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#ifndef V3D_COMPILER_H
25#define V3D_COMPILER_H
26
27#include <assert.h>
28#include <stdio.h>
29#include <stdlib.h>
30#include <stdbool.h>
31#include <stdint.h>
32#include <string.h>
33
34#include "util/macros.h"
35#include "common/v3d_debug.h"
36#include "common/v3d_device_info.h"
37#include "common/v3d_limits.h"
38#include "compiler/nir/nir.h"
39#include "util/list.h"
40#include "util/u_math.h"
41
42#include "qpu/qpu_instr.h"
43#include "pipe/p_state.h"
44
45/**
46 * Maximum number of outstanding TMU operations we can queue for execution.
47 *
48 * This is mostly limited by the size of the TMU fifos. The Input and Config
49 * fifos can stall, but we prefer that than injecting TMU flushes manually
50 * in the driver, so we can ignore these, but we can't overflow the Output fifo,
51 * which has 16 / threads per-thread entries, meaning that the maximum number
52 * of outstanding LDTMUs we can ever have is 8, for a 2-way threaded shader.
53 * This means that at most we can have 8 outstanding TMU loads, if each load
54 * is just one component.
55 *
56 * NOTE: we could actually have a larger value here because TMU stores don't
57 * consume any entries in the Output fifo (so we could have any number of
58 * outstanding stores) and the driver keeps track of used Output fifo entries
59 * and will flush if we ever needs more than 8, but since loads are much more
60 * common than stores, it is probably not worth it.
61 */
62#define MAX_TMU_QUEUE_SIZE 8
63
64/**
65 * Maximum offset distance in bytes between two consecutive constant UBO loads
66 * for the same UBO where we would favor updating the unifa address by emitting
67 * dummy ldunifa instructions to avoid writing the unifa register.
68 */
69#define MAX_UNIFA_SKIP_DISTANCE 16
70
71struct nir_builder;
72
73struct v3d_fs_inputs {
74        /**
75         * Array of the meanings of the VPM inputs this shader needs.
76         *
77         * It doesn't include those that aren't part of the VPM, like
78         * point/line coordinates.
79         */
80        struct v3d_varying_slot *input_slots;
81        uint32_t num_inputs;
82};
83
84enum qfile {
85        /** An unused source or destination register. */
86        QFILE_NULL,
87
88        /** A physical register, such as the W coordinate payload. */
89        QFILE_REG,
90        /** One of the regsiters for fixed function interactions. */
91        QFILE_MAGIC,
92
93        /**
94         *  A virtual register, that will be allocated to actual accumulator
95         * or physical registers later.
96         */
97        QFILE_TEMP,
98
99        /**
100         * VPM reads use this with an index value to say what part of the VPM
101         * is being read.
102         */
103        QFILE_VPM,
104
105        /**
106         * Stores an immediate value in the index field that will be used
107         * directly by qpu_load_imm().
108         */
109        QFILE_LOAD_IMM,
110
111        /**
112         * Stores an immediate value in the index field that can be turned
113         * into a small immediate field by qpu_encode_small_immediate().
114         */
115        QFILE_SMALL_IMM,
116};
117
118/**
119 * A reference to a QPU register or a virtual temp register.
120 */
121struct qreg {
122        enum qfile file;
123        uint32_t index;
124};
125
126static inline struct qreg vir_reg(enum qfile file, uint32_t index)
127{
128        return (struct qreg){file, index};
129}
130
131static inline struct qreg vir_magic_reg(uint32_t index)
132{
133        return (struct qreg){QFILE_MAGIC, index};
134}
135
136static inline struct qreg vir_nop_reg(void)
137{
138        return (struct qreg){QFILE_NULL, 0};
139}
140
141/**
142 * A reference to an actual register at the QPU level, for register
143 * allocation.
144 */
145struct qpu_reg {
146        bool magic;
147        bool smimm;
148        int index;
149};
150
151struct qinst {
152        /** Entry in qblock->instructions */
153        struct list_head link;
154
155        /**
156         * The instruction being wrapped.  Its condition codes, pack flags,
157         * signals, etc. will all be used, with just the register references
158         * being replaced by the contents of qinst->dst and qinst->src[].
159         */
160        struct v3d_qpu_instr qpu;
161
162        /* Pre-register-allocation references to src/dst registers */
163        struct qreg dst;
164        struct qreg src[3];
165        bool is_last_thrsw;
166
167        /* If the instruction reads a uniform (other than through src[i].file
168         * == QFILE_UNIF), that uniform's index in c->uniform_contents.  ~0
169         * otherwise.
170         */
171        int uniform;
172
173        /* If this is a a TLB Z write */
174        bool is_tlb_z_write;
175
176        /* Position of this instruction in the program. Filled in during
177         * register allocation.
178         */
179        int32_t ip;
180};
181
182enum quniform_contents {
183        /**
184         * Indicates that a constant 32-bit value is copied from the program's
185         * uniform contents.
186         */
187        QUNIFORM_CONSTANT,
188        /**
189         * Indicates that the program's uniform contents are used as an index
190         * into the GL uniform storage.
191         */
192        QUNIFORM_UNIFORM,
193
194        /** @{
195         * Scaling factors from clip coordinates to relative to the viewport
196         * center.
197         *
198         * This is used by the coordinate and vertex shaders to produce the
199         * 32-bit entry consisting of 2 16-bit fields with 12.4 signed fixed
200         * point offsets from the viewport ccenter.
201         */
202        QUNIFORM_VIEWPORT_X_SCALE,
203        QUNIFORM_VIEWPORT_Y_SCALE,
204        /** @} */
205
206        QUNIFORM_VIEWPORT_Z_OFFSET,
207        QUNIFORM_VIEWPORT_Z_SCALE,
208
209        QUNIFORM_USER_CLIP_PLANE,
210
211        /**
212         * A reference to a V3D 3.x texture config parameter 0 uniform.
213         *
214         * This is a uniform implicitly loaded with a QPU_W_TMU* write, which
215         * defines texture type, miplevels, and such.  It will be found as a
216         * parameter to the first QOP_TEX_[STRB] instruction in a sequence.
217         */
218        QUNIFORM_TEXTURE_CONFIG_P0_0,
219        QUNIFORM_TEXTURE_CONFIG_P0_1,
220        QUNIFORM_TEXTURE_CONFIG_P0_2,
221        QUNIFORM_TEXTURE_CONFIG_P0_3,
222        QUNIFORM_TEXTURE_CONFIG_P0_4,
223        QUNIFORM_TEXTURE_CONFIG_P0_5,
224        QUNIFORM_TEXTURE_CONFIG_P0_6,
225        QUNIFORM_TEXTURE_CONFIG_P0_7,
226        QUNIFORM_TEXTURE_CONFIG_P0_8,
227        QUNIFORM_TEXTURE_CONFIG_P0_9,
228        QUNIFORM_TEXTURE_CONFIG_P0_10,
229        QUNIFORM_TEXTURE_CONFIG_P0_11,
230        QUNIFORM_TEXTURE_CONFIG_P0_12,
231        QUNIFORM_TEXTURE_CONFIG_P0_13,
232        QUNIFORM_TEXTURE_CONFIG_P0_14,
233        QUNIFORM_TEXTURE_CONFIG_P0_15,
234        QUNIFORM_TEXTURE_CONFIG_P0_16,
235        QUNIFORM_TEXTURE_CONFIG_P0_17,
236        QUNIFORM_TEXTURE_CONFIG_P0_18,
237        QUNIFORM_TEXTURE_CONFIG_P0_19,
238        QUNIFORM_TEXTURE_CONFIG_P0_20,
239        QUNIFORM_TEXTURE_CONFIG_P0_21,
240        QUNIFORM_TEXTURE_CONFIG_P0_22,
241        QUNIFORM_TEXTURE_CONFIG_P0_23,
242        QUNIFORM_TEXTURE_CONFIG_P0_24,
243        QUNIFORM_TEXTURE_CONFIG_P0_25,
244        QUNIFORM_TEXTURE_CONFIG_P0_26,
245        QUNIFORM_TEXTURE_CONFIG_P0_27,
246        QUNIFORM_TEXTURE_CONFIG_P0_28,
247        QUNIFORM_TEXTURE_CONFIG_P0_29,
248        QUNIFORM_TEXTURE_CONFIG_P0_30,
249        QUNIFORM_TEXTURE_CONFIG_P0_31,
250        QUNIFORM_TEXTURE_CONFIG_P0_32,
251
252        /**
253         * A reference to a V3D 3.x texture config parameter 1 uniform.
254         *
255         * This is a uniform implicitly loaded with a QPU_W_TMU* write, which
256         * has the pointer to the indirect texture state.  Our data[] field
257         * will have a packed p1 value, but the address field will be just
258         * which texture unit's texture should be referenced.
259         */
260        QUNIFORM_TEXTURE_CONFIG_P1,
261
262        /* A V3D 4.x texture config parameter.  The high 8 bits will be
263         * which texture or sampler is being sampled, and the driver must
264         * replace the address field with the appropriate address.
265         */
266        QUNIFORM_TMU_CONFIG_P0,
267        QUNIFORM_TMU_CONFIG_P1,
268
269        QUNIFORM_IMAGE_TMU_CONFIG_P0,
270
271        QUNIFORM_TEXTURE_FIRST_LEVEL,
272
273        QUNIFORM_TEXTURE_WIDTH,
274        QUNIFORM_TEXTURE_HEIGHT,
275        QUNIFORM_TEXTURE_DEPTH,
276        QUNIFORM_TEXTURE_ARRAY_SIZE,
277        QUNIFORM_TEXTURE_LEVELS,
278        QUNIFORM_TEXTURE_SAMPLES,
279
280        QUNIFORM_UBO_ADDR,
281
282        QUNIFORM_TEXRECT_SCALE_X,
283        QUNIFORM_TEXRECT_SCALE_Y,
284
285        /* Returns the base offset of the SSBO given by the data value. */
286        QUNIFORM_SSBO_OFFSET,
287
288        /* Returns the size of the SSBO or UBO given by the data value. */
289        QUNIFORM_GET_SSBO_SIZE,
290        QUNIFORM_GET_UBO_SIZE,
291
292        /* Sizes (in pixels) of a shader image given by the data value. */
293        QUNIFORM_IMAGE_WIDTH,
294        QUNIFORM_IMAGE_HEIGHT,
295        QUNIFORM_IMAGE_DEPTH,
296        QUNIFORM_IMAGE_ARRAY_SIZE,
297
298        QUNIFORM_LINE_WIDTH,
299
300        /* The line width sent to hardware. This includes the expanded width
301         * when anti-aliasing is enabled.
302         */
303        QUNIFORM_AA_LINE_WIDTH,
304
305        /* Number of workgroups passed to glDispatchCompute in the dimension
306         * selected by the data value.
307         */
308        QUNIFORM_NUM_WORK_GROUPS,
309
310        /* Base workgroup offset passed to vkCmdDispatchBase in the dimension
311         * selected by the data value.
312         */
313        QUNIFORM_WORK_GROUP_BASE,
314
315        /**
316         * Returns the the offset of the scratch buffer for register spilling.
317         */
318        QUNIFORM_SPILL_OFFSET,
319        QUNIFORM_SPILL_SIZE_PER_THREAD,
320
321        /**
322         * Returns the offset of the shared memory for compute shaders.
323         *
324         * This will be accessed using TMU general memory operations, so the
325         * L2T cache will effectively be the shared memory area.
326         */
327        QUNIFORM_SHARED_OFFSET,
328
329        /**
330         * Returns the number of layers in the framebuffer.
331         *
332         * This is used to cap gl_Layer in geometry shaders to avoid
333         * out-of-bounds accesses into the tile state during binning.
334         */
335        QUNIFORM_FB_LAYERS,
336
337        /**
338         * Current value of gl_ViewIndex for Multiview rendering.
339         */
340        QUNIFORM_VIEW_INDEX,
341
342        /**
343         * Inline uniform buffers
344         */
345         QUNIFORM_INLINE_UBO_0,
346         QUNIFORM_INLINE_UBO_1,
347         QUNIFORM_INLINE_UBO_2,
348         QUNIFORM_INLINE_UBO_3,
349};
350
351static inline uint32_t v3d_unit_data_create(uint32_t unit, uint32_t value)
352{
353        assert(value < (1 << 24));
354        return unit << 24 | value;
355}
356
357static inline uint32_t v3d_unit_data_get_unit(uint32_t data)
358{
359        return data >> 24;
360}
361
362static inline uint32_t v3d_unit_data_get_offset(uint32_t data)
363{
364        return data & 0xffffff;
365}
366
367struct v3d_varying_slot {
368        uint8_t slot_and_component;
369};
370
371static inline struct v3d_varying_slot
372v3d_slot_from_slot_and_component(uint8_t slot, uint8_t component)
373{
374        assert(slot < 255 / 4);
375        return (struct v3d_varying_slot){ (slot << 2) + component };
376}
377
378static inline uint8_t v3d_slot_get_slot(struct v3d_varying_slot slot)
379{
380        return slot.slot_and_component >> 2;
381}
382
383static inline uint8_t v3d_slot_get_component(struct v3d_varying_slot slot)
384{
385        return slot.slot_and_component & 3;
386}
387
388enum v3d_execution_environment {
389   V3D_ENVIRONMENT_OPENGL = 0,
390   V3D_ENVIRONMENT_VULKAN,
391};
392
393struct v3d_key {
394        void *shader_state;
395        struct {
396                uint8_t swizzle[4];
397        } tex[V3D_MAX_TEXTURE_SAMPLERS];
398        struct {
399                uint8_t return_size;
400                uint8_t return_channels;
401        } sampler[V3D_MAX_TEXTURE_SAMPLERS];
402
403        uint8_t num_tex_used;
404        uint8_t num_samplers_used;
405        uint8_t ucp_enables;
406        bool is_last_geometry_stage;
407        bool robust_buffer_access;
408
409        enum v3d_execution_environment environment;
410};
411
412struct v3d_fs_key {
413        struct v3d_key base;
414        bool is_points;
415        bool is_lines;
416        bool line_smoothing;
417        bool point_coord_upper_left;
418        bool msaa;
419        bool sample_coverage;
420        bool sample_alpha_to_coverage;
421        bool sample_alpha_to_one;
422        /* Mask of which color render targets are present. */
423        uint8_t cbufs;
424        uint8_t swap_color_rb;
425        /* Mask of which render targets need to be written as 32-bit floats */
426        uint8_t f32_color_rb;
427        /* Masks of which render targets need to be written as ints/uints.
428         * Used by gallium to work around lost information in TGSI.
429         */
430        uint8_t int_color_rb;
431        uint8_t uint_color_rb;
432
433        /* Color format information per render target. Only set when logic
434         * operations are enabled.
435         */
436        struct {
437                enum pipe_format format;
438                uint8_t swizzle[4];
439        } color_fmt[V3D_MAX_DRAW_BUFFERS];
440
441        uint8_t logicop_func;
442        uint32_t point_sprite_mask;
443
444        struct pipe_rt_blend_state blend;
445
446        /* If the fragment shader reads gl_PrimitiveID then we have 2 scenarios:
447         *
448         * - If there is a geometry shader, then gl_PrimitiveID must be written
449         *   by it and the fragment shader loads it as a regular explicit input
450         *   varying. This is the only valid use case in GLES 3.1.
451         *
452         * - If there is not a geometry shader (allowed since GLES 3.2 and
453         *   Vulkan 1.0), then gl_PrimitiveID must be implicitly written by
454         *   hardware and is considered an implicit input varying in the
455         *   fragment shader.
456         */
457        bool has_gs;
458};
459
460struct v3d_gs_key {
461        struct v3d_key base;
462
463        struct v3d_varying_slot used_outputs[V3D_MAX_FS_INPUTS];
464        uint8_t num_used_outputs;
465
466        bool is_coord;
467        bool per_vertex_point_size;
468};
469
470struct v3d_vs_key {
471        struct v3d_key base;
472
473        struct v3d_varying_slot used_outputs[V3D_MAX_ANY_STAGE_INPUTS];
474        uint8_t num_used_outputs;
475
476        /* A bit-mask indicating if we need to swap the R/B channels for
477         * vertex attributes. Since the hardware doesn't provide any
478         * means to swizzle vertex attributes we need to do it in the shader.
479         */
480        uint32_t va_swap_rb_mask;
481
482        bool is_coord;
483        bool per_vertex_point_size;
484        bool clamp_color;
485};
486
487/** A basic block of VIR intructions. */
488struct qblock {
489        struct list_head link;
490
491        struct list_head instructions;
492
493        struct set *predecessors;
494        struct qblock *successors[2];
495
496        int index;
497
498        /* Instruction IPs for the first and last instruction of the block.
499         * Set by qpu_schedule.c.
500         */
501        uint32_t start_qpu_ip;
502        uint32_t end_qpu_ip;
503
504        /* Instruction IP for the branch instruction of the block.  Set by
505         * qpu_schedule.c.
506         */
507        uint32_t branch_qpu_ip;
508
509        /** Offset within the uniform stream at the start of the block. */
510        uint32_t start_uniform;
511        /** Offset within the uniform stream of the branch instruction */
512        uint32_t branch_uniform;
513
514        /**
515         * Has the terminating branch of this block already been emitted
516         * by a break or continue?
517         */
518        bool branch_emitted;
519
520        /** @{ used by v3d_vir_live_variables.c */
521        BITSET_WORD *def;
522        BITSET_WORD *defin;
523        BITSET_WORD *defout;
524        BITSET_WORD *use;
525        BITSET_WORD *live_in;
526        BITSET_WORD *live_out;
527        int start_ip, end_ip;
528        /** @} */
529};
530
531/** Which util/list.h add mode we should use when inserting an instruction. */
532enum vir_cursor_mode {
533        vir_cursor_add,
534        vir_cursor_addtail,
535};
536
537/**
538 * Tracking structure for where new instructions should be inserted.  Create
539 * with one of the vir_after_inst()-style helper functions.
540 *
541 * This does not protect against removal of the block or instruction, so we
542 * have an assert in instruction removal to try to catch it.
543 */
544struct vir_cursor {
545        enum vir_cursor_mode mode;
546        struct list_head *link;
547};
548
549static inline struct vir_cursor
550vir_before_inst(struct qinst *inst)
551{
552        return (struct vir_cursor){ vir_cursor_addtail, &inst->link };
553}
554
555static inline struct vir_cursor
556vir_after_inst(struct qinst *inst)
557{
558        return (struct vir_cursor){ vir_cursor_add, &inst->link };
559}
560
561static inline struct vir_cursor
562vir_before_block(struct qblock *block)
563{
564        return (struct vir_cursor){ vir_cursor_add, &block->instructions };
565}
566
567static inline struct vir_cursor
568vir_after_block(struct qblock *block)
569{
570        return (struct vir_cursor){ vir_cursor_addtail, &block->instructions };
571}
572
573enum v3d_compilation_result {
574        V3D_COMPILATION_SUCCEEDED,
575        V3D_COMPILATION_FAILED_REGISTER_ALLOCATION,
576        V3D_COMPILATION_FAILED,
577};
578
579/**
580 * Compiler state saved across compiler invocations, for any expensive global
581 * setup.
582 */
583struct v3d_compiler {
584        const struct v3d_device_info *devinfo;
585        uint32_t max_inline_uniform_buffers;
586        struct ra_regs *regs;
587        struct ra_class *reg_class_any[3];
588        struct ra_class *reg_class_r5[3];
589        struct ra_class *reg_class_phys[3];
590        struct ra_class *reg_class_phys_or_acc[3];
591};
592
593/**
594 * This holds partially interpolated inputs as provided by hardware
595 * (The Vp = A*(x - x0) + B*(y - y0) term), as well as the C coefficient
596 * required to compute the final interpolated value.
597 */
598struct v3d_interp_input {
599   struct qreg vp;
600   struct qreg C;
601   unsigned mode; /* interpolation mode */
602};
603
604struct v3d_ra_node_info {
605        struct {
606                uint32_t priority;
607                uint8_t class_bits;
608        } *info;
609        uint32_t alloc_count;
610};
611
612struct v3d_compile {
613        const struct v3d_device_info *devinfo;
614        nir_shader *s;
615        nir_function_impl *impl;
616        struct exec_list *cf_node_list;
617        const struct v3d_compiler *compiler;
618
619        void (*debug_output)(const char *msg,
620                             void *debug_output_data);
621        void *debug_output_data;
622
623        /**
624         * Mapping from nir_register * or nir_ssa_def * to array of struct
625         * qreg for the values.
626         */
627        struct hash_table *def_ht;
628
629        /* For each temp, the instruction generating its value. */
630        struct qinst **defs;
631        uint32_t defs_array_size;
632
633        /* TMU pipelining tracking */
634        struct {
635                /* NIR registers that have been updated with a TMU operation
636                 * that has not been flushed yet.
637                 */
638                struct set *outstanding_regs;
639
640                uint32_t output_fifo_size;
641
642                struct {
643                        nir_dest *dest;
644                        uint8_t num_components;
645                        uint8_t component_mask;
646                } flush[MAX_TMU_QUEUE_SIZE];
647                uint32_t flush_count;
648        } tmu;
649
650        /**
651         * Inputs to the shader, arranged by TGSI declaration order.
652         *
653         * Not all fragment shader QFILE_VARY reads are present in this array.
654         */
655        struct qreg *inputs;
656        /**
657         * Partially interpolated inputs to the shader.
658         */
659        struct v3d_interp_input *interp;
660        struct qreg *outputs;
661        bool msaa_per_sample_output;
662        struct qreg color_reads[V3D_MAX_DRAW_BUFFERS * V3D_MAX_SAMPLES * 4];
663        struct qreg sample_colors[V3D_MAX_DRAW_BUFFERS * V3D_MAX_SAMPLES * 4];
664        uint32_t inputs_array_size;
665        uint32_t outputs_array_size;
666        uint32_t uniforms_array_size;
667
668        /* Booleans for whether the corresponding QFILE_VARY[i] is
669         * flat-shaded.  This includes gl_FragColor flat-shading, which is
670         * customized based on the shademodel_flat shader key.
671         */
672        uint32_t flat_shade_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
673
674        uint32_t noperspective_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
675
676        uint32_t centroid_flags[BITSET_WORDS(V3D_MAX_FS_INPUTS)];
677
678        bool uses_center_w;
679        bool writes_z;
680        bool writes_z_from_fep;
681        bool reads_z;
682        bool uses_implicit_point_line_varyings;
683
684        /* True if a fragment shader reads gl_PrimitiveID */
685        bool fs_uses_primitive_id;
686
687        /* If the fragment shader does anything that requires to force
688         * per-sample MSAA, such as reading gl_SampleID.
689         */
690        bool force_per_sample_msaa;
691
692        /* Whether we are using the fallback scheduler. This will be set after
693         * register allocation has failed once.
694         */
695        bool fallback_scheduler;
696
697        /* Disable TMU pipelining. This may increase the chances of being able
698         * to compile shaders with high register pressure that require to emit
699         * TMU spills.
700         */
701        bool disable_tmu_pipelining;
702        bool pipelined_any_tmu;
703
704        /* Disable sorting of UBO loads with constant offset. This may
705         * increase the chances of being able to compile shaders with high
706         * register pressure.
707         */
708        bool disable_constant_ubo_load_sorting;
709        bool sorted_any_ubo_loads;
710
711        /* Emits ldunif for each new uniform, even if the uniform was already
712         * emitted in the same block. Useful to compile shaders with high
713         * register pressure or to disable the optimization during uniform
714         * spills.
715         */
716        bool disable_ldunif_opt;
717
718        /* Disables loop unrolling to reduce register pressure. */
719        bool disable_loop_unrolling;
720        bool unrolled_any_loops;
721
722        /* Disables scheduling of general TMU loads (and unfiltered image load).
723         */
724        bool disable_general_tmu_sched;
725        bool has_general_tmu_load;
726
727        /* Minimum number of threads we are willing to use to register allocate
728         * a shader with the current compilation strategy. This only prevents
729         * us from lowering the thread count to register allocate successfully,
730         * which can be useful when we prefer doing other changes to the
731         * compilation strategy before dropping thread count.
732         */
733        uint32_t min_threads_for_reg_alloc;
734
735        /* Whether TMU spills are allowed. If this is disabled it may cause
736         * register allocation to fail. We set this to favor other compilation
737         * strategies that can reduce register pressure and hopefully reduce or
738         * eliminate TMU spills in the shader.
739         */
740        uint32_t max_tmu_spills;
741
742        uint32_t compile_strategy_idx;
743
744        /* The UBO index and block used with the last unifa load, as well as the
745         * current unifa offset *after* emitting that load. This is used to skip
746         * unifa writes (and their 3 delay slot) when the next UBO load reads
747         * right after the previous one in the same block.
748         */
749        struct qblock *current_unifa_block;
750        int32_t current_unifa_index;
751        uint32_t current_unifa_offset;
752        bool current_unifa_is_ubo;
753
754        /* State for whether we're executing on each channel currently.  0 if
755         * yes, otherwise a block number + 1 that the channel jumped to.
756         */
757        struct qreg execute;
758        bool in_control_flow;
759
760        struct qreg line_x, point_x, point_y, primitive_id;
761
762        /**
763         * Instance ID, which comes in before the vertex attribute payload if
764         * the shader record requests it.
765         */
766        struct qreg iid;
767
768        /**
769         * Base Instance ID, which comes in before the vertex attribute payload
770         * (after Instance ID) if the shader record requests it.
771         */
772        struct qreg biid;
773
774        /**
775         * Vertex ID, which comes in before the vertex attribute payload
776         * (after Base Instance) if the shader record requests it.
777         */
778        struct qreg vid;
779
780        /* Fragment shader payload regs. */
781        struct qreg payload_w, payload_w_centroid, payload_z;
782
783        struct qreg cs_payload[2];
784        struct qreg cs_shared_offset;
785        int local_invocation_index_bits;
786
787        /* If the shader uses subgroup functionality */
788        bool has_subgroups;
789
790        uint8_t vattr_sizes[V3D_MAX_VS_INPUTS / 4];
791        uint32_t vpm_output_size;
792
793        /* Size in bytes of registers that have been spilled. This is how much
794         * space needs to be available in the spill BO per thread per QPU.
795         */
796        uint32_t spill_size;
797        /* Shader-db stats */
798        uint32_t spills, fills, loops;
799
800        /* Whether we are in the process of spilling registers for
801         * register allocation
802         */
803        bool spilling;
804
805        /**
806         * Register spilling's per-thread base address, shared between each
807         * spill/fill's addressing calculations (also used for scratch
808         * access).
809         */
810        struct qreg spill_base;
811
812        /* Bit vector of which temps may be spilled */
813        BITSET_WORD *spillable;
814
815        /* Used during register allocation */
816        int thread_index;
817        struct v3d_ra_node_info nodes;
818        struct ra_graph *g;
819
820        /**
821         * Array of the VARYING_SLOT_* of all FS QFILE_VARY reads.
822         *
823         * This includes those that aren't part of the VPM varyings, like
824         * point/line coordinates.
825         */
826        struct v3d_varying_slot input_slots[V3D_MAX_FS_INPUTS];
827
828        /**
829         * An entry per outputs[] in the VS indicating what the VARYING_SLOT_*
830         * of the output is.  Used to emit from the VS in the order that the
831         * FS needs.
832         */
833        struct v3d_varying_slot *output_slots;
834
835        struct pipe_shader_state *shader_state;
836        struct v3d_key *key;
837        struct v3d_fs_key *fs_key;
838        struct v3d_gs_key *gs_key;
839        struct v3d_vs_key *vs_key;
840
841        /* Live ranges of temps. */
842        int *temp_start, *temp_end;
843        bool live_intervals_valid;
844
845        uint32_t *uniform_data;
846        enum quniform_contents *uniform_contents;
847        uint32_t uniform_array_size;
848        uint32_t num_uniforms;
849        uint32_t output_position_index;
850        nir_variable *output_color_var[V3D_MAX_DRAW_BUFFERS];
851        uint32_t output_sample_mask_index;
852
853        struct qreg undef;
854        uint32_t num_temps;
855        /* Number of temps in the program right before we spill a new temp. We
856         * use this to know which temps existed before a spill and which were
857         * added with the spill itself.
858         */
859        uint32_t spill_start_num_temps;
860
861        struct vir_cursor cursor;
862        struct list_head blocks;
863        int next_block_index;
864        struct qblock *cur_block;
865        struct qblock *loop_cont_block;
866        struct qblock *loop_break_block;
867        /**
868         * Which temp, if any, do we currently have in the flags?
869         * This is set when processing a comparison instruction, and
870         * reset to -1 by anything else that touches the flags.
871         */
872        int32_t flags_temp;
873        enum v3d_qpu_cond flags_cond;
874
875        uint64_t *qpu_insts;
876        uint32_t qpu_inst_count;
877        uint32_t qpu_inst_size;
878        uint32_t qpu_inst_stalled_count;
879        uint32_t nop_count;
880
881        /* For the FS, the number of varying inputs not counting the
882         * point/line varyings payload
883         */
884        uint32_t num_inputs;
885
886        uint32_t program_id;
887        uint32_t variant_id;
888
889        /* Set to compile program in in 1x, 2x, or 4x threaded mode, where
890         * SIG_THREAD_SWITCH is used to hide texturing latency at the cost of
891         * limiting ourselves to the part of the physical reg space.
892         *
893         * On V3D 3.x, 2x or 4x divide the physical reg space by 2x or 4x.  On
894         * V3D 4.x, all shaders are 2x threaded, and 4x only divides the
895         * physical reg space in half.
896         */
897        uint8_t threads;
898        struct qinst *last_thrsw;
899        bool last_thrsw_at_top_level;
900
901        bool emitted_tlb_load;
902        bool lock_scoreboard_on_first_thrsw;
903
904        enum v3d_compilation_result compilation_result;
905
906        bool tmu_dirty_rcl;
907        bool has_global_address;
908};
909
910struct v3d_uniform_list {
911        enum quniform_contents *contents;
912        uint32_t *data;
913        uint32_t count;
914};
915
916struct v3d_prog_data {
917        struct v3d_uniform_list uniforms;
918
919        uint32_t spill_size;
920        uint32_t tmu_spills;
921        uint32_t tmu_fills;
922
923        uint32_t qpu_read_stalls;
924
925        uint8_t compile_strategy_idx;
926
927        uint8_t threads;
928
929        /* For threads > 1, whether the program should be dispatched in the
930         * after-final-THRSW state.
931         */
932        bool single_seg;
933
934        bool tmu_dirty_rcl;
935
936        bool has_control_barrier;
937
938        bool has_global_address;
939};
940
941struct v3d_vs_prog_data {
942        struct v3d_prog_data base;
943
944        bool uses_iid, uses_biid, uses_vid;
945
946        /* Number of components read from each vertex attribute. */
947        uint8_t vattr_sizes[V3D_MAX_VS_INPUTS / 4];
948
949        /* Total number of components read, for the shader state record. */
950        uint32_t vpm_input_size;
951
952        /* Total number of components written, for the shader state record. */
953        uint32_t vpm_output_size;
954
955        /* Set if there should be separate VPM segments for input and output.
956         * If unset, vpm_input_size will be 0.
957         */
958        bool separate_segments;
959
960        /* Value to be programmed in VCM_CACHE_SIZE. */
961        uint8_t vcm_cache_size;
962
963        /* Maps the nir->data.location to its
964         * nir->data.driver_location. In general we are using the
965         * driver location as index (like vattr_sizes above), so this
966         * map is useful when what we have is the location
967         *
968         * Returns -1 if the location is not used
969         */
970        int32_t driver_location_map[V3D_MAX_VS_INPUTS];
971};
972
973struct v3d_gs_prog_data {
974        struct v3d_prog_data base;
975
976        /* Whether the program reads gl_PrimitiveIDIn */
977        bool uses_pid;
978
979        /* Number of components read from each input varying. */
980        uint8_t input_sizes[V3D_MAX_GS_INPUTS / 4];
981
982        /* Number of inputs */
983        uint8_t num_inputs;
984        struct v3d_varying_slot input_slots[V3D_MAX_GS_INPUTS];
985
986        /* Total number of components written, for the shader state record. */
987        uint32_t vpm_output_size;
988
989        /* Maximum SIMD dispatch width to not exceed VPM output size limits
990         * in the geometry shader. Notice that the final dispatch width has to
991         * be decided at draw time and could be lower based on the VPM pressure
992         * added by other shader stages.
993         */
994        uint8_t simd_width;
995
996        /* Output primitive type */
997        uint8_t out_prim_type;
998
999        /* Number of GS invocations */
1000        uint8_t num_invocations;
1001
1002        bool writes_psiz;
1003};
1004
1005struct v3d_fs_prog_data {
1006        struct v3d_prog_data base;
1007
1008        /* Whether the program reads gl_PrimitiveID */
1009        bool uses_pid;
1010
1011        struct v3d_varying_slot input_slots[V3D_MAX_FS_INPUTS];
1012
1013        /* Array of flat shade flags.
1014         *
1015         * Each entry is only 24 bits (high 8 bits 0), to match the hardware
1016         * packet layout.
1017         */
1018        uint32_t flat_shade_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
1019
1020        uint32_t noperspective_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
1021
1022        uint32_t centroid_flags[((V3D_MAX_FS_INPUTS - 1) / 24) + 1];
1023
1024        uint8_t num_inputs;
1025        bool writes_z;
1026        bool writes_z_from_fep;
1027        bool disable_ez;
1028        bool uses_center_w;
1029        bool uses_implicit_point_line_varyings;
1030        bool lock_scoreboard_on_first_thrsw;
1031        bool force_per_sample_msaa;
1032};
1033
1034struct v3d_compute_prog_data {
1035        struct v3d_prog_data base;
1036        /* Size in bytes of the workgroup's shared space. */
1037        uint32_t shared_size;
1038        uint16_t local_size[3];
1039        /* If the shader uses subgroup functionality */
1040        bool has_subgroups;
1041};
1042
1043struct vpm_config {
1044   uint32_t As;
1045   uint32_t Vc;
1046   uint32_t Gs;
1047   uint32_t Gd;
1048   uint32_t Gv;
1049   uint32_t Ve;
1050   uint32_t gs_width;
1051};
1052
1053bool
1054v3d_compute_vpm_config(struct v3d_device_info *devinfo,
1055                       struct v3d_vs_prog_data *vs_bin,
1056                       struct v3d_vs_prog_data *vs,
1057                       struct v3d_gs_prog_data *gs_bin,
1058                       struct v3d_gs_prog_data *gs,
1059                       struct vpm_config *vpm_cfg_bin,
1060                       struct vpm_config *vpm_cfg);
1061
1062static inline bool
1063vir_has_uniform(struct qinst *inst)
1064{
1065        return inst->uniform != ~0;
1066}
1067
1068const struct v3d_compiler *v3d_compiler_init(const struct v3d_device_info *devinfo,
1069                                             uint32_t max_inline_uniform_buffers);
1070void v3d_compiler_free(const struct v3d_compiler *compiler);
1071void v3d_optimize_nir(struct v3d_compile *c, struct nir_shader *s);
1072
1073uint64_t *v3d_compile(const struct v3d_compiler *compiler,
1074                      struct v3d_key *key,
1075                      struct v3d_prog_data **prog_data,
1076                      nir_shader *s,
1077                      void (*debug_output)(const char *msg,
1078                                           void *debug_output_data),
1079                      void *debug_output_data,
1080                      int program_id, int variant_id,
1081                      uint32_t *final_assembly_size);
1082
1083uint32_t v3d_prog_data_size(gl_shader_stage stage);
1084void v3d_nir_to_vir(struct v3d_compile *c);
1085
1086void vir_compile_destroy(struct v3d_compile *c);
1087const char *vir_get_stage_name(struct v3d_compile *c);
1088struct qblock *vir_new_block(struct v3d_compile *c);
1089void vir_set_emit_block(struct v3d_compile *c, struct qblock *block);
1090void vir_link_blocks(struct qblock *predecessor, struct qblock *successor);
1091struct qblock *vir_entry_block(struct v3d_compile *c);
1092struct qblock *vir_exit_block(struct v3d_compile *c);
1093struct qinst *vir_add_inst(enum v3d_qpu_add_op op, struct qreg dst,
1094                           struct qreg src0, struct qreg src1);
1095struct qinst *vir_mul_inst(enum v3d_qpu_mul_op op, struct qreg dst,
1096                           struct qreg src0, struct qreg src1);
1097struct qinst *vir_branch_inst(struct v3d_compile *c,
1098                              enum v3d_qpu_branch_cond cond);
1099void vir_remove_instruction(struct v3d_compile *c, struct qinst *qinst);
1100uint32_t vir_get_uniform_index(struct v3d_compile *c,
1101                               enum quniform_contents contents,
1102                               uint32_t data);
1103struct qreg vir_uniform(struct v3d_compile *c,
1104                        enum quniform_contents contents,
1105                        uint32_t data);
1106void vir_schedule_instructions(struct v3d_compile *c);
1107void v3d_setup_spill_base(struct v3d_compile *c);
1108struct v3d_qpu_instr v3d_qpu_nop(void);
1109
1110struct qreg vir_emit_def(struct v3d_compile *c, struct qinst *inst);
1111struct qinst *vir_emit_nondef(struct v3d_compile *c, struct qinst *inst);
1112void vir_set_cond(struct qinst *inst, enum v3d_qpu_cond cond);
1113enum v3d_qpu_cond vir_get_cond(struct qinst *inst);
1114void vir_set_pf(struct v3d_compile *c, struct qinst *inst, enum v3d_qpu_pf pf);
1115void vir_set_uf(struct v3d_compile *c, struct qinst *inst, enum v3d_qpu_uf uf);
1116void vir_set_unpack(struct qinst *inst, int src,
1117                    enum v3d_qpu_input_unpack unpack);
1118void vir_set_pack(struct qinst *inst, enum v3d_qpu_output_pack pack);
1119
1120struct qreg vir_get_temp(struct v3d_compile *c);
1121void vir_calculate_live_intervals(struct v3d_compile *c);
1122int vir_get_nsrc(struct qinst *inst);
1123bool vir_has_side_effects(struct v3d_compile *c, struct qinst *inst);
1124bool vir_get_add_op(struct qinst *inst, enum v3d_qpu_add_op *op);
1125bool vir_get_mul_op(struct qinst *inst, enum v3d_qpu_mul_op *op);
1126bool vir_is_raw_mov(struct qinst *inst);
1127bool vir_is_tex(const struct v3d_device_info *devinfo, struct qinst *inst);
1128bool vir_is_add(struct qinst *inst);
1129bool vir_is_mul(struct qinst *inst);
1130bool vir_writes_r3(const struct v3d_device_info *devinfo, struct qinst *inst);
1131bool vir_writes_r4(const struct v3d_device_info *devinfo, struct qinst *inst);
1132struct qreg vir_follow_movs(struct v3d_compile *c, struct qreg reg);
1133uint8_t vir_channels_written(struct qinst *inst);
1134struct qreg ntq_get_src(struct v3d_compile *c, nir_src src, int i);
1135void ntq_store_dest(struct v3d_compile *c, nir_dest *dest, int chan,
1136                    struct qreg result);
1137bool ntq_tmu_fifo_overflow(struct v3d_compile *c, uint32_t components);
1138void ntq_add_pending_tmu_flush(struct v3d_compile *c, nir_dest *dest,
1139                               uint32_t component_mask);
1140void ntq_flush_tmu(struct v3d_compile *c);
1141void vir_emit_thrsw(struct v3d_compile *c);
1142
1143void vir_dump(struct v3d_compile *c);
1144void vir_dump_inst(struct v3d_compile *c, struct qinst *inst);
1145void vir_dump_uniform(enum quniform_contents contents, uint32_t data);
1146
1147void vir_validate(struct v3d_compile *c);
1148
1149void vir_optimize(struct v3d_compile *c);
1150bool vir_opt_algebraic(struct v3d_compile *c);
1151bool vir_opt_constant_folding(struct v3d_compile *c);
1152bool vir_opt_copy_propagate(struct v3d_compile *c);
1153bool vir_opt_dead_code(struct v3d_compile *c);
1154bool vir_opt_peephole_sf(struct v3d_compile *c);
1155bool vir_opt_redundant_flags(struct v3d_compile *c);
1156bool vir_opt_small_immediates(struct v3d_compile *c);
1157bool vir_opt_vpm(struct v3d_compile *c);
1158bool vir_opt_constant_alu(struct v3d_compile *c);
1159bool v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c);
1160bool v3d_nir_lower_line_smooth(nir_shader *shader);
1161bool v3d_nir_lower_logic_ops(nir_shader *s, struct v3d_compile *c);
1162bool v3d_nir_lower_robust_buffer_access(nir_shader *shader, struct v3d_compile *c);
1163bool v3d_nir_lower_scratch(nir_shader *s);
1164bool v3d_nir_lower_txf_ms(nir_shader *s, struct v3d_compile *c);
1165bool v3d_nir_lower_image_load_store(nir_shader *s);
1166bool v3d_nir_lower_load_store_bitsize(nir_shader *s, struct v3d_compile *c);
1167
1168void v3d33_vir_vpm_read_setup(struct v3d_compile *c, int num_components);
1169void v3d33_vir_vpm_write_setup(struct v3d_compile *c);
1170void v3d33_vir_emit_tex(struct v3d_compile *c, nir_tex_instr *instr);
1171void v3d40_vir_emit_tex(struct v3d_compile *c, nir_tex_instr *instr);
1172void v3d40_vir_emit_image_load_store(struct v3d_compile *c,
1173                                     nir_intrinsic_instr *instr);
1174
1175void v3d_vir_to_qpu(struct v3d_compile *c, struct qpu_reg *temp_registers);
1176uint32_t v3d_qpu_schedule_instructions(struct v3d_compile *c);
1177void qpu_validate(struct v3d_compile *c);
1178struct qpu_reg *v3d_register_allocate(struct v3d_compile *c);
1179bool vir_init_reg_sets(struct v3d_compiler *compiler);
1180
1181int v3d_shaderdb_dump(struct v3d_compile *c, char **shaderdb_str);
1182
1183bool v3d_gl_format_is_return_32(enum pipe_format format);
1184
1185uint32_t
1186v3d_get_op_for_atomic_add(nir_intrinsic_instr *instr, unsigned src);
1187
1188static inline bool
1189quniform_contents_is_texture_p0(enum quniform_contents contents)
1190{
1191        return (contents >= QUNIFORM_TEXTURE_CONFIG_P0_0 &&
1192                contents < (QUNIFORM_TEXTURE_CONFIG_P0_0 +
1193                            V3D_MAX_TEXTURE_SAMPLERS));
1194}
1195
1196static inline bool
1197vir_in_nonuniform_control_flow(struct v3d_compile *c)
1198{
1199        return c->execute.file != QFILE_NULL;
1200}
1201
1202static inline struct qreg
1203vir_uniform_ui(struct v3d_compile *c, uint32_t ui)
1204{
1205        return vir_uniform(c, QUNIFORM_CONSTANT, ui);
1206}
1207
1208static inline struct qreg
1209vir_uniform_f(struct v3d_compile *c, float f)
1210{
1211        return vir_uniform(c, QUNIFORM_CONSTANT, fui(f));
1212}
1213
1214#define VIR_ALU0(name, vir_inst, op)                                     \
1215static inline struct qreg                                                \
1216vir_##name(struct v3d_compile *c)                                        \
1217{                                                                        \
1218        return vir_emit_def(c, vir_inst(op, c->undef,                    \
1219                                        c->undef, c->undef));            \
1220}                                                                        \
1221static inline struct qinst *                                             \
1222vir_##name##_dest(struct v3d_compile *c, struct qreg dest)               \
1223{                                                                        \
1224        return vir_emit_nondef(c, vir_inst(op, dest,                     \
1225                                           c->undef, c->undef));         \
1226}
1227
1228#define VIR_ALU1(name, vir_inst, op)                                     \
1229static inline struct qreg                                                \
1230vir_##name(struct v3d_compile *c, struct qreg a)                         \
1231{                                                                        \
1232        return vir_emit_def(c, vir_inst(op, c->undef,                    \
1233                                        a, c->undef));                   \
1234}                                                                        \
1235static inline struct qinst *                                             \
1236vir_##name##_dest(struct v3d_compile *c, struct qreg dest,               \
1237                  struct qreg a)                                         \
1238{                                                                        \
1239        return vir_emit_nondef(c, vir_inst(op, dest, a,          \
1240                                           c->undef));                   \
1241}
1242
1243#define VIR_ALU2(name, vir_inst, op)                                       \
1244static inline struct qreg                                                \
1245vir_##name(struct v3d_compile *c, struct qreg a, struct qreg b)          \
1246{                                                                        \
1247        return vir_emit_def(c, vir_inst(op, c->undef, a, b));    \
1248}                                                                        \
1249static inline struct qinst *                                             \
1250vir_##name##_dest(struct v3d_compile *c, struct qreg dest,               \
1251                  struct qreg a, struct qreg b)                          \
1252{                                                                        \
1253        return vir_emit_nondef(c, vir_inst(op, dest, a, b));     \
1254}
1255
1256#define VIR_NODST_0(name, vir_inst, op)                                 \
1257static inline struct qinst *                                            \
1258vir_##name(struct v3d_compile *c)                                       \
1259{                                                                       \
1260        return vir_emit_nondef(c, vir_inst(op, c->undef,                \
1261                                           c->undef, c->undef));        \
1262}
1263
1264#define VIR_NODST_1(name, vir_inst, op)                                               \
1265static inline struct qinst *                                            \
1266vir_##name(struct v3d_compile *c, struct qreg a)                        \
1267{                                                                       \
1268        return vir_emit_nondef(c, vir_inst(op, c->undef,        \
1269                                           a, c->undef));               \
1270}
1271
1272#define VIR_NODST_2(name, vir_inst, op)                                               \
1273static inline struct qinst *                                            \
1274vir_##name(struct v3d_compile *c, struct qreg a, struct qreg b)         \
1275{                                                                       \
1276        return vir_emit_nondef(c, vir_inst(op, c->undef,                \
1277                                           a, b));                      \
1278}
1279
1280#define VIR_SFU(name)                                                      \
1281static inline struct qreg                                                \
1282vir_##name(struct v3d_compile *c, struct qreg a)                         \
1283{                                                                        \
1284        if (c->devinfo->ver >= 41) {                                     \
1285                return vir_emit_def(c, vir_add_inst(V3D_QPU_A_##name,    \
1286                                                    c->undef,            \
1287                                                    a, c->undef));       \
1288        } else {                                                         \
1289                vir_FMOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_##name), a); \
1290                return vir_FMOV(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4)); \
1291        }                                                                \
1292}                                                                        \
1293static inline struct qinst *                                             \
1294vir_##name##_dest(struct v3d_compile *c, struct qreg dest,               \
1295                  struct qreg a)                                         \
1296{                                                                        \
1297        if (c->devinfo->ver >= 41) {                                     \
1298                return vir_emit_nondef(c, vir_add_inst(V3D_QPU_A_##name, \
1299                                                       dest,             \
1300                                                       a, c->undef));    \
1301        } else {                                                         \
1302                vir_FMOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_##name), a); \
1303                return vir_FMOV_dest(c, dest, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4)); \
1304        }                                                                \
1305}
1306
1307#define VIR_A_ALU2(name) VIR_ALU2(name, vir_add_inst, V3D_QPU_A_##name)
1308#define VIR_M_ALU2(name) VIR_ALU2(name, vir_mul_inst, V3D_QPU_M_##name)
1309#define VIR_A_ALU1(name) VIR_ALU1(name, vir_add_inst, V3D_QPU_A_##name)
1310#define VIR_M_ALU1(name) VIR_ALU1(name, vir_mul_inst, V3D_QPU_M_##name)
1311#define VIR_A_ALU0(name) VIR_ALU0(name, vir_add_inst, V3D_QPU_A_##name)
1312#define VIR_M_ALU0(name) VIR_ALU0(name, vir_mul_inst, V3D_QPU_M_##name)
1313#define VIR_A_NODST_2(name) VIR_NODST_2(name, vir_add_inst, V3D_QPU_A_##name)
1314#define VIR_M_NODST_2(name) VIR_NODST_2(name, vir_mul_inst, V3D_QPU_M_##name)
1315#define VIR_A_NODST_1(name) VIR_NODST_1(name, vir_add_inst, V3D_QPU_A_##name)
1316#define VIR_M_NODST_1(name) VIR_NODST_1(name, vir_mul_inst, V3D_QPU_M_##name)
1317#define VIR_A_NODST_0(name) VIR_NODST_0(name, vir_add_inst, V3D_QPU_A_##name)
1318
1319VIR_A_ALU2(FADD)
1320VIR_A_ALU2(VFPACK)
1321VIR_A_ALU2(FSUB)
1322VIR_A_ALU2(FMIN)
1323VIR_A_ALU2(FMAX)
1324
1325VIR_A_ALU2(ADD)
1326VIR_A_ALU2(SUB)
1327VIR_A_ALU2(SHL)
1328VIR_A_ALU2(SHR)
1329VIR_A_ALU2(ASR)
1330VIR_A_ALU2(ROR)
1331VIR_A_ALU2(MIN)
1332VIR_A_ALU2(MAX)
1333VIR_A_ALU2(UMIN)
1334VIR_A_ALU2(UMAX)
1335VIR_A_ALU2(AND)
1336VIR_A_ALU2(OR)
1337VIR_A_ALU2(XOR)
1338VIR_A_ALU2(VADD)
1339VIR_A_ALU2(VSUB)
1340VIR_A_NODST_2(STVPMV)
1341VIR_A_NODST_2(STVPMD)
1342VIR_A_ALU1(NOT)
1343VIR_A_ALU1(NEG)
1344VIR_A_ALU1(FLAPUSH)
1345VIR_A_ALU1(FLBPUSH)
1346VIR_A_ALU1(FLPOP)
1347VIR_A_ALU0(FLAFIRST)
1348VIR_A_ALU0(FLNAFIRST)
1349VIR_A_ALU1(SETMSF)
1350VIR_A_ALU1(SETREVF)
1351VIR_A_ALU0(TIDX)
1352VIR_A_ALU0(EIDX)
1353VIR_A_ALU1(LDVPMV_IN)
1354VIR_A_ALU1(LDVPMV_OUT)
1355VIR_A_ALU1(LDVPMD_IN)
1356VIR_A_ALU1(LDVPMD_OUT)
1357VIR_A_ALU2(LDVPMG_IN)
1358VIR_A_ALU2(LDVPMG_OUT)
1359VIR_A_ALU0(TMUWT)
1360
1361VIR_A_ALU0(IID)
1362VIR_A_ALU0(FXCD)
1363VIR_A_ALU0(XCD)
1364VIR_A_ALU0(FYCD)
1365VIR_A_ALU0(YCD)
1366VIR_A_ALU0(MSF)
1367VIR_A_ALU0(REVF)
1368VIR_A_ALU0(BARRIERID)
1369VIR_A_ALU0(SAMPID)
1370VIR_A_NODST_1(VPMSETUP)
1371VIR_A_NODST_0(VPMWT)
1372VIR_A_ALU2(FCMP)
1373VIR_A_ALU2(VFMAX)
1374
1375VIR_A_ALU1(FROUND)
1376VIR_A_ALU1(FTOIN)
1377VIR_A_ALU1(FTRUNC)
1378VIR_A_ALU1(FTOIZ)
1379VIR_A_ALU1(FFLOOR)
1380VIR_A_ALU1(FTOUZ)
1381VIR_A_ALU1(FCEIL)
1382VIR_A_ALU1(FTOC)
1383
1384VIR_A_ALU1(FDX)
1385VIR_A_ALU1(FDY)
1386
1387VIR_A_ALU1(ITOF)
1388VIR_A_ALU1(CLZ)
1389VIR_A_ALU1(UTOF)
1390
1391VIR_M_ALU2(UMUL24)
1392VIR_M_ALU2(FMUL)
1393VIR_M_ALU2(SMUL24)
1394VIR_M_NODST_2(MULTOP)
1395
1396VIR_M_ALU1(MOV)
1397VIR_M_ALU1(FMOV)
1398
1399VIR_SFU(RECIP)
1400VIR_SFU(RSQRT)
1401VIR_SFU(EXP)
1402VIR_SFU(LOG)
1403VIR_SFU(SIN)
1404VIR_SFU(RSQRT2)
1405
1406static inline struct qinst *
1407vir_MOV_cond(struct v3d_compile *c, enum v3d_qpu_cond cond,
1408             struct qreg dest, struct qreg src)
1409{
1410        struct qinst *mov = vir_MOV_dest(c, dest, src);
1411        vir_set_cond(mov, cond);
1412        return mov;
1413}
1414
1415static inline struct qreg
1416vir_SEL(struct v3d_compile *c, enum v3d_qpu_cond cond,
1417        struct qreg src0, struct qreg src1)
1418{
1419        struct qreg t = vir_get_temp(c);
1420        vir_MOV_dest(c, t, src1);
1421        vir_MOV_cond(c, cond, t, src0);
1422        return t;
1423}
1424
1425static inline struct qinst *
1426vir_NOP(struct v3d_compile *c)
1427{
1428        return vir_emit_nondef(c, vir_add_inst(V3D_QPU_A_NOP,
1429                                               c->undef, c->undef, c->undef));
1430}
1431
1432static inline struct qreg
1433vir_LDTMU(struct v3d_compile *c)
1434{
1435        if (c->devinfo->ver >= 41) {
1436                struct qinst *ldtmu = vir_add_inst(V3D_QPU_A_NOP, c->undef,
1437                                                   c->undef, c->undef);
1438                ldtmu->qpu.sig.ldtmu = true;
1439
1440                return vir_emit_def(c, ldtmu);
1441        } else {
1442                vir_NOP(c)->qpu.sig.ldtmu = true;
1443                return vir_MOV(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R4));
1444        }
1445}
1446
1447static inline struct qreg
1448vir_UMUL(struct v3d_compile *c, struct qreg src0, struct qreg src1)
1449{
1450        vir_MULTOP(c, src0, src1);
1451        return vir_UMUL24(c, src0, src1);
1452}
1453
1454static inline struct qreg
1455vir_TLBU_COLOR_READ(struct v3d_compile *c, uint32_t config)
1456{
1457        assert(c->devinfo->ver >= 41); /* XXX */
1458        assert((config & 0xffffff00) == 0xffffff00);
1459
1460        struct qinst *ldtlb = vir_add_inst(V3D_QPU_A_NOP, c->undef,
1461                                           c->undef, c->undef);
1462        ldtlb->qpu.sig.ldtlbu = true;
1463        ldtlb->uniform = vir_get_uniform_index(c, QUNIFORM_CONSTANT, config);
1464        return vir_emit_def(c, ldtlb);
1465}
1466
1467static inline struct qreg
1468vir_TLB_COLOR_READ(struct v3d_compile *c)
1469{
1470        assert(c->devinfo->ver >= 41); /* XXX */
1471
1472        struct qinst *ldtlb = vir_add_inst(V3D_QPU_A_NOP, c->undef,
1473                                           c->undef, c->undef);
1474        ldtlb->qpu.sig.ldtlb = true;
1475        return vir_emit_def(c, ldtlb);
1476}
1477
1478static inline struct qinst *
1479vir_BRANCH(struct v3d_compile *c, enum v3d_qpu_branch_cond cond)
1480{
1481        /* The actual uniform_data value will be set at scheduling time */
1482        return vir_emit_nondef(c, vir_branch_inst(c, cond));
1483}
1484
1485#define vir_for_each_block(block, c)                                    \
1486        list_for_each_entry(struct qblock, block, &c->blocks, link)
1487
1488#define vir_for_each_block_rev(block, c)                                \
1489        list_for_each_entry_rev(struct qblock, block, &c->blocks, link)
1490
1491/* Loop over the non-NULL members of the successors array. */
1492#define vir_for_each_successor(succ, block)                             \
1493        for (struct qblock *succ = block->successors[0];                \
1494             succ != NULL;                                              \
1495             succ = (succ == block->successors[1] ? NULL :              \
1496                     block->successors[1]))
1497
1498#define vir_for_each_inst(inst, block)                                  \
1499        list_for_each_entry(struct qinst, inst, &block->instructions, link)
1500
1501#define vir_for_each_inst_rev(inst, block)                                  \
1502        list_for_each_entry_rev(struct qinst, inst, &block->instructions, link)
1503
1504#define vir_for_each_inst_safe(inst, block)                             \
1505        list_for_each_entry_safe(struct qinst, inst, &block->instructions, link)
1506
1507#define vir_for_each_inst_inorder(inst, c)                              \
1508        vir_for_each_block(_block, c)                                   \
1509                vir_for_each_inst(inst, _block)
1510
1511#define vir_for_each_inst_inorder_safe(inst, c)                         \
1512        vir_for_each_block(_block, c)                                   \
1513                vir_for_each_inst_safe(inst, _block)
1514
1515#endif /* V3D_COMPILER_H */
1516