1 /*
2  * Copyright © 2014 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 "util/ralloc.h"
25 #include "util/register_allocate.h"
26 #include "common/v3d_device_info.h"
27 #include "v3d_compiler.h"
28 
29 #define QPU_R(i) { .magic = false, .index = i }
30 
31 #define ACC_INDEX     0
32 #define ACC_COUNT     6
33 #define PHYS_INDEX    (ACC_INDEX + ACC_COUNT)
34 #define PHYS_COUNT    64
35 
36 static inline bool
qinst_writes_tmu(const struct v3d_device_info * devinfo,struct qinst * inst)37 qinst_writes_tmu(const struct v3d_device_info *devinfo,
38                  struct qinst *inst)
39 {
40         return (inst->dst.file == QFILE_MAGIC &&
41                 v3d_qpu_magic_waddr_is_tmu(devinfo, inst->dst.index)) ||
42                 inst->qpu.sig.wrtmuc;
43 }
44 
45 static bool
is_end_of_tmu_sequence(const struct v3d_device_info * devinfo,struct qinst * inst,struct qblock * block)46 is_end_of_tmu_sequence(const struct v3d_device_info *devinfo,
47                        struct qinst *inst, struct qblock *block)
48 {
49         if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU &&
50             inst->qpu.alu.add.op == V3D_QPU_A_TMUWT) {
51                 return true;
52         }
53 
54         if (!inst->qpu.sig.ldtmu)
55                 return false;
56 
57         list_for_each_entry_from(struct qinst, scan_inst, inst->link.next,
58                                  &block->instructions, link) {
59                 if (scan_inst->qpu.sig.ldtmu)
60                         return false;
61 
62                 if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU &&
63                     inst->qpu.alu.add.op == V3D_QPU_A_TMUWT) {
64                         return true;
65                 }
66 
67                 if (qinst_writes_tmu(devinfo, scan_inst))
68                         return true;
69         }
70 
71         return true;
72 }
73 
74 static bool
vir_is_mov_uniform(struct v3d_compile * c,int temp)75 vir_is_mov_uniform(struct v3d_compile *c, int temp)
76 {
77         struct qinst *def = c->defs[temp];
78 
79         return def && def->qpu.sig.ldunif;
80 }
81 
82 static int
v3d_choose_spill_node(struct v3d_compile * c,struct ra_graph * g,uint32_t * temp_to_node)83 v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g,
84                       uint32_t *temp_to_node)
85 {
86         const float tmu_scale = 5;
87         float block_scale = 1.0;
88         float spill_costs[c->num_temps];
89         bool in_tmu_operation = false;
90         bool started_last_seg = false;
91 
92         for (unsigned i = 0; i < c->num_temps; i++)
93                 spill_costs[i] = 0.0;
94 
95         /* XXX: Scale the cost up when inside of a loop. */
96         vir_for_each_block(block, c) {
97                 vir_for_each_inst(inst, block) {
98                         /* We can't insert new thread switches after
99                          * starting output writes.
100                          */
101                         bool no_spilling =
102                                 c->threads > 1 && started_last_seg;
103 
104                         /* Discourage spilling of TMU operations */
105                         for (int i = 0; i < vir_get_nsrc(inst); i++) {
106                                 if (inst->src[i].file != QFILE_TEMP)
107                                         continue;
108 
109                                 int temp = inst->src[i].index;
110                                 if (vir_is_mov_uniform(c, temp)) {
111                                         spill_costs[temp] += block_scale;
112                                 } else if (!no_spilling) {
113                                         float tmu_op_scale = in_tmu_operation ?
114                                                 3.0 : 1.0;
115                                         spill_costs[temp] += (block_scale *
116                                                               tmu_scale *
117                                                               tmu_op_scale);
118                                 } else {
119                                         BITSET_CLEAR(c->spillable, temp);
120                                 }
121                         }
122 
123                         if (inst->dst.file == QFILE_TEMP) {
124                                 int temp = inst->dst.index;
125 
126                                 if (vir_is_mov_uniform(c, temp)) {
127                                         /* We just rematerialize the unform
128                                          * later.
129                                          */
130                                 } else if (!no_spilling) {
131                                         spill_costs[temp] += (block_scale *
132                                                               tmu_scale);
133                                 } else {
134                                         BITSET_CLEAR(c->spillable, temp);
135                                 }
136                         }
137 
138                         /* Refuse to spill a ldvary's dst, because that means
139                          * that ldvary's r5 would end up being used across a
140                          * thrsw.
141                          */
142                         if (inst->qpu.sig.ldvary) {
143                                 assert(inst->dst.file == QFILE_TEMP);
144                                 BITSET_CLEAR(c->spillable, inst->dst.index);
145                         }
146 
147                         if (inst->is_last_thrsw)
148                                 started_last_seg = true;
149 
150                         if (v3d_qpu_writes_vpm(&inst->qpu) ||
151                             v3d_qpu_uses_tlb(&inst->qpu))
152                                 started_last_seg = true;
153 
154                         /* Track when we're in between a TMU setup and the
155                          * final LDTMU or TMUWT from that TMU setup.  We
156                          * penalize spills during that time.
157                          */
158                         if (is_end_of_tmu_sequence(c->devinfo, inst, block))
159                                 in_tmu_operation = false;
160 
161                         if (qinst_writes_tmu(c->devinfo, inst))
162                                 in_tmu_operation = true;
163                 }
164         }
165 
166         for (unsigned i = 0; i < c->num_temps; i++) {
167                 if (BITSET_TEST(c->spillable, i))
168                         ra_set_node_spill_cost(g, temp_to_node[i], spill_costs[i]);
169         }
170 
171         return ra_get_best_spill_node(g);
172 }
173 
174 /* The spill offset for this thread takes a bit of setup, so do it once at
175  * program start.
176  */
177 void
v3d_setup_spill_base(struct v3d_compile * c)178 v3d_setup_spill_base(struct v3d_compile *c)
179 {
180         /* Setting up the spill base is done in the entry block; so change
181          * both the current block to emit and the cursor.
182          */
183         struct qblock *current_block = c->cur_block;
184         c->cur_block = vir_entry_block(c);
185         c->cursor = vir_before_block(c->cur_block);
186 
187         int start_num_temps = c->num_temps;
188 
189         /* Each thread wants to be in a separate region of the scratch space
190          * so that the QPUs aren't fighting over cache lines.  We have the
191          * driver keep a single global spill BO rather than
192          * per-spilling-program BOs, so we need a uniform from the driver for
193          * what the per-thread scale is.
194          */
195         struct qreg thread_offset =
196                 vir_UMUL(c,
197                          vir_TIDX(c),
198                          vir_uniform(c, QUNIFORM_SPILL_SIZE_PER_THREAD, 0));
199 
200         /* Each channel in a reg is 4 bytes, so scale them up by that. */
201         struct qreg element_offset = vir_SHL(c, vir_EIDX(c),
202                                              vir_uniform_ui(c, 2));
203 
204         c->spill_base = vir_ADD(c,
205                                 vir_ADD(c, thread_offset, element_offset),
206                                 vir_uniform(c, QUNIFORM_SPILL_OFFSET, 0));
207 
208         /* Make sure that we don't spill the spilling setup instructions. */
209         for (int i = start_num_temps; i < c->num_temps; i++)
210                 BITSET_CLEAR(c->spillable, i);
211 
212         /* Restore the current block. */
213         c->cur_block = current_block;
214         c->cursor = vir_after_block(c->cur_block);
215 }
216 
217 static struct qinst *
v3d_emit_spill_tmua(struct v3d_compile * c,uint32_t spill_offset)218 v3d_emit_spill_tmua(struct v3d_compile *c, uint32_t spill_offset)
219 {
220         return vir_ADD_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUA),
221                             c->spill_base, vir_uniform_ui(c, spill_offset));
222 }
223 
224 
225 static void
v3d_emit_tmu_spill(struct v3d_compile * c,struct qinst * inst,struct qinst * position,uint32_t spill_offset)226 v3d_emit_tmu_spill(struct v3d_compile *c, struct qinst *inst,
227                    struct qinst *position, uint32_t spill_offset)
228 {
229         assert(inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU);
230 
231         c->cursor = vir_after_inst(position);
232         inst->dst = vir_get_temp(c);
233         enum v3d_qpu_cond cond = vir_get_cond(inst);
234         struct qinst *tmp =
235                 vir_MOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUD),
236                              inst->dst);
237         tmp->qpu.flags.mc = cond;
238         tmp = v3d_emit_spill_tmua(c, spill_offset);
239         tmp->qpu.flags.ac = cond;
240         vir_emit_thrsw(c);
241         vir_TMUWT(c);
242         c->spills++;
243         c->tmu_dirty_rcl = true;
244 }
245 
246 static void
v3d_spill_reg(struct v3d_compile * c,int spill_temp)247 v3d_spill_reg(struct v3d_compile *c, int spill_temp)
248 {
249         c->spill_count++;
250 
251         bool is_uniform = vir_is_mov_uniform(c, spill_temp);
252 
253         uint32_t spill_offset = 0;
254 
255         if (!is_uniform) {
256                 spill_offset = c->spill_size;
257                 c->spill_size += V3D_CHANNELS * sizeof(uint32_t);
258 
259                 if (spill_offset == 0)
260                         v3d_setup_spill_base(c);
261         }
262 
263         struct qinst *last_thrsw = c->last_thrsw;
264         assert(last_thrsw && last_thrsw->is_last_thrsw);
265 
266         int start_num_temps = c->num_temps;
267 
268         int uniform_index = ~0;
269         if (is_uniform) {
270                 struct qinst *orig_unif = c->defs[spill_temp];
271                 uniform_index = orig_unif->uniform;
272         }
273 
274         /* We must disable the ldunif optimization if we are spilling uniforms */
275         bool had_disable_ldunif_opt = c->disable_ldunif_opt;
276         c->disable_ldunif_opt = true;
277 
278         struct qinst *start_of_tmu_sequence = NULL;
279         struct qinst *postponed_spill = NULL;
280         vir_for_each_block(block, c) {
281                 vir_for_each_inst_safe(inst, block) {
282                         /* Track when we're in between a TMU setup and the final
283                          * LDTMU or TMUWT from that TMU setup. We can't spill/fill any
284                          * temps during that time, because that involves inserting a
285                          * new TMU setup/LDTMU sequence, so we postpone the spill or
286                          * move the fill up to not intrude in the middle of the TMU
287                          * sequence.
288                          */
289                         if (is_end_of_tmu_sequence(c->devinfo, inst, block)) {
290                                 if (postponed_spill) {
291                                         v3d_emit_tmu_spill(c, postponed_spill,
292                                                            inst, spill_offset);
293                                 }
294 
295                                 start_of_tmu_sequence = NULL;
296                                 postponed_spill = NULL;
297                         }
298 
299                         if (!start_of_tmu_sequence &&
300                             qinst_writes_tmu(c->devinfo, inst)) {
301                                 start_of_tmu_sequence = inst;
302                         }
303 
304                         /* fills */
305                         for (int i = 0; i < vir_get_nsrc(inst); i++) {
306                                 if (inst->src[i].file != QFILE_TEMP ||
307                                     inst->src[i].index != spill_temp) {
308                                         continue;
309                                 }
310 
311                                 c->cursor = vir_before_inst(inst);
312 
313                                 if (is_uniform) {
314                                         struct qreg unif =
315                                                 vir_uniform(c,
316                                                             c->uniform_contents[uniform_index],
317                                                             c->uniform_data[uniform_index]);
318                                         inst->src[i] = unif;
319                                 } else {
320                                         /* If we have a postponed spill, we don't need
321                                          * a fill as the temp would not have been
322                                          * spilled yet.
323                                          */
324                                         if (postponed_spill)
325                                                 continue;
326                                         if (start_of_tmu_sequence)
327                                                 c->cursor = vir_before_inst(start_of_tmu_sequence);
328 
329                                         v3d_emit_spill_tmua(c, spill_offset);
330                                         vir_emit_thrsw(c);
331                                         inst->src[i] = vir_LDTMU(c);
332                                         c->fills++;
333                                 }
334                         }
335 
336                         /* spills */
337                         if (inst->dst.file == QFILE_TEMP &&
338                             inst->dst.index == spill_temp) {
339                                 if (is_uniform) {
340                                         c->cursor.link = NULL;
341                                         vir_remove_instruction(c, inst);
342                                 } else {
343                                         if (start_of_tmu_sequence)
344                                                 postponed_spill = inst;
345                                         else
346                                                 v3d_emit_tmu_spill(c, inst, inst,
347                                                                    spill_offset);
348                                 }
349                         }
350                 }
351         }
352 
353         /* Make sure c->last_thrsw is the actual last thrsw, not just one we
354          * inserted in our most recent unspill.
355          */
356         c->last_thrsw = last_thrsw;
357 
358         /* Don't allow spilling of our spilling instructions.  There's no way
359          * they can help get things colored.
360          */
361         for (int i = start_num_temps; i < c->num_temps; i++)
362                 BITSET_CLEAR(c->spillable, i);
363 
364         c->disable_ldunif_opt = had_disable_ldunif_opt;
365 }
366 
367 struct node_to_temp_map {
368         uint32_t temp;
369         uint32_t priority;
370 };
371 
372 struct v3d_ra_select_callback_data {
373         uint32_t next_acc;
374         uint32_t next_phys;
375         struct node_to_temp_map *map;
376 };
377 
378 /* Choosing accumulators improves chances of merging QPU instructions
379  * due to these merges requiring that at most 2 rf registers are used
380  * by the add and mul instructions.
381  */
382 static bool
v3d_ra_favor_accum(struct v3d_ra_select_callback_data * v3d_ra,BITSET_WORD * regs,int priority)383 v3d_ra_favor_accum(struct v3d_ra_select_callback_data *v3d_ra,
384                    BITSET_WORD *regs,
385                    int priority)
386 {
387         /* Favor accumulators if we have less that this number of physical
388          * registers. Accumulators have more restrictions (like being
389          * invalidated through thrsw), so running out of physical registers
390          * even if we have accumulators available can lead to register
391          * allocation failures.
392          */
393         static const int available_rf_threshold = 5;
394         int available_rf = 0 ;
395         for (int i = 0; i < PHYS_COUNT; i++) {
396                 if (BITSET_TEST(regs, PHYS_INDEX + i))
397                         available_rf++;
398                 if (available_rf >= available_rf_threshold)
399                         break;
400         }
401         if (available_rf < available_rf_threshold)
402                 return true;
403 
404         /* Favor accumulators for short-lived temps (our priority represents
405          * liveness), to prevent long-lived temps from grabbing accumulators
406          * and preventing follow-up instructions from using them, potentially
407          * leading to large portions of the shader being unable to use
408          * accumulators and therefore merge instructions successfully.
409          */
410         static const int priority_threshold = 20;
411         if (priority <= priority_threshold)
412                 return true;
413 
414         return false;
415 }
416 
417 static bool
v3d_ra_select_accum(struct v3d_ra_select_callback_data * v3d_ra,BITSET_WORD * regs,unsigned int * out)418 v3d_ra_select_accum(struct v3d_ra_select_callback_data *v3d_ra,
419                     BITSET_WORD *regs,
420                     unsigned int *out)
421 {
422         /* Round-robin through our accumulators to give post-RA instruction
423          * selection more options.
424          */
425         for (int i = 0; i < ACC_COUNT; i++) {
426                 int acc_off = (v3d_ra->next_acc + i) % ACC_COUNT;
427                 int acc = ACC_INDEX + acc_off;
428 
429                 if (BITSET_TEST(regs, acc)) {
430                         v3d_ra->next_acc = acc_off + 1;
431                         *out = acc;
432                         return true;
433                 }
434         }
435 
436         return false;
437 }
438 
439 static bool
v3d_ra_select_rf(struct v3d_ra_select_callback_data * v3d_ra,BITSET_WORD * regs,unsigned int * out)440 v3d_ra_select_rf(struct v3d_ra_select_callback_data *v3d_ra,
441                  BITSET_WORD *regs,
442                  unsigned int *out)
443 {
444         for (int i = 0; i < PHYS_COUNT; i++) {
445                 int phys_off = (v3d_ra->next_phys + i) % PHYS_COUNT;
446                 int phys = PHYS_INDEX + phys_off;
447 
448                 if (BITSET_TEST(regs, phys)) {
449                         v3d_ra->next_phys = phys_off + 1;
450                         *out = phys;
451                         return true;
452                 }
453         }
454 
455         return false;
456 }
457 
458 static unsigned int
v3d_ra_select_callback(unsigned int n,BITSET_WORD * regs,void * data)459 v3d_ra_select_callback(unsigned int n, BITSET_WORD *regs, void *data)
460 {
461         struct v3d_ra_select_callback_data *v3d_ra = data;
462         int r5 = ACC_INDEX + 5;
463 
464         /* Choose r5 for our ldunifs if possible (nobody else can load to that
465          * reg, and it keeps the QPU cond field free from being occupied by
466          * ldunifrf).
467          */
468         if (BITSET_TEST(regs, r5))
469                 return r5;
470 
471         unsigned int reg;
472         if (v3d_ra_favor_accum(v3d_ra, regs, v3d_ra->map[n].priority) &&
473             v3d_ra_select_accum(v3d_ra, regs, &reg)) {
474                 return reg;
475         }
476 
477         if (v3d_ra_select_rf(v3d_ra, regs, &reg))
478                 return reg;
479 
480         /* If we ran out of physical registers try to assign an accumulator
481          * if we didn't favor that option earlier.
482          */
483         if (v3d_ra_select_accum(v3d_ra, regs, &reg))
484                 return reg;
485 
486         unreachable("RA must pass us at least one possible reg.");
487 }
488 
489 bool
vir_init_reg_sets(struct v3d_compiler * compiler)490 vir_init_reg_sets(struct v3d_compiler *compiler)
491 {
492         /* Allocate up to 3 regfile classes, for the ways the physical
493          * register file can be divided up for fragment shader threading.
494          */
495         int max_thread_index = (compiler->devinfo->ver >= 40 ? 2 : 3);
496 
497         compiler->regs = ra_alloc_reg_set(compiler, PHYS_INDEX + PHYS_COUNT,
498                                           false);
499         if (!compiler->regs)
500                 return false;
501 
502         for (int threads = 0; threads < max_thread_index; threads++) {
503                 compiler->reg_class_any[threads] =
504                         ra_alloc_contig_reg_class(compiler->regs, 1);
505                 compiler->reg_class_r5[threads] =
506                         ra_alloc_contig_reg_class(compiler->regs, 1);
507                 compiler->reg_class_phys_or_acc[threads] =
508                         ra_alloc_contig_reg_class(compiler->regs, 1);
509                 compiler->reg_class_phys[threads] =
510                         ra_alloc_contig_reg_class(compiler->regs, 1);
511 
512                 for (int i = PHYS_INDEX;
513                      i < PHYS_INDEX + (PHYS_COUNT >> threads); i++) {
514                         ra_class_add_reg(compiler->reg_class_phys_or_acc[threads], i);
515                         ra_class_add_reg(compiler->reg_class_phys[threads], i);
516                         ra_class_add_reg(compiler->reg_class_any[threads], i);
517                 }
518 
519                 for (int i = ACC_INDEX + 0; i < ACC_INDEX + ACC_COUNT - 1; i++) {
520                         ra_class_add_reg(compiler->reg_class_phys_or_acc[threads], i);
521                         ra_class_add_reg(compiler->reg_class_any[threads], i);
522                 }
523                 /* r5 can only store a single 32-bit value, so not much can
524                  * use it.
525                  */
526                 ra_class_add_reg(compiler->reg_class_r5[threads],
527                                  ACC_INDEX + 5);
528                 ra_class_add_reg(compiler->reg_class_any[threads],
529                                  ACC_INDEX + 5);
530         }
531 
532         ra_set_finalize(compiler->regs, NULL);
533 
534         return true;
535 }
536 
537 static int
node_to_temp_priority(const void * in_a,const void * in_b)538 node_to_temp_priority(const void *in_a, const void *in_b)
539 {
540         const struct node_to_temp_map *a = in_a;
541         const struct node_to_temp_map *b = in_b;
542 
543         return a->priority - b->priority;
544 }
545 
546 /**
547  * Computes the number of registers to spill in a batch after a register
548  * allocation failure.
549  */
550 static uint32_t
get_spill_batch_size(struct v3d_compile * c)551 get_spill_batch_size(struct v3d_compile *c)
552 {
553    /* Allow up to 10 spills in batches of 1 in any case to avoid any chance of
554     * over-spilling if the program requires few spills to compile.
555     */
556    if (c->spill_count < 10)
557            return 1;
558 
559    /* If we have to spill more than that we assume performance is not going to
560     * be great and we shift focus to batching spills to cut down compile
561     * time at the expense of over-spilling.
562     */
563    return 20;
564 }
565 
566 /* Don't emit spills using the TMU until we've dropped thread count first. We,
567  * may also disable spilling when certain optimizations that are known to
568  * increase register pressure are active so we favor recompiling with
569  * optimizations disabled instead of spilling.
570  */
571 static inline bool
tmu_spilling_allowed(struct v3d_compile * c,int thread_index)572 tmu_spilling_allowed(struct v3d_compile *c, int thread_index)
573 {
574         return thread_index == 0 && c->tmu_spilling_allowed;
575 }
576 
577 #define CLASS_BIT_PHYS			(1 << 0)
578 #define CLASS_BIT_ACC			(1 << 1)
579 #define CLASS_BIT_R5			(1 << 4)
580 #define CLASS_BITS_ANY			(CLASS_BIT_PHYS | \
581                                          CLASS_BIT_ACC | \
582                                          CLASS_BIT_R5)
583 
584 /**
585  * Returns a mapping from QFILE_TEMP indices to struct qpu_regs.
586  *
587  * The return value should be freed by the caller.
588  */
589 struct qpu_reg *
v3d_register_allocate(struct v3d_compile * c,bool * spilled)590 v3d_register_allocate(struct v3d_compile *c, bool *spilled)
591 {
592         uint32_t UNUSED start_num_temps = c->num_temps;
593         struct node_to_temp_map map[c->num_temps];
594         uint32_t temp_to_node[c->num_temps];
595         uint8_t class_bits[c->num_temps];
596         int acc_nodes[ACC_COUNT];
597         struct v3d_ra_select_callback_data callback_data = {
598                 .next_acc = 0,
599                 /* Start at RF3, to try to keep the TLB writes from using
600                  * RF0-2.
601                  */
602                 .next_phys = 3,
603                 .map = map,
604         };
605 
606         *spilled = false;
607 
608         vir_calculate_live_intervals(c);
609 
610         /* Convert 1, 2, 4 threads to 0, 1, 2 index.
611          *
612          * V3D 4.x has double the physical register space, so 64 physical regs
613          * are available at both 1x and 2x threading, and 4x has 32.
614          */
615         int thread_index = ffs(c->threads) - 1;
616         if (c->devinfo->ver >= 40) {
617                 if (thread_index >= 1)
618                         thread_index--;
619         }
620 
621         struct ra_graph *g = ra_alloc_interference_graph(c->compiler->regs,
622                                                          c->num_temps +
623                                                          ARRAY_SIZE(acc_nodes));
624         ra_set_select_reg_callback(g, v3d_ra_select_callback, &callback_data);
625 
626         /* Make some fixed nodes for the accumulators, which we will need to
627          * interfere with when ops have implied r3/r4 writes or for the thread
628          * switches.  We could represent these as classes for the nodes to
629          * live in, but the classes take up a lot of memory to set up, so we
630          * don't want to make too many.
631          */
632         for (int i = 0; i < ARRAY_SIZE(acc_nodes); i++) {
633                 acc_nodes[i] = c->num_temps + i;
634                 ra_set_node_reg(g, acc_nodes[i], ACC_INDEX + i);
635         }
636 
637         for (uint32_t i = 0; i < c->num_temps; i++) {
638                 map[i].temp = i;
639                 map[i].priority = c->temp_end[i] - c->temp_start[i];
640         }
641         qsort(map, c->num_temps, sizeof(map[0]), node_to_temp_priority);
642         for (uint32_t i = 0; i < c->num_temps; i++) {
643                 temp_to_node[map[i].temp] = i;
644         }
645 
646         /* Figure out our register classes and preallocated registers.  We
647          * start with any temp being able to be in any file, then instructions
648          * incrementally remove bits that the temp definitely can't be in.
649          */
650         memset(class_bits, CLASS_BITS_ANY, sizeof(class_bits));
651 
652         int ip = 0;
653         vir_for_each_inst_inorder(inst, c) {
654                 /* If the instruction writes r3/r4 (and optionally moves its
655                  * result to a temp), nothing else can be stored in r3/r4 across
656                  * it.
657                  */
658                 if (vir_writes_r3(c->devinfo, inst)) {
659                         for (int i = 0; i < c->num_temps; i++) {
660                                 if (c->temp_start[i] < ip &&
661                                     c->temp_end[i] > ip) {
662                                         ra_add_node_interference(g,
663                                                                  temp_to_node[i],
664                                                                  acc_nodes[3]);
665                                 }
666                         }
667                 }
668                 if (vir_writes_r4(c->devinfo, inst)) {
669                         for (int i = 0; i < c->num_temps; i++) {
670                                 if (c->temp_start[i] < ip &&
671                                     c->temp_end[i] > ip) {
672                                         ra_add_node_interference(g,
673                                                                  temp_to_node[i],
674                                                                  acc_nodes[4]);
675                                 }
676                         }
677                 }
678 
679                 if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU) {
680                         switch (inst->qpu.alu.add.op) {
681                         case V3D_QPU_A_LDVPMV_IN:
682                         case V3D_QPU_A_LDVPMV_OUT:
683                         case V3D_QPU_A_LDVPMD_IN:
684                         case V3D_QPU_A_LDVPMD_OUT:
685                         case V3D_QPU_A_LDVPMP:
686                         case V3D_QPU_A_LDVPMG_IN:
687                         case V3D_QPU_A_LDVPMG_OUT:
688                                 /* LDVPMs only store to temps (the MA flag
689                                  * decides whether the LDVPM is in or out)
690                                  */
691                                 assert(inst->dst.file == QFILE_TEMP);
692                                 class_bits[inst->dst.index] &= CLASS_BIT_PHYS;
693                                 break;
694 
695                         case V3D_QPU_A_RECIP:
696                         case V3D_QPU_A_RSQRT:
697                         case V3D_QPU_A_EXP:
698                         case V3D_QPU_A_LOG:
699                         case V3D_QPU_A_SIN:
700                         case V3D_QPU_A_RSQRT2:
701                                 /* The SFU instructions write directly to the
702                                  * phys regfile.
703                                  */
704                                 assert(inst->dst.file == QFILE_TEMP);
705                                 class_bits[inst->dst.index] &= CLASS_BIT_PHYS;
706                                 break;
707 
708                         default:
709                                 break;
710                         }
711                 }
712 
713                 if (inst->src[0].file == QFILE_REG) {
714                         switch (inst->src[0].index) {
715                         case 0:
716                         case 1:
717                         case 2:
718                         case 3:
719                                 /* Payload setup instructions: Force allocate
720                                  * the dst to the given register (so the MOV
721                                  * will disappear).
722                                  */
723                                 assert(inst->qpu.alu.mul.op == V3D_QPU_M_MOV);
724                                 assert(inst->dst.file == QFILE_TEMP);
725                                 ra_set_node_reg(g,
726                                                 temp_to_node[inst->dst.index],
727                                                 PHYS_INDEX +
728                                                 inst->src[0].index);
729                                 break;
730                         }
731                 }
732 
733                 if (inst->dst.file == QFILE_TEMP) {
734                         /* Only a ldunif gets to write to R5, which only has a
735                          * single 32-bit channel of storage.
736                          */
737                         if (!inst->qpu.sig.ldunif) {
738                                 class_bits[inst->dst.index] &= ~CLASS_BIT_R5;
739                         } else {
740                                 /* Until V3D 4.x, we could only load a uniform
741                                  * to r5, so we'll need to spill if uniform
742                                  * loads interfere with each other.
743                                  */
744                                 if (c->devinfo->ver < 40) {
745                                         class_bits[inst->dst.index] &=
746                                                 CLASS_BIT_R5;
747                                 }
748                         }
749                 }
750 
751                 if (inst->qpu.sig.thrsw) {
752                         /* All accumulators are invalidated across a thread
753                          * switch.
754                          */
755                         for (int i = 0; i < c->num_temps; i++) {
756                                 if (c->temp_start[i] < ip && c->temp_end[i] > ip)
757                                         class_bits[i] &= CLASS_BIT_PHYS;
758                         }
759                 }
760 
761                 ip++;
762         }
763 
764         for (uint32_t i = 0; i < c->num_temps; i++) {
765                 if (class_bits[i] == CLASS_BIT_PHYS) {
766                         ra_set_node_class(g, temp_to_node[i],
767                                           c->compiler->reg_class_phys[thread_index]);
768                 } else if (class_bits[i] == (CLASS_BIT_R5)) {
769                         ra_set_node_class(g, temp_to_node[i],
770                                           c->compiler->reg_class_r5[thread_index]);
771                 } else if (class_bits[i] == (CLASS_BIT_PHYS | CLASS_BIT_ACC)) {
772                         ra_set_node_class(g, temp_to_node[i],
773                                           c->compiler->reg_class_phys_or_acc[thread_index]);
774                 } else {
775                         assert(class_bits[i] == CLASS_BITS_ANY);
776                         ra_set_node_class(g, temp_to_node[i],
777                                           c->compiler->reg_class_any[thread_index]);
778                 }
779         }
780 
781         for (uint32_t i = 0; i < c->num_temps; i++) {
782                 for (uint32_t j = i + 1; j < c->num_temps; j++) {
783                         if (!(c->temp_start[i] >= c->temp_end[j] ||
784                               c->temp_start[j] >= c->temp_end[i])) {
785                                 ra_add_node_interference(g,
786                                                          temp_to_node[i],
787                                                          temp_to_node[j]);
788                         }
789                 }
790         }
791 
792         /* Debug code to force a bit of register spilling, for running across
793          * conformance tests to make sure that spilling works.
794          */
795         int force_register_spills = 0;
796         if (c->spill_size <
797             V3D_CHANNELS * sizeof(uint32_t) * force_register_spills) {
798                 int node = v3d_choose_spill_node(c, g, temp_to_node);
799                 if (node != -1) {
800                         v3d_spill_reg(c, map[node].temp);
801                         ralloc_free(g);
802                         *spilled = true;
803                         return NULL;
804                 }
805         }
806 
807         bool ok = ra_allocate(g);
808         if (!ok) {
809                 const uint32_t spill_batch_size = get_spill_batch_size(c);
810 
811                 for (uint32_t i = 0; i < spill_batch_size; i++) {
812                         int node = v3d_choose_spill_node(c, g, temp_to_node);
813                         if (node == -1)
814                            break;
815 
816                         /* TMU spills inject thrsw signals that invalidate
817                          * accumulators, so we can't batch them.
818                          */
819                         bool is_uniform = vir_is_mov_uniform(c, map[node].temp);
820                         if (i > 0 && !is_uniform)
821                                 break;
822 
823                         if (is_uniform || tmu_spilling_allowed(c, thread_index)) {
824                                 v3d_spill_reg(c, map[node].temp);
825 
826                                 /* Ask the outer loop to call back in. */
827                                 *spilled = true;
828 
829                                 /* See comment above about batching TMU spills.
830                                  */
831                                 if (!is_uniform) {
832                                         assert(i == 0);
833                                         break;
834                                 }
835                         } else {
836                                 break;
837                         }
838                 }
839 
840                 ralloc_free(g);
841                 return NULL;
842         }
843 
844         /* Ensure that we are not accessing temp_to_node out of bounds. We
845          * should never trigger this assertion because `c->num_temps` only
846          * grows when we spill, in which case we return early and don't get
847          * here.
848          */
849         assert(start_num_temps == c->num_temps);
850         struct qpu_reg *temp_registers = calloc(c->num_temps,
851                                                 sizeof(*temp_registers));
852 
853         for (uint32_t i = 0; i < c->num_temps; i++) {
854                 int ra_reg = ra_get_node_reg(g, temp_to_node[i]);
855                 if (ra_reg < PHYS_INDEX) {
856                         temp_registers[i].magic = true;
857                         temp_registers[i].index = (V3D_QPU_WADDR_R0 +
858                                                    ra_reg - ACC_INDEX);
859                 } else {
860                         temp_registers[i].magic = false;
861                         temp_registers[i].index = ra_reg - PHYS_INDEX;
862                 }
863         }
864 
865         ralloc_free(g);
866 
867         return temp_registers;
868 }
869