1/*
2 * Copyright © 2016 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include <inttypes.h>
25#include "util/format/u_format.h"
26#include "util/u_helpers.h"
27#include "util/u_math.h"
28#include "util/u_memory.h"
29#include "util/ralloc.h"
30#include "util/hash_table.h"
31#include "compiler/nir/nir.h"
32#include "compiler/nir/nir_builder.h"
33#include "common/v3d_device_info.h"
34#include "v3d_compiler.h"
35
36/* We don't do any address packing. */
37#define __gen_user_data void
38#define __gen_address_type uint32_t
39#define __gen_address_offset(reloc) (*reloc)
40#define __gen_emit_reloc(cl, reloc)
41#include "cle/v3d_packet_v41_pack.h"
42
43#define GENERAL_TMU_LOOKUP_PER_QUAD                 (0 << 7)
44#define GENERAL_TMU_LOOKUP_PER_PIXEL                (1 << 7)
45#define GENERAL_TMU_LOOKUP_TYPE_8BIT_I              (0 << 0)
46#define GENERAL_TMU_LOOKUP_TYPE_16BIT_I             (1 << 0)
47#define GENERAL_TMU_LOOKUP_TYPE_VEC2                (2 << 0)
48#define GENERAL_TMU_LOOKUP_TYPE_VEC3                (3 << 0)
49#define GENERAL_TMU_LOOKUP_TYPE_VEC4                (4 << 0)
50#define GENERAL_TMU_LOOKUP_TYPE_8BIT_UI             (5 << 0)
51#define GENERAL_TMU_LOOKUP_TYPE_16BIT_UI            (6 << 0)
52#define GENERAL_TMU_LOOKUP_TYPE_32BIT_UI            (7 << 0)
53
54#define V3D_TSY_SET_QUORUM          0
55#define V3D_TSY_INC_WAITERS         1
56#define V3D_TSY_DEC_WAITERS         2
57#define V3D_TSY_INC_QUORUM          3
58#define V3D_TSY_DEC_QUORUM          4
59#define V3D_TSY_FREE_ALL            5
60#define V3D_TSY_RELEASE             6
61#define V3D_TSY_ACQUIRE             7
62#define V3D_TSY_WAIT                8
63#define V3D_TSY_WAIT_INC            9
64#define V3D_TSY_WAIT_CHECK          10
65#define V3D_TSY_WAIT_INC_CHECK      11
66#define V3D_TSY_WAIT_CV             12
67#define V3D_TSY_INC_SEMAPHORE       13
68#define V3D_TSY_DEC_SEMAPHORE       14
69#define V3D_TSY_SET_QUORUM_FREE_ALL 15
70
71enum v3d_tmu_op_type
72{
73        V3D_TMU_OP_TYPE_REGULAR,
74        V3D_TMU_OP_TYPE_ATOMIC,
75        V3D_TMU_OP_TYPE_CACHE
76};
77
78static enum v3d_tmu_op_type
79v3d_tmu_get_type_from_op(uint32_t tmu_op, bool is_write)
80{
81        switch(tmu_op) {
82        case V3D_TMU_OP_WRITE_ADD_READ_PREFETCH:
83        case V3D_TMU_OP_WRITE_SUB_READ_CLEAR:
84        case V3D_TMU_OP_WRITE_XCHG_READ_FLUSH:
85        case V3D_TMU_OP_WRITE_CMPXCHG_READ_FLUSH:
86        case V3D_TMU_OP_WRITE_UMIN_FULL_L1_CLEAR:
87                return is_write ? V3D_TMU_OP_TYPE_ATOMIC : V3D_TMU_OP_TYPE_CACHE;
88        case V3D_TMU_OP_WRITE_UMAX:
89        case V3D_TMU_OP_WRITE_SMIN:
90        case V3D_TMU_OP_WRITE_SMAX:
91                assert(is_write);
92                FALLTHROUGH;
93        case V3D_TMU_OP_WRITE_AND_READ_INC:
94        case V3D_TMU_OP_WRITE_OR_READ_DEC:
95        case V3D_TMU_OP_WRITE_XOR_READ_NOT:
96                return V3D_TMU_OP_TYPE_ATOMIC;
97        case V3D_TMU_OP_REGULAR:
98                return V3D_TMU_OP_TYPE_REGULAR;
99
100        default:
101                unreachable("Unknown tmu_op\n");
102        }
103}
104static void
105ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list);
106
107static void
108resize_qreg_array(struct v3d_compile *c,
109                  struct qreg **regs,
110                  uint32_t *size,
111                  uint32_t decl_size)
112{
113        if (*size >= decl_size)
114                return;
115
116        uint32_t old_size = *size;
117        *size = MAX2(*size * 2, decl_size);
118        *regs = reralloc(c, *regs, struct qreg, *size);
119        if (!*regs) {
120                fprintf(stderr, "Malloc failure\n");
121                abort();
122        }
123
124        for (uint32_t i = old_size; i < *size; i++)
125                (*regs)[i] = c->undef;
126}
127
128static void
129resize_interp_array(struct v3d_compile *c,
130                    struct v3d_interp_input **regs,
131                    uint32_t *size,
132                    uint32_t decl_size)
133{
134        if (*size >= decl_size)
135                return;
136
137        uint32_t old_size = *size;
138        *size = MAX2(*size * 2, decl_size);
139        *regs = reralloc(c, *regs, struct v3d_interp_input, *size);
140        if (!*regs) {
141                fprintf(stderr, "Malloc failure\n");
142                abort();
143        }
144
145        for (uint32_t i = old_size; i < *size; i++) {
146                (*regs)[i].vp = c->undef;
147                (*regs)[i].C = c->undef;
148        }
149}
150
151void
152vir_emit_thrsw(struct v3d_compile *c)
153{
154        if (c->threads == 1)
155                return;
156
157        /* Always thread switch after each texture operation for now.
158         *
159         * We could do better by batching a bunch of texture fetches up and
160         * then doing one thread switch and collecting all their results
161         * afterward.
162         */
163        c->last_thrsw = vir_NOP(c);
164        c->last_thrsw->qpu.sig.thrsw = true;
165        c->last_thrsw_at_top_level = !c->in_control_flow;
166
167        /* We need to lock the scoreboard before any tlb acess happens. If this
168         * thread switch comes after we have emitted a tlb load, then it means
169         * that we can't lock on the last thread switch any more.
170         */
171        if (c->emitted_tlb_load)
172                c->lock_scoreboard_on_first_thrsw = true;
173}
174
175uint32_t
176v3d_get_op_for_atomic_add(nir_intrinsic_instr *instr, unsigned src)
177{
178        if (nir_src_is_const(instr->src[src])) {
179                int64_t add_val = nir_src_as_int(instr->src[src]);
180                if (add_val == 1)
181                        return V3D_TMU_OP_WRITE_AND_READ_INC;
182                else if (add_val == -1)
183                        return V3D_TMU_OP_WRITE_OR_READ_DEC;
184        }
185
186        return V3D_TMU_OP_WRITE_ADD_READ_PREFETCH;
187}
188
189static uint32_t
190v3d_general_tmu_op(nir_intrinsic_instr *instr)
191{
192        switch (instr->intrinsic) {
193        case nir_intrinsic_load_ssbo:
194        case nir_intrinsic_load_ubo:
195        case nir_intrinsic_load_uniform:
196        case nir_intrinsic_load_shared:
197        case nir_intrinsic_load_scratch:
198        case nir_intrinsic_load_global_2x32:
199        case nir_intrinsic_store_ssbo:
200        case nir_intrinsic_store_shared:
201        case nir_intrinsic_store_scratch:
202        case nir_intrinsic_store_global_2x32:
203                return V3D_TMU_OP_REGULAR;
204        case nir_intrinsic_ssbo_atomic_add:
205                return v3d_get_op_for_atomic_add(instr, 2);
206        case nir_intrinsic_shared_atomic_add:
207        case nir_intrinsic_global_atomic_add_2x32:
208                return v3d_get_op_for_atomic_add(instr, 1);
209        case nir_intrinsic_ssbo_atomic_imin:
210        case nir_intrinsic_global_atomic_imin_2x32:
211        case nir_intrinsic_shared_atomic_imin:
212                return V3D_TMU_OP_WRITE_SMIN;
213        case nir_intrinsic_ssbo_atomic_umin:
214        case nir_intrinsic_global_atomic_umin_2x32:
215        case nir_intrinsic_shared_atomic_umin:
216                return V3D_TMU_OP_WRITE_UMIN_FULL_L1_CLEAR;
217        case nir_intrinsic_ssbo_atomic_imax:
218        case nir_intrinsic_global_atomic_imax_2x32:
219        case nir_intrinsic_shared_atomic_imax:
220                return V3D_TMU_OP_WRITE_SMAX;
221        case nir_intrinsic_ssbo_atomic_umax:
222        case nir_intrinsic_global_atomic_umax_2x32:
223        case nir_intrinsic_shared_atomic_umax:
224                return V3D_TMU_OP_WRITE_UMAX;
225        case nir_intrinsic_ssbo_atomic_and:
226        case nir_intrinsic_global_atomic_and_2x32:
227        case nir_intrinsic_shared_atomic_and:
228                return V3D_TMU_OP_WRITE_AND_READ_INC;
229        case nir_intrinsic_ssbo_atomic_or:
230        case nir_intrinsic_global_atomic_or_2x32:
231        case nir_intrinsic_shared_atomic_or:
232                return V3D_TMU_OP_WRITE_OR_READ_DEC;
233        case nir_intrinsic_ssbo_atomic_xor:
234        case nir_intrinsic_global_atomic_xor_2x32:
235        case nir_intrinsic_shared_atomic_xor:
236                return V3D_TMU_OP_WRITE_XOR_READ_NOT;
237        case nir_intrinsic_ssbo_atomic_exchange:
238        case nir_intrinsic_global_atomic_exchange_2x32:
239        case nir_intrinsic_shared_atomic_exchange:
240                return V3D_TMU_OP_WRITE_XCHG_READ_FLUSH;
241        case nir_intrinsic_ssbo_atomic_comp_swap:
242        case nir_intrinsic_global_atomic_comp_swap_2x32:
243        case nir_intrinsic_shared_atomic_comp_swap:
244                return V3D_TMU_OP_WRITE_CMPXCHG_READ_FLUSH;
245        default:
246                unreachable("unknown intrinsic op");
247        }
248}
249
250/**
251 * Checks if pipelining a new TMU operation requiring 'components' LDTMUs
252 * would overflow the Output TMU fifo.
253 *
254 * It is not allowed to overflow the Output fifo, however, we can overflow
255 * Input and Config fifos. Doing that makes the shader stall, but only for as
256 * long as it needs to be able to continue so it is better for pipelining to
257 * let the QPU stall on these if needed than trying to emit TMU flushes in the
258 * driver.
259 */
260bool
261ntq_tmu_fifo_overflow(struct v3d_compile *c, uint32_t components)
262{
263        if (c->tmu.flush_count >= MAX_TMU_QUEUE_SIZE)
264                return true;
265
266        return components > 0 &&
267               c->tmu.output_fifo_size + components > 16 / c->threads;
268}
269
270/**
271 * Emits the thread switch and LDTMU/TMUWT for all outstanding TMU operations,
272 * popping all TMU fifo entries.
273 */
274void
275ntq_flush_tmu(struct v3d_compile *c)
276{
277        if (c->tmu.flush_count == 0)
278                return;
279
280        vir_emit_thrsw(c);
281
282        bool emitted_tmuwt = false;
283        for (int i = 0; i < c->tmu.flush_count; i++) {
284                if (c->tmu.flush[i].component_mask > 0) {
285                        nir_dest *dest = c->tmu.flush[i].dest;
286                        assert(dest);
287
288                        for (int j = 0; j < 4; j++) {
289                                if (c->tmu.flush[i].component_mask & (1 << j)) {
290                                        ntq_store_dest(c, dest, j,
291                                                       vir_MOV(c, vir_LDTMU(c)));
292                                }
293                        }
294                } else if (!emitted_tmuwt) {
295                        vir_TMUWT(c);
296                        emitted_tmuwt = true;
297                }
298        }
299
300        c->tmu.output_fifo_size = 0;
301        c->tmu.flush_count = 0;
302        _mesa_set_clear(c->tmu.outstanding_regs, NULL);
303}
304
305/**
306 * Queues a pending thread switch + LDTMU/TMUWT for a TMU operation. The caller
307 * is reponsible for ensuring that doing this doesn't overflow the TMU fifos,
308 * and more specifically, the output fifo, since that can't stall.
309 */
310void
311ntq_add_pending_tmu_flush(struct v3d_compile *c,
312                          nir_dest *dest,
313                          uint32_t component_mask)
314{
315        const uint32_t num_components = util_bitcount(component_mask);
316        assert(!ntq_tmu_fifo_overflow(c, num_components));
317
318        if (num_components > 0) {
319                c->tmu.output_fifo_size += num_components;
320                if (!dest->is_ssa)
321                        _mesa_set_add(c->tmu.outstanding_regs, dest->reg.reg);
322        }
323
324        c->tmu.flush[c->tmu.flush_count].dest = dest;
325        c->tmu.flush[c->tmu.flush_count].component_mask = component_mask;
326        c->tmu.flush_count++;
327
328        if (c->disable_tmu_pipelining)
329                ntq_flush_tmu(c);
330        else if (c->tmu.flush_count > 1)
331                c->pipelined_any_tmu = true;
332}
333
334enum emit_mode {
335    MODE_COUNT = 0,
336    MODE_EMIT,
337    MODE_LAST,
338};
339
340/**
341 * For a TMU general store instruction:
342 *
343 * In MODE_COUNT mode, records the number of TMU writes required and flushes
344 * any outstanding TMU operations the instruction depends on, but it doesn't
345 * emit any actual register writes.
346 *
347 * In MODE_EMIT mode, emits the data register writes required by the
348 * instruction.
349 */
350static void
351emit_tmu_general_store_writes(struct v3d_compile *c,
352                              enum emit_mode mode,
353                              nir_intrinsic_instr *instr,
354                              uint32_t base_const_offset,
355                              uint32_t *writemask,
356                              uint32_t *const_offset,
357                              uint32_t *type_size,
358                              uint32_t *tmu_writes)
359{
360        struct qreg tmud = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUD);
361
362        /* Find the first set of consecutive components that
363         * are enabled in the writemask and emit the TMUD
364         * instructions for them.
365         */
366        assert(*writemask != 0);
367        uint32_t first_component = ffs(*writemask) - 1;
368        uint32_t last_component = first_component;
369        while (*writemask & BITFIELD_BIT(last_component + 1))
370                last_component++;
371
372        assert(first_component <= last_component &&
373               last_component < instr->num_components);
374
375        for (int i = first_component; i <= last_component; i++) {
376                struct qreg data = ntq_get_src(c, instr->src[0], i);
377                if (mode == MODE_COUNT)
378                        (*tmu_writes)++;
379                else
380                        vir_MOV_dest(c, tmud, data);
381        }
382
383        if (mode == MODE_EMIT) {
384                /* Update the offset for the TMU write based on the
385                 * the first component we are writing.
386                 */
387                *type_size = nir_src_bit_size(instr->src[0]) / 8;
388                *const_offset =
389                        base_const_offset + first_component * (*type_size);
390
391                /* Clear these components from the writemask */
392                uint32_t written_mask =
393                        BITFIELD_RANGE(first_component, *tmu_writes);
394                (*writemask) &= ~written_mask;
395        }
396}
397
398/**
399 * For a TMU general atomic instruction:
400 *
401 * In MODE_COUNT mode, records the number of TMU writes required and flushes
402 * any outstanding TMU operations the instruction depends on, but it doesn't
403 * emit any actual register writes.
404 *
405 * In MODE_EMIT mode, emits the data register writes required by the
406 * instruction.
407 */
408static void
409emit_tmu_general_atomic_writes(struct v3d_compile *c,
410                               enum emit_mode mode,
411                               nir_intrinsic_instr *instr,
412                               uint32_t tmu_op,
413                               bool has_index,
414                               uint32_t *tmu_writes)
415{
416        struct qreg tmud = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUD);
417
418        struct qreg data = ntq_get_src(c, instr->src[1 + has_index], 0);
419        if (mode == MODE_COUNT)
420                (*tmu_writes)++;
421        else
422                vir_MOV_dest(c, tmud, data);
423
424        if (tmu_op == V3D_TMU_OP_WRITE_CMPXCHG_READ_FLUSH) {
425                data = ntq_get_src(c, instr->src[2 + has_index], 0);
426                if (mode == MODE_COUNT)
427                        (*tmu_writes)++;
428                else
429                        vir_MOV_dest(c, tmud, data);
430        }
431}
432
433/**
434 * For any TMU general instruction:
435 *
436 * In MODE_COUNT mode, records the number of TMU writes required to emit the
437 * address parameter and flushes any outstanding TMU operations the instruction
438 * depends on, but it doesn't emit any actual register writes.
439 *
440 * In MODE_EMIT mode, emits register writes required to emit the address.
441 */
442static void
443emit_tmu_general_address_write(struct v3d_compile *c,
444                               enum emit_mode mode,
445                               nir_intrinsic_instr *instr,
446                               uint32_t config,
447                               bool dynamic_src,
448                               int offset_src,
449                               struct qreg base_offset,
450                               uint32_t const_offset,
451                               uint32_t *tmu_writes)
452{
453        if (mode == MODE_COUNT) {
454                (*tmu_writes)++;
455                if (dynamic_src)
456                        ntq_get_src(c, instr->src[offset_src], 0);
457                return;
458        }
459
460        if (vir_in_nonuniform_control_flow(c)) {
461                vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
462                           V3D_QPU_PF_PUSHZ);
463        }
464
465        struct qreg tmua;
466        if (config == ~0)
467                tmua = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUA);
468        else
469                tmua = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUAU);
470
471        struct qinst *tmu;
472        if (dynamic_src) {
473                struct qreg offset = base_offset;
474                if (const_offset != 0) {
475                        offset = vir_ADD(c, offset,
476                                         vir_uniform_ui(c, const_offset));
477                }
478                struct qreg data = ntq_get_src(c, instr->src[offset_src], 0);
479                tmu = vir_ADD_dest(c, tmua, offset, data);
480        } else {
481                if (const_offset != 0) {
482                        tmu = vir_ADD_dest(c, tmua, base_offset,
483                                           vir_uniform_ui(c, const_offset));
484                } else {
485                        tmu = vir_MOV_dest(c, tmua, base_offset);
486                }
487        }
488
489        if (config != ~0) {
490                tmu->uniform =
491                        vir_get_uniform_index(c, QUNIFORM_CONSTANT, config);
492        }
493
494        if (vir_in_nonuniform_control_flow(c))
495                vir_set_cond(tmu, V3D_QPU_COND_IFA);
496}
497
498/**
499 * Implements indirect uniform loads and SSBO accesses through the TMU general
500 * memory access interface.
501 */
502static void
503ntq_emit_tmu_general(struct v3d_compile *c, nir_intrinsic_instr *instr,
504                     bool is_shared_or_scratch, bool is_global)
505{
506        uint32_t tmu_op = v3d_general_tmu_op(instr);
507
508        /* If we were able to replace atomic_add for an inc/dec, then we
509         * need/can to do things slightly different, like not loading the
510         * amount to add/sub, as that is implicit.
511         */
512        bool atomic_add_replaced =
513                ((instr->intrinsic == nir_intrinsic_ssbo_atomic_add ||
514                  instr->intrinsic == nir_intrinsic_shared_atomic_add ||
515                  instr->intrinsic == nir_intrinsic_global_atomic_add_2x32) &&
516                 (tmu_op == V3D_TMU_OP_WRITE_AND_READ_INC ||
517                  tmu_op == V3D_TMU_OP_WRITE_OR_READ_DEC));
518
519        bool is_store = (instr->intrinsic == nir_intrinsic_store_ssbo ||
520                         instr->intrinsic == nir_intrinsic_store_scratch ||
521                         instr->intrinsic == nir_intrinsic_store_shared ||
522                         instr->intrinsic == nir_intrinsic_store_global_2x32);
523
524        bool is_load = (instr->intrinsic == nir_intrinsic_load_uniform ||
525                        instr->intrinsic == nir_intrinsic_load_ubo ||
526                        instr->intrinsic == nir_intrinsic_load_ssbo ||
527                        instr->intrinsic == nir_intrinsic_load_scratch ||
528                        instr->intrinsic == nir_intrinsic_load_shared ||
529                        instr->intrinsic == nir_intrinsic_load_global_2x32);
530
531        if (!is_load)
532                c->tmu_dirty_rcl = true;
533
534        if (is_global)
535                c->has_global_address = true;
536
537        bool has_index = !is_shared_or_scratch && !is_global;
538
539        int offset_src;
540        if (instr->intrinsic == nir_intrinsic_load_uniform) {
541                offset_src = 0;
542        } else if (instr->intrinsic == nir_intrinsic_load_ssbo ||
543                   instr->intrinsic == nir_intrinsic_load_ubo ||
544                   instr->intrinsic == nir_intrinsic_load_scratch ||
545                   instr->intrinsic == nir_intrinsic_load_shared ||
546                   instr->intrinsic == nir_intrinsic_load_global_2x32 ||
547                   atomic_add_replaced) {
548                offset_src = 0 + has_index;
549        } else if (is_store) {
550                offset_src = 1 + has_index;
551        } else {
552                offset_src = 0 + has_index;
553        }
554
555        bool dynamic_src = !nir_src_is_const(instr->src[offset_src]);
556        uint32_t const_offset = 0;
557        if (!dynamic_src)
558                const_offset = nir_src_as_uint(instr->src[offset_src]);
559
560        struct qreg base_offset;
561        if (instr->intrinsic == nir_intrinsic_load_uniform) {
562                const_offset += nir_intrinsic_base(instr);
563                base_offset = vir_uniform(c, QUNIFORM_UBO_ADDR,
564                                          v3d_unit_data_create(0, const_offset));
565                const_offset = 0;
566        } else if (instr->intrinsic == nir_intrinsic_load_ubo) {
567                uint32_t index = nir_src_as_uint(instr->src[0]);
568                /* On OpenGL QUNIFORM_UBO_ADDR takes a UBO index
569                 * shifted up by 1 (0 is gallium's constant buffer 0).
570                 */
571                if (c->key->environment == V3D_ENVIRONMENT_OPENGL)
572                        index++;
573
574                base_offset =
575                        vir_uniform(c, QUNIFORM_UBO_ADDR,
576                                    v3d_unit_data_create(index, const_offset));
577                const_offset = 0;
578        } else if (is_shared_or_scratch) {
579                /* Shared and scratch variables have no buffer index, and all
580                 * start from a common base that we set up at the start of
581                 * dispatch.
582                 */
583                if (instr->intrinsic == nir_intrinsic_load_scratch ||
584                    instr->intrinsic == nir_intrinsic_store_scratch) {
585                        base_offset = c->spill_base;
586                } else {
587                        base_offset = c->cs_shared_offset;
588                        const_offset += nir_intrinsic_base(instr);
589                }
590        } else if (is_global) {
591                /* Global load/store intrinsics use gloal addresses, so the
592                 * offset is the target address and we don't need to add it
593                 * to a base offset.
594                 */
595                base_offset = vir_uniform_ui(c, 0);
596        } else {
597                base_offset = vir_uniform(c, QUNIFORM_SSBO_OFFSET,
598                                          nir_src_as_uint(instr->src[is_store ?
599                                                                      1 : 0]));
600        }
601
602        /* We are ready to emit TMU register writes now, but before we actually
603         * emit them we need to flush outstanding TMU operations if any of our
604         * writes reads from the result of an outstanding TMU operation before
605         * we start the TMU sequence for this operation, since otherwise the
606         * flush could happen in the middle of the TMU sequence we are about to
607         * emit, which is illegal. To do this we run this logic twice, the
608         * first time it will count required register writes and flush pending
609         * TMU requests if necessary due to a dependency, and the second one
610         * will emit the actual TMU writes.
611         */
612        const uint32_t dest_components = nir_intrinsic_dest_components(instr);
613        uint32_t base_const_offset = const_offset;
614        uint32_t writemask = is_store ? nir_intrinsic_write_mask(instr) : 0;
615        uint32_t tmu_writes = 0;
616        for (enum emit_mode mode = MODE_COUNT; mode != MODE_LAST; mode++) {
617                assert(mode == MODE_COUNT || tmu_writes > 0);
618
619                uint32_t type_size = 4;
620
621                if (is_store) {
622                        emit_tmu_general_store_writes(c, mode, instr,
623                                                      base_const_offset,
624                                                      &writemask,
625                                                      &const_offset,
626                                                      &type_size,
627                                                      &tmu_writes);
628                } else if (!is_load && !atomic_add_replaced) {
629                        emit_tmu_general_atomic_writes(c, mode, instr,
630                                                       tmu_op, has_index,
631                                                       &tmu_writes);
632                } else if (is_load) {
633                        type_size = nir_dest_bit_size(instr->dest) / 8;
634                }
635
636                /* For atomics we use 32bit except for CMPXCHG, that we need
637                 * to use VEC2. For the rest of the cases we use the number of
638                 * tmud writes we did to decide the type. For cache operations
639                 * the type is ignored.
640                 */
641                uint32_t config = 0;
642                if (mode == MODE_EMIT) {
643                        uint32_t num_components;
644                        if (is_load || atomic_add_replaced) {
645                                num_components = instr->num_components;
646                        } else {
647                                assert(tmu_writes > 0);
648                                num_components = tmu_writes - 1;
649                        }
650                        bool is_atomic =
651                                v3d_tmu_get_type_from_op(tmu_op, !is_load) ==
652                                V3D_TMU_OP_TYPE_ATOMIC;
653
654                        uint32_t perquad =
655                                is_load && !vir_in_nonuniform_control_flow(c)
656                                ? GENERAL_TMU_LOOKUP_PER_QUAD
657                                : GENERAL_TMU_LOOKUP_PER_PIXEL;
658                        config = 0xffffff00 | tmu_op << 3 | perquad;
659
660                        if (tmu_op == V3D_TMU_OP_WRITE_CMPXCHG_READ_FLUSH) {
661                                config |= GENERAL_TMU_LOOKUP_TYPE_VEC2;
662                        } else if (is_atomic || num_components == 1) {
663                                switch (type_size) {
664                                case 4:
665                                        config |= GENERAL_TMU_LOOKUP_TYPE_32BIT_UI;
666                                        break;
667                                case 2:
668                                        config |= GENERAL_TMU_LOOKUP_TYPE_16BIT_UI;
669                                        break;
670                                case 1:
671                                        config |= GENERAL_TMU_LOOKUP_TYPE_8BIT_UI;
672                                        break;
673                                default:
674                                        unreachable("Unsupported bitsize");
675                                }
676                        } else {
677                                assert(type_size == 4);
678                                config |= GENERAL_TMU_LOOKUP_TYPE_VEC2 +
679                                          num_components - 2;
680                        }
681                }
682
683                emit_tmu_general_address_write(c, mode, instr, config,
684                                               dynamic_src, offset_src,
685                                               base_offset, const_offset,
686                                               &tmu_writes);
687
688                assert(tmu_writes > 0);
689                if (mode == MODE_COUNT) {
690                        /* Make sure we won't exceed the 16-entry TMU
691                         * fifo if each thread is storing at the same
692                         * time.
693                         */
694                        while (tmu_writes > 16 / c->threads)
695                                c->threads /= 2;
696
697                        /* If pipelining this TMU operation would
698                         * overflow TMU fifos, we need to flush.
699                         */
700                        if (ntq_tmu_fifo_overflow(c, dest_components))
701                                ntq_flush_tmu(c);
702                } else {
703                        /* Delay emission of the thread switch and
704                         * LDTMU/TMUWT until we really need to do it to
705                         * improve pipelining.
706                         */
707                        const uint32_t component_mask =
708                                (1 << dest_components) - 1;
709                        ntq_add_pending_tmu_flush(c, &instr->dest,
710                                                  component_mask);
711                }
712        }
713
714        /* nir_lower_wrmasks should've ensured that any writemask on a store
715         * operation only has consecutive bits set, in which case we should've
716         * processed the full writemask above.
717         */
718        assert(writemask == 0);
719}
720
721static struct qreg *
722ntq_init_ssa_def(struct v3d_compile *c, nir_ssa_def *def)
723{
724        struct qreg *qregs = ralloc_array(c->def_ht, struct qreg,
725                                          def->num_components);
726        _mesa_hash_table_insert(c->def_ht, def, qregs);
727        return qregs;
728}
729
730static bool
731is_ld_signal(const struct v3d_qpu_sig *sig)
732{
733        return (sig->ldunif ||
734                sig->ldunifa ||
735                sig->ldunifrf ||
736                sig->ldunifarf ||
737                sig->ldtmu ||
738                sig->ldvary ||
739                sig->ldvpm ||
740                sig->ldtlb ||
741                sig->ldtlbu);
742}
743
744static inline bool
745is_ldunif_signal(const struct v3d_qpu_sig *sig)
746{
747        return sig->ldunif || sig->ldunifrf;
748}
749
750/**
751 * This function is responsible for getting VIR results into the associated
752 * storage for a NIR instruction.
753 *
754 * If it's a NIR SSA def, then we just set the associated hash table entry to
755 * the new result.
756 *
757 * If it's a NIR reg, then we need to update the existing qreg assigned to the
758 * NIR destination with the incoming value.  To do that without introducing
759 * new MOVs, we require that the incoming qreg either be a uniform, or be
760 * SSA-defined by the previous VIR instruction in the block and rewritable by
761 * this function.  That lets us sneak ahead and insert the SF flag beforehand
762 * (knowing that the previous instruction doesn't depend on flags) and rewrite
763 * its destination to be the NIR reg's destination
764 */
765void
766ntq_store_dest(struct v3d_compile *c, nir_dest *dest, int chan,
767               struct qreg result)
768{
769        struct qinst *last_inst = NULL;
770        if (!list_is_empty(&c->cur_block->instructions))
771                last_inst = (struct qinst *)c->cur_block->instructions.prev;
772
773        bool is_reused_uniform =
774                is_ldunif_signal(&c->defs[result.index]->qpu.sig) &&
775                last_inst != c->defs[result.index];
776
777        assert(result.file == QFILE_TEMP && last_inst &&
778               (last_inst == c->defs[result.index] || is_reused_uniform));
779
780        if (dest->is_ssa) {
781                assert(chan < dest->ssa.num_components);
782
783                struct qreg *qregs;
784                struct hash_entry *entry =
785                        _mesa_hash_table_search(c->def_ht, &dest->ssa);
786
787                if (entry)
788                        qregs = entry->data;
789                else
790                        qregs = ntq_init_ssa_def(c, &dest->ssa);
791
792                qregs[chan] = result;
793        } else {
794                nir_register *reg = dest->reg.reg;
795                assert(dest->reg.base_offset == 0);
796                assert(reg->num_array_elems == 0);
797                struct hash_entry *entry =
798                        _mesa_hash_table_search(c->def_ht, reg);
799                struct qreg *qregs = entry->data;
800
801                /* If the previous instruction can't be predicated for
802                 * the store into the nir_register, then emit a MOV
803                 * that can be.
804                 */
805                if (is_reused_uniform ||
806                    (vir_in_nonuniform_control_flow(c) &&
807                     is_ld_signal(&c->defs[last_inst->dst.index]->qpu.sig))) {
808                        result = vir_MOV(c, result);
809                        last_inst = c->defs[result.index];
810                }
811
812                /* We know they're both temps, so just rewrite index. */
813                c->defs[last_inst->dst.index] = NULL;
814                last_inst->dst.index = qregs[chan].index;
815
816                /* If we're in control flow, then make this update of the reg
817                 * conditional on the execution mask.
818                 */
819                if (vir_in_nonuniform_control_flow(c)) {
820                        last_inst->dst.index = qregs[chan].index;
821
822                        /* Set the flags to the current exec mask.
823                         */
824                        c->cursor = vir_before_inst(last_inst);
825                        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
826                                   V3D_QPU_PF_PUSHZ);
827                        c->cursor = vir_after_inst(last_inst);
828
829                        vir_set_cond(last_inst, V3D_QPU_COND_IFA);
830                }
831        }
832}
833
834/**
835 * This looks up the qreg associated with a particular ssa/reg used as a source
836 * in any instruction.
837 *
838 * It is expected that the definition for any NIR value read as a source has
839 * been emitted by a previous instruction, however, in the case of TMU
840 * operations we may have postponed emission of the thread switch and LDTMUs
841 * required to read the TMU results until the results are actually used to
842 * improve pipelining, which then would lead to us not finding them here
843 * (for SSA defs) or finding them in the list of registers awaiting a TMU flush
844 * (for registers), meaning that we need to flush outstanding TMU operations
845 * to read the correct value.
846 */
847struct qreg
848ntq_get_src(struct v3d_compile *c, nir_src src, int i)
849{
850        struct hash_entry *entry;
851        if (src.is_ssa) {
852                assert(i < src.ssa->num_components);
853
854                entry = _mesa_hash_table_search(c->def_ht, src.ssa);
855                if (!entry) {
856                        ntq_flush_tmu(c);
857                        entry = _mesa_hash_table_search(c->def_ht, src.ssa);
858                }
859        } else {
860                nir_register *reg = src.reg.reg;
861                assert(reg->num_array_elems == 0);
862                assert(src.reg.base_offset == 0);
863                assert(i < reg->num_components);
864
865                if (_mesa_set_search(c->tmu.outstanding_regs, reg))
866                        ntq_flush_tmu(c);
867                entry = _mesa_hash_table_search(c->def_ht, reg);
868        }
869        assert(entry);
870
871        struct qreg *qregs = entry->data;
872        return qregs[i];
873}
874
875static struct qreg
876ntq_get_alu_src(struct v3d_compile *c, nir_alu_instr *instr,
877                unsigned src)
878{
879        assert(util_is_power_of_two_or_zero(instr->dest.write_mask));
880        unsigned chan = ffs(instr->dest.write_mask) - 1;
881        struct qreg r = ntq_get_src(c, instr->src[src].src,
882                                    instr->src[src].swizzle[chan]);
883
884        assert(!instr->src[src].abs);
885        assert(!instr->src[src].negate);
886
887        return r;
888};
889
890static struct qreg
891ntq_minify(struct v3d_compile *c, struct qreg size, struct qreg level)
892{
893        return vir_MAX(c, vir_SHR(c, size, level), vir_uniform_ui(c, 1));
894}
895
896static void
897ntq_emit_txs(struct v3d_compile *c, nir_tex_instr *instr)
898{
899        unsigned unit = instr->texture_index;
900        int lod_index = nir_tex_instr_src_index(instr, nir_tex_src_lod);
901        int dest_size = nir_tex_instr_dest_size(instr);
902
903        struct qreg lod = c->undef;
904        if (lod_index != -1)
905                lod = ntq_get_src(c, instr->src[lod_index].src, 0);
906
907        for (int i = 0; i < dest_size; i++) {
908                assert(i < 3);
909                enum quniform_contents contents;
910
911                if (instr->is_array && i == dest_size - 1)
912                        contents = QUNIFORM_TEXTURE_ARRAY_SIZE;
913                else
914                        contents = QUNIFORM_TEXTURE_WIDTH + i;
915
916                struct qreg size = vir_uniform(c, contents, unit);
917
918                switch (instr->sampler_dim) {
919                case GLSL_SAMPLER_DIM_1D:
920                case GLSL_SAMPLER_DIM_2D:
921                case GLSL_SAMPLER_DIM_MS:
922                case GLSL_SAMPLER_DIM_3D:
923                case GLSL_SAMPLER_DIM_CUBE:
924                case GLSL_SAMPLER_DIM_BUF:
925                        /* Don't minify the array size. */
926                        if (!(instr->is_array && i == dest_size - 1)) {
927                                size = ntq_minify(c, size, lod);
928                        }
929                        break;
930
931                case GLSL_SAMPLER_DIM_RECT:
932                        /* There's no LOD field for rects */
933                        break;
934
935                default:
936                        unreachable("Bad sampler type");
937                }
938
939                ntq_store_dest(c, &instr->dest, i, size);
940        }
941}
942
943static void
944ntq_emit_tex(struct v3d_compile *c, nir_tex_instr *instr)
945{
946        unsigned unit = instr->texture_index;
947
948        /* Since each texture sampling op requires uploading uniforms to
949         * reference the texture, there's no HW support for texture size and
950         * you just upload uniforms containing the size.
951         */
952        switch (instr->op) {
953        case nir_texop_query_levels:
954                ntq_store_dest(c, &instr->dest, 0,
955                               vir_uniform(c, QUNIFORM_TEXTURE_LEVELS, unit));
956                return;
957        case nir_texop_texture_samples:
958                ntq_store_dest(c, &instr->dest, 0,
959                               vir_uniform(c, QUNIFORM_TEXTURE_SAMPLES, unit));
960                return;
961        case nir_texop_txs:
962                ntq_emit_txs(c, instr);
963                return;
964        default:
965                break;
966        }
967
968        if (c->devinfo->ver >= 40)
969                v3d40_vir_emit_tex(c, instr);
970        else
971                v3d33_vir_emit_tex(c, instr);
972}
973
974static struct qreg
975ntq_fsincos(struct v3d_compile *c, struct qreg src, bool is_cos)
976{
977        struct qreg input = vir_FMUL(c, src, vir_uniform_f(c, 1.0f / M_PI));
978        if (is_cos)
979                input = vir_FADD(c, input, vir_uniform_f(c, 0.5));
980
981        struct qreg periods = vir_FROUND(c, input);
982        struct qreg sin_output = vir_SIN(c, vir_FSUB(c, input, periods));
983        return vir_XOR(c, sin_output, vir_SHL(c,
984                                              vir_FTOIN(c, periods),
985                                              vir_uniform_ui(c, -1)));
986}
987
988static struct qreg
989ntq_fsign(struct v3d_compile *c, struct qreg src)
990{
991        struct qreg t = vir_get_temp(c);
992
993        vir_MOV_dest(c, t, vir_uniform_f(c, 0.0));
994        vir_set_pf(c, vir_FMOV_dest(c, vir_nop_reg(), src), V3D_QPU_PF_PUSHZ);
995        vir_MOV_cond(c, V3D_QPU_COND_IFNA, t, vir_uniform_f(c, 1.0));
996        vir_set_pf(c, vir_FMOV_dest(c, vir_nop_reg(), src), V3D_QPU_PF_PUSHN);
997        vir_MOV_cond(c, V3D_QPU_COND_IFA, t, vir_uniform_f(c, -1.0));
998        return vir_MOV(c, t);
999}
1000
1001static void
1002emit_fragcoord_input(struct v3d_compile *c, int attr)
1003{
1004        c->inputs[attr * 4 + 0] = vir_FXCD(c);
1005        c->inputs[attr * 4 + 1] = vir_FYCD(c);
1006        c->inputs[attr * 4 + 2] = c->payload_z;
1007        c->inputs[attr * 4 + 3] = vir_RECIP(c, c->payload_w);
1008}
1009
1010static struct qreg
1011emit_smooth_varying(struct v3d_compile *c,
1012                    struct qreg vary, struct qreg w, struct qreg r5)
1013{
1014        return vir_FADD(c, vir_FMUL(c, vary, w), r5);
1015}
1016
1017static struct qreg
1018emit_noperspective_varying(struct v3d_compile *c,
1019                           struct qreg vary, struct qreg r5)
1020{
1021        return vir_FADD(c, vir_MOV(c, vary), r5);
1022}
1023
1024static struct qreg
1025emit_flat_varying(struct v3d_compile *c,
1026                  struct qreg vary, struct qreg r5)
1027{
1028        vir_MOV_dest(c, c->undef, vary);
1029        return vir_MOV(c, r5);
1030}
1031
1032static struct qreg
1033emit_fragment_varying(struct v3d_compile *c, nir_variable *var,
1034                      int8_t input_idx, uint8_t swizzle, int array_index)
1035{
1036        struct qreg r3 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R3);
1037        struct qreg r5 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R5);
1038
1039        struct qinst *ldvary = NULL;
1040        struct qreg vary;
1041        if (c->devinfo->ver >= 41) {
1042                ldvary = vir_add_inst(V3D_QPU_A_NOP, c->undef,
1043                                      c->undef, c->undef);
1044                ldvary->qpu.sig.ldvary = true;
1045                vary = vir_emit_def(c, ldvary);
1046        } else {
1047                vir_NOP(c)->qpu.sig.ldvary = true;
1048                vary = r3;
1049        }
1050
1051        /* Store the input value before interpolation so we can implement
1052         * GLSL's interpolateAt functions if the shader uses them.
1053         */
1054        if (input_idx >= 0) {
1055                assert(var);
1056                c->interp[input_idx].vp = vary;
1057                c->interp[input_idx].C = vir_MOV(c, r5);
1058                c->interp[input_idx].mode = var->data.interpolation;
1059        }
1060
1061        /* For gl_PointCoord input or distance along a line, we'll be called
1062         * with no nir_variable, and we don't count toward VPM size so we
1063         * don't track an input slot.
1064         */
1065        if (!var) {
1066                assert(input_idx < 0);
1067                return emit_smooth_varying(c, vary, c->payload_w, r5);
1068        }
1069
1070        int i = c->num_inputs++;
1071        c->input_slots[i] =
1072                v3d_slot_from_slot_and_component(var->data.location +
1073                                                 array_index, swizzle);
1074
1075        struct qreg result;
1076        switch (var->data.interpolation) {
1077        case INTERP_MODE_NONE:
1078        case INTERP_MODE_SMOOTH:
1079                if (var->data.centroid) {
1080                        BITSET_SET(c->centroid_flags, i);
1081                        result = emit_smooth_varying(c, vary,
1082                                                     c->payload_w_centroid, r5);
1083                } else {
1084                        result = emit_smooth_varying(c, vary, c->payload_w, r5);
1085                }
1086                break;
1087
1088        case INTERP_MODE_NOPERSPECTIVE:
1089                BITSET_SET(c->noperspective_flags, i);
1090                result = emit_noperspective_varying(c, vary, r5);
1091                break;
1092
1093        case INTERP_MODE_FLAT:
1094                BITSET_SET(c->flat_shade_flags, i);
1095                result = emit_flat_varying(c, vary, r5);
1096                break;
1097
1098        default:
1099                unreachable("Bad interp mode");
1100        }
1101
1102        if (input_idx >= 0)
1103                c->inputs[input_idx] = result;
1104        return result;
1105}
1106
1107static void
1108emit_fragment_input(struct v3d_compile *c, int base_attr, nir_variable *var,
1109                    int array_index, unsigned nelem)
1110{
1111        for (int i = 0; i < nelem ; i++) {
1112                int chan = var->data.location_frac + i;
1113                int input_idx = (base_attr + array_index) * 4 + chan;
1114                emit_fragment_varying(c, var, input_idx, chan, array_index);
1115        }
1116}
1117
1118static void
1119emit_compact_fragment_input(struct v3d_compile *c, int attr, nir_variable *var,
1120                            int array_index)
1121{
1122        /* Compact variables are scalar arrays where each set of 4 elements
1123         * consumes a single location.
1124         */
1125        int loc_offset = array_index / 4;
1126        int chan = var->data.location_frac + array_index % 4;
1127        int input_idx = (attr + loc_offset) * 4  + chan;
1128        emit_fragment_varying(c, var, input_idx, chan, loc_offset);
1129}
1130
1131static void
1132add_output(struct v3d_compile *c,
1133           uint32_t decl_offset,
1134           uint8_t slot,
1135           uint8_t swizzle)
1136{
1137        uint32_t old_array_size = c->outputs_array_size;
1138        resize_qreg_array(c, &c->outputs, &c->outputs_array_size,
1139                          decl_offset + 1);
1140
1141        if (old_array_size != c->outputs_array_size) {
1142                c->output_slots = reralloc(c,
1143                                           c->output_slots,
1144                                           struct v3d_varying_slot,
1145                                           c->outputs_array_size);
1146        }
1147
1148        c->output_slots[decl_offset] =
1149                v3d_slot_from_slot_and_component(slot, swizzle);
1150}
1151
1152/**
1153 * If compare_instr is a valid comparison instruction, emits the
1154 * compare_instr's comparison and returns the sel_instr's return value based
1155 * on the compare_instr's result.
1156 */
1157static bool
1158ntq_emit_comparison(struct v3d_compile *c,
1159                    nir_alu_instr *compare_instr,
1160                    enum v3d_qpu_cond *out_cond)
1161{
1162        struct qreg src0 = ntq_get_alu_src(c, compare_instr, 0);
1163        struct qreg src1;
1164        if (nir_op_infos[compare_instr->op].num_inputs > 1)
1165                src1 = ntq_get_alu_src(c, compare_instr, 1);
1166        bool cond_invert = false;
1167        struct qreg nop = vir_nop_reg();
1168
1169        switch (compare_instr->op) {
1170        case nir_op_feq32:
1171        case nir_op_seq:
1172                vir_set_pf(c, vir_FCMP_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHZ);
1173                break;
1174        case nir_op_ieq32:
1175                vir_set_pf(c, vir_XOR_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHZ);
1176                break;
1177
1178        case nir_op_fneu32:
1179        case nir_op_sne:
1180                vir_set_pf(c, vir_FCMP_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHZ);
1181                cond_invert = true;
1182                break;
1183        case nir_op_ine32:
1184                vir_set_pf(c, vir_XOR_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHZ);
1185                cond_invert = true;
1186                break;
1187
1188        case nir_op_fge32:
1189        case nir_op_sge:
1190                vir_set_pf(c, vir_FCMP_dest(c, nop, src1, src0), V3D_QPU_PF_PUSHC);
1191                break;
1192        case nir_op_ige32:
1193                vir_set_pf(c, vir_MIN_dest(c, nop, src1, src0), V3D_QPU_PF_PUSHC);
1194                cond_invert = true;
1195                break;
1196        case nir_op_uge32:
1197                vir_set_pf(c, vir_SUB_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHC);
1198                cond_invert = true;
1199                break;
1200
1201        case nir_op_slt:
1202        case nir_op_flt32:
1203                vir_set_pf(c, vir_FCMP_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHN);
1204                break;
1205        case nir_op_ilt32:
1206                vir_set_pf(c, vir_MIN_dest(c, nop, src1, src0), V3D_QPU_PF_PUSHC);
1207                break;
1208        case nir_op_ult32:
1209                vir_set_pf(c, vir_SUB_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHC);
1210                break;
1211
1212        case nir_op_i2b32:
1213                vir_set_pf(c, vir_MOV_dest(c, nop, src0), V3D_QPU_PF_PUSHZ);
1214                cond_invert = true;
1215                break;
1216
1217        case nir_op_f2b32:
1218                vir_set_pf(c, vir_FMOV_dest(c, nop, src0), V3D_QPU_PF_PUSHZ);
1219                cond_invert = true;
1220                break;
1221
1222        default:
1223                return false;
1224        }
1225
1226        *out_cond = cond_invert ? V3D_QPU_COND_IFNA : V3D_QPU_COND_IFA;
1227
1228        return true;
1229}
1230
1231/* Finds an ALU instruction that generates our src value that could
1232 * (potentially) be greedily emitted in the consuming instruction.
1233 */
1234static struct nir_alu_instr *
1235ntq_get_alu_parent(nir_src src)
1236{
1237        if (!src.is_ssa || src.ssa->parent_instr->type != nir_instr_type_alu)
1238                return NULL;
1239        nir_alu_instr *instr = nir_instr_as_alu(src.ssa->parent_instr);
1240        if (!instr)
1241                return NULL;
1242
1243        /* If the ALU instr's srcs are non-SSA, then we would have to avoid
1244         * moving emission of the ALU instr down past another write of the
1245         * src.
1246         */
1247        for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++) {
1248                if (!instr->src[i].src.is_ssa)
1249                        return NULL;
1250        }
1251
1252        return instr;
1253}
1254
1255/* Turns a NIR bool into a condition code to predicate on. */
1256static enum v3d_qpu_cond
1257ntq_emit_bool_to_cond(struct v3d_compile *c, nir_src src)
1258{
1259        struct qreg qsrc = ntq_get_src(c, src, 0);
1260        /* skip if we already have src in the flags */
1261        if (qsrc.file == QFILE_TEMP && c->flags_temp == qsrc.index)
1262                return c->flags_cond;
1263
1264        nir_alu_instr *compare = ntq_get_alu_parent(src);
1265        if (!compare)
1266                goto out;
1267
1268        enum v3d_qpu_cond cond;
1269        if (ntq_emit_comparison(c, compare, &cond))
1270                return cond;
1271
1272out:
1273
1274        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), ntq_get_src(c, src, 0)),
1275                   V3D_QPU_PF_PUSHZ);
1276        return V3D_QPU_COND_IFNA;
1277}
1278
1279static struct qreg
1280ntq_emit_cond_to_bool(struct v3d_compile *c, enum v3d_qpu_cond cond)
1281{
1282        struct qreg result =
1283                vir_MOV(c, vir_SEL(c, cond,
1284                                   vir_uniform_ui(c, ~0),
1285                                   vir_uniform_ui(c, 0)));
1286        c->flags_temp = result.index;
1287        c->flags_cond = cond;
1288        return result;
1289}
1290
1291static struct qreg
1292ntq_emit_cond_to_int(struct v3d_compile *c, enum v3d_qpu_cond cond)
1293{
1294        struct qreg result =
1295                vir_MOV(c, vir_SEL(c, cond,
1296                                   vir_uniform_ui(c, 1),
1297                                   vir_uniform_ui(c, 0)));
1298        c->flags_temp = result.index;
1299        c->flags_cond = cond;
1300        return result;
1301}
1302
1303static struct qreg
1304f2f16_rtz(struct v3d_compile *c, struct qreg f32)
1305{
1306        /* The GPU doesn't provide a mechanism to modify the f32->f16 rounding
1307         * method and seems to be using RTE by default, so we need to implement
1308         * RTZ rounding in software :-(
1309         *
1310         * The implementation identifies the cases where RTZ applies and
1311         * returns the correct result and for everything else, it just uses
1312         * the default RTE conversion.
1313         */
1314        static bool _first = true;
1315        if (_first && unlikely(V3D_DEBUG & V3D_DEBUG_PERF)) {
1316                fprintf(stderr, "Shader uses round-toward-zero f32->f16 "
1317                        "conversion which is not supported in hardware.\n");
1318                _first = false;
1319        }
1320
1321        struct qinst *inst;
1322        struct qreg tmp;
1323
1324        struct qreg result = vir_get_temp(c);
1325
1326        struct qreg mantissa32 = vir_AND(c, f32, vir_uniform_ui(c, 0x007fffff));
1327
1328        /* Compute sign bit of result */
1329        struct qreg sign = vir_AND(c, vir_SHR(c, f32, vir_uniform_ui(c, 16)),
1330                                   vir_uniform_ui(c, 0x8000));
1331
1332        /* Check the cases were RTZ rounding is relevant based on exponent */
1333        struct qreg exp32 = vir_AND(c, vir_SHR(c, f32, vir_uniform_ui(c, 23)),
1334                                    vir_uniform_ui(c, 0xff));
1335        struct qreg exp16 = vir_ADD(c, exp32, vir_uniform_ui(c, -127 + 15));
1336
1337        /* if (exp16 > 30) */
1338        inst = vir_MIN_dest(c, vir_nop_reg(), exp16, vir_uniform_ui(c, 30));
1339        vir_set_pf(c, inst, V3D_QPU_PF_PUSHC);
1340        inst = vir_OR_dest(c, result, sign, vir_uniform_ui(c, 0x7bff));
1341        vir_set_cond(inst, V3D_QPU_COND_IFA);
1342
1343        /* if (exp16 <= 30) */
1344        inst = vir_OR_dest(c, result,
1345                           vir_OR(c, sign,
1346                                  vir_SHL(c, exp16, vir_uniform_ui(c, 10))),
1347                           vir_SHR(c, mantissa32, vir_uniform_ui(c, 13)));
1348        vir_set_cond(inst, V3D_QPU_COND_IFNA);
1349
1350        /* if (exp16 <= 0) */
1351        inst = vir_MIN_dest(c, vir_nop_reg(), exp16, vir_uniform_ui(c, 0));
1352        vir_set_pf(c, inst, V3D_QPU_PF_PUSHC);
1353
1354        tmp = vir_OR(c, mantissa32, vir_uniform_ui(c, 0x800000));
1355        tmp = vir_SHR(c, tmp, vir_SUB(c, vir_uniform_ui(c, 14), exp16));
1356        inst = vir_OR_dest(c, result, sign, tmp);
1357        vir_set_cond(inst, V3D_QPU_COND_IFNA);
1358
1359        /* Cases where RTZ mode is not relevant: use default RTE conversion.
1360         *
1361         * The cases that are not affected by RTZ are:
1362         *
1363         *  exp16 < - 10 || exp32 == 0 || exp32 == 0xff
1364         *
1365         * In V3D we can implement this condition as:
1366         *
1367         * !((exp16 >= -10) && !(exp32 == 0) && !(exp32 == 0xff)))
1368         */
1369
1370        /* exp16 >= -10 */
1371        inst = vir_MIN_dest(c, vir_nop_reg(), exp16, vir_uniform_ui(c, -10));
1372        vir_set_pf(c, inst, V3D_QPU_PF_PUSHC);
1373
1374        /* && !(exp32 == 0) */
1375        inst = vir_MOV_dest(c, vir_nop_reg(), exp32);
1376        vir_set_uf(c, inst, V3D_QPU_UF_ANDNZ);
1377
1378        /* && !(exp32 == 0xff) */
1379        inst = vir_XOR_dest(c, vir_nop_reg(), exp32, vir_uniform_ui(c, 0xff));
1380        vir_set_uf(c, inst, V3D_QPU_UF_ANDNZ);
1381
1382        /* Use regular RTE conversion if condition is False */
1383        inst = vir_FMOV_dest(c, result, f32);
1384        vir_set_pack(inst, V3D_QPU_PACK_L);
1385        vir_set_cond(inst, V3D_QPU_COND_IFNA);
1386
1387        return vir_MOV(c, result);
1388}
1389
1390/**
1391 * Takes the result value of a signed integer width conversion from a smaller
1392 * type to a larger type and if needed, it applies sign extension to it.
1393 */
1394static struct qreg
1395sign_extend(struct v3d_compile *c,
1396            struct qreg value,
1397            uint32_t src_bit_size,
1398            uint32_t dst_bit_size)
1399{
1400        assert(src_bit_size < dst_bit_size);
1401
1402        struct qreg tmp = vir_MOV(c, value);
1403
1404        /* Do we need to sign-extend? */
1405        uint32_t sign_mask = 1 << (src_bit_size - 1);
1406        struct qinst *sign_check =
1407                vir_AND_dest(c, vir_nop_reg(),
1408                             tmp, vir_uniform_ui(c, sign_mask));
1409        vir_set_pf(c, sign_check, V3D_QPU_PF_PUSHZ);
1410
1411        /* If so, fill in leading sign bits */
1412        uint32_t extend_bits = ~(((1 << src_bit_size) - 1)) &
1413                               ((1ull << dst_bit_size) - 1);
1414        struct qinst *extend_inst =
1415                vir_OR_dest(c, tmp, tmp,
1416                            vir_uniform_ui(c, extend_bits));
1417        vir_set_cond(extend_inst, V3D_QPU_COND_IFNA);
1418
1419        return tmp;
1420}
1421
1422static void
1423ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr)
1424{
1425        /* This should always be lowered to ALU operations for V3D. */
1426        assert(!instr->dest.saturate);
1427
1428        /* Vectors are special in that they have non-scalarized writemasks,
1429         * and just take the first swizzle channel for each argument in order
1430         * into each writemask channel.
1431         */
1432        if (instr->op == nir_op_vec2 ||
1433            instr->op == nir_op_vec3 ||
1434            instr->op == nir_op_vec4) {
1435                struct qreg srcs[4];
1436                for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++)
1437                        srcs[i] = ntq_get_src(c, instr->src[i].src,
1438                                              instr->src[i].swizzle[0]);
1439                for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++)
1440                        ntq_store_dest(c, &instr->dest.dest, i,
1441                                       vir_MOV(c, srcs[i]));
1442                return;
1443        }
1444
1445        /* General case: We can just grab the one used channel per src. */
1446        struct qreg src[nir_op_infos[instr->op].num_inputs];
1447        for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++) {
1448                src[i] = ntq_get_alu_src(c, instr, i);
1449        }
1450
1451        struct qreg result;
1452
1453        switch (instr->op) {
1454        case nir_op_mov:
1455                result = vir_MOV(c, src[0]);
1456                break;
1457
1458        case nir_op_fneg:
1459                result = vir_XOR(c, src[0], vir_uniform_ui(c, 1 << 31));
1460                break;
1461        case nir_op_ineg:
1462                result = vir_NEG(c, src[0]);
1463                break;
1464
1465        case nir_op_fmul:
1466                result = vir_FMUL(c, src[0], src[1]);
1467                break;
1468        case nir_op_fadd:
1469                result = vir_FADD(c, src[0], src[1]);
1470                break;
1471        case nir_op_fsub:
1472                result = vir_FSUB(c, src[0], src[1]);
1473                break;
1474        case nir_op_fmin:
1475                result = vir_FMIN(c, src[0], src[1]);
1476                break;
1477        case nir_op_fmax:
1478                result = vir_FMAX(c, src[0], src[1]);
1479                break;
1480
1481        case nir_op_f2i32: {
1482                nir_alu_instr *src0_alu = ntq_get_alu_parent(instr->src[0].src);
1483                if (src0_alu && src0_alu->op == nir_op_fround_even) {
1484                        result = vir_FTOIN(c, ntq_get_alu_src(c, src0_alu, 0));
1485                } else {
1486                        result = vir_FTOIZ(c, src[0]);
1487                }
1488                break;
1489        }
1490
1491        case nir_op_f2u32:
1492                result = vir_FTOUZ(c, src[0]);
1493                break;
1494        case nir_op_i2f32:
1495                result = vir_ITOF(c, src[0]);
1496                break;
1497        case nir_op_u2f32:
1498                result = vir_UTOF(c, src[0]);
1499                break;
1500        case nir_op_b2f32:
1501                result = vir_AND(c, src[0], vir_uniform_f(c, 1.0));
1502                break;
1503        case nir_op_b2i32:
1504                result = vir_AND(c, src[0], vir_uniform_ui(c, 1));
1505                break;
1506
1507        case nir_op_f2f16:
1508        case nir_op_f2f16_rtne:
1509                assert(nir_src_bit_size(instr->src[0].src) == 32);
1510                result = vir_FMOV(c, src[0]);
1511                vir_set_pack(c->defs[result.index], V3D_QPU_PACK_L);
1512                break;
1513
1514        case nir_op_f2f16_rtz:
1515                assert(nir_src_bit_size(instr->src[0].src) == 32);
1516                result = f2f16_rtz(c, src[0]);
1517                break;
1518
1519        case nir_op_f2f32:
1520                assert(nir_src_bit_size(instr->src[0].src) == 16);
1521                result = vir_FMOV(c, src[0]);
1522                vir_set_unpack(c->defs[result.index], 0, V3D_QPU_UNPACK_L);
1523                break;
1524
1525        case nir_op_i2i16: {
1526                uint32_t bit_size = nir_src_bit_size(instr->src[0].src);
1527                assert(bit_size == 32 || bit_size == 8);
1528                if (bit_size == 32) {
1529                        /* We don't have integer pack/unpack methods for
1530                         * converting between 16-bit and 32-bit, so we implement
1531                         * the conversion manually by truncating the src.
1532                         */
1533                        result = vir_AND(c, src[0], vir_uniform_ui(c, 0xffff));
1534                } else {
1535                        struct qreg tmp = vir_AND(c, src[0],
1536                                                  vir_uniform_ui(c, 0xff));
1537                        result = vir_MOV(c, sign_extend(c, tmp, bit_size, 16));
1538                }
1539                break;
1540        }
1541
1542        case nir_op_u2u16: {
1543                uint32_t bit_size = nir_src_bit_size(instr->src[0].src);
1544                assert(bit_size == 32 || bit_size == 8);
1545
1546                /* We don't have integer pack/unpack methods for converting
1547                 * between 16-bit and 32-bit, so we implement the conversion
1548                 * manually by truncating the src. For the 8-bit case, we
1549                 * want to make sure we don't copy garbage from any of the
1550                 * 24 MSB bits.
1551                 */
1552                if (bit_size == 32)
1553                        result = vir_AND(c, src[0], vir_uniform_ui(c, 0xffff));
1554                else
1555                        result = vir_AND(c, src[0], vir_uniform_ui(c, 0xff));
1556                break;
1557        }
1558
1559        case nir_op_i2i8:
1560        case nir_op_u2u8:
1561                assert(nir_src_bit_size(instr->src[0].src) == 32 ||
1562                       nir_src_bit_size(instr->src[0].src) == 16);
1563                /* We don't have integer pack/unpack methods for converting
1564                 * between 8-bit and 32-bit, so we implement the conversion
1565                 * manually by truncating the src.
1566                 */
1567                result = vir_AND(c, src[0], vir_uniform_ui(c, 0xff));
1568                break;
1569
1570        case nir_op_u2u32: {
1571                uint32_t bit_size = nir_src_bit_size(instr->src[0].src);
1572                assert(bit_size == 16 || bit_size == 8);
1573
1574                /* we don't have a native 8-bit/16-bit MOV so we copy all 32-bit
1575                 * from the src but we make sure to clear any garbage bits that
1576                 * may be present in the invalid src bits.
1577                 */
1578                uint32_t mask = (1 << bit_size) - 1;
1579                result = vir_AND(c, src[0], vir_uniform_ui(c, mask));
1580                break;
1581        }
1582
1583        case nir_op_i2i32: {
1584                uint32_t bit_size = nir_src_bit_size(instr->src[0].src);
1585                assert(bit_size == 16 || bit_size == 8);
1586
1587                uint32_t mask = (1 << bit_size) - 1;
1588                struct qreg tmp = vir_AND(c, src[0],
1589                                          vir_uniform_ui(c, mask));
1590
1591                result = vir_MOV(c, sign_extend(c, tmp, bit_size, 32));
1592                break;
1593        }
1594
1595        case nir_op_iadd:
1596                result = vir_ADD(c, src[0], src[1]);
1597                break;
1598        case nir_op_ushr:
1599                result = vir_SHR(c, src[0], src[1]);
1600                break;
1601        case nir_op_isub:
1602                result = vir_SUB(c, src[0], src[1]);
1603                break;
1604        case nir_op_ishr:
1605                result = vir_ASR(c, src[0], src[1]);
1606                break;
1607        case nir_op_ishl:
1608                result = vir_SHL(c, src[0], src[1]);
1609                break;
1610        case nir_op_imin:
1611                result = vir_MIN(c, src[0], src[1]);
1612                break;
1613        case nir_op_umin:
1614                result = vir_UMIN(c, src[0], src[1]);
1615                break;
1616        case nir_op_imax:
1617                result = vir_MAX(c, src[0], src[1]);
1618                break;
1619        case nir_op_umax:
1620                result = vir_UMAX(c, src[0], src[1]);
1621                break;
1622        case nir_op_iand:
1623                result = vir_AND(c, src[0], src[1]);
1624                break;
1625        case nir_op_ior:
1626                result = vir_OR(c, src[0], src[1]);
1627                break;
1628        case nir_op_ixor:
1629                result = vir_XOR(c, src[0], src[1]);
1630                break;
1631        case nir_op_inot:
1632                result = vir_NOT(c, src[0]);
1633                break;
1634
1635        case nir_op_ufind_msb:
1636                result = vir_SUB(c, vir_uniform_ui(c, 31), vir_CLZ(c, src[0]));
1637                break;
1638
1639        case nir_op_imul:
1640                result = vir_UMUL(c, src[0], src[1]);
1641                break;
1642
1643        case nir_op_seq:
1644        case nir_op_sne:
1645        case nir_op_sge:
1646        case nir_op_slt: {
1647                enum v3d_qpu_cond cond;
1648                ASSERTED bool ok = ntq_emit_comparison(c, instr, &cond);
1649                assert(ok);
1650                result = vir_MOV(c, vir_SEL(c, cond,
1651                                            vir_uniform_f(c, 1.0),
1652                                            vir_uniform_f(c, 0.0)));
1653                c->flags_temp = result.index;
1654                c->flags_cond = cond;
1655                break;
1656        }
1657
1658        case nir_op_i2b32:
1659        case nir_op_f2b32:
1660        case nir_op_feq32:
1661        case nir_op_fneu32:
1662        case nir_op_fge32:
1663        case nir_op_flt32:
1664        case nir_op_ieq32:
1665        case nir_op_ine32:
1666        case nir_op_ige32:
1667        case nir_op_uge32:
1668        case nir_op_ilt32:
1669        case nir_op_ult32: {
1670                enum v3d_qpu_cond cond;
1671                ASSERTED bool ok = ntq_emit_comparison(c, instr, &cond);
1672                assert(ok);
1673                result = ntq_emit_cond_to_bool(c, cond);
1674                break;
1675        }
1676
1677        case nir_op_b32csel:
1678                result = vir_MOV(c,
1679                                 vir_SEL(c,
1680                                         ntq_emit_bool_to_cond(c, instr->src[0].src),
1681                                         src[1], src[2]));
1682                break;
1683
1684        case nir_op_fcsel:
1685                vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), src[0]),
1686                           V3D_QPU_PF_PUSHZ);
1687                result = vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFNA,
1688                                            src[1], src[2]));
1689                break;
1690
1691        case nir_op_frcp:
1692                result = vir_RECIP(c, src[0]);
1693                break;
1694        case nir_op_frsq:
1695                result = vir_RSQRT(c, src[0]);
1696                break;
1697        case nir_op_fexp2:
1698                result = vir_EXP(c, src[0]);
1699                break;
1700        case nir_op_flog2:
1701                result = vir_LOG(c, src[0]);
1702                break;
1703
1704        case nir_op_fceil:
1705                result = vir_FCEIL(c, src[0]);
1706                break;
1707        case nir_op_ffloor:
1708                result = vir_FFLOOR(c, src[0]);
1709                break;
1710        case nir_op_fround_even:
1711                result = vir_FROUND(c, src[0]);
1712                break;
1713        case nir_op_ftrunc:
1714                result = vir_FTRUNC(c, src[0]);
1715                break;
1716
1717        case nir_op_fsin:
1718                result = ntq_fsincos(c, src[0], false);
1719                break;
1720        case nir_op_fcos:
1721                result = ntq_fsincos(c, src[0], true);
1722                break;
1723
1724        case nir_op_fsign:
1725                result = ntq_fsign(c, src[0]);
1726                break;
1727
1728        case nir_op_fabs: {
1729                result = vir_FMOV(c, src[0]);
1730                vir_set_unpack(c->defs[result.index], 0, V3D_QPU_UNPACK_ABS);
1731                break;
1732        }
1733
1734        case nir_op_iabs:
1735                result = vir_MAX(c, src[0], vir_NEG(c, src[0]));
1736                break;
1737
1738        case nir_op_fddx:
1739        case nir_op_fddx_coarse:
1740        case nir_op_fddx_fine:
1741                result = vir_FDX(c, src[0]);
1742                break;
1743
1744        case nir_op_fddy:
1745        case nir_op_fddy_coarse:
1746        case nir_op_fddy_fine:
1747                result = vir_FDY(c, src[0]);
1748                break;
1749
1750        case nir_op_uadd_carry:
1751                vir_set_pf(c, vir_ADD_dest(c, vir_nop_reg(), src[0], src[1]),
1752                           V3D_QPU_PF_PUSHC);
1753                result = ntq_emit_cond_to_int(c, V3D_QPU_COND_IFA);
1754                break;
1755
1756        case nir_op_usub_borrow:
1757                vir_set_pf(c, vir_SUB_dest(c, vir_nop_reg(), src[0], src[1]),
1758                           V3D_QPU_PF_PUSHC);
1759                result = ntq_emit_cond_to_int(c, V3D_QPU_COND_IFA);
1760                break;
1761
1762        case nir_op_pack_half_2x16_split:
1763                result = vir_VFPACK(c, src[0], src[1]);
1764                break;
1765
1766        case nir_op_unpack_half_2x16_split_x:
1767                result = vir_FMOV(c, src[0]);
1768                vir_set_unpack(c->defs[result.index], 0, V3D_QPU_UNPACK_L);
1769                break;
1770
1771        case nir_op_unpack_half_2x16_split_y:
1772                result = vir_FMOV(c, src[0]);
1773                vir_set_unpack(c->defs[result.index], 0, V3D_QPU_UNPACK_H);
1774                break;
1775
1776        case nir_op_fquantize2f16: {
1777                /* F32 -> F16 -> F32 conversion */
1778                struct qreg tmp = vir_FMOV(c, src[0]);
1779                vir_set_pack(c->defs[tmp.index], V3D_QPU_PACK_L);
1780                tmp = vir_FMOV(c, tmp);
1781                vir_set_unpack(c->defs[tmp.index], 0, V3D_QPU_UNPACK_L);
1782
1783                /* Check for denorm */
1784                struct qreg abs_src = vir_FMOV(c, src[0]);
1785                vir_set_unpack(c->defs[abs_src.index], 0, V3D_QPU_UNPACK_ABS);
1786                struct qreg threshold = vir_uniform_f(c, ldexpf(1.0, -14));
1787                vir_set_pf(c, vir_FCMP_dest(c, vir_nop_reg(), abs_src, threshold),
1788                                         V3D_QPU_PF_PUSHC);
1789
1790                /* Return +/-0 for denorms */
1791                struct qreg zero =
1792                        vir_AND(c, src[0], vir_uniform_ui(c, 0x80000000));
1793                result = vir_FMOV(c, vir_SEL(c, V3D_QPU_COND_IFNA, tmp, zero));
1794                break;
1795        }
1796
1797        default:
1798                fprintf(stderr, "unknown NIR ALU inst: ");
1799                nir_print_instr(&instr->instr, stderr);
1800                fprintf(stderr, "\n");
1801                abort();
1802        }
1803
1804        /* We have a scalar result, so the instruction should only have a
1805         * single channel written to.
1806         */
1807        assert(util_is_power_of_two_or_zero(instr->dest.write_mask));
1808        ntq_store_dest(c, &instr->dest.dest,
1809                       ffs(instr->dest.write_mask) - 1, result);
1810}
1811
1812/* Each TLB read/write setup (a render target or depth buffer) takes an 8-bit
1813 * specifier.  They come from a register that's preloaded with 0xffffffff
1814 * (0xff gets you normal vec4 f16 RT0 writes), and when one is neaded the low
1815 * 8 bits are shifted off the bottom and 0xff shifted in from the top.
1816 */
1817#define TLB_TYPE_F16_COLOR         (3 << 6)
1818#define TLB_TYPE_I32_COLOR         (1 << 6)
1819#define TLB_TYPE_F32_COLOR         (0 << 6)
1820#define TLB_RENDER_TARGET_SHIFT    3 /* Reversed!  7 = RT 0, 0 = RT 7. */
1821#define TLB_SAMPLE_MODE_PER_SAMPLE (0 << 2)
1822#define TLB_SAMPLE_MODE_PER_PIXEL  (1 << 2)
1823#define TLB_F16_SWAP_HI_LO         (1 << 1)
1824#define TLB_VEC_SIZE_4_F16         (1 << 0)
1825#define TLB_VEC_SIZE_2_F16         (0 << 0)
1826#define TLB_VEC_SIZE_MINUS_1_SHIFT 0
1827
1828/* Triggers Z/Stencil testing, used when the shader state's "FS modifies Z"
1829 * flag is set.
1830 */
1831#define TLB_TYPE_DEPTH             ((2 << 6) | (0 << 4))
1832#define TLB_DEPTH_TYPE_INVARIANT   (0 << 2) /* Unmodified sideband input used */
1833#define TLB_DEPTH_TYPE_PER_PIXEL   (1 << 2) /* QPU result used */
1834#define TLB_V42_DEPTH_TYPE_INVARIANT   (0 << 3) /* Unmodified sideband input used */
1835#define TLB_V42_DEPTH_TYPE_PER_PIXEL   (1 << 3) /* QPU result used */
1836
1837/* Stencil is a single 32-bit write. */
1838#define TLB_TYPE_STENCIL_ALPHA     ((2 << 6) | (1 << 4))
1839
1840static void
1841vir_emit_tlb_color_write(struct v3d_compile *c, unsigned rt)
1842{
1843        if (!(c->fs_key->cbufs & (1 << rt)) || !c->output_color_var[rt])
1844                return;
1845
1846        struct qreg tlb_reg = vir_magic_reg(V3D_QPU_WADDR_TLB);
1847        struct qreg tlbu_reg = vir_magic_reg(V3D_QPU_WADDR_TLBU);
1848
1849        nir_variable *var = c->output_color_var[rt];
1850        int num_components = glsl_get_vector_elements(var->type);
1851        uint32_t conf = 0xffffff00;
1852        struct qinst *inst;
1853
1854        conf |= c->msaa_per_sample_output ? TLB_SAMPLE_MODE_PER_SAMPLE :
1855                                            TLB_SAMPLE_MODE_PER_PIXEL;
1856        conf |= (7 - rt) << TLB_RENDER_TARGET_SHIFT;
1857
1858        if (c->fs_key->swap_color_rb & (1 << rt))
1859                num_components = MAX2(num_components, 3);
1860        assert(num_components != 0);
1861
1862        enum glsl_base_type type = glsl_get_base_type(var->type);
1863        bool is_int_format = type == GLSL_TYPE_INT || type == GLSL_TYPE_UINT;
1864        bool is_32b_tlb_format = is_int_format ||
1865                                 (c->fs_key->f32_color_rb & (1 << rt));
1866
1867        if (is_int_format) {
1868                /* The F32 vs I32 distinction was dropped in 4.2. */
1869                if (c->devinfo->ver < 42)
1870                        conf |= TLB_TYPE_I32_COLOR;
1871                else
1872                        conf |= TLB_TYPE_F32_COLOR;
1873                conf |= ((num_components - 1) << TLB_VEC_SIZE_MINUS_1_SHIFT);
1874        } else {
1875                if (c->fs_key->f32_color_rb & (1 << rt)) {
1876                        conf |= TLB_TYPE_F32_COLOR;
1877                        conf |= ((num_components - 1) <<
1878                                TLB_VEC_SIZE_MINUS_1_SHIFT);
1879                } else {
1880                        conf |= TLB_TYPE_F16_COLOR;
1881                        conf |= TLB_F16_SWAP_HI_LO;
1882                        if (num_components >= 3)
1883                                conf |= TLB_VEC_SIZE_4_F16;
1884                        else
1885                                conf |= TLB_VEC_SIZE_2_F16;
1886                }
1887        }
1888
1889        int num_samples = c->msaa_per_sample_output ? V3D_MAX_SAMPLES : 1;
1890        for (int i = 0; i < num_samples; i++) {
1891                struct qreg *color = c->msaa_per_sample_output ?
1892                        &c->sample_colors[(rt * V3D_MAX_SAMPLES + i) * 4] :
1893                        &c->outputs[var->data.driver_location * 4];
1894
1895                struct qreg r = color[0];
1896                struct qreg g = color[1];
1897                struct qreg b = color[2];
1898                struct qreg a = color[3];
1899
1900                if (c->fs_key->swap_color_rb & (1 << rt))  {
1901                        r = color[2];
1902                        b = color[0];
1903                }
1904
1905                if (c->fs_key->sample_alpha_to_one)
1906                        a = vir_uniform_f(c, 1.0);
1907
1908                if (is_32b_tlb_format) {
1909                        if (i == 0) {
1910                                inst = vir_MOV_dest(c, tlbu_reg, r);
1911                                inst->uniform =
1912                                        vir_get_uniform_index(c,
1913                                                              QUNIFORM_CONSTANT,
1914                                                              conf);
1915                        } else {
1916                                vir_MOV_dest(c, tlb_reg, r);
1917                        }
1918
1919                        if (num_components >= 2)
1920                                vir_MOV_dest(c, tlb_reg, g);
1921                        if (num_components >= 3)
1922                                vir_MOV_dest(c, tlb_reg, b);
1923                        if (num_components >= 4)
1924                                vir_MOV_dest(c, tlb_reg, a);
1925                } else {
1926                        inst = vir_VFPACK_dest(c, tlb_reg, r, g);
1927                        if (conf != ~0 && i == 0) {
1928                                inst->dst = tlbu_reg;
1929                                inst->uniform =
1930                                        vir_get_uniform_index(c,
1931                                                              QUNIFORM_CONSTANT,
1932                                                              conf);
1933                        }
1934
1935                        if (num_components >= 3)
1936                                vir_VFPACK_dest(c, tlb_reg, b, a);
1937                }
1938        }
1939}
1940
1941static void
1942emit_frag_end(struct v3d_compile *c)
1943{
1944        if (c->output_sample_mask_index != -1) {
1945                vir_SETMSF_dest(c, vir_nop_reg(),
1946                                vir_AND(c,
1947                                        vir_MSF(c),
1948                                        c->outputs[c->output_sample_mask_index]));
1949        }
1950
1951        bool has_any_tlb_color_write = false;
1952        for (int rt = 0; rt < V3D_MAX_DRAW_BUFFERS; rt++) {
1953                if (c->fs_key->cbufs & (1 << rt) && c->output_color_var[rt])
1954                        has_any_tlb_color_write = true;
1955        }
1956
1957        if (c->fs_key->sample_alpha_to_coverage && c->output_color_var[0]) {
1958                struct nir_variable *var = c->output_color_var[0];
1959                struct qreg *color = &c->outputs[var->data.driver_location * 4];
1960
1961                vir_SETMSF_dest(c, vir_nop_reg(),
1962                                vir_AND(c,
1963                                        vir_MSF(c),
1964                                        vir_FTOC(c, color[3])));
1965        }
1966
1967        struct qreg tlbu_reg = vir_magic_reg(V3D_QPU_WADDR_TLBU);
1968
1969        /* If the shader has no non-TLB side effects and doesn't write Z
1970         * we can promote it to enabling early_fragment_tests even
1971         * if the user didn't.
1972         */
1973        if (c->output_position_index == -1 &&
1974            !(c->s->info.num_images || c->s->info.num_ssbos) &&
1975            !c->s->info.fs.uses_discard &&
1976            !c->fs_key->sample_alpha_to_coverage &&
1977            c->output_sample_mask_index == -1 &&
1978            has_any_tlb_color_write) {
1979                c->s->info.fs.early_fragment_tests = true;
1980        }
1981
1982        /* By default, Z buffer writes are implicit using the Z values produced
1983         * from FEP (Z value produced from rasterization). When this is not
1984         * desirable (shader writes Z explicitly, has discards, etc) we need
1985         * to let the hardware know by setting c->writes_z to true, in which
1986         * case we always need to write a Z value from the QPU, even if it is
1987         * just the passthrough Z value produced from FEP.
1988         *
1989         * Also, from the V3D 4.2 spec:
1990         *
1991         * "If a shader performs a Z read the “Fragment shader does Z writes”
1992         *  bit in the shader record must be enabled to ensure deterministic
1993         *  results"
1994         *
1995         * So if c->reads_z is set we always need to write Z, even if it is
1996         * a passthrough from the Z value produced from FEP.
1997         */
1998        if (!c->s->info.fs.early_fragment_tests || c->reads_z) {
1999                c->writes_z = true;
2000                uint8_t tlb_specifier = TLB_TYPE_DEPTH;
2001                struct qinst *inst;
2002
2003                if (c->output_position_index != -1) {
2004                        /* Shader writes to gl_FragDepth, use that */
2005                        inst = vir_MOV_dest(c, tlbu_reg,
2006                                            c->outputs[c->output_position_index]);
2007
2008                        if (c->devinfo->ver >= 42) {
2009                                tlb_specifier |= (TLB_V42_DEPTH_TYPE_PER_PIXEL |
2010                                                  TLB_SAMPLE_MODE_PER_PIXEL);
2011                        } else {
2012                                tlb_specifier |= TLB_DEPTH_TYPE_PER_PIXEL;
2013                        }
2014                } else {
2015                        /* Shader doesn't write to gl_FragDepth, take Z from
2016                         * FEP.
2017                         */
2018                        c->writes_z_from_fep = true;
2019                        inst = vir_MOV_dest(c, tlbu_reg, vir_nop_reg());
2020
2021                        if (c->devinfo->ver >= 42) {
2022                                /* The spec says the PER_PIXEL flag is ignored
2023                                 * for invariant writes, but the simulator
2024                                 * demands it.
2025                                 */
2026                                tlb_specifier |= (TLB_V42_DEPTH_TYPE_INVARIANT |
2027                                                  TLB_SAMPLE_MODE_PER_PIXEL);
2028                        } else {
2029                                tlb_specifier |= TLB_DEPTH_TYPE_INVARIANT;
2030                        }
2031
2032                        /* Since (single-threaded) fragment shaders always need
2033                         * a TLB write, if we dond't have any we emit a
2034                         * passthrouh Z and flag us as potentially discarding,
2035                         * so that we can use Z as the required TLB write.
2036                         */
2037                        if (!has_any_tlb_color_write)
2038                                c->s->info.fs.uses_discard = true;
2039                }
2040
2041                inst->uniform = vir_get_uniform_index(c, QUNIFORM_CONSTANT,
2042                                                      tlb_specifier |
2043                                                      0xffffff00);
2044                inst->is_tlb_z_write = true;
2045        }
2046
2047        /* XXX: Performance improvement: Merge Z write and color writes TLB
2048         * uniform setup
2049         */
2050        for (int rt = 0; rt < V3D_MAX_DRAW_BUFFERS; rt++)
2051                vir_emit_tlb_color_write(c, rt);
2052}
2053
2054static inline void
2055vir_VPM_WRITE_indirect(struct v3d_compile *c,
2056                       struct qreg val,
2057                       struct qreg vpm_index,
2058                       bool uniform_vpm_index)
2059{
2060        assert(c->devinfo->ver >= 40);
2061        if (uniform_vpm_index)
2062                vir_STVPMV(c, vpm_index, val);
2063        else
2064                vir_STVPMD(c, vpm_index, val);
2065}
2066
2067static void
2068vir_VPM_WRITE(struct v3d_compile *c, struct qreg val, uint32_t vpm_index)
2069{
2070        if (c->devinfo->ver >= 40) {
2071                vir_VPM_WRITE_indirect(c, val,
2072                                       vir_uniform_ui(c, vpm_index), true);
2073        } else {
2074                /* XXX: v3d33_vir_vpm_write_setup(c); */
2075                vir_MOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_VPM), val);
2076        }
2077}
2078
2079static void
2080emit_vert_end(struct v3d_compile *c)
2081{
2082        /* GFXH-1684: VPM writes need to be complete by the end of the shader.
2083         */
2084        if (c->devinfo->ver >= 40 && c->devinfo->ver <= 42)
2085                vir_VPMWT(c);
2086}
2087
2088static void
2089emit_geom_end(struct v3d_compile *c)
2090{
2091        /* GFXH-1684: VPM writes need to be complete by the end of the shader.
2092         */
2093        if (c->devinfo->ver >= 40 && c->devinfo->ver <= 42)
2094                vir_VPMWT(c);
2095}
2096
2097static bool
2098mem_vectorize_callback(unsigned align_mul, unsigned align_offset,
2099                       unsigned bit_size,
2100                       unsigned num_components,
2101                       nir_intrinsic_instr *low,
2102                       nir_intrinsic_instr *high,
2103                       void *data)
2104{
2105        /* TMU general access only supports 32-bit vectors */
2106        if (bit_size > 32)
2107                return false;
2108
2109        if ((bit_size == 8 || bit_size == 16) && num_components > 1)
2110                return false;
2111
2112        if (align_mul % 4 != 0 || align_offset % 4 != 0)
2113                return false;
2114
2115        /* Vector accesses wrap at 16-byte boundaries so we can't vectorize
2116         * if the resulting vector crosses a 16-byte boundary.
2117         */
2118        assert(util_is_power_of_two_nonzero(align_mul));
2119        align_mul = MIN2(align_mul, 16);
2120        align_offset &= 0xf;
2121        if (16 - align_mul + align_offset + num_components * 4 > 16)
2122                return false;
2123
2124        return true;
2125}
2126
2127void
2128v3d_optimize_nir(struct v3d_compile *c, struct nir_shader *s)
2129{
2130        bool progress;
2131        unsigned lower_flrp =
2132                (s->options->lower_flrp16 ? 16 : 0) |
2133                (s->options->lower_flrp32 ? 32 : 0) |
2134                (s->options->lower_flrp64 ? 64 : 0);
2135
2136        do {
2137                progress = false;
2138
2139                NIR_PASS(progress, s, nir_lower_vars_to_ssa);
2140                NIR_PASS(progress, s, nir_lower_alu_to_scalar, NULL, NULL);
2141                NIR_PASS(progress, s, nir_lower_phis_to_scalar, false);
2142                NIR_PASS(progress, s, nir_copy_prop);
2143                NIR_PASS(progress, s, nir_opt_remove_phis);
2144                NIR_PASS(progress, s, nir_opt_dce);
2145                NIR_PASS(progress, s, nir_opt_dead_cf);
2146                NIR_PASS(progress, s, nir_opt_cse);
2147                NIR_PASS(progress, s, nir_opt_peephole_select, 8, true, true);
2148                NIR_PASS(progress, s, nir_opt_algebraic);
2149                NIR_PASS(progress, s, nir_opt_constant_folding);
2150
2151                /* Note that vectorization may undo the load/store scalarization
2152                 * pass we run for non 32-bit TMU general load/store by
2153                 * converting, for example, 2 consecutive 16-bit loads into a
2154                 * single 32-bit load. This is fine (and desirable) as long as
2155                 * the resulting 32-bit load meets 32-bit alignment requirements,
2156                 * which mem_vectorize_callback() should be enforcing.
2157                 */
2158                nir_load_store_vectorize_options vectorize_opts = {
2159                        .modes = nir_var_mem_ssbo | nir_var_mem_ubo |
2160                                 nir_var_mem_push_const | nir_var_mem_shared |
2161                                 nir_var_mem_global,
2162                        .callback = mem_vectorize_callback,
2163                        .robust_modes = 0,
2164                };
2165                bool vectorize_progress = false;
2166                NIR_PASS(vectorize_progress, s, nir_opt_load_store_vectorize,
2167                         &vectorize_opts);
2168                if (vectorize_progress) {
2169                        NIR_PASS(progress, s, nir_lower_alu_to_scalar, NULL, NULL);
2170                        NIR_PASS(progress, s, nir_lower_pack);
2171                        progress = true;
2172                }
2173
2174                if (lower_flrp != 0) {
2175                        bool lower_flrp_progress = false;
2176
2177                        NIR_PASS(lower_flrp_progress, s, nir_lower_flrp,
2178                                 lower_flrp,
2179                                 false /* always_precise */);
2180                        if (lower_flrp_progress) {
2181                                NIR_PASS(progress, s, nir_opt_constant_folding);
2182                                progress = true;
2183                        }
2184
2185                        /* Nothing should rematerialize any flrps, so we only
2186                         * need to do this lowering once.
2187                         */
2188                        lower_flrp = 0;
2189                }
2190
2191                NIR_PASS(progress, s, nir_opt_undef);
2192                NIR_PASS(progress, s, nir_lower_undef_to_zero);
2193
2194                if (c && !c->disable_loop_unrolling &&
2195                    s->options->max_unroll_iterations > 0) {
2196                       bool local_progress = false;
2197                       NIR_PASS(local_progress, s, nir_opt_loop_unroll);
2198                       c->unrolled_any_loops |= local_progress;
2199                       progress |= local_progress;
2200                }
2201        } while (progress);
2202
2203        nir_move_options sink_opts =
2204                nir_move_const_undef | nir_move_comparisons | nir_move_copies |
2205                nir_move_load_ubo | nir_move_load_ssbo | nir_move_load_uniform;
2206        NIR_PASS(progress, s, nir_opt_sink, sink_opts);
2207}
2208
2209static int
2210driver_location_compare(const nir_variable *a, const nir_variable *b)
2211{
2212        return a->data.driver_location == b->data.driver_location ?
2213               a->data.location_frac - b->data.location_frac :
2214               a->data.driver_location - b->data.driver_location;
2215}
2216
2217static struct qreg
2218ntq_emit_vpm_read(struct v3d_compile *c,
2219                  uint32_t *num_components_queued,
2220                  uint32_t *remaining,
2221                  uint32_t vpm_index)
2222{
2223        struct qreg vpm = vir_reg(QFILE_VPM, vpm_index);
2224
2225        if (c->devinfo->ver >= 40 ) {
2226                return vir_LDVPMV_IN(c,
2227                                     vir_uniform_ui(c,
2228                                                    (*num_components_queued)++));
2229        }
2230
2231        if (*num_components_queued != 0) {
2232                (*num_components_queued)--;
2233                return vir_MOV(c, vpm);
2234        }
2235
2236        uint32_t num_components = MIN2(*remaining, 32);
2237
2238        v3d33_vir_vpm_read_setup(c, num_components);
2239
2240        *num_components_queued = num_components - 1;
2241        *remaining -= num_components;
2242
2243        return vir_MOV(c, vpm);
2244}
2245
2246static void
2247ntq_setup_vs_inputs(struct v3d_compile *c)
2248{
2249        /* Figure out how many components of each vertex attribute the shader
2250         * uses.  Each variable should have been split to individual
2251         * components and unused ones DCEed.  The vertex fetcher will load
2252         * from the start of the attribute to the number of components we
2253         * declare we need in c->vattr_sizes[].
2254         *
2255         * BGRA vertex attributes are a bit special: since we implement these
2256         * as RGBA swapping R/B components we always need at least 3 components
2257         * if component 0 is read.
2258         */
2259        nir_foreach_shader_in_variable(var, c->s) {
2260                /* No VS attribute array support. */
2261                assert(MAX2(glsl_get_length(var->type), 1) == 1);
2262
2263                unsigned loc = var->data.driver_location;
2264                int start_component = var->data.location_frac;
2265                int num_components = glsl_get_components(var->type);
2266
2267                c->vattr_sizes[loc] = MAX2(c->vattr_sizes[loc],
2268                                           start_component + num_components);
2269
2270                /* Handle BGRA inputs */
2271                if (start_component == 0 &&
2272                    c->vs_key->va_swap_rb_mask & (1 << var->data.location)) {
2273                        c->vattr_sizes[loc] = MAX2(3, c->vattr_sizes[loc]);
2274                }
2275        }
2276
2277        unsigned num_components = 0;
2278        uint32_t vpm_components_queued = 0;
2279        bool uses_iid = BITSET_TEST(c->s->info.system_values_read,
2280                                    SYSTEM_VALUE_INSTANCE_ID) ||
2281                        BITSET_TEST(c->s->info.system_values_read,
2282                                    SYSTEM_VALUE_INSTANCE_INDEX);
2283        bool uses_biid = BITSET_TEST(c->s->info.system_values_read,
2284                                     SYSTEM_VALUE_BASE_INSTANCE);
2285        bool uses_vid = BITSET_TEST(c->s->info.system_values_read,
2286                                    SYSTEM_VALUE_VERTEX_ID) ||
2287                        BITSET_TEST(c->s->info.system_values_read,
2288                                    SYSTEM_VALUE_VERTEX_ID_ZERO_BASE);
2289
2290        num_components += uses_iid;
2291        num_components += uses_biid;
2292        num_components += uses_vid;
2293
2294        for (int i = 0; i < ARRAY_SIZE(c->vattr_sizes); i++)
2295                num_components += c->vattr_sizes[i];
2296
2297        if (uses_iid) {
2298                c->iid = ntq_emit_vpm_read(c, &vpm_components_queued,
2299                                           &num_components, ~0);
2300        }
2301
2302        if (uses_biid) {
2303                c->biid = ntq_emit_vpm_read(c, &vpm_components_queued,
2304                                            &num_components, ~0);
2305        }
2306
2307        if (uses_vid) {
2308                c->vid = ntq_emit_vpm_read(c, &vpm_components_queued,
2309                                           &num_components, ~0);
2310        }
2311
2312        /* The actual loads will happen directly in nir_intrinsic_load_input
2313         * on newer versions.
2314         */
2315        if (c->devinfo->ver >= 40)
2316                return;
2317
2318        for (int loc = 0; loc < ARRAY_SIZE(c->vattr_sizes); loc++) {
2319                resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
2320                                  (loc + 1) * 4);
2321
2322                for (int i = 0; i < c->vattr_sizes[loc]; i++) {
2323                        c->inputs[loc * 4 + i] =
2324                                ntq_emit_vpm_read(c,
2325                                                  &vpm_components_queued,
2326                                                  &num_components,
2327                                                  loc * 4 + i);
2328
2329                }
2330        }
2331
2332        if (c->devinfo->ver >= 40) {
2333                assert(vpm_components_queued == num_components);
2334        } else {
2335                assert(vpm_components_queued == 0);
2336                assert(num_components == 0);
2337        }
2338}
2339
2340static bool
2341program_reads_point_coord(struct v3d_compile *c)
2342{
2343        nir_foreach_shader_in_variable(var, c->s) {
2344                if (util_varying_is_point_coord(var->data.location,
2345                                                c->fs_key->point_sprite_mask)) {
2346                        return true;
2347                }
2348        }
2349
2350        return false;
2351}
2352
2353static void
2354ntq_setup_gs_inputs(struct v3d_compile *c)
2355{
2356        nir_sort_variables_with_modes(c->s, driver_location_compare,
2357                                      nir_var_shader_in);
2358
2359        nir_foreach_shader_in_variable(var, c->s) {
2360                /* All GS inputs are arrays with as many entries as vertices
2361                 * in the input primitive, but here we only care about the
2362                 * per-vertex input type.
2363                 */
2364                assert(glsl_type_is_array(var->type));
2365                const struct glsl_type *type = glsl_get_array_element(var->type);
2366                unsigned var_len = glsl_count_vec4_slots(type, false, false);
2367                unsigned loc = var->data.driver_location;
2368
2369                resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
2370                                  (loc + var_len) * 4);
2371
2372                if (var->data.compact) {
2373                        for (unsigned j = 0; j < var_len; j++) {
2374                                unsigned input_idx = c->num_inputs++;
2375                                unsigned loc_frac = var->data.location_frac + j;
2376                                unsigned loc = var->data.location + loc_frac / 4;
2377                                unsigned comp = loc_frac % 4;
2378                                c->input_slots[input_idx] =
2379                                        v3d_slot_from_slot_and_component(loc, comp);
2380                        }
2381                       continue;
2382                }
2383
2384                for (unsigned j = 0; j < var_len; j++) {
2385                        unsigned num_elements =
2386                                glsl_type_is_struct(glsl_without_array(type)) ?
2387                                4 : glsl_get_vector_elements(type);
2388                        for (unsigned k = 0; k < num_elements; k++) {
2389                                unsigned chan = var->data.location_frac + k;
2390                                unsigned input_idx = c->num_inputs++;
2391                                struct v3d_varying_slot slot =
2392                                        v3d_slot_from_slot_and_component(var->data.location + j, chan);
2393                                c->input_slots[input_idx] = slot;
2394                        }
2395                }
2396        }
2397}
2398
2399
2400static void
2401ntq_setup_fs_inputs(struct v3d_compile *c)
2402{
2403        nir_sort_variables_with_modes(c->s, driver_location_compare,
2404                                      nir_var_shader_in);
2405
2406        nir_foreach_shader_in_variable(var, c->s) {
2407                unsigned var_len = glsl_count_vec4_slots(var->type, false, false);
2408                unsigned loc = var->data.driver_location;
2409
2410                uint32_t inputs_array_size = c->inputs_array_size;
2411                uint32_t inputs_array_required_size = (loc + var_len) * 4;
2412                resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
2413                                  inputs_array_required_size);
2414                resize_interp_array(c, &c->interp, &inputs_array_size,
2415                                    inputs_array_required_size);
2416
2417                if (var->data.location == VARYING_SLOT_POS) {
2418                        emit_fragcoord_input(c, loc);
2419                } else if (var->data.location == VARYING_SLOT_PRIMITIVE_ID &&
2420                           !c->fs_key->has_gs) {
2421                        /* If the fragment shader reads gl_PrimitiveID and we
2422                         * don't have a geometry shader in the pipeline to write
2423                         * it then we program the hardware to inject it as
2424                         * an implicit varying. Take it from there.
2425                         */
2426                        c->inputs[loc * 4] = c->primitive_id;
2427                } else if (util_varying_is_point_coord(var->data.location,
2428                                                       c->fs_key->point_sprite_mask)) {
2429                        c->inputs[loc * 4 + 0] = c->point_x;
2430                        c->inputs[loc * 4 + 1] = c->point_y;
2431                } else if (var->data.compact) {
2432                        for (int j = 0; j < var_len; j++)
2433                                emit_compact_fragment_input(c, loc, var, j);
2434                } else if (glsl_type_is_struct(glsl_without_array(var->type))) {
2435                        for (int j = 0; j < var_len; j++) {
2436                           emit_fragment_input(c, loc, var, j, 4);
2437                        }
2438                } else {
2439                        for (int j = 0; j < var_len; j++) {
2440                                emit_fragment_input(c, loc, var, j, glsl_get_vector_elements(var->type));
2441                        }
2442                }
2443        }
2444}
2445
2446static void
2447ntq_setup_outputs(struct v3d_compile *c)
2448{
2449        if (c->s->info.stage != MESA_SHADER_FRAGMENT)
2450                return;
2451
2452        nir_foreach_shader_out_variable(var, c->s) {
2453                unsigned array_len = MAX2(glsl_get_length(var->type), 1);
2454                unsigned loc = var->data.driver_location * 4;
2455
2456                assert(array_len == 1);
2457                (void)array_len;
2458
2459                for (int i = 0; i < 4 - var->data.location_frac; i++) {
2460                        add_output(c, loc + var->data.location_frac + i,
2461                                   var->data.location,
2462                                   var->data.location_frac + i);
2463                }
2464
2465                switch (var->data.location) {
2466                case FRAG_RESULT_COLOR:
2467                        c->output_color_var[0] = var;
2468                        c->output_color_var[1] = var;
2469                        c->output_color_var[2] = var;
2470                        c->output_color_var[3] = var;
2471                        break;
2472                case FRAG_RESULT_DATA0:
2473                case FRAG_RESULT_DATA1:
2474                case FRAG_RESULT_DATA2:
2475                case FRAG_RESULT_DATA3:
2476                        c->output_color_var[var->data.location -
2477                                            FRAG_RESULT_DATA0] = var;
2478                        break;
2479                case FRAG_RESULT_DEPTH:
2480                        c->output_position_index = loc;
2481                        break;
2482                case FRAG_RESULT_SAMPLE_MASK:
2483                        c->output_sample_mask_index = loc;
2484                        break;
2485                }
2486        }
2487}
2488
2489/**
2490 * Sets up the mapping from nir_register to struct qreg *.
2491 *
2492 * Each nir_register gets a struct qreg per 32-bit component being stored.
2493 */
2494static void
2495ntq_setup_registers(struct v3d_compile *c, struct exec_list *list)
2496{
2497        foreach_list_typed(nir_register, nir_reg, node, list) {
2498                unsigned array_len = MAX2(nir_reg->num_array_elems, 1);
2499                struct qreg *qregs = ralloc_array(c->def_ht, struct qreg,
2500                                                  array_len *
2501                                                  nir_reg->num_components);
2502
2503                _mesa_hash_table_insert(c->def_ht, nir_reg, qregs);
2504
2505                for (int i = 0; i < array_len * nir_reg->num_components; i++)
2506                        qregs[i] = vir_get_temp(c);
2507        }
2508}
2509
2510static void
2511ntq_emit_load_const(struct v3d_compile *c, nir_load_const_instr *instr)
2512{
2513        /* XXX perf: Experiment with using immediate loads to avoid having
2514         * these end up in the uniform stream.  Watch out for breaking the
2515         * small immediates optimization in the process!
2516         */
2517        struct qreg *qregs = ntq_init_ssa_def(c, &instr->def);
2518        for (int i = 0; i < instr->def.num_components; i++)
2519                qregs[i] = vir_uniform_ui(c, instr->value[i].u32);
2520
2521        _mesa_hash_table_insert(c->def_ht, &instr->def, qregs);
2522}
2523
2524static void
2525ntq_emit_image_size(struct v3d_compile *c, nir_intrinsic_instr *instr)
2526{
2527        unsigned image_index = nir_src_as_uint(instr->src[0]);
2528        bool is_array = nir_intrinsic_image_array(instr);
2529
2530        assert(nir_src_as_uint(instr->src[1]) == 0);
2531
2532        ntq_store_dest(c, &instr->dest, 0,
2533                       vir_uniform(c, QUNIFORM_IMAGE_WIDTH, image_index));
2534        if (instr->num_components > 1) {
2535                ntq_store_dest(c, &instr->dest, 1,
2536                               vir_uniform(c,
2537                                           instr->num_components == 2 && is_array ?
2538                                                   QUNIFORM_IMAGE_ARRAY_SIZE :
2539                                                   QUNIFORM_IMAGE_HEIGHT,
2540                                           image_index));
2541        }
2542        if (instr->num_components > 2) {
2543                ntq_store_dest(c, &instr->dest, 2,
2544                               vir_uniform(c,
2545                                           is_array ?
2546                                           QUNIFORM_IMAGE_ARRAY_SIZE :
2547                                           QUNIFORM_IMAGE_DEPTH,
2548                                           image_index));
2549        }
2550}
2551
2552static void
2553vir_emit_tlb_color_read(struct v3d_compile *c, nir_intrinsic_instr *instr)
2554{
2555        assert(c->s->info.stage == MESA_SHADER_FRAGMENT);
2556
2557        int rt = nir_src_as_uint(instr->src[0]);
2558        assert(rt < V3D_MAX_DRAW_BUFFERS);
2559
2560        int sample_index = nir_intrinsic_base(instr) ;
2561        assert(sample_index < V3D_MAX_SAMPLES);
2562
2563        int component = nir_intrinsic_component(instr);
2564        assert(component < 4);
2565
2566        /* We need to emit our TLB reads after we have acquired the scoreboard
2567         * lock, or the GPU will hang. Usually, we do our scoreboard locking on
2568         * the last thread switch to improve parallelism, however, that is only
2569         * guaranteed to happen before the tlb color writes.
2570         *
2571         * To fix that, we make sure we always emit a thread switch before the
2572         * first tlb color read. If that happens to be the last thread switch
2573         * we emit, then everything is fine, but otherwsie, if any code after
2574         * this point needs to emit additional thread switches, then we will
2575         * switch the strategy to locking the scoreboard on the first thread
2576         * switch instead -- see vir_emit_thrsw().
2577         */
2578        if (!c->emitted_tlb_load) {
2579                if (!c->last_thrsw_at_top_level) {
2580                        assert(c->devinfo->ver >= 41);
2581                        vir_emit_thrsw(c);
2582                }
2583
2584                c->emitted_tlb_load = true;
2585        }
2586
2587        struct qreg *color_reads_for_sample =
2588                &c->color_reads[(rt * V3D_MAX_SAMPLES + sample_index) * 4];
2589
2590        if (color_reads_for_sample[component].file == QFILE_NULL) {
2591                enum pipe_format rt_format = c->fs_key->color_fmt[rt].format;
2592                int num_components =
2593                        util_format_get_nr_components(rt_format);
2594
2595                const bool swap_rb = c->fs_key->swap_color_rb & (1 << rt);
2596                if (swap_rb)
2597                        num_components = MAX2(num_components, 3);
2598
2599                nir_variable *var = c->output_color_var[rt];
2600                enum glsl_base_type type = glsl_get_base_type(var->type);
2601
2602                bool is_int_format = type == GLSL_TYPE_INT ||
2603                                     type == GLSL_TYPE_UINT;
2604
2605                bool is_32b_tlb_format = is_int_format ||
2606                                         (c->fs_key->f32_color_rb & (1 << rt));
2607
2608                int num_samples = c->fs_key->msaa ? V3D_MAX_SAMPLES : 1;
2609
2610                uint32_t conf = 0xffffff00;
2611                conf |= c->fs_key->msaa ? TLB_SAMPLE_MODE_PER_SAMPLE :
2612                                          TLB_SAMPLE_MODE_PER_PIXEL;
2613                conf |= (7 - rt) << TLB_RENDER_TARGET_SHIFT;
2614
2615                if (is_32b_tlb_format) {
2616                        /* The F32 vs I32 distinction was dropped in 4.2. */
2617                        conf |= (c->devinfo->ver < 42 && is_int_format) ?
2618                                TLB_TYPE_I32_COLOR : TLB_TYPE_F32_COLOR;
2619
2620                        conf |= ((num_components - 1) <<
2621                                 TLB_VEC_SIZE_MINUS_1_SHIFT);
2622                } else {
2623                        conf |= TLB_TYPE_F16_COLOR;
2624                        conf |= TLB_F16_SWAP_HI_LO;
2625
2626                        if (num_components >= 3)
2627                                conf |= TLB_VEC_SIZE_4_F16;
2628                        else
2629                                conf |= TLB_VEC_SIZE_2_F16;
2630                }
2631
2632
2633                for (int i = 0; i < num_samples; i++) {
2634                        struct qreg r, g, b, a;
2635                        if (is_32b_tlb_format) {
2636                                r = conf != 0xffffffff && i == 0?
2637                                        vir_TLBU_COLOR_READ(c, conf) :
2638                                        vir_TLB_COLOR_READ(c);
2639                                if (num_components >= 2)
2640                                        g = vir_TLB_COLOR_READ(c);
2641                                if (num_components >= 3)
2642                                        b = vir_TLB_COLOR_READ(c);
2643                                if (num_components >= 4)
2644                                        a = vir_TLB_COLOR_READ(c);
2645                        } else {
2646                                struct qreg rg = conf != 0xffffffff && i == 0 ?
2647                                        vir_TLBU_COLOR_READ(c, conf) :
2648                                        vir_TLB_COLOR_READ(c);
2649                                r = vir_FMOV(c, rg);
2650                                vir_set_unpack(c->defs[r.index], 0,
2651                                               V3D_QPU_UNPACK_L);
2652                                g = vir_FMOV(c, rg);
2653                                vir_set_unpack(c->defs[g.index], 0,
2654                                               V3D_QPU_UNPACK_H);
2655
2656                                if (num_components > 2) {
2657                                    struct qreg ba = vir_TLB_COLOR_READ(c);
2658                                    b = vir_FMOV(c, ba);
2659                                    vir_set_unpack(c->defs[b.index], 0,
2660                                                   V3D_QPU_UNPACK_L);
2661                                    a = vir_FMOV(c, ba);
2662                                    vir_set_unpack(c->defs[a.index], 0,
2663                                                   V3D_QPU_UNPACK_H);
2664                                }
2665                        }
2666
2667                        struct qreg *color_reads =
2668                                &c->color_reads[(rt * V3D_MAX_SAMPLES + i) * 4];
2669
2670                        color_reads[0] = swap_rb ? b : r;
2671                        if (num_components >= 2)
2672                                color_reads[1] = g;
2673                        if (num_components >= 3)
2674                                color_reads[2] = swap_rb ? r : b;
2675                        if (num_components >= 4)
2676                                color_reads[3] = a;
2677                }
2678        }
2679
2680        assert(color_reads_for_sample[component].file != QFILE_NULL);
2681        ntq_store_dest(c, &instr->dest, 0,
2682                       vir_MOV(c, color_reads_for_sample[component]));
2683}
2684
2685static bool
2686ntq_emit_load_unifa(struct v3d_compile *c, nir_intrinsic_instr *instr);
2687
2688static bool
2689try_emit_uniform(struct v3d_compile *c,
2690                 int offset,
2691                 int num_components,
2692                 nir_dest *dest,
2693                 enum quniform_contents contents)
2694{
2695        /* Even though ldunif is strictly 32-bit we can still use it
2696         * to load scalar 8-bit/16-bit uniforms so long as their offset
2697         * is 32-bit aligned. In this case, ldunif would still load
2698         * 32-bit into the destination with the 8-bit/16-bit uniform
2699         * data in the LSB and garbage in the MSB, but that is fine
2700         * because we should only be accessing the valid bits of the
2701         * destination.
2702         *
2703         * FIXME: if in the future we improve our register allocator to
2704         * pack 2 16-bit variables in the MSB and LSB of the same
2705         * register then this optimization would not be valid as is,
2706         * since the load clobbers the MSB.
2707         */
2708        if (offset % 4 != 0)
2709                return false;
2710
2711        /* We need dwords */
2712        offset = offset / 4;
2713
2714        for (int i = 0; i < num_components; i++) {
2715                ntq_store_dest(c, dest, i,
2716                               vir_uniform(c, contents, offset + i));
2717        }
2718
2719        return true;
2720}
2721
2722static void
2723ntq_emit_load_uniform(struct v3d_compile *c, nir_intrinsic_instr *instr)
2724{
2725        /* We scalarize general TMU access for anything that is not 32-bit. */
2726        assert(nir_dest_bit_size(instr->dest) == 32 ||
2727               instr->num_components == 1);
2728
2729        /* Try to emit ldunif if possible, otherwise fallback to general TMU */
2730        if (nir_src_is_const(instr->src[0])) {
2731                int offset = (nir_intrinsic_base(instr) +
2732                             nir_src_as_uint(instr->src[0]));
2733
2734                if (try_emit_uniform(c, offset, instr->num_components,
2735                                     &instr->dest, QUNIFORM_UNIFORM)) {
2736                        return;
2737                }
2738        }
2739
2740        if (!ntq_emit_load_unifa(c, instr)) {
2741                ntq_emit_tmu_general(c, instr, false, false);
2742                c->has_general_tmu_load = true;
2743        }
2744}
2745
2746static bool
2747ntq_emit_inline_ubo_load(struct v3d_compile *c, nir_intrinsic_instr *instr)
2748{
2749        if (c->compiler->max_inline_uniform_buffers <= 0)
2750                return false;
2751
2752        /* On Vulkan we use indices 1..MAX_INLINE_UNIFORM_BUFFERS for inline
2753         * uniform buffers which we want to handle more like push constants
2754         * than regular UBO. OpenGL doesn't implement this feature.
2755         */
2756        assert(c->key->environment == V3D_ENVIRONMENT_VULKAN);
2757        uint32_t index = nir_src_as_uint(instr->src[0]);
2758        if (index == 0 || index > c->compiler->max_inline_uniform_buffers)
2759                return false;
2760
2761        /* We scalarize general TMU access for anything that is not 32-bit */
2762        assert(nir_dest_bit_size(instr->dest) == 32 ||
2763               instr->num_components == 1);
2764
2765        if (nir_src_is_const(instr->src[1])) {
2766                /* Index 0 is reserved for push constants */
2767                assert(index > 0);
2768                uint32_t inline_index = index - 1;
2769                int offset = nir_src_as_uint(instr->src[1]);
2770                if (try_emit_uniform(c, offset, instr->num_components,
2771                                     &instr->dest,
2772                                     QUNIFORM_INLINE_UBO_0 + inline_index)) {
2773                        return true;
2774                }
2775        }
2776
2777        /* Fallback to regular UBO load */
2778        return false;
2779}
2780
2781static void
2782ntq_emit_load_input(struct v3d_compile *c, nir_intrinsic_instr *instr)
2783{
2784        /* XXX: Use ldvpmv (uniform offset) or ldvpmd (non-uniform offset).
2785         *
2786         * Right now the driver sets PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR even
2787         * if we don't support non-uniform offsets because we also set the
2788         * lower_all_io_to_temps option in the NIR compiler. This ensures that
2789         * any indirect indexing on in/out variables is turned into indirect
2790         * indexing on temporary variables instead, that we handle by lowering
2791         * to scratch. If we implement non-uniform offset here we might be able
2792         * to avoid the temp and scratch lowering, which involves copying from
2793         * the input to the temp variable, possibly making code more optimal.
2794         */
2795        unsigned offset =
2796                nir_intrinsic_base(instr) + nir_src_as_uint(instr->src[0]);
2797
2798        if (c->s->info.stage != MESA_SHADER_FRAGMENT && c->devinfo->ver >= 40) {
2799               /* Emit the LDVPM directly now, rather than at the top
2800                * of the shader like we did for V3D 3.x (which needs
2801                * vpmsetup when not just taking the next offset).
2802                *
2803                * Note that delaying like this may introduce stalls,
2804                * as LDVPMV takes a minimum of 1 instruction but may
2805                * be slower if the VPM unit is busy with another QPU.
2806                */
2807               int index = 0;
2808               if (BITSET_TEST(c->s->info.system_values_read,
2809                               SYSTEM_VALUE_INSTANCE_ID)) {
2810                      index++;
2811               }
2812               if (BITSET_TEST(c->s->info.system_values_read,
2813                               SYSTEM_VALUE_BASE_INSTANCE)) {
2814                      index++;
2815               }
2816               if (BITSET_TEST(c->s->info.system_values_read,
2817                               SYSTEM_VALUE_VERTEX_ID)) {
2818                      index++;
2819               }
2820               for (int i = 0; i < offset; i++)
2821                      index += c->vattr_sizes[i];
2822               index += nir_intrinsic_component(instr);
2823               for (int i = 0; i < instr->num_components; i++) {
2824                      struct qreg vpm_offset = vir_uniform_ui(c, index++);
2825                      ntq_store_dest(c, &instr->dest, i,
2826                                     vir_LDVPMV_IN(c, vpm_offset));
2827                }
2828        } else {
2829                for (int i = 0; i < instr->num_components; i++) {
2830                        int comp = nir_intrinsic_component(instr) + i;
2831                        struct qreg input = c->inputs[offset * 4 + comp];
2832                        ntq_store_dest(c, &instr->dest, i, vir_MOV(c, input));
2833
2834                        if (c->s->info.stage == MESA_SHADER_FRAGMENT &&
2835                            input.file == c->payload_z.file &&
2836                            input.index == c->payload_z.index) {
2837                                c->reads_z = true;
2838                        }
2839                }
2840        }
2841}
2842
2843static void
2844ntq_emit_per_sample_color_write(struct v3d_compile *c,
2845                                nir_intrinsic_instr *instr)
2846{
2847        assert(instr->intrinsic == nir_intrinsic_store_tlb_sample_color_v3d);
2848
2849        unsigned rt = nir_src_as_uint(instr->src[1]);
2850        assert(rt < V3D_MAX_DRAW_BUFFERS);
2851
2852        unsigned sample_idx = nir_intrinsic_base(instr);
2853        assert(sample_idx < V3D_MAX_SAMPLES);
2854
2855        unsigned offset = (rt * V3D_MAX_SAMPLES + sample_idx) * 4;
2856        for (int i = 0; i < instr->num_components; i++) {
2857                c->sample_colors[offset + i] =
2858                        vir_MOV(c, ntq_get_src(c, instr->src[0], i));
2859        }
2860}
2861
2862static void
2863ntq_emit_color_write(struct v3d_compile *c,
2864                     nir_intrinsic_instr *instr)
2865{
2866        unsigned offset = (nir_intrinsic_base(instr) +
2867                           nir_src_as_uint(instr->src[1])) * 4 +
2868                          nir_intrinsic_component(instr);
2869        for (int i = 0; i < instr->num_components; i++) {
2870                c->outputs[offset + i] =
2871                        vir_MOV(c, ntq_get_src(c, instr->src[0], i));
2872        }
2873}
2874
2875static void
2876emit_store_output_gs(struct v3d_compile *c, nir_intrinsic_instr *instr)
2877{
2878        assert(instr->num_components == 1);
2879
2880        struct qreg offset = ntq_get_src(c, instr->src[1], 0);
2881
2882        uint32_t base_offset = nir_intrinsic_base(instr);
2883
2884        if (base_offset)
2885                offset = vir_ADD(c, vir_uniform_ui(c, base_offset), offset);
2886
2887        /* Usually, for VS or FS, we only emit outputs once at program end so
2888         * our VPM writes are never in non-uniform control flow, but this
2889         * is not true for GS, where we are emitting multiple vertices.
2890         */
2891        if (vir_in_nonuniform_control_flow(c)) {
2892                vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
2893                           V3D_QPU_PF_PUSHZ);
2894        }
2895
2896        struct qreg val = ntq_get_src(c, instr->src[0], 0);
2897
2898        /* The offset isn’t necessarily dynamically uniform for a geometry
2899         * shader. This can happen if the shader sometimes doesn’t emit one of
2900         * the vertices. In that case subsequent vertices will be written to
2901         * different offsets in the VPM and we need to use the scatter write
2902         * instruction to have a different offset for each lane.
2903         */
2904         bool is_uniform_offset =
2905                 !vir_in_nonuniform_control_flow(c) &&
2906                 !nir_src_is_divergent(instr->src[1]);
2907         vir_VPM_WRITE_indirect(c, val, offset, is_uniform_offset);
2908
2909        if (vir_in_nonuniform_control_flow(c)) {
2910                struct qinst *last_inst =
2911                        (struct qinst *)c->cur_block->instructions.prev;
2912                vir_set_cond(last_inst, V3D_QPU_COND_IFA);
2913        }
2914}
2915
2916static void
2917emit_store_output_vs(struct v3d_compile *c, nir_intrinsic_instr *instr)
2918{
2919        assert(c->s->info.stage == MESA_SHADER_VERTEX);
2920        assert(instr->num_components == 1);
2921
2922        uint32_t base = nir_intrinsic_base(instr);
2923        struct qreg val = ntq_get_src(c, instr->src[0], 0);
2924
2925        if (nir_src_is_const(instr->src[1])) {
2926                vir_VPM_WRITE(c, val,
2927                              base + nir_src_as_uint(instr->src[1]));
2928        } else {
2929                struct qreg offset = vir_ADD(c,
2930                                             ntq_get_src(c, instr->src[1], 1),
2931                                             vir_uniform_ui(c, base));
2932                bool is_uniform_offset =
2933                        !vir_in_nonuniform_control_flow(c) &&
2934                        !nir_src_is_divergent(instr->src[1]);
2935                vir_VPM_WRITE_indirect(c, val, offset, is_uniform_offset);
2936        }
2937}
2938
2939static void
2940ntq_emit_store_output(struct v3d_compile *c, nir_intrinsic_instr *instr)
2941{
2942        if (c->s->info.stage == MESA_SHADER_FRAGMENT)
2943               ntq_emit_color_write(c, instr);
2944        else if (c->s->info.stage == MESA_SHADER_GEOMETRY)
2945               emit_store_output_gs(c, instr);
2946        else
2947               emit_store_output_vs(c, instr);
2948}
2949
2950/**
2951 * This implementation is based on v3d_sample_{x,y}_offset() from
2952 * v3d_sample_offset.h.
2953 */
2954static void
2955ntq_get_sample_offset(struct v3d_compile *c, struct qreg sample_idx,
2956                      struct qreg *sx, struct qreg *sy)
2957{
2958        sample_idx = vir_ITOF(c, sample_idx);
2959
2960        struct qreg offset_x =
2961                vir_FADD(c, vir_uniform_f(c, -0.125f),
2962                            vir_FMUL(c, sample_idx,
2963                                        vir_uniform_f(c, 0.5f)));
2964        vir_set_pf(c, vir_FCMP_dest(c, vir_nop_reg(),
2965                                    vir_uniform_f(c, 2.0f), sample_idx),
2966                   V3D_QPU_PF_PUSHC);
2967        offset_x = vir_SEL(c, V3D_QPU_COND_IFA,
2968                              vir_FSUB(c, offset_x, vir_uniform_f(c, 1.25f)),
2969                              offset_x);
2970
2971        struct qreg offset_y =
2972                   vir_FADD(c, vir_uniform_f(c, -0.375f),
2973                               vir_FMUL(c, sample_idx,
2974                                           vir_uniform_f(c, 0.25f)));
2975        *sx = offset_x;
2976        *sy = offset_y;
2977}
2978
2979/**
2980 * This implementation is based on get_centroid_offset() from fep.c.
2981 */
2982static void
2983ntq_get_barycentric_centroid(struct v3d_compile *c,
2984                             struct qreg *out_x,
2985                             struct qreg *out_y)
2986{
2987        struct qreg sample_mask;
2988        if (c->output_sample_mask_index != -1)
2989                sample_mask = c->outputs[c->output_sample_mask_index];
2990        else
2991                sample_mask = vir_MSF(c);
2992
2993        struct qreg i0 = vir_uniform_ui(c, 0);
2994        struct qreg i1 = vir_uniform_ui(c, 1);
2995        struct qreg i2 = vir_uniform_ui(c, 2);
2996        struct qreg i3 = vir_uniform_ui(c, 3);
2997        struct qreg i4 = vir_uniform_ui(c, 4);
2998        struct qreg i8 = vir_uniform_ui(c, 8);
2999
3000        /* sN = TRUE if sample N enabled in sample mask, FALSE otherwise */
3001        struct qreg F = vir_uniform_ui(c, 0);
3002        struct qreg T = vir_uniform_ui(c, ~0);
3003        struct qreg s0 = vir_XOR(c, vir_AND(c, sample_mask, i1), i1);
3004        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s0), V3D_QPU_PF_PUSHZ);
3005        s0 = vir_SEL(c, V3D_QPU_COND_IFA, T, F);
3006        struct qreg s1 = vir_XOR(c, vir_AND(c, sample_mask, i2), i2);
3007        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s1), V3D_QPU_PF_PUSHZ);
3008        s1 = vir_SEL(c, V3D_QPU_COND_IFA, T, F);
3009        struct qreg s2 = vir_XOR(c, vir_AND(c, sample_mask, i4), i4);
3010        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s2), V3D_QPU_PF_PUSHZ);
3011        s2 = vir_SEL(c, V3D_QPU_COND_IFA, T, F);
3012        struct qreg s3 = vir_XOR(c, vir_AND(c, sample_mask, i8), i8);
3013        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s3), V3D_QPU_PF_PUSHZ);
3014        s3 = vir_SEL(c, V3D_QPU_COND_IFA, T, F);
3015
3016        /* sample_idx = s0 ? 0 : s2 ? 2 : s1 ? 1 : 3 */
3017        struct qreg sample_idx = i3;
3018        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s1), V3D_QPU_PF_PUSHZ);
3019        sample_idx = vir_SEL(c, V3D_QPU_COND_IFNA, i1, sample_idx);
3020        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s2), V3D_QPU_PF_PUSHZ);
3021        sample_idx = vir_SEL(c, V3D_QPU_COND_IFNA, i2, sample_idx);
3022        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s0), V3D_QPU_PF_PUSHZ);
3023        sample_idx = vir_SEL(c, V3D_QPU_COND_IFNA, i0, sample_idx);
3024
3025        /* Get offset at selected sample index */
3026        struct qreg offset_x, offset_y;
3027        ntq_get_sample_offset(c, sample_idx, &offset_x, &offset_y);
3028
3029        /* Select pixel center [offset=(0,0)] if two opposing samples (or none)
3030         * are selected.
3031         */
3032        struct qreg s0_and_s3 = vir_AND(c, s0, s3);
3033        struct qreg s1_and_s2 = vir_AND(c, s1, s2);
3034
3035        struct qreg use_center = vir_XOR(c, sample_mask, vir_uniform_ui(c, 0));
3036        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), use_center), V3D_QPU_PF_PUSHZ);
3037        use_center = vir_SEL(c, V3D_QPU_COND_IFA, T, F);
3038        use_center = vir_OR(c, use_center, s0_and_s3);
3039        use_center = vir_OR(c, use_center, s1_and_s2);
3040
3041        struct qreg zero = vir_uniform_f(c, 0.0f);
3042        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), use_center), V3D_QPU_PF_PUSHZ);
3043        offset_x = vir_SEL(c, V3D_QPU_COND_IFNA, zero, offset_x);
3044        offset_y = vir_SEL(c, V3D_QPU_COND_IFNA, zero, offset_y);
3045
3046        *out_x = offset_x;
3047        *out_y = offset_y;
3048}
3049
3050static struct qreg
3051ntq_emit_load_interpolated_input(struct v3d_compile *c,
3052                                 struct qreg p,
3053                                 struct qreg C,
3054                                 struct qreg offset_x,
3055                                 struct qreg offset_y,
3056                                 unsigned mode)
3057{
3058        if (mode == INTERP_MODE_FLAT)
3059                return C;
3060
3061        struct qreg sample_offset_x =
3062                vir_FSUB(c, vir_FXCD(c), vir_ITOF(c, vir_XCD(c)));
3063        struct qreg sample_offset_y =
3064                vir_FSUB(c, vir_FYCD(c), vir_ITOF(c, vir_YCD(c)));
3065
3066        struct qreg scaleX =
3067                vir_FADD(c, vir_FSUB(c, vir_uniform_f(c, 0.5f), sample_offset_x),
3068                            offset_x);
3069        struct qreg scaleY =
3070                vir_FADD(c, vir_FSUB(c, vir_uniform_f(c, 0.5f), sample_offset_y),
3071                            offset_y);
3072
3073        struct qreg pInterp =
3074                vir_FADD(c, p, vir_FADD(c, vir_FMUL(c, vir_FDX(c, p), scaleX),
3075                                           vir_FMUL(c, vir_FDY(c, p), scaleY)));
3076
3077        if (mode == INTERP_MODE_NOPERSPECTIVE)
3078                return vir_FADD(c, pInterp, C);
3079
3080        struct qreg w = c->payload_w;
3081        struct qreg wInterp =
3082                vir_FADD(c, w, vir_FADD(c, vir_FMUL(c, vir_FDX(c, w), scaleX),
3083                                           vir_FMUL(c, vir_FDY(c, w), scaleY)));
3084
3085        return vir_FADD(c, vir_FMUL(c, pInterp, wInterp), C);
3086}
3087
3088static void
3089emit_ldunifa(struct v3d_compile *c, struct qreg *result)
3090{
3091        struct qinst *ldunifa =
3092                vir_add_inst(V3D_QPU_A_NOP, c->undef, c->undef, c->undef);
3093        ldunifa->qpu.sig.ldunifa = true;
3094        if (result)
3095                *result = vir_emit_def(c, ldunifa);
3096        else
3097                vir_emit_nondef(c, ldunifa);
3098        c->current_unifa_offset += 4;
3099}
3100
3101static bool
3102ntq_emit_load_unifa(struct v3d_compile *c, nir_intrinsic_instr *instr)
3103{
3104        assert(instr->intrinsic == nir_intrinsic_load_ubo ||
3105               instr->intrinsic == nir_intrinsic_load_ssbo ||
3106               instr->intrinsic == nir_intrinsic_load_uniform);
3107
3108        bool is_uniform = instr->intrinsic == nir_intrinsic_load_uniform;
3109        bool is_ubo = instr->intrinsic == nir_intrinsic_load_ubo;
3110        bool is_ssbo = instr->intrinsic == nir_intrinsic_load_ssbo;
3111
3112        /* Every ldunifa auto-increments the unifa address by 4 bytes, so our
3113         * current unifa offset is 4 bytes ahead of the offset of the last load.
3114         */
3115        static const int32_t max_unifa_skip_dist =
3116                MAX_UNIFA_SKIP_DISTANCE - 4;
3117
3118        /* We can only use unifa if the offset is uniform */
3119        nir_src offset = is_uniform ? instr->src[0] : instr->src[1];
3120        if (nir_src_is_divergent(offset))
3121                return false;
3122
3123        /* We can only use unifa with SSBOs if they are read-only. Otherwise
3124         * ldunifa won't see the shader writes to that address (possibly
3125         * because ldunifa doesn't read from the L2T cache).
3126         */
3127        if (is_ssbo && !(nir_intrinsic_access(instr) & ACCESS_NON_WRITEABLE))
3128                return false;
3129
3130        /* Just as with SSBOs, we can't use ldunifa to read indirect uniforms
3131         * that we may have been written to scratch using the TMU.
3132         */
3133        bool dynamic_src = !nir_src_is_const(offset);
3134        if (is_uniform && dynamic_src && c->s->scratch_size > 0)
3135                return false;
3136
3137        uint32_t const_offset = dynamic_src ? 0 : nir_src_as_uint(offset);
3138        if (is_uniform)
3139                const_offset += nir_intrinsic_base(instr);
3140
3141        /* ldunifa is a 32-bit load instruction so we can only use it with
3142         * 32-bit aligned addresses. We always produce 32-bit aligned addresses
3143         * except for types smaller than 32-bit, so in these cases we can only
3144         * use ldunifa if we can verify alignment, which we can only do for
3145         * loads with a constant offset.
3146         */
3147        uint32_t bit_size = nir_dest_bit_size(instr->dest);
3148        uint32_t value_skips = 0;
3149        if (bit_size < 32) {
3150                if (dynamic_src) {
3151                        return false;
3152                } else if (const_offset % 4 != 0) {
3153                        /* If we are loading from an unaligned offset, fix
3154                         * alignment and skip over unused elements in result.
3155                         */
3156                        value_skips = (const_offset % 4) / (bit_size / 8);
3157                        const_offset &= ~0x3;
3158                }
3159        }
3160
3161        assert((bit_size == 32 && value_skips == 0) ||
3162               (bit_size == 16 && value_skips <= 1) ||
3163               (bit_size == 8  && value_skips <= 3));
3164
3165        /* Both Vulkan and OpenGL reserve index 0 for uniforms / push
3166         * constants.
3167         */
3168        uint32_t index = is_uniform ? 0 : nir_src_as_uint(instr->src[0]);
3169
3170        /* On OpenGL QUNIFORM_UBO_ADDR takes a UBO index
3171         * shifted up by 1 (0 is gallium's constant buffer 0).
3172         */
3173        if (is_ubo && c->key->environment == V3D_ENVIRONMENT_OPENGL)
3174                index++;
3175
3176        /* We can only keep track of the last unifa address we used with
3177         * constant offset loads. If the new load targets the same buffer and
3178         * is close enough to the previous load, we can skip the unifa register
3179         * write by emitting dummy ldunifa instructions to update the unifa
3180         * address.
3181         */
3182        bool skip_unifa = false;
3183        uint32_t ldunifa_skips = 0;
3184        if (dynamic_src) {
3185                c->current_unifa_block = NULL;
3186        } else if (c->cur_block == c->current_unifa_block &&
3187                   c->current_unifa_is_ubo == !is_ssbo &&
3188                   c->current_unifa_index == index &&
3189                   c->current_unifa_offset <= const_offset &&
3190                   c->current_unifa_offset + max_unifa_skip_dist >= const_offset) {
3191                skip_unifa = true;
3192                ldunifa_skips = (const_offset - c->current_unifa_offset) / 4;
3193        } else {
3194                c->current_unifa_block = c->cur_block;
3195                c->current_unifa_is_ubo = !is_ssbo;
3196                c->current_unifa_index = index;
3197                c->current_unifa_offset = const_offset;
3198        }
3199
3200        if (!skip_unifa) {
3201                struct qreg base_offset = !is_ssbo ?
3202                        vir_uniform(c, QUNIFORM_UBO_ADDR,
3203                                    v3d_unit_data_create(index, const_offset)) :
3204                        vir_uniform(c, QUNIFORM_SSBO_OFFSET, index);
3205
3206                struct qreg unifa = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_UNIFA);
3207                if (!dynamic_src) {
3208                        if (!is_ssbo) {
3209                                vir_MOV_dest(c, unifa, base_offset);
3210                        } else {
3211                                vir_ADD_dest(c, unifa, base_offset,
3212                                             vir_uniform_ui(c, const_offset));
3213                        }
3214                } else {
3215                        vir_ADD_dest(c, unifa, base_offset,
3216                                     ntq_get_src(c, offset, 0));
3217                }
3218        } else {
3219                for (int i = 0; i < ldunifa_skips; i++)
3220                        emit_ldunifa(c, NULL);
3221        }
3222
3223        uint32_t num_components = nir_intrinsic_dest_components(instr);
3224        for (uint32_t i = 0; i < num_components; ) {
3225                struct qreg data;
3226                emit_ldunifa(c, &data);
3227
3228                if (bit_size == 32) {
3229                        assert(value_skips == 0);
3230                        ntq_store_dest(c, &instr->dest, i, vir_MOV(c, data));
3231                        i++;
3232                } else {
3233                        assert((bit_size == 16 && value_skips <= 1) ||
3234                               (bit_size ==  8 && value_skips <= 3));
3235
3236                        /* If we have any values to skip, shift to the first
3237                         * valid value in the ldunifa result.
3238                         */
3239                        if (value_skips > 0) {
3240                                data = vir_SHR(c, data,
3241                                               vir_uniform_ui(c, bit_size *
3242                                                                 value_skips));
3243                        }
3244
3245                        /* Check how many valid components we have discounting
3246                         * read components to skip.
3247                         */
3248                        uint32_t valid_count = (32 / bit_size) - value_skips;
3249                        assert((bit_size == 16 && valid_count <= 2) ||
3250                               (bit_size ==  8 && valid_count <= 4));
3251                        assert(valid_count > 0);
3252
3253                        /* Process the valid components */
3254                        do {
3255                                struct qreg tmp;
3256                                uint32_t mask = (1 << bit_size) - 1;
3257                                tmp = vir_AND(c, vir_MOV(c, data),
3258                                              vir_uniform_ui(c, mask));
3259                                ntq_store_dest(c, &instr->dest, i,
3260                                               vir_MOV(c, tmp));
3261                                i++;
3262                                valid_count--;
3263
3264                                /* Shift to next component */
3265                                if (i < num_components && valid_count > 0) {
3266                                        data = vir_SHR(c, data,
3267                                                       vir_uniform_ui(c, bit_size));
3268                                }
3269                        } while (i < num_components && valid_count > 0);
3270                }
3271        }
3272
3273        return true;
3274}
3275
3276static inline struct qreg
3277emit_load_local_invocation_index(struct v3d_compile *c)
3278{
3279        return vir_SHR(c, c->cs_payload[1],
3280                       vir_uniform_ui(c, 32 - c->local_invocation_index_bits));
3281}
3282
3283/* Various subgroup operations rely on the A flags, so this helper ensures that
3284 * A flags represents currently active lanes in the subgroup.
3285 */
3286static void
3287set_a_flags_for_subgroup(struct v3d_compile *c)
3288{
3289        /* MSF returns 0 for disabled lanes in compute shaders so
3290         * PUSHZ will set A=1 for disabled lanes. We want the inverse
3291         * of this but we don't have any means to negate the A flags
3292         * directly, but we can do it by repeating the same operation
3293         * with NORZ (A = ~A & ~Z).
3294         */
3295        assert(c->s->info.stage == MESA_SHADER_COMPUTE);
3296        vir_set_pf(c, vir_MSF_dest(c, vir_nop_reg()), V3D_QPU_PF_PUSHZ);
3297        vir_set_uf(c, vir_MSF_dest(c, vir_nop_reg()), V3D_QPU_UF_NORZ);
3298
3299        /* If we are under non-uniform control flow we also need to
3300         * AND the A flags with the current execute mask.
3301         */
3302        if (vir_in_nonuniform_control_flow(c)) {
3303                const uint32_t bidx = c->cur_block->index;
3304                vir_set_uf(c, vir_XOR_dest(c, vir_nop_reg(),
3305                                           c->execute,
3306                                           vir_uniform_ui(c, bidx)),
3307                           V3D_QPU_UF_ANDZ);
3308        }
3309}
3310
3311static void
3312ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
3313{
3314        switch (instr->intrinsic) {
3315        case nir_intrinsic_load_uniform:
3316                ntq_emit_load_uniform(c, instr);
3317                break;
3318
3319        case nir_intrinsic_load_global_2x32:
3320                ntq_emit_tmu_general(c, instr, false, true);
3321                c->has_general_tmu_load = true;
3322                break;
3323
3324        case nir_intrinsic_load_ubo:
3325           if (ntq_emit_inline_ubo_load(c, instr))
3326                   break;
3327           FALLTHROUGH;
3328        case nir_intrinsic_load_ssbo:
3329                if (!ntq_emit_load_unifa(c, instr)) {
3330                        ntq_emit_tmu_general(c, instr, false, false);
3331                        c->has_general_tmu_load = true;
3332                }
3333                break;
3334
3335        case nir_intrinsic_ssbo_atomic_add:
3336        case nir_intrinsic_ssbo_atomic_imin:
3337        case nir_intrinsic_ssbo_atomic_umin:
3338        case nir_intrinsic_ssbo_atomic_imax:
3339        case nir_intrinsic_ssbo_atomic_umax:
3340        case nir_intrinsic_ssbo_atomic_and:
3341        case nir_intrinsic_ssbo_atomic_or:
3342        case nir_intrinsic_ssbo_atomic_xor:
3343        case nir_intrinsic_ssbo_atomic_exchange:
3344        case nir_intrinsic_ssbo_atomic_comp_swap:
3345        case nir_intrinsic_store_ssbo:
3346                ntq_emit_tmu_general(c, instr, false, false);
3347                break;
3348
3349        case nir_intrinsic_global_atomic_add_2x32:
3350        case nir_intrinsic_global_atomic_imin_2x32:
3351        case nir_intrinsic_global_atomic_umin_2x32:
3352        case nir_intrinsic_global_atomic_imax_2x32:
3353        case nir_intrinsic_global_atomic_umax_2x32:
3354        case nir_intrinsic_global_atomic_and_2x32:
3355        case nir_intrinsic_global_atomic_or_2x32:
3356        case nir_intrinsic_global_atomic_xor_2x32:
3357        case nir_intrinsic_global_atomic_exchange_2x32:
3358        case nir_intrinsic_global_atomic_comp_swap_2x32:
3359        case nir_intrinsic_store_global_2x32:
3360                ntq_emit_tmu_general(c, instr, false, true);
3361                break;
3362
3363        case nir_intrinsic_shared_atomic_add:
3364        case nir_intrinsic_shared_atomic_imin:
3365        case nir_intrinsic_shared_atomic_umin:
3366        case nir_intrinsic_shared_atomic_imax:
3367        case nir_intrinsic_shared_atomic_umax:
3368        case nir_intrinsic_shared_atomic_and:
3369        case nir_intrinsic_shared_atomic_or:
3370        case nir_intrinsic_shared_atomic_xor:
3371        case nir_intrinsic_shared_atomic_exchange:
3372        case nir_intrinsic_shared_atomic_comp_swap:
3373        case nir_intrinsic_store_shared:
3374        case nir_intrinsic_store_scratch:
3375                ntq_emit_tmu_general(c, instr, true, false);
3376                break;
3377
3378        case nir_intrinsic_load_scratch:
3379        case nir_intrinsic_load_shared:
3380                ntq_emit_tmu_general(c, instr, true, false);
3381                c->has_general_tmu_load = true;
3382                break;
3383
3384        case nir_intrinsic_image_store:
3385        case nir_intrinsic_image_atomic_add:
3386        case nir_intrinsic_image_atomic_imin:
3387        case nir_intrinsic_image_atomic_umin:
3388        case nir_intrinsic_image_atomic_imax:
3389        case nir_intrinsic_image_atomic_umax:
3390        case nir_intrinsic_image_atomic_and:
3391        case nir_intrinsic_image_atomic_or:
3392        case nir_intrinsic_image_atomic_xor:
3393        case nir_intrinsic_image_atomic_exchange:
3394        case nir_intrinsic_image_atomic_comp_swap:
3395                v3d40_vir_emit_image_load_store(c, instr);
3396                break;
3397
3398        case nir_intrinsic_image_load:
3399                v3d40_vir_emit_image_load_store(c, instr);
3400                /* Not really a general TMU load, but we only use this flag
3401                 * for NIR scheduling and we do schedule these under the same
3402                 * policy as general TMU.
3403                 */
3404                c->has_general_tmu_load = true;
3405                break;
3406
3407        case nir_intrinsic_get_ssbo_size:
3408                ntq_store_dest(c, &instr->dest, 0,
3409                               vir_uniform(c, QUNIFORM_GET_SSBO_SIZE,
3410                                           nir_src_comp_as_uint(instr->src[0], 0)));
3411                break;
3412
3413        case nir_intrinsic_get_ubo_size:
3414                ntq_store_dest(c, &instr->dest, 0,
3415                               vir_uniform(c, QUNIFORM_GET_UBO_SIZE,
3416                                           nir_src_comp_as_uint(instr->src[0], 0)));
3417                break;
3418
3419        case nir_intrinsic_load_user_clip_plane:
3420                for (int i = 0; i < nir_intrinsic_dest_components(instr); i++) {
3421                        ntq_store_dest(c, &instr->dest, i,
3422                                       vir_uniform(c, QUNIFORM_USER_CLIP_PLANE,
3423                                                   nir_intrinsic_ucp_id(instr) *
3424                                                   4 + i));
3425                }
3426                break;
3427
3428        case nir_intrinsic_load_viewport_x_scale:
3429                ntq_store_dest(c, &instr->dest, 0,
3430                               vir_uniform(c, QUNIFORM_VIEWPORT_X_SCALE, 0));
3431                break;
3432
3433        case nir_intrinsic_load_viewport_y_scale:
3434                ntq_store_dest(c, &instr->dest, 0,
3435                               vir_uniform(c, QUNIFORM_VIEWPORT_Y_SCALE, 0));
3436                break;
3437
3438        case nir_intrinsic_load_viewport_z_scale:
3439                ntq_store_dest(c, &instr->dest, 0,
3440                               vir_uniform(c, QUNIFORM_VIEWPORT_Z_SCALE, 0));
3441                break;
3442
3443        case nir_intrinsic_load_viewport_z_offset:
3444                ntq_store_dest(c, &instr->dest, 0,
3445                               vir_uniform(c, QUNIFORM_VIEWPORT_Z_OFFSET, 0));
3446                break;
3447
3448        case nir_intrinsic_load_line_coord:
3449                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->line_x));
3450                break;
3451
3452        case nir_intrinsic_load_line_width:
3453                ntq_store_dest(c, &instr->dest, 0,
3454                               vir_uniform(c, QUNIFORM_LINE_WIDTH, 0));
3455                break;
3456
3457        case nir_intrinsic_load_aa_line_width:
3458                ntq_store_dest(c, &instr->dest, 0,
3459                               vir_uniform(c, QUNIFORM_AA_LINE_WIDTH, 0));
3460                break;
3461
3462        case nir_intrinsic_load_sample_mask_in:
3463                ntq_store_dest(c, &instr->dest, 0, vir_MSF(c));
3464                break;
3465
3466        case nir_intrinsic_load_helper_invocation:
3467                vir_set_pf(c, vir_MSF_dest(c, vir_nop_reg()), V3D_QPU_PF_PUSHZ);
3468                struct qreg qdest = ntq_emit_cond_to_bool(c, V3D_QPU_COND_IFA);
3469                ntq_store_dest(c, &instr->dest, 0, qdest);
3470                break;
3471
3472        case nir_intrinsic_load_front_face:
3473                /* The register contains 0 (front) or 1 (back), and we need to
3474                 * turn it into a NIR bool where true means front.
3475                 */
3476                ntq_store_dest(c, &instr->dest, 0,
3477                               vir_ADD(c,
3478                                       vir_uniform_ui(c, -1),
3479                                       vir_REVF(c)));
3480                break;
3481
3482        case nir_intrinsic_load_base_instance:
3483                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->biid));
3484                break;
3485
3486        case nir_intrinsic_load_instance_id:
3487                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->iid));
3488                break;
3489
3490        case nir_intrinsic_load_vertex_id:
3491                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->vid));
3492                break;
3493
3494        case nir_intrinsic_load_tlb_color_v3d:
3495                vir_emit_tlb_color_read(c, instr);
3496                break;
3497
3498        case nir_intrinsic_load_input:
3499                ntq_emit_load_input(c, instr);
3500                break;
3501
3502        case nir_intrinsic_store_tlb_sample_color_v3d:
3503               ntq_emit_per_sample_color_write(c, instr);
3504               break;
3505
3506       case nir_intrinsic_store_output:
3507                ntq_emit_store_output(c, instr);
3508                break;
3509
3510        case nir_intrinsic_image_size:
3511                ntq_emit_image_size(c, instr);
3512                break;
3513
3514        case nir_intrinsic_discard:
3515                ntq_flush_tmu(c);
3516
3517                if (vir_in_nonuniform_control_flow(c)) {
3518                        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
3519                                   V3D_QPU_PF_PUSHZ);
3520                        vir_set_cond(vir_SETMSF_dest(c, vir_nop_reg(),
3521                                                     vir_uniform_ui(c, 0)),
3522                                V3D_QPU_COND_IFA);
3523                } else {
3524                        vir_SETMSF_dest(c, vir_nop_reg(),
3525                                        vir_uniform_ui(c, 0));
3526                }
3527                break;
3528
3529        case nir_intrinsic_discard_if: {
3530                ntq_flush_tmu(c);
3531
3532                enum v3d_qpu_cond cond = ntq_emit_bool_to_cond(c, instr->src[0]);
3533
3534                if (vir_in_nonuniform_control_flow(c)) {
3535                        struct qinst *exec_flag = vir_MOV_dest(c, vir_nop_reg(),
3536                                                               c->execute);
3537                        if (cond == V3D_QPU_COND_IFA) {
3538                                vir_set_uf(c, exec_flag, V3D_QPU_UF_ANDZ);
3539                        } else {
3540                                vir_set_uf(c, exec_flag, V3D_QPU_UF_NORNZ);
3541                                cond = V3D_QPU_COND_IFA;
3542                        }
3543                }
3544
3545                vir_set_cond(vir_SETMSF_dest(c, vir_nop_reg(),
3546                                             vir_uniform_ui(c, 0)), cond);
3547
3548                break;
3549        }
3550
3551        case nir_intrinsic_memory_barrier:
3552        case nir_intrinsic_memory_barrier_buffer:
3553        case nir_intrinsic_memory_barrier_image:
3554        case nir_intrinsic_memory_barrier_shared:
3555        case nir_intrinsic_memory_barrier_tcs_patch:
3556        case nir_intrinsic_group_memory_barrier:
3557                /* We don't do any instruction scheduling of these NIR
3558                 * instructions between each other, so we just need to make
3559                 * sure that the TMU operations before the barrier are flushed
3560                 * before the ones after the barrier.
3561                 */
3562                ntq_flush_tmu(c);
3563                break;
3564
3565        case nir_intrinsic_control_barrier:
3566                /* Emit a TSY op to get all invocations in the workgroup
3567                 * (actually supergroup) to block until the last invocation
3568                 * reaches the TSY op.
3569                 */
3570                ntq_flush_tmu(c);
3571
3572                if (c->devinfo->ver >= 42) {
3573                        vir_BARRIERID_dest(c, vir_reg(QFILE_MAGIC,
3574                                                      V3D_QPU_WADDR_SYNCB));
3575                } else {
3576                        struct qinst *sync =
3577                                vir_BARRIERID_dest(c,
3578                                                   vir_reg(QFILE_MAGIC,
3579                                                           V3D_QPU_WADDR_SYNCU));
3580                        sync->uniform =
3581                                vir_get_uniform_index(c, QUNIFORM_CONSTANT,
3582                                                      0xffffff00 |
3583                                                      V3D_TSY_WAIT_INC_CHECK);
3584
3585                }
3586
3587                /* The blocking of a TSY op only happens at the next thread
3588                 * switch.  No texturing may be outstanding at the time of a
3589                 * TSY blocking operation.
3590                 */
3591                vir_emit_thrsw(c);
3592                break;
3593
3594        case nir_intrinsic_load_num_workgroups:
3595                for (int i = 0; i < 3; i++) {
3596                        ntq_store_dest(c, &instr->dest, i,
3597                                       vir_uniform(c, QUNIFORM_NUM_WORK_GROUPS,
3598                                                   i));
3599                }
3600                break;
3601
3602        case nir_intrinsic_load_workgroup_id: {
3603                struct qreg x = vir_AND(c, c->cs_payload[0],
3604                                         vir_uniform_ui(c, 0xffff));
3605
3606                struct qreg y = vir_SHR(c, c->cs_payload[0],
3607                                         vir_uniform_ui(c, 16));
3608
3609                struct qreg z = vir_AND(c, c->cs_payload[1],
3610                                         vir_uniform_ui(c, 0xffff));
3611
3612                /* We only support dispatch base in Vulkan */
3613                if (c->key->environment == V3D_ENVIRONMENT_VULKAN) {
3614                        x = vir_ADD(c, x,
3615                                    vir_uniform(c, QUNIFORM_WORK_GROUP_BASE, 0));
3616                        y = vir_ADD(c, y,
3617                                    vir_uniform(c, QUNIFORM_WORK_GROUP_BASE, 1));
3618                        z = vir_ADD(c, z,
3619                                    vir_uniform(c, QUNIFORM_WORK_GROUP_BASE, 2));
3620                }
3621
3622                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, x));
3623                ntq_store_dest(c, &instr->dest, 1, vir_MOV(c, y));
3624                ntq_store_dest(c, &instr->dest, 2, vir_MOV(c, z));
3625                break;
3626        }
3627
3628        case nir_intrinsic_load_local_invocation_index:
3629                ntq_store_dest(c, &instr->dest, 0,
3630                               emit_load_local_invocation_index(c));
3631                break;
3632
3633        case nir_intrinsic_load_subgroup_id: {
3634                /* This is basically the batch index, which is the Local
3635                 * Invocation Index divided by the SIMD width).
3636                 */
3637                STATIC_ASSERT(IS_POT(V3D_CHANNELS) && V3D_CHANNELS > 0);
3638                const uint32_t divide_shift = ffs(V3D_CHANNELS) - 1;
3639                struct qreg lii = emit_load_local_invocation_index(c);
3640                ntq_store_dest(c, &instr->dest, 0,
3641                               vir_SHR(c, lii,
3642                                       vir_uniform_ui(c, divide_shift)));
3643                break;
3644        }
3645
3646        case nir_intrinsic_load_per_vertex_input: {
3647                /* The vertex shader writes all its used outputs into
3648                 * consecutive VPM offsets, so if any output component is
3649                 * unused, its VPM offset is used by the next used
3650                 * component. This means that we can't assume that each
3651                 * location will use 4 consecutive scalar offsets in the VPM
3652                 * and we need to compute the VPM offset for each input by
3653                 * going through the inputs and finding the one that matches
3654                 * our location and component.
3655                 *
3656                 * col: vertex index, row = varying index
3657                 */
3658                assert(nir_src_is_const(instr->src[1]));
3659                uint32_t location =
3660                        nir_intrinsic_io_semantics(instr).location +
3661                        nir_src_as_uint(instr->src[1]);
3662                uint32_t component = nir_intrinsic_component(instr);
3663
3664                int32_t row_idx = -1;
3665                for (int i = 0; i < c->num_inputs; i++) {
3666                        struct v3d_varying_slot slot = c->input_slots[i];
3667                        if (v3d_slot_get_slot(slot) == location &&
3668                            v3d_slot_get_component(slot) == component) {
3669                                row_idx = i;
3670                                break;
3671                        }
3672                }
3673
3674                assert(row_idx != -1);
3675
3676                struct qreg col = ntq_get_src(c, instr->src[0], 0);
3677                for (int i = 0; i < instr->num_components; i++) {
3678                        struct qreg row = vir_uniform_ui(c, row_idx++);
3679                        ntq_store_dest(c, &instr->dest, i,
3680                                       vir_LDVPMG_IN(c, row, col));
3681                }
3682                break;
3683        }
3684
3685        case nir_intrinsic_emit_vertex:
3686        case nir_intrinsic_end_primitive:
3687                unreachable("Should have been lowered in v3d_nir_lower_io");
3688                break;
3689
3690        case nir_intrinsic_load_primitive_id: {
3691                /* gl_PrimitiveIdIn is written by the GBG in the first word of
3692                 * VPM output header. According to docs, we should read this
3693                 * using ldvpm(v,d)_in (See Table 71).
3694                 */
3695                assert(c->s->info.stage == MESA_SHADER_GEOMETRY);
3696                ntq_store_dest(c, &instr->dest, 0,
3697                               vir_LDVPMV_IN(c, vir_uniform_ui(c, 0)));
3698                break;
3699        }
3700
3701        case nir_intrinsic_load_invocation_id:
3702                ntq_store_dest(c, &instr->dest, 0, vir_IID(c));
3703                break;
3704
3705        case nir_intrinsic_load_fb_layers_v3d:
3706                ntq_store_dest(c, &instr->dest, 0,
3707                               vir_uniform(c, QUNIFORM_FB_LAYERS, 0));
3708                break;
3709
3710        case nir_intrinsic_load_sample_id:
3711                ntq_store_dest(c, &instr->dest, 0, vir_SAMPID(c));
3712                break;
3713
3714        case nir_intrinsic_load_sample_pos:
3715                ntq_store_dest(c, &instr->dest, 0,
3716                               vir_FSUB(c, vir_FXCD(c), vir_ITOF(c, vir_XCD(c))));
3717                ntq_store_dest(c, &instr->dest, 1,
3718                               vir_FSUB(c, vir_FYCD(c), vir_ITOF(c, vir_YCD(c))));
3719                break;
3720
3721        case nir_intrinsic_load_barycentric_at_offset:
3722                ntq_store_dest(c, &instr->dest, 0,
3723                               vir_MOV(c, ntq_get_src(c, instr->src[0], 0)));
3724                ntq_store_dest(c, &instr->dest, 1,
3725                               vir_MOV(c, ntq_get_src(c, instr->src[0], 1)));
3726                break;
3727
3728        case nir_intrinsic_load_barycentric_pixel:
3729                ntq_store_dest(c, &instr->dest, 0, vir_uniform_f(c, 0.0f));
3730                ntq_store_dest(c, &instr->dest, 1, vir_uniform_f(c, 0.0f));
3731                break;
3732
3733        case nir_intrinsic_load_barycentric_at_sample: {
3734                if (!c->fs_key->msaa) {
3735                        ntq_store_dest(c, &instr->dest, 0, vir_uniform_f(c, 0.0f));
3736                        ntq_store_dest(c, &instr->dest, 1, vir_uniform_f(c, 0.0f));
3737                        return;
3738                }
3739
3740                struct qreg offset_x, offset_y;
3741                struct qreg sample_idx = ntq_get_src(c, instr->src[0], 0);
3742                ntq_get_sample_offset(c, sample_idx, &offset_x, &offset_y);
3743
3744                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, offset_x));
3745                ntq_store_dest(c, &instr->dest, 1, vir_MOV(c, offset_y));
3746                break;
3747        }
3748
3749        case nir_intrinsic_load_barycentric_sample: {
3750                struct qreg offset_x =
3751                        vir_FSUB(c, vir_FXCD(c), vir_ITOF(c, vir_XCD(c)));
3752                struct qreg offset_y =
3753                        vir_FSUB(c, vir_FYCD(c), vir_ITOF(c, vir_YCD(c)));
3754
3755                ntq_store_dest(c, &instr->dest, 0,
3756                                  vir_FSUB(c, offset_x, vir_uniform_f(c, 0.5f)));
3757                ntq_store_dest(c, &instr->dest, 1,
3758                                  vir_FSUB(c, offset_y, vir_uniform_f(c, 0.5f)));
3759                break;
3760        }
3761
3762        case nir_intrinsic_load_barycentric_centroid: {
3763                struct qreg offset_x, offset_y;
3764                ntq_get_barycentric_centroid(c, &offset_x, &offset_y);
3765                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, offset_x));
3766                ntq_store_dest(c, &instr->dest, 1, vir_MOV(c, offset_y));
3767                break;
3768        }
3769
3770        case nir_intrinsic_load_interpolated_input: {
3771                assert(nir_src_is_const(instr->src[1]));
3772                const uint32_t offset = nir_src_as_uint(instr->src[1]);
3773
3774                for (int i = 0; i < instr->num_components; i++) {
3775                        const uint32_t input_idx =
3776                                (nir_intrinsic_base(instr) + offset) * 4 +
3777                                nir_intrinsic_component(instr) + i;
3778
3779                        /* If we are not in MSAA or if we are not interpolating
3780                         * a user varying, just return the pre-computed
3781                         * interpolated input.
3782                         */
3783                        if (!c->fs_key->msaa ||
3784                            c->interp[input_idx].vp.file == QFILE_NULL) {
3785                                ntq_store_dest(c, &instr->dest, i,
3786                                               vir_MOV(c, c->inputs[input_idx]));
3787                                continue;
3788                        }
3789
3790                        /* Otherwise compute interpolation at the specified
3791                         * offset.
3792                         */
3793                        struct qreg p = c->interp[input_idx].vp;
3794                        struct qreg C = c->interp[input_idx].C;
3795                        unsigned interp_mode =  c->interp[input_idx].mode;
3796
3797                        struct qreg offset_x = ntq_get_src(c, instr->src[0], 0);
3798                        struct qreg offset_y = ntq_get_src(c, instr->src[0], 1);
3799
3800                        struct qreg result =
3801                              ntq_emit_load_interpolated_input(c, p, C,
3802                                                               offset_x, offset_y,
3803                                                               interp_mode);
3804                        ntq_store_dest(c, &instr->dest, i, result);
3805                }
3806                break;
3807        }
3808
3809        case nir_intrinsic_load_subgroup_size:
3810                ntq_store_dest(c, &instr->dest, 0,
3811                               vir_uniform_ui(c, V3D_CHANNELS));
3812                break;
3813
3814        case nir_intrinsic_load_subgroup_invocation:
3815                ntq_store_dest(c, &instr->dest, 0, vir_EIDX(c));
3816                break;
3817
3818        case nir_intrinsic_elect: {
3819                set_a_flags_for_subgroup(c);
3820                struct qreg first = vir_FLAFIRST(c);
3821
3822                /* Produce a boolean result from Flafirst */
3823                vir_set_pf(c, vir_XOR_dest(c, vir_nop_reg(),
3824                                           first, vir_uniform_ui(c, 1)),
3825                                           V3D_QPU_PF_PUSHZ);
3826                struct qreg result = ntq_emit_cond_to_bool(c, V3D_QPU_COND_IFA);
3827                ntq_store_dest(c, &instr->dest, 0, result);
3828                break;
3829        }
3830
3831        case nir_intrinsic_load_num_subgroups:
3832                unreachable("Should have been lowered");
3833                break;
3834
3835        case nir_intrinsic_load_view_index:
3836                ntq_store_dest(c, &instr->dest, 0,
3837                               vir_uniform(c, QUNIFORM_VIEW_INDEX, 0));
3838                break;
3839
3840        default:
3841                fprintf(stderr, "Unknown intrinsic: ");
3842                nir_print_instr(&instr->instr, stderr);
3843                fprintf(stderr, "\n");
3844                break;
3845        }
3846}
3847
3848/* Clears (activates) the execute flags for any channels whose jump target
3849 * matches this block.
3850 *
3851 * XXX perf: Could we be using flpush/flpop somehow for our execution channel
3852 * enabling?
3853 *
3854 */
3855static void
3856ntq_activate_execute_for_block(struct v3d_compile *c)
3857{
3858        vir_set_pf(c, vir_XOR_dest(c, vir_nop_reg(),
3859                                c->execute, vir_uniform_ui(c, c->cur_block->index)),
3860                   V3D_QPU_PF_PUSHZ);
3861
3862        vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, 0));
3863}
3864
3865static void
3866ntq_emit_uniform_if(struct v3d_compile *c, nir_if *if_stmt)
3867{
3868        nir_block *nir_else_block = nir_if_first_else_block(if_stmt);
3869        bool empty_else_block =
3870                (nir_else_block == nir_if_last_else_block(if_stmt) &&
3871                 exec_list_is_empty(&nir_else_block->instr_list));
3872
3873        struct qblock *then_block = vir_new_block(c);
3874        struct qblock *after_block = vir_new_block(c);
3875        struct qblock *else_block;
3876        if (empty_else_block)
3877                else_block = after_block;
3878        else
3879                else_block = vir_new_block(c);
3880
3881        /* Check if this if statement is really just a conditional jump with
3882         * the form:
3883         *
3884         * if (cond) {
3885         *    break/continue;
3886         * } else {
3887         * }
3888         *
3889         * In which case we can skip the jump to ELSE we emit before the THEN
3890         * block and instead just emit the break/continue directly.
3891         */
3892        nir_jump_instr *conditional_jump = NULL;
3893        if (empty_else_block) {
3894                nir_block *nir_then_block = nir_if_first_then_block(if_stmt);
3895                struct nir_instr *inst = nir_block_first_instr(nir_then_block);
3896                if (inst && inst->type == nir_instr_type_jump)
3897                        conditional_jump = nir_instr_as_jump(inst);
3898        }
3899
3900        /* Set up the flags for the IF condition (taking the THEN branch). */
3901        enum v3d_qpu_cond cond = ntq_emit_bool_to_cond(c, if_stmt->condition);
3902
3903        if (!conditional_jump) {
3904                /* Jump to ELSE. */
3905                struct qinst *branch = vir_BRANCH(c, cond == V3D_QPU_COND_IFA ?
3906                           V3D_QPU_BRANCH_COND_ANYNA :
3907                           V3D_QPU_BRANCH_COND_ANYA);
3908                /* Pixels that were not dispatched or have been discarded
3909                 * should not contribute to the ANYA/ANYNA condition.
3910                 */
3911                branch->qpu.branch.msfign = V3D_QPU_MSFIGN_P;
3912
3913                vir_link_blocks(c->cur_block, else_block);
3914                vir_link_blocks(c->cur_block, then_block);
3915
3916                /* Process the THEN block. */
3917                vir_set_emit_block(c, then_block);
3918                ntq_emit_cf_list(c, &if_stmt->then_list);
3919
3920                if (!empty_else_block) {
3921                        /* At the end of the THEN block, jump to ENDIF, unless
3922                         * the block ended in a break or continue.
3923                         */
3924                        if (!c->cur_block->branch_emitted) {
3925                                vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALWAYS);
3926                                vir_link_blocks(c->cur_block, after_block);
3927                        }
3928
3929                        /* Emit the else block. */
3930                        vir_set_emit_block(c, else_block);
3931                        ntq_emit_cf_list(c, &if_stmt->else_list);
3932                }
3933        } else {
3934                /* Emit the conditional jump directly.
3935                 *
3936                 * Use ALL with breaks and ANY with continues to ensure that
3937                 * we always break and never continue when all lanes have been
3938                 * disabled (for example because of discards) to prevent
3939                 * infinite loops.
3940                 */
3941                assert(conditional_jump &&
3942                       (conditional_jump->type == nir_jump_continue ||
3943                        conditional_jump->type == nir_jump_break));
3944
3945                struct qinst *branch = vir_BRANCH(c, cond == V3D_QPU_COND_IFA ?
3946                           (conditional_jump->type == nir_jump_break ?
3947                            V3D_QPU_BRANCH_COND_ALLA :
3948                            V3D_QPU_BRANCH_COND_ANYA) :
3949                           (conditional_jump->type == nir_jump_break ?
3950                            V3D_QPU_BRANCH_COND_ALLNA :
3951                            V3D_QPU_BRANCH_COND_ANYNA));
3952                branch->qpu.branch.msfign = V3D_QPU_MSFIGN_P;
3953
3954                vir_link_blocks(c->cur_block,
3955                                conditional_jump->type == nir_jump_break ?
3956                                        c->loop_break_block :
3957                                        c->loop_cont_block);
3958        }
3959
3960        vir_link_blocks(c->cur_block, after_block);
3961
3962        vir_set_emit_block(c, after_block);
3963}
3964
3965static void
3966ntq_emit_nonuniform_if(struct v3d_compile *c, nir_if *if_stmt)
3967{
3968        nir_block *nir_else_block = nir_if_first_else_block(if_stmt);
3969        bool empty_else_block =
3970                (nir_else_block == nir_if_last_else_block(if_stmt) &&
3971                 exec_list_is_empty(&nir_else_block->instr_list));
3972
3973        struct qblock *then_block = vir_new_block(c);
3974        struct qblock *after_block = vir_new_block(c);
3975        struct qblock *else_block;
3976        if (empty_else_block)
3977                else_block = after_block;
3978        else
3979                else_block = vir_new_block(c);
3980
3981        bool was_uniform_control_flow = false;
3982        if (!vir_in_nonuniform_control_flow(c)) {
3983                c->execute = vir_MOV(c, vir_uniform_ui(c, 0));
3984                was_uniform_control_flow = true;
3985        }
3986
3987        /* Set up the flags for the IF condition (taking the THEN branch). */
3988        enum v3d_qpu_cond cond = ntq_emit_bool_to_cond(c, if_stmt->condition);
3989
3990        /* Update the flags+cond to mean "Taking the ELSE branch (!cond) and
3991         * was previously active (execute Z) for updating the exec flags.
3992         */
3993        if (was_uniform_control_flow) {
3994                cond = v3d_qpu_cond_invert(cond);
3995        } else {
3996                struct qinst *inst = vir_MOV_dest(c, vir_nop_reg(), c->execute);
3997                if (cond == V3D_QPU_COND_IFA) {
3998                        vir_set_uf(c, inst, V3D_QPU_UF_NORNZ);
3999                } else {
4000                        vir_set_uf(c, inst, V3D_QPU_UF_ANDZ);
4001                        cond = V3D_QPU_COND_IFA;
4002                }
4003        }
4004
4005        vir_MOV_cond(c, cond,
4006                     c->execute,
4007                     vir_uniform_ui(c, else_block->index));
4008
4009        /* Jump to ELSE if nothing is active for THEN, otherwise fall
4010         * through.
4011         */
4012        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute), V3D_QPU_PF_PUSHZ);
4013        vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALLNA);
4014        vir_link_blocks(c->cur_block, else_block);
4015        vir_link_blocks(c->cur_block, then_block);
4016
4017        /* Process the THEN block. */
4018        vir_set_emit_block(c, then_block);
4019        ntq_emit_cf_list(c, &if_stmt->then_list);
4020
4021        if (!empty_else_block) {
4022                /* Handle the end of the THEN block.  First, all currently
4023                 * active channels update their execute flags to point to
4024                 * ENDIF
4025                 */
4026                vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
4027                           V3D_QPU_PF_PUSHZ);
4028                vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute,
4029                             vir_uniform_ui(c, after_block->index));
4030
4031                /* If everything points at ENDIF, then jump there immediately. */
4032                vir_set_pf(c, vir_XOR_dest(c, vir_nop_reg(),
4033                                        c->execute,
4034                                        vir_uniform_ui(c, after_block->index)),
4035                           V3D_QPU_PF_PUSHZ);
4036                vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALLA);
4037                vir_link_blocks(c->cur_block, after_block);
4038                vir_link_blocks(c->cur_block, else_block);
4039
4040                vir_set_emit_block(c, else_block);
4041                ntq_activate_execute_for_block(c);
4042                ntq_emit_cf_list(c, &if_stmt->else_list);
4043        }
4044
4045        vir_link_blocks(c->cur_block, after_block);
4046
4047        vir_set_emit_block(c, after_block);
4048        if (was_uniform_control_flow)
4049                c->execute = c->undef;
4050        else
4051                ntq_activate_execute_for_block(c);
4052}
4053
4054static void
4055ntq_emit_if(struct v3d_compile *c, nir_if *nif)
4056{
4057        bool was_in_control_flow = c->in_control_flow;
4058        c->in_control_flow = true;
4059        if (!vir_in_nonuniform_control_flow(c) &&
4060            !nir_src_is_divergent(nif->condition)) {
4061                ntq_emit_uniform_if(c, nif);
4062        } else {
4063                ntq_emit_nonuniform_if(c, nif);
4064        }
4065        c->in_control_flow = was_in_control_flow;
4066}
4067
4068static void
4069ntq_emit_jump(struct v3d_compile *c, nir_jump_instr *jump)
4070{
4071        switch (jump->type) {
4072        case nir_jump_break:
4073                vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
4074                           V3D_QPU_PF_PUSHZ);
4075                vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute,
4076                             vir_uniform_ui(c, c->loop_break_block->index));
4077                break;
4078
4079        case nir_jump_continue:
4080                vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
4081                           V3D_QPU_PF_PUSHZ);
4082                vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute,
4083                             vir_uniform_ui(c, c->loop_cont_block->index));
4084                break;
4085
4086        case nir_jump_return:
4087                unreachable("All returns should be lowered\n");
4088                break;
4089
4090        case nir_jump_halt:
4091        case nir_jump_goto:
4092        case nir_jump_goto_if:
4093                unreachable("not supported\n");
4094                break;
4095        }
4096}
4097
4098static void
4099ntq_emit_uniform_jump(struct v3d_compile *c, nir_jump_instr *jump)
4100{
4101        switch (jump->type) {
4102        case nir_jump_break:
4103                vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALWAYS);
4104                vir_link_blocks(c->cur_block, c->loop_break_block);
4105                c->cur_block->branch_emitted = true;
4106                break;
4107        case nir_jump_continue:
4108                vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALWAYS);
4109                vir_link_blocks(c->cur_block, c->loop_cont_block);
4110                c->cur_block->branch_emitted = true;
4111                break;
4112
4113        case nir_jump_return:
4114                unreachable("All returns should be lowered\n");
4115                break;
4116
4117        case nir_jump_halt:
4118        case nir_jump_goto:
4119        case nir_jump_goto_if:
4120                unreachable("not supported\n");
4121                break;
4122        }
4123}
4124
4125static void
4126ntq_emit_instr(struct v3d_compile *c, nir_instr *instr)
4127{
4128        switch (instr->type) {
4129        case nir_instr_type_alu:
4130                ntq_emit_alu(c, nir_instr_as_alu(instr));
4131                break;
4132
4133        case nir_instr_type_intrinsic:
4134                ntq_emit_intrinsic(c, nir_instr_as_intrinsic(instr));
4135                break;
4136
4137        case nir_instr_type_load_const:
4138                ntq_emit_load_const(c, nir_instr_as_load_const(instr));
4139                break;
4140
4141        case nir_instr_type_ssa_undef:
4142                unreachable("Should've been lowered by nir_lower_undef_to_zero");
4143                break;
4144
4145        case nir_instr_type_tex:
4146                ntq_emit_tex(c, nir_instr_as_tex(instr));
4147                break;
4148
4149        case nir_instr_type_jump:
4150                /* Always flush TMU before jumping to another block, for the
4151                 * same reasons as in ntq_emit_block.
4152                 */
4153                ntq_flush_tmu(c);
4154                if (vir_in_nonuniform_control_flow(c))
4155                        ntq_emit_jump(c, nir_instr_as_jump(instr));
4156                else
4157                        ntq_emit_uniform_jump(c, nir_instr_as_jump(instr));
4158                break;
4159
4160        default:
4161                fprintf(stderr, "Unknown NIR instr type: ");
4162                nir_print_instr(instr, stderr);
4163                fprintf(stderr, "\n");
4164                abort();
4165        }
4166}
4167
4168static void
4169ntq_emit_block(struct v3d_compile *c, nir_block *block)
4170{
4171        nir_foreach_instr(instr, block) {
4172                ntq_emit_instr(c, instr);
4173        }
4174
4175        /* Always process pending TMU operations in the same block they were
4176         * emitted: we can't emit TMU operations in a block and then emit a
4177         * thread switch and LDTMU/TMUWT for them in another block, possibly
4178         * under control flow.
4179         */
4180        ntq_flush_tmu(c);
4181}
4182
4183static void ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list);
4184
4185static void
4186ntq_emit_nonuniform_loop(struct v3d_compile *c, nir_loop *loop)
4187{
4188        bool was_uniform_control_flow = false;
4189        if (!vir_in_nonuniform_control_flow(c)) {
4190                c->execute = vir_MOV(c, vir_uniform_ui(c, 0));
4191                was_uniform_control_flow = true;
4192        }
4193
4194        c->loop_cont_block = vir_new_block(c);
4195        c->loop_break_block = vir_new_block(c);
4196
4197        vir_link_blocks(c->cur_block, c->loop_cont_block);
4198        vir_set_emit_block(c, c->loop_cont_block);
4199        ntq_activate_execute_for_block(c);
4200
4201        ntq_emit_cf_list(c, &loop->body);
4202
4203        /* Re-enable any previous continues now, so our ANYA check below
4204         * works.
4205         *
4206         * XXX: Use the .ORZ flags update, instead.
4207         */
4208        vir_set_pf(c, vir_XOR_dest(c,
4209                                vir_nop_reg(),
4210                                c->execute,
4211                                vir_uniform_ui(c, c->loop_cont_block->index)),
4212                   V3D_QPU_PF_PUSHZ);
4213        vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, 0));
4214
4215        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute), V3D_QPU_PF_PUSHZ);
4216
4217        struct qinst *branch = vir_BRANCH(c, V3D_QPU_BRANCH_COND_ANYA);
4218        /* Pixels that were not dispatched or have been discarded should not
4219         * contribute to looping again.
4220         */
4221        branch->qpu.branch.msfign = V3D_QPU_MSFIGN_P;
4222        vir_link_blocks(c->cur_block, c->loop_cont_block);
4223        vir_link_blocks(c->cur_block, c->loop_break_block);
4224
4225        vir_set_emit_block(c, c->loop_break_block);
4226        if (was_uniform_control_flow)
4227                c->execute = c->undef;
4228        else
4229                ntq_activate_execute_for_block(c);
4230}
4231
4232static void
4233ntq_emit_uniform_loop(struct v3d_compile *c, nir_loop *loop)
4234{
4235        c->loop_cont_block = vir_new_block(c);
4236        c->loop_break_block = vir_new_block(c);
4237
4238        vir_link_blocks(c->cur_block, c->loop_cont_block);
4239        vir_set_emit_block(c, c->loop_cont_block);
4240
4241        ntq_emit_cf_list(c, &loop->body);
4242
4243        if (!c->cur_block->branch_emitted) {
4244                vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALWAYS);
4245                vir_link_blocks(c->cur_block, c->loop_cont_block);
4246        }
4247
4248        vir_set_emit_block(c, c->loop_break_block);
4249}
4250
4251static void
4252ntq_emit_loop(struct v3d_compile *c, nir_loop *loop)
4253{
4254        /* Disable flags optimization for loop conditions. The problem here is
4255         * that we can have code like this:
4256         *
4257         *  // block_0
4258         *  vec1 32 con ssa_9 = ine32 ssa_8, ssa_2
4259         *  loop {
4260         *     // block_1
4261         *     if ssa_9 {
4262         *
4263         * In this example we emit flags to compute ssa_9 and the optimization
4264         * will skip regenerating them again for the loop condition in the
4265         * loop continue block (block_1). However, this is not safe after the
4266         * first iteration because the loop body can stomp the flags if it has
4267         * any conditionals.
4268         */
4269        c->flags_temp = -1;
4270
4271        bool was_in_control_flow = c->in_control_flow;
4272        c->in_control_flow = true;
4273
4274        struct qblock *save_loop_cont_block = c->loop_cont_block;
4275        struct qblock *save_loop_break_block = c->loop_break_block;
4276
4277        if (vir_in_nonuniform_control_flow(c) || loop->divergent) {
4278                ntq_emit_nonuniform_loop(c, loop);
4279        } else {
4280                ntq_emit_uniform_loop(c, loop);
4281        }
4282
4283        c->loop_break_block = save_loop_break_block;
4284        c->loop_cont_block = save_loop_cont_block;
4285
4286        c->loops++;
4287
4288        c->in_control_flow = was_in_control_flow;
4289}
4290
4291static void
4292ntq_emit_function(struct v3d_compile *c, nir_function_impl *func)
4293{
4294        fprintf(stderr, "FUNCTIONS not handled.\n");
4295        abort();
4296}
4297
4298static void
4299ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list)
4300{
4301        foreach_list_typed(nir_cf_node, node, node, list) {
4302                switch (node->type) {
4303                case nir_cf_node_block:
4304                        ntq_emit_block(c, nir_cf_node_as_block(node));
4305                        break;
4306
4307                case nir_cf_node_if:
4308                        ntq_emit_if(c, nir_cf_node_as_if(node));
4309                        break;
4310
4311                case nir_cf_node_loop:
4312                        ntq_emit_loop(c, nir_cf_node_as_loop(node));
4313                        break;
4314
4315                case nir_cf_node_function:
4316                        ntq_emit_function(c, nir_cf_node_as_function(node));
4317                        break;
4318
4319                default:
4320                        fprintf(stderr, "Unknown NIR node type\n");
4321                        abort();
4322                }
4323        }
4324}
4325
4326static void
4327ntq_emit_impl(struct v3d_compile *c, nir_function_impl *impl)
4328{
4329        ntq_setup_registers(c, &impl->registers);
4330        ntq_emit_cf_list(c, &impl->body);
4331}
4332
4333static void
4334nir_to_vir(struct v3d_compile *c)
4335{
4336        switch (c->s->info.stage) {
4337        case MESA_SHADER_FRAGMENT:
4338                c->payload_w = vir_MOV(c, vir_reg(QFILE_REG, 0));
4339                c->payload_w_centroid = vir_MOV(c, vir_reg(QFILE_REG, 1));
4340                c->payload_z = vir_MOV(c, vir_reg(QFILE_REG, 2));
4341
4342                /* V3D 4.x can disable implicit varyings if they are not used */
4343                c->fs_uses_primitive_id =
4344                        nir_find_variable_with_location(c->s, nir_var_shader_in,
4345                                                        VARYING_SLOT_PRIMITIVE_ID);
4346                if (c->fs_uses_primitive_id && !c->fs_key->has_gs) {
4347                       c->primitive_id =
4348                               emit_fragment_varying(c, NULL, -1, 0, 0);
4349                }
4350
4351                if (c->fs_key->is_points &&
4352                    (c->devinfo->ver < 40 || program_reads_point_coord(c))) {
4353                        c->point_x = emit_fragment_varying(c, NULL, -1, 0, 0);
4354                        c->point_y = emit_fragment_varying(c, NULL, -1, 0, 0);
4355                        c->uses_implicit_point_line_varyings = true;
4356                } else if (c->fs_key->is_lines &&
4357                           (c->devinfo->ver < 40 ||
4358                            BITSET_TEST(c->s->info.system_values_read,
4359                                        SYSTEM_VALUE_LINE_COORD))) {
4360                        c->line_x = emit_fragment_varying(c, NULL, -1, 0, 0);
4361                        c->uses_implicit_point_line_varyings = true;
4362                }
4363
4364                c->force_per_sample_msaa =
4365                   c->s->info.fs.uses_sample_qualifier ||
4366                   BITSET_TEST(c->s->info.system_values_read,
4367                               SYSTEM_VALUE_SAMPLE_ID) ||
4368                   BITSET_TEST(c->s->info.system_values_read,
4369                               SYSTEM_VALUE_SAMPLE_POS);
4370                break;
4371        case MESA_SHADER_COMPUTE:
4372                /* Set up the TSO for barriers, assuming we do some. */
4373                if (c->devinfo->ver < 42) {
4374                        vir_BARRIERID_dest(c, vir_reg(QFILE_MAGIC,
4375                                                      V3D_QPU_WADDR_SYNC));
4376                }
4377
4378                c->cs_payload[0] = vir_MOV(c, vir_reg(QFILE_REG, 0));
4379                c->cs_payload[1] = vir_MOV(c, vir_reg(QFILE_REG, 2));
4380
4381                /* Set up the division between gl_LocalInvocationIndex and
4382                 * wg_in_mem in the payload reg.
4383                 */
4384                int wg_size = (c->s->info.workgroup_size[0] *
4385                               c->s->info.workgroup_size[1] *
4386                               c->s->info.workgroup_size[2]);
4387                c->local_invocation_index_bits =
4388                        ffs(util_next_power_of_two(MAX2(wg_size, 64))) - 1;
4389                assert(c->local_invocation_index_bits <= 8);
4390
4391                if (c->s->info.shared_size) {
4392                        struct qreg wg_in_mem = vir_SHR(c, c->cs_payload[1],
4393                                                        vir_uniform_ui(c, 16));
4394                        if (c->s->info.workgroup_size[0] != 1 ||
4395                            c->s->info.workgroup_size[1] != 1 ||
4396                            c->s->info.workgroup_size[2] != 1) {
4397                                int wg_bits = (16 -
4398                                               c->local_invocation_index_bits);
4399                                int wg_mask = (1 << wg_bits) - 1;
4400                                wg_in_mem = vir_AND(c, wg_in_mem,
4401                                                    vir_uniform_ui(c, wg_mask));
4402                        }
4403                        struct qreg shared_per_wg =
4404                                vir_uniform_ui(c, c->s->info.shared_size);
4405
4406                        c->cs_shared_offset =
4407                                vir_ADD(c,
4408                                        vir_uniform(c, QUNIFORM_SHARED_OFFSET,0),
4409                                        vir_UMUL(c, wg_in_mem, shared_per_wg));
4410                }
4411                break;
4412        default:
4413                break;
4414        }
4415
4416        if (c->s->scratch_size) {
4417                v3d_setup_spill_base(c);
4418                c->spill_size += V3D_CHANNELS * c->s->scratch_size;
4419        }
4420
4421        switch (c->s->info.stage) {
4422        case MESA_SHADER_VERTEX:
4423                ntq_setup_vs_inputs(c);
4424                break;
4425        case MESA_SHADER_GEOMETRY:
4426                ntq_setup_gs_inputs(c);
4427                break;
4428        case MESA_SHADER_FRAGMENT:
4429                ntq_setup_fs_inputs(c);
4430                break;
4431        case MESA_SHADER_COMPUTE:
4432                break;
4433        default:
4434                unreachable("unsupported shader stage");
4435        }
4436
4437        ntq_setup_outputs(c);
4438
4439        /* Find the main function and emit the body. */
4440        nir_foreach_function(function, c->s) {
4441                assert(function->is_entrypoint);
4442                assert(function->impl);
4443                ntq_emit_impl(c, function->impl);
4444        }
4445}
4446
4447/**
4448 * When demoting a shader down to single-threaded, removes the THRSW
4449 * instructions (one will still be inserted at v3d_vir_to_qpu() for the
4450 * program end).
4451 */
4452static void
4453vir_remove_thrsw(struct v3d_compile *c)
4454{
4455        vir_for_each_block(block, c) {
4456                vir_for_each_inst_safe(inst, block) {
4457                        if (inst->qpu.sig.thrsw)
4458                                vir_remove_instruction(c, inst);
4459                }
4460        }
4461
4462        c->last_thrsw = NULL;
4463}
4464
4465/**
4466 * This makes sure we have a top-level last thread switch which signals the
4467 * start of the last thread section, which may include adding a new thrsw
4468 * instruction if needed. We don't allow spilling in the last thread section, so
4469 * if we need to do any spills that inject additional thread switches later on,
4470 * we ensure this thread switch will still be the last thread switch in the
4471 * program, which makes last thread switch signalling a lot easier when we have
4472 * spilling. If in the end we don't need to spill to compile the program and we
4473 * injected a new thread switch instruction here only for that, we will
4474 * eventually restore the previous last thread switch and remove the one we
4475 * added here.
4476 */
4477static void
4478vir_emit_last_thrsw(struct v3d_compile *c,
4479                    struct qinst **restore_last_thrsw,
4480                    bool *restore_scoreboard_lock)
4481{
4482        *restore_last_thrsw = c->last_thrsw;
4483
4484        /* On V3D before 4.1, we need a TMU op to be outstanding when thread
4485         * switching, so disable threads if we didn't do any TMU ops (each of
4486         * which would have emitted a THRSW).
4487         */
4488        if (!c->last_thrsw_at_top_level && c->devinfo->ver < 41) {
4489                c->threads = 1;
4490                if (c->last_thrsw)
4491                        vir_remove_thrsw(c);
4492                *restore_last_thrsw = NULL;
4493        }
4494
4495        /* If we're threaded and the last THRSW was in conditional code, then
4496         * we need to emit another one so that we can flag it as the last
4497         * thrsw.
4498         */
4499        if (c->last_thrsw && !c->last_thrsw_at_top_level) {
4500                assert(c->devinfo->ver >= 41);
4501                vir_emit_thrsw(c);
4502        }
4503
4504        /* If we're threaded, then we need to mark the last THRSW instruction
4505         * so we can emit a pair of them at QPU emit time.
4506         *
4507         * For V3D 4.x, we can spawn the non-fragment shaders already in the
4508         * post-last-THRSW state, so we can skip this.
4509         */
4510        if (!c->last_thrsw && c->s->info.stage == MESA_SHADER_FRAGMENT) {
4511                assert(c->devinfo->ver >= 41);
4512                vir_emit_thrsw(c);
4513        }
4514
4515        /* If we have not inserted a last thread switch yet, do it now to ensure
4516         * any potential spilling we do happens before this. If we don't spill
4517         * in the end, we will restore the previous one.
4518         */
4519        if (*restore_last_thrsw == c->last_thrsw) {
4520                if (*restore_last_thrsw)
4521                        (*restore_last_thrsw)->is_last_thrsw = false;
4522                *restore_scoreboard_lock = c->lock_scoreboard_on_first_thrsw;
4523                vir_emit_thrsw(c);
4524        } else {
4525                *restore_last_thrsw = c->last_thrsw;
4526        }
4527
4528        assert(c->last_thrsw);
4529        c->last_thrsw->is_last_thrsw = true;
4530}
4531
4532static void
4533vir_restore_last_thrsw(struct v3d_compile *c,
4534                       struct qinst *thrsw,
4535                       bool scoreboard_lock)
4536{
4537        assert(c->last_thrsw);
4538        vir_remove_instruction(c, c->last_thrsw);
4539        c->last_thrsw = thrsw;
4540        if (c->last_thrsw)
4541                c->last_thrsw->is_last_thrsw = true;
4542        c->lock_scoreboard_on_first_thrsw = scoreboard_lock;
4543}
4544
4545/* There's a flag in the shader for "center W is needed for reasons other than
4546 * non-centroid varyings", so we just walk the program after VIR optimization
4547 * to see if it's used.  It should be harmless to set even if we only use
4548 * center W for varyings.
4549 */
4550static void
4551vir_check_payload_w(struct v3d_compile *c)
4552{
4553        if (c->s->info.stage != MESA_SHADER_FRAGMENT)
4554                return;
4555
4556        vir_for_each_inst_inorder(inst, c) {
4557                for (int i = 0; i < vir_get_nsrc(inst); i++) {
4558                        if (inst->src[i].file == QFILE_REG &&
4559                            inst->src[i].index == 0) {
4560                                c->uses_center_w = true;
4561                                return;
4562                        }
4563                }
4564        }
4565}
4566
4567void
4568v3d_nir_to_vir(struct v3d_compile *c)
4569{
4570        if (V3D_DEBUG & (V3D_DEBUG_NIR |
4571                         v3d_debug_flag_for_shader_stage(c->s->info.stage))) {
4572                fprintf(stderr, "%s prog %d/%d NIR:\n",
4573                        vir_get_stage_name(c),
4574                        c->program_id, c->variant_id);
4575                nir_print_shader(c->s, stderr);
4576        }
4577
4578        nir_to_vir(c);
4579
4580        bool restore_scoreboard_lock = false;
4581        struct qinst *restore_last_thrsw;
4582
4583        /* Emit the last THRSW before STVPM and TLB writes. */
4584        vir_emit_last_thrsw(c,
4585                            &restore_last_thrsw,
4586                            &restore_scoreboard_lock);
4587
4588
4589        switch (c->s->info.stage) {
4590        case MESA_SHADER_FRAGMENT:
4591                emit_frag_end(c);
4592                break;
4593        case MESA_SHADER_GEOMETRY:
4594                emit_geom_end(c);
4595                break;
4596        case MESA_SHADER_VERTEX:
4597                emit_vert_end(c);
4598                break;
4599        case MESA_SHADER_COMPUTE:
4600                break;
4601        default:
4602                unreachable("bad stage");
4603        }
4604
4605        if (V3D_DEBUG & (V3D_DEBUG_VIR |
4606                         v3d_debug_flag_for_shader_stage(c->s->info.stage))) {
4607                fprintf(stderr, "%s prog %d/%d pre-opt VIR:\n",
4608                        vir_get_stage_name(c),
4609                        c->program_id, c->variant_id);
4610                vir_dump(c);
4611                fprintf(stderr, "\n");
4612        }
4613
4614        vir_optimize(c);
4615
4616        vir_check_payload_w(c);
4617
4618        /* XXX perf: On VC4, we do a VIR-level instruction scheduling here.
4619         * We used that on that platform to pipeline TMU writes and reduce the
4620         * number of thread switches, as well as try (mostly successfully) to
4621         * reduce maximum register pressure to allow more threads.  We should
4622         * do something of that sort for V3D -- either instruction scheduling
4623         * here, or delay the the THRSW and LDTMUs from our texture
4624         * instructions until the results are needed.
4625         */
4626
4627        if (V3D_DEBUG & (V3D_DEBUG_VIR |
4628                         v3d_debug_flag_for_shader_stage(c->s->info.stage))) {
4629                fprintf(stderr, "%s prog %d/%d VIR:\n",
4630                        vir_get_stage_name(c),
4631                        c->program_id, c->variant_id);
4632                vir_dump(c);
4633                fprintf(stderr, "\n");
4634        }
4635
4636        /* Attempt to allocate registers for the temporaries.  If we fail,
4637         * reduce thread count and try again.
4638         */
4639        int min_threads = (c->devinfo->ver >= 41) ? 2 : 1;
4640        struct qpu_reg *temp_registers;
4641        while (true) {
4642                temp_registers = v3d_register_allocate(c);
4643                if (temp_registers) {
4644                        assert(c->spills + c->fills <= c->max_tmu_spills);
4645                        break;
4646                }
4647
4648                if (c->threads == min_threads &&
4649                    (V3D_DEBUG & V3D_DEBUG_RA)) {
4650                        fprintf(stderr,
4651                                "Failed to register allocate using %s\n",
4652                                c->fallback_scheduler ? "the fallback scheduler:" :
4653                                "the normal scheduler: \n");
4654
4655                        vir_dump(c);
4656
4657                        char *shaderdb;
4658                        int ret = v3d_shaderdb_dump(c, &shaderdb);
4659                        if (ret > 0) {
4660                                fprintf(stderr, "%s\n", shaderdb);
4661                                free(shaderdb);
4662                        }
4663                }
4664
4665                if (c->threads <= MAX2(c->min_threads_for_reg_alloc, min_threads)) {
4666                        if (V3D_DEBUG & V3D_DEBUG_PERF) {
4667                                fprintf(stderr,
4668                                        "Failed to register allocate %s "
4669                                        "prog %d/%d at %d threads.\n",
4670                                        vir_get_stage_name(c),
4671                                        c->program_id, c->variant_id, c->threads);
4672                        }
4673                        c->compilation_result =
4674                                V3D_COMPILATION_FAILED_REGISTER_ALLOCATION;
4675                        return;
4676                }
4677
4678                c->spills = 0;
4679                c->fills = 0;
4680                c->threads /= 2;
4681
4682                if (c->threads == 1)
4683                        vir_remove_thrsw(c);
4684        }
4685
4686        /* If we didn't spill, then remove the last thread switch we injected
4687         * artificially (if any) and restore the previous one.
4688         */
4689        if (!c->spills && c->last_thrsw != restore_last_thrsw)
4690                vir_restore_last_thrsw(c, restore_last_thrsw, restore_scoreboard_lock);
4691
4692        if (c->spills &&
4693            (V3D_DEBUG & (V3D_DEBUG_VIR |
4694                          v3d_debug_flag_for_shader_stage(c->s->info.stage)))) {
4695                fprintf(stderr, "%s prog %d/%d spilled VIR:\n",
4696                        vir_get_stage_name(c),
4697                        c->program_id, c->variant_id);
4698                vir_dump(c);
4699                fprintf(stderr, "\n");
4700        }
4701
4702        v3d_vir_to_qpu(c, temp_registers);
4703}
4704