1/* 2 * Copyright © 2018 Intel Corporation 3 * Copyright © 2018 Broadcom 4 * 5 * Permission is hereby granted, free of charge, to any person obtaining a 6 * copy of this software and associated documentation files (the "Software"), 7 * to deal in the Software without restriction, including without limitation 8 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 9 * and/or sell copies of the Software, and to permit persons to whom the 10 * Software is furnished to do so, subject to the following conditions: 11 * 12 * The above copyright notice and this permission notice (including the next 13 * paragraph) shall be included in all copies or substantial portions of the 14 * Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 22 * IN THE SOFTWARE. 23 */ 24 25#include "v3d_compiler.h" 26#include "compiler/nir/nir_builder.h" 27#include "compiler/nir/nir_format_convert.h" 28 29/** @file v3d_nir_lower_scratch.c 30 * 31 * Swizzles around the addresses of 32 * nir_intrinsic_load_scratch/nir_intrinsic_store_scratch so that a QPU stores 33 * a cacheline at a time per dword of scratch access, scalarizing and removing 34 * writemasks in the process. 35 */ 36 37static nir_ssa_def * 38v3d_nir_scratch_offset(nir_builder *b, nir_intrinsic_instr *instr) 39{ 40 bool is_store = instr->intrinsic == nir_intrinsic_store_scratch; 41 nir_ssa_def *offset = nir_ssa_for_src(b, instr->src[is_store ? 1 : 0], 1); 42 43 assert(nir_intrinsic_align_mul(instr) >= 4); 44 assert(nir_intrinsic_align_offset(instr) == 0); 45 46 /* The spill_offset register will already have the subgroup ID (EIDX) 47 * shifted and ORed in at bit 2, so all we need to do is to move the 48 * dword index up above V3D_CHANNELS. 49 */ 50 return nir_imul_imm(b, offset, V3D_CHANNELS); 51} 52 53static void 54v3d_nir_lower_load_scratch(nir_builder *b, nir_intrinsic_instr *instr) 55{ 56 b->cursor = nir_before_instr(&instr->instr); 57 58 nir_ssa_def *offset = v3d_nir_scratch_offset(b,instr); 59 60 nir_ssa_def *chans[NIR_MAX_VEC_COMPONENTS]; 61 for (int i = 0; i < instr->num_components; i++) { 62 nir_ssa_def *chan_offset = 63 nir_iadd_imm(b, offset, V3D_CHANNELS * i * 4); 64 65 nir_intrinsic_instr *chan_instr = 66 nir_intrinsic_instr_create(b->shader, instr->intrinsic); 67 chan_instr->num_components = 1; 68 nir_ssa_dest_init(&chan_instr->instr, &chan_instr->dest, 1, 69 instr->dest.ssa.bit_size, NULL); 70 71 chan_instr->src[0] = nir_src_for_ssa(chan_offset); 72 73 nir_intrinsic_set_align(chan_instr, 4, 0); 74 75 nir_builder_instr_insert(b, &chan_instr->instr); 76 77 chans[i] = &chan_instr->dest.ssa; 78 } 79 80 nir_ssa_def *result = nir_vec(b, chans, instr->num_components); 81 nir_ssa_def_rewrite_uses(&instr->dest.ssa, result); 82 nir_instr_remove(&instr->instr); 83} 84 85static void 86v3d_nir_lower_store_scratch(nir_builder *b, nir_intrinsic_instr *instr) 87{ 88 b->cursor = nir_before_instr(&instr->instr); 89 90 nir_ssa_def *offset = v3d_nir_scratch_offset(b, instr); 91 nir_ssa_def *value = nir_ssa_for_src(b, instr->src[0], 92 instr->num_components); 93 94 for (int i = 0; i < instr->num_components; i++) { 95 if (!(nir_intrinsic_write_mask(instr) & (1 << i))) 96 continue; 97 98 nir_ssa_def *chan_offset = 99 nir_iadd_imm(b, offset, V3D_CHANNELS * i * 4); 100 101 nir_intrinsic_instr *chan_instr = 102 nir_intrinsic_instr_create(b->shader, instr->intrinsic); 103 chan_instr->num_components = 1; 104 105 chan_instr->src[0] = nir_src_for_ssa(nir_channel(b, 106 value, 107 i)); 108 chan_instr->src[1] = nir_src_for_ssa(chan_offset); 109 nir_intrinsic_set_write_mask(chan_instr, 0x1); 110 nir_intrinsic_set_align(chan_instr, 4, 0); 111 112 nir_builder_instr_insert(b, &chan_instr->instr); 113 } 114 115 nir_instr_remove(&instr->instr); 116} 117 118static bool 119v3d_nir_lower_scratch_cb(nir_builder *b, 120 nir_instr *instr, 121 void *_state) 122{ 123 if (instr->type != nir_instr_type_intrinsic) 124 return false; 125 126 nir_intrinsic_instr *intr = 127 nir_instr_as_intrinsic(instr); 128 129 switch (intr->intrinsic) { 130 case nir_intrinsic_load_scratch: 131 v3d_nir_lower_load_scratch(b, intr); 132 return true; 133 case nir_intrinsic_store_scratch: 134 v3d_nir_lower_store_scratch(b, intr); 135 return true; 136 default: 137 return false; 138 } 139 140 return false; 141} 142 143bool 144v3d_nir_lower_scratch(nir_shader *s) 145{ 146 return nir_shader_instructions_pass(s, v3d_nir_lower_scratch_cb, 147 nir_metadata_block_index | 148 nir_metadata_dominance, NULL); 149} 150