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-rw-r--r-- | src/panfrost/midgard/midgard_schedule.c | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/src/panfrost/midgard/midgard_schedule.c b/src/panfrost/midgard/midgard_schedule.c index 8d055f086c9..98d5f1b03f7 100644 --- a/src/panfrost/midgard/midgard_schedule.c +++ b/src/panfrost/midgard/midgard_schedule.c @@ -26,6 +26,35 @@ #include "util/u_memory.h" #include "util/register_allocate.h" +/* Scheduling for Midgard is complicated, to say the least. ALU instructions + * must be grouped into VLIW bundles according to following model: + * + * [VMUL] [SADD] + * [VADD] [SMUL] [VLUT] + * + * A given instruction can execute on some subset of the units (or a few can + * execute on all). Instructions can be either vector or scalar; only scalar + * instructions can execute on SADD/SMUL units. Units on a given line execute + * in parallel. Subsequent lines execute separately and can pass results + * directly via pipeline registers r24/r25, bypassing the register file. + * + * A bundle can optionally have 128-bits of embedded constants, shared across + * all of the instructions within a bundle. + * + * Instructions consuming conditionals (branches and conditional selects) + * require their condition to be written into the conditional register (r31) + * within the same bundle they are consumed. + * + * Fragment writeout requires its argument to be written in full within the + * same bundle as the branch, with no hanging dependencies. + * + * Load/store instructions are also in bundles of simply two instructions, and + * texture instructions have no bundling. + * + * ------------------------------------------------------------------------- + * + */ + /* Create a mask of accessed components from a swizzle to figure out vector * dependencies */ |