/* * 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 #include #include #include #include #include #include "util/macros.h" #include "common/v3d_debug.h" #include "common/v3d_device_info.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_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; bool is_last_thrsw; /* 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 V3D 3.x 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 V3D 3.x texture config parameter 1 uniform. * * This is a uniform implicitly loaded with a QPU_W_TMU* write, which * has the pointer to the indirect texture state. Our data[] field * will have a packed p1 value, but the address field will be just * which texture unit's texture should be referenced. */ QUNIFORM_TEXTURE_CONFIG_P1, /* A a V3D 4.x texture config parameter. The high 8 bits will be * which texture or sampler is being sampled, and the driver must * replace the address field with the appropriate address. */ QUNIFORM_TMU_CONFIG_P0, QUNIFORM_TMU_CONFIG_P1, QUNIFORM_TEXTURE_FIRST_LEVEL, QUNIFORM_TEXTURE_WIDTH, QUNIFORM_TEXTURE_HEIGHT, QUNIFORM_TEXTURE_DEPTH, QUNIFORM_TEXTURE_ARRAY_SIZE, QUNIFORM_TEXTURE_LEVELS, QUNIFORM_UBO_ADDR, QUNIFORM_TEXRECT_SCALE_X, QUNIFORM_TEXRECT_SCALE_Y, QUNIFORM_TEXTURE_BORDER_COLOR, QUNIFORM_STENCIL, QUNIFORM_ALPHA_REF, QUNIFORM_SAMPLE_MASK, /** * Returns the the offset of the scratch buffer for register spilling. */ QUNIFORM_SPILL_OFFSET, QUNIFORM_SPILL_SIZE_PER_THREAD, }; 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; unsigned compare_mode:1; unsigned compare_func:3; bool clamp_s:1; bool clamp_t:1; bool clamp_r:1; } 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 shade_model_flat; uint8_t nr_cbufs; uint8_t swap_color_rb; /* Mask of which render targets need to be written as 32-bit floats */ uint8_t f32_color_rb; /* Masks of which render targets need to be written as ints/uints. * Used by gallium to work around lost information in TGSI. */ uint8_t int_color_rb; uint8_t uint_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; /** @} */ }; /** Which util/list.h add mode we should use when inserting an instruction. */ enum vir_cursor_mode { vir_cursor_add, vir_cursor_addtail, }; /** * Tracking structure for where new instructions should be inserted. Create * with one of the vir_after_inst()-style helper functions. * * This does not protect against removal of the block or instruction, so we * have an assert in instruction removal to try to catch it. */ struct vir_cursor { enum vir_cursor_mode mode; struct list_head *link; }; static inline struct vir_cursor vir_before_inst(struct qinst *inst) { return (struct vir_cursor){ vir_cursor_addtail, &inst->link }; } static inline struct vir_cursor vir_after_inst(struct qinst *inst) { return (struct vir_cursor){ vir_cursor_add, &inst->link }; } static inline struct vir_cursor vir_before_block(struct qblock *block) { return (struct vir_cursor){ vir_cursor_add, &block->instructions }; } static inline struct vir_cursor vir_after_block(struct qblock *block) { return (struct vir_cursor){ vir_cursor_addtail, &block->instructions }; } /** * 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_phys[3]; unsigned int reg_class_phys_or_acc[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 includes gl_FragColor flat-shading, which is * customized based on the shademodel_flat shader key. */ uint32_t flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)]; uint32_t centroid_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)]; bool uses_centroid_and_center_w; 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; uint8_t vattr_sizes[V3D_MAX_VS_INPUTS]; uint32_t num_vpm_writes; /* Size in bytes of registers that have been spilled. This is how much * space needs to be available in the spill BO per thread per QPU. */ uint32_t spill_size; /* Shader-db stats for register spilling. */ uint32_t spills, fills; /** * Register spilling's per-thread base address, shared between each * spill/fill's addressing calculations. */ struct qreg spill_base; /* Bit vector of which temps may be spilled */ BITSET_WORD *spillable; /** * 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; bool live_intervals_valid; 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[4]; uint32_t output_point_size_index; uint32_t output_sample_mask_index; struct qreg undef; uint32_t num_temps; struct vir_cursor cursor; 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 in 1x, 2x, or 4x threaded mode, where * SIG_THREAD_SWITCH is used to hide texturing latency at the cost of * limiting ourselves to the part of the physical reg space. * * On V3D 3.x, 2x or 4x divide the physical reg space by 2x or 4x. On * V3D 4.x, all shaders are 2x threaded, and 4x only divides the * physical reg space in half. */ uint8_t threads; struct qinst *last_thrsw; 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; uint32_t spill_size; uint8_t num_inputs; uint8_t threads; /* For threads > 1, whether the program should be dispatched in the * after-final-THRSW state. */ bool single_seg; }; 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]; /* Array of flat shade flags. * * Each entry is only 24 bits (high 8 bits 0), to match the hardware * packet layout. */ uint32_t flat_shade_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1]; uint32_t centroid_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1]; bool writes_z; bool discard; bool uses_centroid_and_center_w; }; /* 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_emit_last_thrsw(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(const struct v3d_device_info *devinfo, struct qinst *inst); bool vir_writes_r4(const struct v3d_device_info *devinfo, struct qinst *inst); struct qreg vir_follow_movs(struct v3d_compile *c, struct qreg reg); uint8_t vir_channels_written(struct qinst *inst); struct qreg ntq_get_src(struct v3d_compile *c, nir_src src, int i); void ntq_store_dest(struct v3d_compile *c, nir_dest *dest, int chan, struct qreg result); void vir_emit_thrsw(struct v3d_compile *c); 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 v3d33_vir_vpm_read_setup(struct v3d_compile *c, int num_components); void v3d33_vir_vpm_write_setup(struct v3d_compile *c); void v3d33_vir_emit_tex(struct v3d_compile *c, nir_tex_instr *instr); void v3d40_vir_emit_tex(struct v3d_compile *c, nir_tex_instr *instr); void v3d_vir_to_qpu(struct v3d_compile *c, struct qpu_reg *temp_registers); 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 *spilled); 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_0(name, vir_inst, op) \ static inline struct qinst * \ vir_##name(struct v3d_compile *c) \ { \ return vir_emit_nondef(c, vir_inst(op, c->undef, \ c->undef, c->undef)); \ } #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) #define VIR_A_NODST_0(name) VIR_NODST_0(name, vir_add_inst, V3D_QPU_A_##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_ALU2(STVPMV) 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_ALU0(TIDX) VIR_A_ALU0(EIDX) VIR_A_ALU1(LDVPMV_IN) VIR_A_ALU1(LDVPMV_OUT) 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_NODST_0(VPMWT) 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 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_LDTMU(struct v3d_compile *c) { if (c->devinfo->ver >= 41) { struct qinst *ldtmu = vir_add_inst(V3D_QPU_A_NOP, c->undef, c->undef, c->undef); ldtmu->qpu.sig.ldtmu = true; return vir_emit_def(c, ldtmu); } else { vir_NOP(c)->qpu.sig.ldtmu = true; return vir_MOV(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4)); } } static inline struct qreg vir_UMUL(struct v3d_compile *c, struct qreg src0, struct qreg src1) { vir_MULTOP(c, src0, src1); return vir_UMUL24(c, src0, src1); } /* 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 */