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diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h
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+/*
+ * 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.
+ */
+
+#ifndef V3D_COMPILER_H
+#define V3D_COMPILER_H
+
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <stdbool.h>
+#include <stdint.h>
+#include <string.h>
+
+#include "util/macros.h"
+#include "common/v3d_debug.h"
+#include "compiler/nir/nir.h"
+#include "util/list.h"
+#include "util/u_math.h"
+
+#include "qpu/qpu_instr.h"
+#include "pipe/p_state.h"
+
+#define V3D_MAX_TEXTURE_SAMPLERS 32
+#define V3D_MAX_SAMPLES 4
+#define V3D_MAX_FS_INPUTS 64
+#define V3D_MAX_VS_INPUTS 64
+
+struct nir_builder;
+
+struct v3d_fs_inputs {
+ /**
+ * Array of the meanings of the VPM inputs this shader needs.
+ *
+ * It doesn't include those that aren't part of the VPM, like
+ * point/line coordinates.
+ */
+ struct v3d_varying_slot *input_slots;
+ uint32_t num_inputs;
+};
+
+enum qfile {
+ /** An unused source or destination register. */
+ QFILE_NULL,
+
+ /** A physical register, such as the W coordinate payload. */
+ QFILE_REG,
+ /** One of the regsiters for fixed function interactions. */
+ QFILE_MAGIC,
+
+ /**
+ * A virtual register, that will be allocated to actual accumulator
+ * or physical registers later.
+ */
+ QFILE_TEMP,
+ QFILE_VARY,
+ QFILE_UNIF,
+ QFILE_TLB,
+ QFILE_TLBU,
+
+ /**
+ * VPM reads use this with an index value to say what part of the VPM
+ * is being read.
+ */
+ QFILE_VPM,
+
+ /**
+ * Stores an immediate value in the index field that will be used
+ * directly by qpu_load_imm().
+ */
+ QFILE_LOAD_IMM,
+
+ /**
+ * Stores an immediate value in the index field that can be turned
+ * into a small immediate field by qpu_encode_small_immediate().
+ */
+ QFILE_SMALL_IMM,
+};
+
+/**
+ * A reference to a QPU register or a virtual temp register.
+ */
+struct qreg {
+ enum qfile file;
+ uint32_t index;
+};
+
+static inline struct qreg vir_reg(enum qfile file, uint32_t index)
+{
+ return (struct qreg){file, index};
+}
+
+/**
+ * A reference to an actual register at the QPU level, for register
+ * allocation.
+ */
+struct qpu_reg {
+ bool magic;
+ int index;
+};
+
+struct qinst {
+ /** Entry in qblock->instructions */
+ struct list_head link;
+
+ /**
+ * The instruction being wrapped. Its condition codes, pack flags,
+ * signals, etc. will all be used, with just the register references
+ * being replaced by the contents of qinst->dst and qinst->src[].
+ */
+ struct v3d_qpu_instr qpu;
+
+ /* Pre-register-allocation references to src/dst registers */
+ struct qreg dst;
+ struct qreg src[3];
+ bool cond_is_exec_mask;
+ bool has_implicit_uniform;
+
+ /* After vir_to_qpu.c: If instr reads a uniform, which uniform from
+ * the uncompiled stream it is.
+ */
+ int uniform;
+};
+
+enum quniform_contents {
+ /**
+ * Indicates that a constant 32-bit value is copied from the program's
+ * uniform contents.
+ */
+ QUNIFORM_CONSTANT,
+ /**
+ * Indicates that the program's uniform contents are used as an index
+ * into the GL uniform storage.
+ */
+ QUNIFORM_UNIFORM,
+
+ /** @{
+ * Scaling factors from clip coordinates to relative to the viewport
+ * center.
+ *
+ * This is used by the coordinate and vertex shaders to produce the
+ * 32-bit entry consisting of 2 16-bit fields with 12.4 signed fixed
+ * point offsets from the viewport ccenter.
+ */
+ QUNIFORM_VIEWPORT_X_SCALE,
+ QUNIFORM_VIEWPORT_Y_SCALE,
+ /** @} */
+
+ QUNIFORM_VIEWPORT_Z_OFFSET,
+ QUNIFORM_VIEWPORT_Z_SCALE,
+
+ QUNIFORM_USER_CLIP_PLANE,
+
+ /**
+ * A reference to a texture config parameter 0 uniform.
+ *
+ * This is a uniform implicitly loaded with a QPU_W_TMU* write, which
+ * defines texture type, miplevels, and such. It will be found as a
+ * parameter to the first QOP_TEX_[STRB] instruction in a sequence.
+ */
+ QUNIFORM_TEXTURE_CONFIG_P0_0,
+ QUNIFORM_TEXTURE_CONFIG_P0_1,
+ QUNIFORM_TEXTURE_CONFIG_P0_2,
+ QUNIFORM_TEXTURE_CONFIG_P0_3,
+ QUNIFORM_TEXTURE_CONFIG_P0_4,
+ QUNIFORM_TEXTURE_CONFIG_P0_5,
+ QUNIFORM_TEXTURE_CONFIG_P0_6,
+ QUNIFORM_TEXTURE_CONFIG_P0_7,
+ QUNIFORM_TEXTURE_CONFIG_P0_8,
+ QUNIFORM_TEXTURE_CONFIG_P0_9,
+ QUNIFORM_TEXTURE_CONFIG_P0_10,
+ QUNIFORM_TEXTURE_CONFIG_P0_11,
+ QUNIFORM_TEXTURE_CONFIG_P0_12,
+ QUNIFORM_TEXTURE_CONFIG_P0_13,
+ QUNIFORM_TEXTURE_CONFIG_P0_14,
+ QUNIFORM_TEXTURE_CONFIG_P0_15,
+ QUNIFORM_TEXTURE_CONFIG_P0_16,
+ QUNIFORM_TEXTURE_CONFIG_P0_17,
+ QUNIFORM_TEXTURE_CONFIG_P0_18,
+ QUNIFORM_TEXTURE_CONFIG_P0_19,
+ QUNIFORM_TEXTURE_CONFIG_P0_20,
+ QUNIFORM_TEXTURE_CONFIG_P0_21,
+ QUNIFORM_TEXTURE_CONFIG_P0_22,
+ QUNIFORM_TEXTURE_CONFIG_P0_23,
+ QUNIFORM_TEXTURE_CONFIG_P0_24,
+ QUNIFORM_TEXTURE_CONFIG_P0_25,
+ QUNIFORM_TEXTURE_CONFIG_P0_26,
+ QUNIFORM_TEXTURE_CONFIG_P0_27,
+ QUNIFORM_TEXTURE_CONFIG_P0_28,
+ QUNIFORM_TEXTURE_CONFIG_P0_29,
+ QUNIFORM_TEXTURE_CONFIG_P0_30,
+ QUNIFORM_TEXTURE_CONFIG_P0_31,
+ QUNIFORM_TEXTURE_CONFIG_P0_32,
+
+ /**
+ * A reference to a texture config parameter 1 uniform.
+ *
+ * This is a uniform implicitly loaded with a QPU_W_TMU* write, which
+ * defines texture width, height, filters, and wrap modes. It will be
+ * found as a parameter to the second QOP_TEX_[STRB] instruction in a
+ * sequence.
+ */
+ QUNIFORM_TEXTURE_CONFIG_P1,
+
+ QUNIFORM_TEXTURE_FIRST_LEVEL,
+
+ QUNIFORM_TEXTURE_WIDTH,
+ QUNIFORM_TEXTURE_HEIGHT,
+ QUNIFORM_TEXTURE_DEPTH,
+ QUNIFORM_TEXTURE_ARRAY_SIZE,
+ QUNIFORM_TEXTURE_LEVELS,
+
+ QUNIFORM_TEXTURE_MSAA_ADDR,
+
+ QUNIFORM_UBO_ADDR,
+
+ QUNIFORM_TEXRECT_SCALE_X,
+ QUNIFORM_TEXRECT_SCALE_Y,
+
+ QUNIFORM_TEXTURE_BORDER_COLOR,
+
+ QUNIFORM_STENCIL,
+
+ QUNIFORM_ALPHA_REF,
+ QUNIFORM_SAMPLE_MASK,
+};
+
+struct v3d_varying_slot {
+ uint8_t slot_and_component;
+};
+
+static inline struct v3d_varying_slot
+v3d_slot_from_slot_and_component(uint8_t slot, uint8_t component)
+{
+ assert(slot < 255 / 4);
+ return (struct v3d_varying_slot){ (slot << 2) + component };
+}
+
+static inline uint8_t v3d_slot_get_slot(struct v3d_varying_slot slot)
+{
+ return slot.slot_and_component >> 2;
+}
+
+static inline uint8_t v3d_slot_get_component(struct v3d_varying_slot slot)
+{
+ return slot.slot_and_component & 3;
+}
+
+struct v3d_ubo_range {
+ /**
+ * offset in bytes from the start of the ubo where this range is
+ * uploaded.
+ *
+ * Only set once used is set.
+ */
+ uint32_t dst_offset;
+
+ /**
+ * offset in bytes from the start of the gallium uniforms where the
+ * data comes from.
+ */
+ uint32_t src_offset;
+
+ /** size in bytes of this ubo range */
+ uint32_t size;
+};
+
+struct v3d_key {
+ void *shader_state;
+ struct {
+ uint8_t swizzle[4];
+ uint8_t return_size;
+ uint8_t return_channels;
+ union {
+ struct {
+ unsigned compare_mode:1;
+ unsigned compare_func:3;
+ unsigned wrap_s:3;
+ unsigned wrap_t:3;
+ };
+ struct {
+ uint16_t msaa_width, msaa_height;
+ };
+ };
+ } tex[V3D_MAX_TEXTURE_SAMPLERS];
+ uint8_t ucp_enables;
+};
+
+struct v3d_fs_key {
+ struct v3d_key base;
+ bool depth_enabled;
+ bool is_points;
+ bool is_lines;
+ bool alpha_test;
+ bool point_coord_upper_left;
+ bool light_twoside;
+ bool msaa;
+ bool sample_coverage;
+ bool sample_alpha_to_coverage;
+ bool sample_alpha_to_one;
+ bool clamp_color;
+ bool swap_color_rb;
+ uint8_t alpha_test_func;
+ uint8_t logicop_func;
+ uint32_t point_sprite_mask;
+
+ struct pipe_rt_blend_state blend;
+};
+
+struct v3d_vs_key {
+ struct v3d_key base;
+
+ struct v3d_varying_slot fs_inputs[V3D_MAX_FS_INPUTS];
+ uint8_t num_fs_inputs;
+
+ bool is_coord;
+ bool per_vertex_point_size;
+ bool clamp_color;
+};
+
+/** A basic block of VIR intructions. */
+struct qblock {
+ struct list_head link;
+
+ struct list_head instructions;
+
+ struct set *predecessors;
+ struct qblock *successors[2];
+
+ int index;
+
+ /* Instruction IPs for the first and last instruction of the block.
+ * Set by qpu_schedule.c.
+ */
+ uint32_t start_qpu_ip;
+ uint32_t end_qpu_ip;
+
+ /* Instruction IP for the branch instruction of the block. Set by
+ * qpu_schedule.c.
+ */
+ uint32_t branch_qpu_ip;
+
+ /** Offset within the uniform stream at the start of the block. */
+ uint32_t start_uniform;
+ /** Offset within the uniform stream of the branch instruction */
+ uint32_t branch_uniform;
+
+ /** @{ used by v3d_vir_live_variables.c */
+ BITSET_WORD *def;
+ BITSET_WORD *use;
+ BITSET_WORD *live_in;
+ BITSET_WORD *live_out;
+ int start_ip, end_ip;
+ /** @} */
+};
+
+/**
+ * Compiler state saved across compiler invocations, for any expensive global
+ * setup.
+ */
+struct v3d_compiler {
+ const struct v3d_device_info *devinfo;
+ struct ra_regs *regs;
+ unsigned int reg_class[3];
+};
+
+struct v3d_compile {
+ const struct v3d_device_info *devinfo;
+ nir_shader *s;
+ nir_function_impl *impl;
+ struct exec_list *cf_node_list;
+ const struct v3d_compiler *compiler;
+
+ /**
+ * Mapping from nir_register * or nir_ssa_def * to array of struct
+ * qreg for the values.
+ */
+ struct hash_table *def_ht;
+
+ /* For each temp, the instruction generating its value. */
+ struct qinst **defs;
+ uint32_t defs_array_size;
+
+ /**
+ * Inputs to the shader, arranged by TGSI declaration order.
+ *
+ * Not all fragment shader QFILE_VARY reads are present in this array.
+ */
+ struct qreg *inputs;
+ struct qreg *outputs;
+ bool msaa_per_sample_output;
+ struct qreg color_reads[V3D_MAX_SAMPLES];
+ struct qreg sample_colors[V3D_MAX_SAMPLES];
+ uint32_t inputs_array_size;
+ uint32_t outputs_array_size;
+ uint32_t uniforms_array_size;
+
+ /* Booleans for whether the corresponding QFILE_VARY[i] is
+ * flat-shaded. This doesn't count gl_FragColor flat-shading, which is
+ * controlled by shader->color_inputs and rasterizer->flatshade in the
+ * gallium driver.
+ */
+ BITSET_WORD flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
+
+ struct v3d_ubo_range *ubo_ranges;
+ bool *ubo_range_used;
+ uint32_t ubo_ranges_array_size;
+ /** Number of uniform areas tracked in ubo_ranges. */
+ uint32_t num_ubo_ranges;
+ uint32_t next_ubo_dst_offset;
+
+ /* State for whether we're executing on each channel currently. 0 if
+ * yes, otherwise a block number + 1 that the channel jumped to.
+ */
+ struct qreg execute;
+
+ struct qreg line_x, point_x, point_y;
+
+ /**
+ * Instance ID, which comes in before the vertex attribute payload if
+ * the shader record requests it.
+ */
+ struct qreg iid;
+
+ /**
+ * Vertex ID, which comes in before the vertex attribute payload
+ * (after Instance ID) if the shader record requests it.
+ */
+ struct qreg vid;
+
+ /* Fragment shader payload regs. */
+ struct qreg payload_w, payload_w_centroid, payload_z;
+
+ /** boolean (~0 -> true) if the fragment has been discarded. */
+ struct qreg discard;
+
+ uint8_t vattr_sizes[V3D_MAX_VS_INPUTS];
+ uint32_t num_vpm_writes;
+
+ /**
+ * Array of the VARYING_SLOT_* of all FS QFILE_VARY reads.
+ *
+ * This includes those that aren't part of the VPM varyings, like
+ * point/line coordinates.
+ */
+ struct v3d_varying_slot input_slots[V3D_MAX_FS_INPUTS];
+
+ /**
+ * An entry per outputs[] in the VS indicating what the VARYING_SLOT_*
+ * of the output is. Used to emit from the VS in the order that the
+ * FS needs.
+ */
+ struct v3d_varying_slot *output_slots;
+
+ struct pipe_shader_state *shader_state;
+ struct v3d_key *key;
+ struct v3d_fs_key *fs_key;
+ struct v3d_vs_key *vs_key;
+
+ /* Live ranges of temps. */
+ int *temp_start, *temp_end;
+
+ uint32_t *uniform_data;
+ enum quniform_contents *uniform_contents;
+ uint32_t uniform_array_size;
+ uint32_t num_uniforms;
+ uint32_t num_outputs;
+ uint32_t output_position_index;
+ nir_variable *output_color_var;
+ uint32_t output_point_size_index;
+ uint32_t output_sample_mask_index;
+
+ struct qreg undef;
+ uint32_t num_temps;
+
+ struct list_head blocks;
+ int next_block_index;
+ struct qblock *cur_block;
+ struct qblock *loop_cont_block;
+ struct qblock *loop_break_block;
+
+ uint64_t *qpu_insts;
+ uint32_t qpu_inst_count;
+ uint32_t qpu_inst_size;
+
+ /* For the FS, the number of varying inputs not counting the
+ * point/line varyings payload
+ */
+ uint32_t num_inputs;
+
+ /**
+ * Number of inputs from num_inputs remaining to be queued to the read
+ * FIFO in the VS/CS.
+ */
+ uint32_t num_inputs_remaining;
+
+ /* Number of inputs currently in the read FIFO for the VS/CS */
+ uint32_t num_inputs_in_fifo;
+
+ /** Next offset in the VPM to read from in the VS/CS */
+ uint32_t vpm_read_offset;
+
+ uint32_t program_id;
+ uint32_t variant_id;
+
+ /* Set to compile program in threaded FS mode, where SIG_THREAD_SWITCH
+ * is used to hide texturing latency at the cost of limiting ourselves
+ * to the bottom half of physical reg space.
+ */
+ bool fs_threaded;
+
+ bool last_thrsw_at_top_level;
+
+ bool failed;
+};
+
+struct v3d_uniform_list {
+ enum quniform_contents *contents;
+ uint32_t *data;
+ uint32_t count;
+};
+
+struct v3d_prog_data {
+ struct v3d_uniform_list uniforms;
+
+ struct v3d_ubo_range *ubo_ranges;
+ uint32_t num_ubo_ranges;
+ uint32_t ubo_size;
+
+ uint8_t num_inputs;
+
+};
+
+struct v3d_vs_prog_data {
+ struct v3d_prog_data base;
+
+ bool uses_iid, uses_vid;
+
+ /* Number of components read from each vertex attribute. */
+ uint8_t vattr_sizes[32];
+
+ /* Total number of components read, for the shader state record. */
+ uint32_t vpm_input_size;
+
+ /* Total number of components written, for the shader state record. */
+ uint32_t vpm_output_size;
+};
+
+struct v3d_fs_prog_data {
+ struct v3d_prog_data base;
+
+ struct v3d_varying_slot input_slots[V3D_MAX_FS_INPUTS];
+
+ /** bitmask of which inputs are color inputs, for flat shade handling. */
+ uint32_t color_inputs[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
+
+ /* Bitmask for whether the corresponding input is flat-shaded,
+ * independent of rasterizer (gl_FragColor) flat-shading.
+ */
+ BITSET_WORD flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
+
+ bool writes_z;
+};
+
+/* Special nir_load_input intrinsic index for loading the current TLB
+ * destination color.
+ */
+#define V3D_NIR_TLB_COLOR_READ_INPUT 2000000000
+
+#define V3D_NIR_MS_MASK_OUTPUT 2000000000
+
+extern const nir_shader_compiler_options v3d_nir_options;
+
+const struct v3d_compiler *v3d_compiler_init(const struct v3d_device_info *devinfo);
+void v3d_compiler_free(const struct v3d_compiler *compiler);
+void v3d_optimize_nir(struct nir_shader *s);
+
+uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler,
+ struct v3d_vs_key *key,
+ struct v3d_vs_prog_data *prog_data,
+ nir_shader *s,
+ int program_id, int variant_id,
+ uint32_t *final_assembly_size);
+
+uint64_t *v3d_compile_fs(const struct v3d_compiler *compiler,
+ struct v3d_fs_key *key,
+ struct v3d_fs_prog_data *prog_data,
+ nir_shader *s,
+ int program_id, int variant_id,
+ uint32_t *final_assembly_size);
+
+void v3d_nir_to_vir(struct v3d_compile *c);
+
+void vir_compile_destroy(struct v3d_compile *c);
+const char *vir_get_stage_name(struct v3d_compile *c);
+struct qblock *vir_new_block(struct v3d_compile *c);
+void vir_set_emit_block(struct v3d_compile *c, struct qblock *block);
+void vir_link_blocks(struct qblock *predecessor, struct qblock *successor);
+struct qblock *vir_entry_block(struct v3d_compile *c);
+struct qblock *vir_exit_block(struct v3d_compile *c);
+struct qinst *vir_add_inst(enum v3d_qpu_add_op op, struct qreg dst,
+ struct qreg src0, struct qreg src1);
+struct qinst *vir_mul_inst(enum v3d_qpu_mul_op op, struct qreg dst,
+ struct qreg src0, struct qreg src1);
+struct qinst *vir_branch_inst(enum v3d_qpu_branch_cond cond, struct qreg src0);
+void vir_remove_instruction(struct v3d_compile *c, struct qinst *qinst);
+struct qreg vir_uniform(struct v3d_compile *c,
+ enum quniform_contents contents,
+ uint32_t data);
+void vir_schedule_instructions(struct v3d_compile *c);
+struct v3d_qpu_instr v3d_qpu_nop(void);
+
+struct qreg vir_emit_def(struct v3d_compile *c, struct qinst *inst);
+struct qinst *vir_emit_nondef(struct v3d_compile *c, struct qinst *inst);
+void vir_set_cond(struct qinst *inst, enum v3d_qpu_cond cond);
+void vir_set_pf(struct qinst *inst, enum v3d_qpu_pf pf);
+void vir_set_unpack(struct qinst *inst, int src,
+ enum v3d_qpu_input_unpack unpack);
+
+struct qreg vir_get_temp(struct v3d_compile *c);
+void vir_calculate_live_intervals(struct v3d_compile *c);
+bool vir_has_implicit_uniform(struct qinst *inst);
+int vir_get_implicit_uniform_src(struct qinst *inst);
+int vir_get_non_sideband_nsrc(struct qinst *inst);
+int vir_get_nsrc(struct qinst *inst);
+bool vir_has_side_effects(struct v3d_compile *c, struct qinst *inst);
+bool vir_get_add_op(struct qinst *inst, enum v3d_qpu_add_op *op);
+bool vir_get_mul_op(struct qinst *inst, enum v3d_qpu_mul_op *op);
+bool vir_is_raw_mov(struct qinst *inst);
+bool vir_is_tex(struct qinst *inst);
+bool vir_is_add(struct qinst *inst);
+bool vir_is_mul(struct qinst *inst);
+bool vir_is_float_input(struct qinst *inst);
+bool vir_depends_on_flags(struct qinst *inst);
+bool vir_writes_r3(struct qinst *inst);
+bool vir_writes_r4(struct qinst *inst);
+struct qreg vir_follow_movs(struct v3d_compile *c, struct qreg reg);
+uint8_t vir_channels_written(struct qinst *inst);
+
+void vir_dump(struct v3d_compile *c);
+void vir_dump_inst(struct v3d_compile *c, struct qinst *inst);
+
+void vir_validate(struct v3d_compile *c);
+
+void vir_optimize(struct v3d_compile *c);
+bool vir_opt_algebraic(struct v3d_compile *c);
+bool vir_opt_constant_folding(struct v3d_compile *c);
+bool vir_opt_copy_propagate(struct v3d_compile *c);
+bool vir_opt_dead_code(struct v3d_compile *c);
+bool vir_opt_peephole_sf(struct v3d_compile *c);
+bool vir_opt_small_immediates(struct v3d_compile *c);
+bool vir_opt_vpm(struct v3d_compile *c);
+void v3d_nir_lower_blend(nir_shader *s, struct v3d_compile *c);
+void v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c);
+void v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c);
+void vir_lower_uniforms(struct v3d_compile *c);
+
+void v3d_vir_to_qpu(struct v3d_compile *c);
+uint32_t v3d_qpu_schedule_instructions(struct v3d_compile *c);
+void qpu_validate(struct v3d_compile *c);
+struct qpu_reg *v3d_register_allocate(struct v3d_compile *c);
+bool vir_init_reg_sets(struct v3d_compiler *compiler);
+
+void vir_PF(struct v3d_compile *c, struct qreg src, enum v3d_qpu_pf pf);
+
+static inline bool
+quniform_contents_is_texture_p0(enum quniform_contents contents)
+{
+ return (contents >= QUNIFORM_TEXTURE_CONFIG_P0_0 &&
+ contents < (QUNIFORM_TEXTURE_CONFIG_P0_0 +
+ V3D_MAX_TEXTURE_SAMPLERS));
+}
+
+static inline struct qreg
+vir_uniform_ui(struct v3d_compile *c, uint32_t ui)
+{
+ return vir_uniform(c, QUNIFORM_CONSTANT, ui);
+}
+
+static inline struct qreg
+vir_uniform_f(struct v3d_compile *c, float f)
+{
+ return vir_uniform(c, QUNIFORM_CONSTANT, fui(f));
+}
+
+#define VIR_ALU0(name, vir_inst, op) \
+static inline struct qreg \
+vir_##name(struct v3d_compile *c) \
+{ \
+ return vir_emit_def(c, vir_inst(op, c->undef, \
+ c->undef, c->undef)); \
+} \
+static inline struct qinst * \
+vir_##name##_dest(struct v3d_compile *c, struct qreg dest) \
+{ \
+ return vir_emit_nondef(c, vir_inst(op, dest, \
+ c->undef, c->undef)); \
+}
+
+#define VIR_ALU1(name, vir_inst, op) \
+static inline struct qreg \
+vir_##name(struct v3d_compile *c, struct qreg a) \
+{ \
+ return vir_emit_def(c, vir_inst(op, c->undef, \
+ a, c->undef)); \
+} \
+static inline struct qinst * \
+vir_##name##_dest(struct v3d_compile *c, struct qreg dest, \
+ struct qreg a) \
+{ \
+ return vir_emit_nondef(c, vir_inst(op, dest, a, \
+ c->undef)); \
+}
+
+#define VIR_ALU2(name, vir_inst, op) \
+static inline struct qreg \
+vir_##name(struct v3d_compile *c, struct qreg a, struct qreg b) \
+{ \
+ return vir_emit_def(c, vir_inst(op, c->undef, a, b)); \
+} \
+static inline struct qinst * \
+vir_##name##_dest(struct v3d_compile *c, struct qreg dest, \
+ struct qreg a, struct qreg b) \
+{ \
+ return vir_emit_nondef(c, vir_inst(op, dest, a, b)); \
+}
+
+#define VIR_NODST_1(name, vir_inst, op) \
+static inline struct qinst * \
+vir_##name(struct v3d_compile *c, struct qreg a) \
+{ \
+ return vir_emit_nondef(c, vir_inst(op, c->undef, \
+ a, c->undef)); \
+}
+
+#define VIR_NODST_2(name, vir_inst, op) \
+static inline struct qinst * \
+vir_##name(struct v3d_compile *c, struct qreg a, struct qreg b) \
+{ \
+ return vir_emit_nondef(c, vir_inst(op, c->undef, \
+ a, b)); \
+}
+
+#define VIR_A_ALU2(name) VIR_ALU2(name, vir_add_inst, V3D_QPU_A_##name)
+#define VIR_M_ALU2(name) VIR_ALU2(name, vir_mul_inst, V3D_QPU_M_##name)
+#define VIR_A_ALU1(name) VIR_ALU1(name, vir_add_inst, V3D_QPU_A_##name)
+#define VIR_M_ALU1(name) VIR_ALU1(name, vir_mul_inst, V3D_QPU_M_##name)
+#define VIR_A_ALU0(name) VIR_ALU0(name, vir_add_inst, V3D_QPU_A_##name)
+#define VIR_M_ALU0(name) VIR_ALU0(name, vir_mul_inst, V3D_QPU_M_##name)
+#define VIR_A_NODST_2(name) VIR_NODST_2(name, vir_add_inst, V3D_QPU_A_##name)
+#define VIR_M_NODST_2(name) VIR_NODST_2(name, vir_mul_inst, V3D_QPU_M_##name)
+#define VIR_A_NODST_1(name) VIR_NODST_1(name, vir_add_inst, V3D_QPU_A_##name)
+#define VIR_M_NODST_1(name) VIR_NODST_1(name, vir_mul_inst, V3D_QPU_M_##name)
+
+VIR_A_ALU2(FADD)
+VIR_A_ALU2(VFPACK)
+VIR_A_ALU2(FSUB)
+VIR_A_ALU2(FMIN)
+VIR_A_ALU2(FMAX)
+
+VIR_A_ALU2(ADD)
+VIR_A_ALU2(SUB)
+VIR_A_ALU2(SHL)
+VIR_A_ALU2(SHR)
+VIR_A_ALU2(ASR)
+VIR_A_ALU2(ROR)
+VIR_A_ALU2(MIN)
+VIR_A_ALU2(MAX)
+VIR_A_ALU2(UMIN)
+VIR_A_ALU2(UMAX)
+VIR_A_ALU2(AND)
+VIR_A_ALU2(OR)
+VIR_A_ALU2(XOR)
+VIR_A_ALU2(VADD)
+VIR_A_ALU2(VSUB)
+VIR_A_ALU1(NOT)
+VIR_A_ALU1(NEG)
+VIR_A_ALU1(FLAPUSH)
+VIR_A_ALU1(FLBPUSH)
+VIR_A_ALU1(FLBPOP)
+VIR_A_ALU1(SETMSF)
+VIR_A_ALU1(SETREVF)
+VIR_A_ALU1(TIDX)
+VIR_A_ALU1(EIDX)
+
+VIR_A_ALU0(FXCD)
+VIR_A_ALU0(XCD)
+VIR_A_ALU0(FYCD)
+VIR_A_ALU0(YCD)
+VIR_A_ALU0(MSF)
+VIR_A_ALU0(REVF)
+VIR_A_NODST_1(VPMSETUP)
+VIR_A_ALU2(FCMP)
+VIR_A_ALU2(VFMAX)
+
+VIR_A_ALU1(FROUND)
+VIR_A_ALU1(FTOIN)
+VIR_A_ALU1(FTRUNC)
+VIR_A_ALU1(FTOIZ)
+VIR_A_ALU1(FFLOOR)
+VIR_A_ALU1(FTOUZ)
+VIR_A_ALU1(FCEIL)
+VIR_A_ALU1(FTOC)
+
+VIR_A_ALU1(FDX)
+VIR_A_ALU1(FDY)
+
+VIR_A_ALU1(ITOF)
+VIR_A_ALU1(CLZ)
+VIR_A_ALU1(UTOF)
+
+VIR_M_ALU2(UMUL24)
+VIR_M_ALU2(FMUL)
+VIR_M_ALU2(SMUL24)
+VIR_M_NODST_2(MULTOP)
+
+VIR_M_ALU1(MOV)
+VIR_M_ALU1(FMOV)
+
+static inline struct qinst *
+vir_MOV_cond(struct v3d_compile *c, enum v3d_qpu_cond cond,
+ struct qreg dest, struct qreg src)
+{
+ struct qinst *mov = vir_MOV_dest(c, dest, src);
+ vir_set_cond(mov, cond);
+ return mov;
+}
+
+static inline struct qreg
+vir_SEL(struct v3d_compile *c, enum v3d_qpu_cond cond,
+ struct qreg src0, struct qreg src1)
+{
+ struct qreg t = vir_get_temp(c);
+ vir_MOV_dest(c, t, src1);
+ vir_MOV_cond(c, cond, t, src0);
+ return t;
+}
+
+static inline void
+vir_VPM_WRITE(struct v3d_compile *c, struct qreg val)
+{
+ vir_MOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_VPM), val);
+}
+
+static inline struct qinst *
+vir_NOP(struct v3d_compile *c)
+{
+ return vir_emit_nondef(c, vir_add_inst(V3D_QPU_A_NOP,
+ c->undef, c->undef, c->undef));
+}
+/*
+static inline struct qreg
+vir_LOAD_IMM(struct v3d_compile *c, uint32_t val)
+{
+ return vir_emit_def(c, vir_inst(QOP_LOAD_IMM, c->undef,
+ vir_reg(QFILE_LOAD_IMM, val), c->undef));
+}
+
+static inline struct qreg
+vir_LOAD_IMM_U2(struct v3d_compile *c, uint32_t val)
+{
+ return vir_emit_def(c, vir_inst(QOP_LOAD_IMM_U2, c->undef,
+ vir_reg(QFILE_LOAD_IMM, val),
+ c->undef));
+}
+static inline struct qreg
+vir_LOAD_IMM_I2(struct v3d_compile *c, uint32_t val)
+{
+ return vir_emit_def(c, vir_inst(QOP_LOAD_IMM_I2, c->undef,
+ vir_reg(QFILE_LOAD_IMM, val),
+ c->undef));
+}
+*/
+
+static inline struct qinst *
+vir_BRANCH(struct v3d_compile *c, enum v3d_qpu_cond cond)
+{
+ /* The actual uniform_data value will be set at scheduling time */
+ return vir_emit_nondef(c, vir_branch_inst(cond, vir_uniform_ui(c, 0)));
+}
+
+#define vir_for_each_block(block, c) \
+ list_for_each_entry(struct qblock, block, &c->blocks, link)
+
+#define vir_for_each_block_rev(block, c) \
+ list_for_each_entry_rev(struct qblock, block, &c->blocks, link)
+
+/* Loop over the non-NULL members of the successors array. */
+#define vir_for_each_successor(succ, block) \
+ for (struct qblock *succ = block->successors[0]; \
+ succ != NULL; \
+ succ = (succ == block->successors[1] ? NULL : \
+ block->successors[1]))
+
+#define vir_for_each_inst(inst, block) \
+ list_for_each_entry(struct qinst, inst, &block->instructions, link)
+
+#define vir_for_each_inst_rev(inst, block) \
+ list_for_each_entry_rev(struct qinst, inst, &block->instructions, link)
+
+#define vir_for_each_inst_safe(inst, block) \
+ list_for_each_entry_safe(struct qinst, inst, &block->instructions, link)
+
+#define vir_for_each_inst_inorder(inst, c) \
+ vir_for_each_block(_block, c) \
+ vir_for_each_inst(inst, _block)
+
+#endif /* V3D_COMPILER_H */