/* * Copyright © 2018 Intel Corporation * Copyright © 2018 Broadcom * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "v3d_compiler.h" #include "compiler/nir/nir_builder.h" #include "compiler/nir/nir_format_convert.h" /** @file v3d_nir_lower_scratch.c * * Swizzles around the addresses of * nir_intrinsic_load_scratch/nir_intrinsic_store_scratch so that a QPU stores * a cacheline at a time per dword of scratch access, scalarizing and removing * writemasks in the process. */ static nir_ssa_def * v3d_nir_scratch_offset(nir_builder *b, nir_intrinsic_instr *instr) { bool is_store = instr->intrinsic == nir_intrinsic_store_scratch; nir_ssa_def *offset = nir_ssa_for_src(b, instr->src[is_store ? 1 : 0], 1); assert(nir_intrinsic_align_mul(instr) >= 4); assert(nir_intrinsic_align_offset(instr) == 0); /* The spill_offset register will already have the subgroup ID (EIDX) * shifted and ORed in at bit 2, so all we need to do is to move the * dword index up above V3D_CHANNELS. */ return nir_imul_imm(b, offset, V3D_CHANNELS); } static void v3d_nir_lower_load_scratch(nir_builder *b, nir_intrinsic_instr *instr) { b->cursor = nir_before_instr(&instr->instr); nir_ssa_def *offset = v3d_nir_scratch_offset(b,instr); nir_ssa_def *chans[NIR_MAX_VEC_COMPONENTS]; for (int i = 0; i < instr->num_components; i++) { nir_ssa_def *chan_offset = nir_iadd_imm(b, offset, V3D_CHANNELS * i * 4); nir_intrinsic_instr *chan_instr = nir_intrinsic_instr_create(b->shader, instr->intrinsic); chan_instr->num_components = 1; nir_ssa_dest_init(&chan_instr->instr, &chan_instr->dest, 1, instr->dest.ssa.bit_size, NULL); chan_instr->src[0] = nir_src_for_ssa(chan_offset); nir_intrinsic_set_align(chan_instr, 4, 0); nir_builder_instr_insert(b, &chan_instr->instr); chans[i] = &chan_instr->dest.ssa; } nir_ssa_def *result = nir_vec(b, chans, instr->num_components); nir_ssa_def_rewrite_uses(&instr->dest.ssa, result); nir_instr_remove(&instr->instr); } static void v3d_nir_lower_store_scratch(nir_builder *b, nir_intrinsic_instr *instr) { b->cursor = nir_before_instr(&instr->instr); nir_ssa_def *offset = v3d_nir_scratch_offset(b, instr); nir_ssa_def *value = nir_ssa_for_src(b, instr->src[0], instr->num_components); for (int i = 0; i < instr->num_components; i++) { if (!(nir_intrinsic_write_mask(instr) & (1 << i))) continue; nir_ssa_def *chan_offset = nir_iadd_imm(b, offset, V3D_CHANNELS * i * 4); nir_intrinsic_instr *chan_instr = nir_intrinsic_instr_create(b->shader, instr->intrinsic); chan_instr->num_components = 1; chan_instr->src[0] = nir_src_for_ssa(nir_channel(b, value, i)); chan_instr->src[1] = nir_src_for_ssa(chan_offset); nir_intrinsic_set_write_mask(chan_instr, 0x1); nir_intrinsic_set_align(chan_instr, 4, 0); nir_builder_instr_insert(b, &chan_instr->instr); } nir_instr_remove(&instr->instr); } void v3d_nir_lower_scratch(nir_shader *s) { nir_foreach_function(function, s) { if (!function->impl) continue; nir_builder b; nir_builder_init(&b, function->impl); nir_foreach_block(block, function->impl) { nir_foreach_instr_safe(instr, block) { if (instr->type != nir_instr_type_intrinsic) continue; nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr); switch (intr->intrinsic) { case nir_intrinsic_load_scratch: v3d_nir_lower_load_scratch(&b, intr); break; case nir_intrinsic_store_scratch: v3d_nir_lower_store_scratch(&b, intr); break; default: break; } } } nir_metadata_preserve(function->impl, nir_metadata_block_index | nir_metadata_dominance); } }