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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 "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;
bool smimm;
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_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 noperspective_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
uint32_t centroid_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
bool uses_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 noperspective_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_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_SFU(name) \
static inline struct qreg \
vir_##name(struct v3d_compile *c, struct qreg a) \
{ \
if (c->devinfo->ver >= 41) { \
return vir_emit_def(c, vir_add_inst(V3D_QPU_A_##name, \
c->undef, \
a, c->undef)); \
} else { \
vir_FMOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_##name), a); \
return vir_FMOV(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4)); \
} \
} \
static inline struct qinst * \
vir_##name##_dest(struct v3d_compile *c, struct qreg dest, \
struct qreg a) \
{ \
if (c->devinfo->ver >= 41) { \
return vir_emit_nondef(c, vir_add_inst(V3D_QPU_A_##name, \
dest, \
a, c->undef)); \
} else { \
vir_FMOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_##name), a); \
return vir_FMOV_dest(c, dest, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4)); \
} \
}
#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(FLPOP)
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(TMUWT)
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)
VIR_SFU(RECIP)
VIR_SFU(RSQRT)
VIR_SFU(EXP)
VIR_SFU(LOG)
VIR_SFU(SIN)
VIR_SFU(RSQRT2)
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 */
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