) && qpu_accesses_peripheral(b)) + return false; + + struct v3d_qpu_instr merge = *a; + + if (b->alu.add.op != V3D_QPU_A_NOP) { + if (a->alu.add.op != V3D_QPU_A_NOP) + return false; + merge.alu.add = b->alu.add; + + merge.flags.ac = b->flags.ac; + merge.flags.apf = b->flags.apf; + merge.flags.auf = b->flags.auf; + } + + if (b->alu.mul.op != V3D_QPU_M_NOP) { + if (a->alu.mul.op != V3D_QPU_M_NOP) + return false; + merge.alu.mul = b->alu.mul; + + merge.flags.mc = b->flags.mc; + merge.flags.mpf = b->flags.mpf; + merge.flags.muf = b->flags.muf; + } + + if (v3d_qpu_uses_mux(b, V3D_QPU_MUX_A)) { + if (v3d_qpu_uses_mux(a, V3D_QPU_MUX_A) && + a->raddr_a != b->raddr_a) { + return false; + } + merge.raddr_a = b->raddr_a; + } + + if (v3d_qpu_uses_mux(b, V3D_QPU_MUX_B)) { + if (v3d_qpu_uses_mux(a, V3D_QPU_MUX_B) && + a->raddr_b != b->raddr_b) { + return false; + } + merge.raddr_b = b->raddr_b; + } + + merge.sig.thrsw |= b->sig.thrsw; + merge.sig.ldunif |= b->sig.ldunif; + merge.sig.ldtmu |= b->sig.ldtmu; + merge.sig.ldvary |= b->sig.ldvary; + merge.sig.ldvpm |= b->sig.ldvpm; + merge.sig.small_imm |= b->sig.small_imm; + merge.sig.ldtlb |= b->sig.ldtlb; + merge.sig.ldtlbu |= b->sig.ldtlbu; + merge.sig.ucb |= b->sig.ucb; + merge.sig.rotate |= b->sig.rotate; + merge.sig.wrtmuc |= b->sig.wrtmuc; + + uint64_t packed; + bool ok = v3d_qpu_instr_pack(devinfo, &merge, &packed); + + *result = merge; + /* No modifying the real instructions on failure. */ + assert(ok || (a != result && b != result)); + + return ok; +} + +static struct schedule_node * +choose_instruction_to_schedule(const struct v3d_device_info *devinfo, + struct choose_scoreboard *scoreboard, + struct list_head *schedule_list, + struct schedule_node *prev_inst) +{ + struct schedule_node *chosen = NULL; + int chosen_prio = 0; + + /* Don't pair up anything with a thread switch signal -- emit_thrsw() + * will handle pairing it along with filling the delay slots. + */ + if (prev_inst) { + if (prev_inst->inst->qpu.sig.thrsw) + return NULL; + } + + list_for_each_entry(struct schedule_node, n, schedule_list, link) { + const struct v3d_qpu_instr *inst = &n->inst->qpu; + + /* Don't choose the branch instruction until it's the last one + * left. We'll move it up to fit its delay slots after we + * choose it. + */ + if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH && + !list_is_singular(schedule_list)) { + continue; + } + + /* "An instruction must not read from a location in physical + * regfile A or B that was written to by the previous + * instruction." + */ + if (reads_too_soon_after_write(scoreboard, n->inst)) + continue; + + if (writes_too_soon_after_write(scoreboard, n->inst)) + continue; + + /* "A scoreboard wait must not occur in the first two + * instructions of a fragment shader. This is either the + * explicit Wait for Scoreboard signal or an implicit wait + * with the first tile-buffer read or write instruction." + */ + if (pixel_scoreboard_too_soon(scoreboard, inst)) + continue; + + /* ldunif and ldvary both write r5, but ldunif does so a tick + * sooner. If the ldvary's r5 wasn't used, then ldunif might + * otherwise get scheduled so ldunif and ldvary try to update + * r5 in the same tick. + */ + if (inst->sig.ldunif && + scoreboard->tick == scoreboard->last_ldvary_tick + 1) { + continue; + } + + /* If we're trying to pair with another instruction, check + * that they're compatible. + */ + if (prev_inst) { + /* Don't pair up a thread switch signal -- we'll + * handle pairing it when we pick it on its own. + */ + if (inst->sig.thrsw) + continue; + + if (prev_inst->inst->uniform != -1 && + n->inst->uniform != -1) + continue; + + /* Don't merge in something that will lock the TLB. + * Hopwefully what we have in inst will release some + * other instructions, allowing us to delay the + * TLB-locking instruction until later. + */ + if (!scoreboard->tlb_locked && qpu_inst_is_tlb(inst)) + continue; + + struct v3d_qpu_instr merged_inst; + if (!qpu_merge_inst(devinfo, &merged_inst, + &prev_inst->inst->qpu, inst)) { + continue; + } + } + + int prio = get_instruction_priority(inst); + + /* Found a valid instruction. If nothing better comes along, + * this one works. + */ + if (!chosen) { + chosen = n; + chosen_prio = prio; + continue; + } + + if (prio > chosen_prio) { + chosen = n; + chosen_prio = prio; + } else if (prio < chosen_prio) { + continue; + } + + if (n->delay > chosen->delay) { + chosen = n; + chosen_prio = prio; + } else if (n->delay < chosen->delay) { + continue; + } + } + + return chosen; +} + +static void +update_scoreboard_for_magic_waddr(struct choose_scoreboard *scoreboard, + enum v3d_qpu_waddr waddr) +{ + if (v3d_qpu_magic_waddr_is_sfu(waddr)) + scoreboard->last_sfu_write_tick = scoreboard->tick; +} + +static void +update_scoreboard_for_chosen(struct choose_scoreboard *scoreboard, + const struct v3d_qpu_instr *inst) +{ + scoreboard->last_waddr_add = ~0; + scoreboard->last_waddr_mul = ~0; + + if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH) + return; + + assert(inst->type == V3D_QPU_INSTR_TYPE_ALU); + + if (inst->alu.add.op != V3D_QPU_A_NOP) { + if (inst->alu.add.magic_write) { + update_scoreboard_for_magic_waddr(scoreboard, + inst->alu.add.waddr); + } else { + scoreboard->last_waddr_add = inst->alu.add.waddr; + } + } + + if (inst->alu.mul.op != V3D_QPU_M_NOP) { + if (inst->alu.mul.magic_write) { + update_scoreboard_for_magic_waddr(scoreboard, + inst->alu.mul.waddr); + } else { + scoreboard->last_waddr_mul = inst->alu.mul.waddr; + } + } + + if (inst->sig.ldvary) + scoreboard->last_ldvary_tick = scoreboard->tick; + + if (qpu_inst_is_tlb(inst)) + scoreboard->tlb_locked = true; +} + +static void +dump_state(const struct v3d_device_info *devinfo, + struct list_head *schedule_list) +{ + list_for_each_entry(struct schedule_node, n, schedule_list, link) { + fprintf(stderr, " t=%4d: ", n->unblocked_time); + v3d_qpu_dump(devinfo, &n->inst->qpu); + fprintf(stderr, "\n"); + + for (int i = 0; i < n->child_count; i++) { + struct schedule_node *child = n->children[i].node; + if (!child) + continue; + + fprintf(stderr, " - "); + v3d_qpu_dump(devinfo, &child->inst->qpu); + fprintf(stderr, " (%d parents, %c)\n", + child->parent_count, + n->children[i].write_after_read ? 'w' : 'r'); + } + } +} + +static uint32_t magic_waddr_latency(enum v3d_qpu_waddr waddr, + const struct v3d_qpu_instr *after) +{ + /* Apply some huge latency between texture fetch requests and getting + * their results back. + * + * FIXME: This is actually pretty bogus. If we do: + * + * mov tmu0_s, a + * <a bit of math> + * mov tmu0_s, b + * load_tmu0 + * <more math> + * load_tmu0 + * + * we count that as worse than + * + * mov tmu0_s, a + * mov tmu0_s, b + * <lots of math> + * load_tmu0 + * <more math> + * load_tmu0 + * + * because we associate the first load_tmu0 with the *second* tmu0_s. + */ + if (v3d_qpu_magic_waddr_is_tmu(waddr) && after->sig.ldtmu) + return 100; + + /* Assume that anything depending on us is consuming the SFU result. */ + if (v3d_qpu_magic_waddr_is_sfu(waddr)) + return 3; + + return 1; +} + +static uint32_t +instruction_latency(struct schedule_node *before, struct schedule_node *after) +{ + const struct v3d_qpu_instr *before_inst = &before->inst->qpu; + const struct v3d_qpu_instr *after_inst = &after->inst->qpu; + uint32_t latency = 1; + + if (before_inst->type != V3D_QPU_INSTR_TYPE_ALU || + after_inst->type != V3D_QPU_INSTR_TYPE_ALU) + return latency; + + if (before_inst->alu.add.magic_write) { + latency = MAX2(latency, + magic_waddr_latency(before_inst->alu.add.waddr, + after_inst)); + } + + if (before_inst->alu.mul.magic_write) { + latency = MAX2(latency, + magic_waddr_latency(before_inst->alu.mul.waddr, + after_inst)); + } + + return latency; +} + +/** Recursive computation of the delay member of a node. */ +static void +compute_delay(struct schedule_node *n) +{ + if (!n->child_count) { + n->delay = 1; + } else { + for (int i = 0; i < n->child_count; i++) { + if (!n->children[i].node->delay) + compute_delay(n->children[i].node); + n->delay = MAX2(n->delay, + n->children[i].node->delay + + instruction_latency(n, n->children[i].node)); + } + } +} + +static void +mark_instruction_scheduled(struct list_head *schedule_list, + uint32_t time, + struct schedule_node *node, + bool war_only) +{ + if (!node) + return; + + for (int i = node->child_count - 1; i >= 0; i--) { + struct schedule_node *child = + node->children[i].node; + + if (!child) + continue; + + if (war_only && !node->children[i].write_after_read) + continue; + + /* If the requirement is only that the node not appear before + * the last read of its destination, then it can be scheduled + * immediately after (or paired with!) the thing reading the + * destination. + */ + uint32_t latency = 0; + if (!war_only) { + latency = instruction_latency(node, + node->children[i].node); + } + + child->unblocked_time = MAX2(child->unblocked_time, + time + latency); + child->parent_count--; + if (child->parent_count == 0) + list_add(&child->link, schedule_list); + + node->children[i].node = NULL; + } +} + +static struct qinst * +vir_nop() +{ + struct qreg undef = { QFILE_NULL, 0 }; + struct qinst *qinst = vir_add_inst(V3D_QPU_A_NOP, undef, undef, undef); + + return qinst; +} + +#if 0 +static struct qinst * +nop_after(struct qinst *inst) +{ + struct qinst *q = vir_nop(); + + list_add(&q->link, &inst->link); + + return q; +} + +/** + * Emits a THRSW/LTHRSW signal in the stream, trying to move it up to pair + * with another instruction. + */ +static void +emit_thrsw(struct v3d_compile *c, + struct choose_scoreboard *scoreboard, + const struct v3d_qpu_instr *inst) +{ + /* There should be nothing in a thrsw inst being scheduled other than + * the signal bits. + */ + assert(inst->type == V3D_QPU_INSTR_TYPE_ALU); + assert(inst->alu.add.op == V3D_QPU_A_NOP); + assert(inst->alu.mul.op == V3D_QPU_M_NOP); + + /* Try to find an earlier scheduled instruction that we can merge the + * thrsw into. + */ + int thrsw_ip = c->qpu_inst_count; + for (int i = 1; i <= MIN2(c->qpu_inst_count, 3); i++) { + uint64_t prev_instr = c->qpu_insts[c->qpu_inst_count - i]; + uint32_t prev_sig = QPU_GET_FIELD(prev_instr, QPU_SIG); + + if (prev_sig == QPU_SIG_NONE) + thrsw_ip = c->qpu_inst_count - i; + } + + if (thrsw_ip != c->qpu_inst_count) { + /* Merge the thrsw into the existing instruction. */ + c->qpu_insts[thrsw_ip] = + QPU_UPDATE_FIELD(c->qpu_insts[thrsw_ip], sig, QPU_SIG); + } else { + qpu_serialize_one_inst(c, inst); + update_scoreboard_for_chosen(scoreboard, inst); + } + + /* Fill the delay slots. */ + while (c->qpu_inst_count < thrsw_ip + 3) { + update_scoreboard_for_chosen(scoreboard, v3d_qpu_nop()); + qpu_serialize_one_inst(c, v3d_qpu_nop()); + } +} +#endif + +static uint32_t +schedule_instructions(struct v3d_compile *c, + struct choose_scoreboard *scoreboard, + struct qblock *block, + struct list_head *schedule_list, + enum quniform_contents *orig_uniform_contents, + uint32_t *orig_uniform_data, + uint32_t *next_uniform) +{ + const struct v3d_device_info *devinfo = c->devinfo; + uint32_t time = 0; + + if (debug) { + fprintf(stderr, "initial deps:\n"); + dump_state(devinfo, schedule_list); + fprintf(stderr, "\n"); + } + + /* Remove non-DAG heads from the list. */ + list_for_each_entry_safe(struct schedule_node, n, schedule_list, link) { + if (n->parent_count != 0) + list_del(&n->link); + } + + while (!list_empty(schedule_list)) { + struct schedule_node *chosen = + choose_instruction_to_schedule(devinfo, + scoreboard, + schedule_list, + NULL); + struct schedule_node *merge = NULL; + + /* If there are no valid instructions to schedule, drop a NOP + * in. + */ + struct qinst *qinst = chosen ? chosen->inst : vir_nop(); + struct v3d_qpu_instr *inst = &qinst->qpu; + + if (debug) { + fprintf(stderr, "t=%4d: current list:\n", + time); + dump_state(devinfo, schedule_list); + fprintf(stderr, "t=%4d: chose: ", time); + v3d_qpu_dump(devinfo, inst); + fprintf(stderr, "\n"); + } + + /* Schedule this instruction onto the QPU list. Also try to + * find an instruction to pair with it. + */ + if (chosen) { + time = MAX2(chosen->unblocked_time, time); + list_del(&chosen->link); + mark_instruction_scheduled(schedule_list, time, + chosen, true); + + merge = choose_instruction_to_schedule(devinfo, + scoreboard, + schedule_list, + chosen); + if (merge) { + time = MAX2(merge->unblocked_time, time); + list_del(&merge->link); + (void)qpu_merge_inst(devinfo, inst, + inst, &merge->inst->qpu); + if (merge->inst->uniform != -1) { + chosen->inst->uniform = + merge->inst->uniform; + } + + if (debug) { + fprintf(stderr, "t=%4d: merging: ", + time); + v3d_qpu_dump(devinfo, &merge->inst->qpu); + fprintf(stderr, "\n"); + fprintf(stderr, " result: "); + v3d_qpu_dump(devinfo, inst); + fprintf(stderr, "\n"); + } + } + } + + /* Update the uniform index for the rewritten location -- + * branch target updating will still need to change + * c->uniform_data[] using this index. + */ + if (qinst->uniform != -1) { + if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH) + block->branch_uniform = *next_uniform; + + c->uniform_data[*next_uniform] = + orig_uniform_data[qinst->uniform]; + c->uniform_contents[*next_uniform] = + orig_uniform_contents[qinst->uniform]; + qinst->uniform = *next_uniform; + (*next_uniform)++; + } + + if (debug) { + fprintf(stderr, "\n"); + } + + /* Now that we've scheduled a new instruction, some of its + * children can be promoted to the list of instructions ready to + * be scheduled. Update the children's unblocked time for this + * DAG edge as we do so. + */ + mark_instruction_scheduled(schedule_list, time, chosen, false); + + if (merge) { + mark_instruction_scheduled(schedule_list, time, merge, + false); + + /* The merged VIR instruction doesn't get re-added to the + * block, so free it now. + */ + free(merge->inst); + } + + if (0 && inst->sig.thrsw) { + /* XXX emit_thrsw(c, scoreboard, qinst); */ + } else { + c->qpu_inst_count++; + list_addtail(&qinst->link, &block->instructions); + update_scoreboard_for_chosen(scoreboard, inst); + } + + scoreboard->tick++; + time++; + + if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH || + inst->sig.thrsw /* XXX */) { + block->branch_qpu_ip = c->qpu_inst_count - 1; + /* Fill the delay slots. + * + * We should fill these with actual instructions, + * instead, but that will probably need to be done + * after this, once we know what the leading + * instructions of the successors are (so we can + * handle A/B register file write latency) + */ + /* XXX: scoreboard */ + int slots = (inst->type == V3D_QPU_INSTR_TYPE_BRANCH ? + 3 : 2); + for (int i = 0; i < slots; i++) { + struct qinst *nop = vir_nop(); + list_addtail(&nop->link, &block->instructions); + + update_scoreboard_for_chosen(scoreboard, + &nop->qpu); + c->qpu_inst_count++; + scoreboard->tick++; + time++; + } + } + } + + return time; +} + +static uint32_t +qpu_schedule_instructions_block(struct v3d_compile *c, + struct choose_scoreboard *scoreboard, + struct qblock *block, + enum quniform_contents *orig_uniform_contents, + uint32_t *orig_uniform_data, + uint32_t *next_uniform) +{ + void *mem_ctx = ralloc_context(NULL); + struct list_head schedule_list; + + list_inithead(&schedule_list); + + /* Wrap each instruction in a scheduler structure. */ + while (!list_empty(&block->instructions)) { + struct qinst *qinst = (struct qinst *)block->instructions.next; + struct schedule_node *n = + rzalloc(mem_ctx, struct schedule_node); + + n->inst = qinst; + + list_del(&qinst->link); + list_addtail(&n->link, &schedule_list); + } + + calculate_forward_deps(c, &schedule_list); + calculate_reverse_deps(c, &schedule_list); + + list_for_each_entry(struct schedule_node, n, &schedule_list, link) { + compute_delay(n); + } + + uint32_t cycles = schedule_instructions(c, scoreboard, block, + &schedule_list, + orig_uniform_contents, + orig_uniform_data, + next_uniform); + + ralloc_free(mem_ctx); + + return cycles; +} + +static void +qpu_set_branch_targets(struct v3d_compile *c) +{ + vir_for_each_block(block, c) { + /* The end block of the program has no branch. */ + if (!block->successors[0]) + continue; + + /* If there was no branch instruction, then the successor + * block must follow immediately after this one. + */ + if (block->branch_qpu_ip == ~0) { + assert(block->end_qpu_ip + 1 == + block->successors[0]->start_qpu_ip); + continue; + } + + /* Walk back through the delay slots to find the branch + * instr. + */ + struct list_head *entry = block->instructions.prev; + for (int i = 0; i < 3; i++) + entry = entry->prev; + struct qinst *branch = container_of(entry, branch, link); + assert(branch->qpu.type == V3D_QPU_INSTR_TYPE_BRANCH); + + /* Make sure that the if-we-don't-jump + * successor was scheduled just after the + * delay slots. + */ + assert(!block->successors[1] || + block->successors[1]->start_qpu_ip == + block->branch_qpu_ip + 4); + + branch->qpu.branch.offset = + ((block->successors[0]->start_qpu_ip - + (block->branch_qpu_ip + 4)) * + sizeof(uint64_t)); + + /* Set up the relative offset to jump in the + * uniform stream. + * + * Use a temporary here, because + * uniform_data[inst->uniform] may be shared + * between multiple instructions. + */ + assert(c->uniform_contents[branch->uniform] == QUNIFORM_CONSTANT); + c->uniform_data[branch->uniform] = + (block->successors[0]->start_uniform - + (block->branch_uniform + 1)) * 4; + } +} + +uint32_t +v3d_qpu_schedule_instructions(struct v3d_compile *c) +{ + const struct v3d_device_info *devinfo = c->devinfo; + + /* We reorder the uniforms as we schedule instructions, so save the + * old data off and replace it. + */ + uint32_t *uniform_data = c->uniform_data; + enum quniform_contents *uniform_contents = c->uniform_contents; + c->uniform_contents = ralloc_array(c, enum quniform_contents, + c->num_uniforms); + c->uniform_data = ralloc_array(c, uint32_t, c->num_uniforms); + c->uniform_array_size = c->num_uniforms; + uint32_t next_uniform = 0; + + struct choose_scoreboard scoreboard; + memset(&scoreboard, 0, sizeof(scoreboard)); + scoreboard.last_waddr_add = ~0; + scoreboard.last_waddr_mul = ~0; + scoreboard.last_ldvary_tick = -10; + scoreboard.last_sfu_write_tick = -10; + scoreboard.last_uniforms_reset_tick = -10; + + if (debug) { + fprintf(stderr, "Pre-schedule instructions\n"); + vir_for_each_block(block, c) { + fprintf(stderr, "BLOCK %d\n", block->index); + list_for_each_entry(struct qinst, qinst, + &block->instructions, link) { + v3d_qpu_dump(devinfo, &qinst->qpu); + fprintf(stderr, "\n"); + } + } + fprintf(stderr, "\n"); + } + + uint32_t cycles = 0; + vir_for_each_block(block, c) { + block->start_qpu_ip = c->qpu_inst_count; + block->branch_qpu_ip = ~0; + block->start_uniform = next_uniform; + + cycles += qpu_schedule_instructions_block(c, + &scoreboard, + block, + uniform_contents, + uniform_data, + &next_uniform); + + block->end_qpu_ip = c->qpu_inst_count - 1; + } + + qpu_set_branch_targets(c); + + assert(next_uniform == c->num_uniforms); + + return cycles; +} |