mesa/src/gallium/drivers/r600/sb/sb_pass.h

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/*
* Copyright 2013 Vadim Girlin <vadimgirlin@gmail.com>
*
* 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS 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.
*
* Authors:
* Vadim Girlin
*/
#ifndef SB_PASS_H_
#define SB_PASS_H_
#include <stack>
namespace r600_sb {
class pass {
protected:
sb_context &ctx;
shader &sh;
public:
pass(shader &s);
virtual int run();
virtual ~pass() {}
};
class vpass : public pass {
public:
vpass(shader &s) : pass(s) {}
virtual int init();
virtual int done();
virtual int run();
virtual void run_on(container_node &n);
virtual bool visit(node &n, bool enter);
virtual bool visit(container_node &n, bool enter);
virtual bool visit(alu_group_node &n, bool enter);
virtual bool visit(cf_node &n, bool enter);
virtual bool visit(alu_node &n, bool enter);
virtual bool visit(alu_packed_node &n, bool enter);
virtual bool visit(fetch_node &n, bool enter);
virtual bool visit(region_node &n, bool enter);
virtual bool visit(repeat_node &n, bool enter);
virtual bool visit(depart_node &n, bool enter);
virtual bool visit(if_node &n, bool enter);
virtual bool visit(bb_node &n, bool enter);
};
class rev_vpass : public vpass {
public:
rev_vpass(shader &s) : vpass(s) {}
virtual void run_on(container_node &n);
};
// =================== PASSES
class bytecode;
class bc_dump : public vpass {
using vpass::visit;
uint32_t *bc_data;
unsigned ndw;
unsigned id;
unsigned new_group, group_index;
public:
bc_dump(shader &s, bytecode *bc = NULL);
bc_dump(shader &s, uint32_t *bc_ptr, unsigned ndw) :
vpass(s), bc_data(bc_ptr), ndw(ndw), id(), new_group(), group_index() {}
virtual int init();
virtual int done();
virtual bool visit(cf_node &n, bool enter);
virtual bool visit(alu_node &n, bool enter);
virtual bool visit(fetch_node &n, bool enter);
void dump_dw(unsigned dw_id, unsigned count = 2);
void dump(cf_node& n);
void dump(alu_node& n);
void dump(fetch_node& n);
};
class dce_cleanup : public vpass {
using vpass::visit;
bool remove_unused;
public:
dce_cleanup(shader &s) : vpass(s),
r600/sb: Fix loop optimization related hangs on eg Make sure unused ops and their references are removed, prior to entering the GCM (global code motion) pass, to stop GCM from breaking the loop logic and thus hanging the GPU. Turns out, that sb has problems with loops and node optimizations regarding associative folding: - the global code motion (gcm) pass moves ops up a loop level/basic block until they've fulfilled their total usage count - if there are ops folded into others, the usage count won't be fulfilled and thus the op moved way up to the top - within GCM the op would be visited and their deps would be moved alongside it, to fulfill the src constaints - in a loop, an unused op is moved out of the loop and GCM would move the src value ops up as well - now here arises the problem: if the loop counter is one of the src values it would get moved up as well, the loop break condition would never get hit and the shader turn into an endless loop, resulting in the GPU hanging and being reset A reduced (albeit nonsense) piglit example would be: [require] GLSL >= 1.20 [fragment shader] uniform int SIZE; uniform vec4 lights[512]; void main() { float x = 0; for(int i = 0; i < SIZE; i++) x += lights[2*i+1].x; } [test] uniform int SIZE 1 draw rect -1 -1 2 2 Which gets optimized to: ===== SHADER #12 OPT ================================== PS/BARTS/EVERGREEN ===== ===== 42 dw ===== 1 gprs ===== 2 stack ========================================= ALU 3 @24 1 y: MOV R0.y, 0 t: MULLO_UINT R0.w, [0x00000002 2.8026e-45].x, R0.z LOOP_START_DX10 @22 PUSH @6 ALU 1 @30 KC0[CB0:0-15] 2 M x: PRED_SETGE_INT __.x, R0.z, KC0[0].x JUMP @14 POP:1 LOOP_BREAK @20 POP @14 POP:1 ALU 2 @32 3 x: ADD_INT R0.x, R0.w, [0x00000002 2.8026e-45].x TEX 1 @36 VFETCH R0.x___, R0.x, RID:0 MFC:16 UCF:0 FMT[..] ALU 1 @40 4 y: ADD R0.y, R0.y, R0.x LOOP_END @4 EXPORT_DONE PIXEL 0 R0.____ EOP ===== SHADER_END =============================================================== Notice R0.z being the loop counter/break condition relevant register and being never incremented at all. Also some of the loop content has been moved out of it, to fulfill the requirements for the one unused op. With a debug build of mesa this would produce an error like error at : PRED_SETGE_INT __, __, EM.2, R1.x.2||FP@R0.z, C0.x : operand value R1.x.2||FP@R0.z was not previously written to its gpr and the compilation would fail due to this. On a release build it gets passed to the GPU. When using this patch, the loop remains intact: ===== SHADER #12 OPT ================================== PS/BARTS/EVERGREEN ===== ===== 48 dw ===== 1 gprs ===== 2 stack ========================================= ALU 2 @24 1 y: MOV R0.y, 0 z: MOV R0.z, 0 LOOP_START_DX10 @22 PUSH @6 ALU 1 @28 KC0[CB0:0-15] 2 M x: PRED_SETGE_INT __.x, R0.z, KC0[0].x JUMP @14 POP:1 LOOP_BREAK @20 POP @14 POP:1 ALU 4 @30 3 t: MULLO_UINT T0.x, [0x00000002 2.8026e-45].x, R0.z 4 x: ADD_INT R0.x, T0.x, [0x00000002 2.8026e-45].x TEX 1 @40 VFETCH R0.x___, R0.x, RID:0 MFC:16 UCF:0 FMT[..] ALU 2 @44 5 y: ADD R0.y, R0.y, R0.x z: ADD_INT R0.z, R0.z, 1 LOOP_END @4 EXPORT_DONE PIXEL 0 R0.____ EOP ===== SHADER_END =============================================================== Piglit: ./piglit summary console -d results/*_gpu_noglx name: unpatched_gpu_noglx patched_gpu_noglx ---- ------------------- ----------------- pass: 18016 18021 fail: 748 743 crash: 7 7 skip: 1124 1124 timeout: 0 0 warn: 13 13 incomplete: 0 0 dmesg-warn: 0 0 dmesg-fail: 0 0 changes: 0 5 fixes: 0 5 regressions: 0 0 total: 19908 19908 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94900 Tested-by: Heiko Przybyl <lil_tux@web.de> Tested-on: Barts PRO HD6850 Signed-off-by: Heiko Przybyl <lil_tux@web.de> Signed-off-by: Marek Olšák <marek.olsak@amd.com>
2016-11-20 13:42:28 +00:00
remove_unused(s.dce_flags & DF_REMOVE_UNUSED), nodes_changed(false) {}
virtual int run();
virtual bool visit(node &n, bool enter);
virtual bool visit(alu_group_node &n, bool enter);
virtual bool visit(cf_node &n, bool enter);
virtual bool visit(alu_node &n, bool enter);
virtual bool visit(alu_packed_node &n, bool enter);
virtual bool visit(fetch_node &n, bool enter);
virtual bool visit(region_node &n, bool enter);
virtual bool visit(container_node &n, bool enter);
private:
void cleanup_dst(node &n);
bool cleanup_dst_vec(vvec &vv);
r600/sb: Fix loop optimization related hangs on eg Make sure unused ops and their references are removed, prior to entering the GCM (global code motion) pass, to stop GCM from breaking the loop logic and thus hanging the GPU. Turns out, that sb has problems with loops and node optimizations regarding associative folding: - the global code motion (gcm) pass moves ops up a loop level/basic block until they've fulfilled their total usage count - if there are ops folded into others, the usage count won't be fulfilled and thus the op moved way up to the top - within GCM the op would be visited and their deps would be moved alongside it, to fulfill the src constaints - in a loop, an unused op is moved out of the loop and GCM would move the src value ops up as well - now here arises the problem: if the loop counter is one of the src values it would get moved up as well, the loop break condition would never get hit and the shader turn into an endless loop, resulting in the GPU hanging and being reset A reduced (albeit nonsense) piglit example would be: [require] GLSL >= 1.20 [fragment shader] uniform int SIZE; uniform vec4 lights[512]; void main() { float x = 0; for(int i = 0; i < SIZE; i++) x += lights[2*i+1].x; } [test] uniform int SIZE 1 draw rect -1 -1 2 2 Which gets optimized to: ===== SHADER #12 OPT ================================== PS/BARTS/EVERGREEN ===== ===== 42 dw ===== 1 gprs ===== 2 stack ========================================= ALU 3 @24 1 y: MOV R0.y, 0 t: MULLO_UINT R0.w, [0x00000002 2.8026e-45].x, R0.z LOOP_START_DX10 @22 PUSH @6 ALU 1 @30 KC0[CB0:0-15] 2 M x: PRED_SETGE_INT __.x, R0.z, KC0[0].x JUMP @14 POP:1 LOOP_BREAK @20 POP @14 POP:1 ALU 2 @32 3 x: ADD_INT R0.x, R0.w, [0x00000002 2.8026e-45].x TEX 1 @36 VFETCH R0.x___, R0.x, RID:0 MFC:16 UCF:0 FMT[..] ALU 1 @40 4 y: ADD R0.y, R0.y, R0.x LOOP_END @4 EXPORT_DONE PIXEL 0 R0.____ EOP ===== SHADER_END =============================================================== Notice R0.z being the loop counter/break condition relevant register and being never incremented at all. Also some of the loop content has been moved out of it, to fulfill the requirements for the one unused op. With a debug build of mesa this would produce an error like error at : PRED_SETGE_INT __, __, EM.2, R1.x.2||FP@R0.z, C0.x : operand value R1.x.2||FP@R0.z was not previously written to its gpr and the compilation would fail due to this. On a release build it gets passed to the GPU. When using this patch, the loop remains intact: ===== SHADER #12 OPT ================================== PS/BARTS/EVERGREEN ===== ===== 48 dw ===== 1 gprs ===== 2 stack ========================================= ALU 2 @24 1 y: MOV R0.y, 0 z: MOV R0.z, 0 LOOP_START_DX10 @22 PUSH @6 ALU 1 @28 KC0[CB0:0-15] 2 M x: PRED_SETGE_INT __.x, R0.z, KC0[0].x JUMP @14 POP:1 LOOP_BREAK @20 POP @14 POP:1 ALU 4 @30 3 t: MULLO_UINT T0.x, [0x00000002 2.8026e-45].x, R0.z 4 x: ADD_INT R0.x, T0.x, [0x00000002 2.8026e-45].x TEX 1 @40 VFETCH R0.x___, R0.x, RID:0 MFC:16 UCF:0 FMT[..] ALU 2 @44 5 y: ADD R0.y, R0.y, R0.x z: ADD_INT R0.z, R0.z, 1 LOOP_END @4 EXPORT_DONE PIXEL 0 R0.____ EOP ===== SHADER_END =============================================================== Piglit: ./piglit summary console -d results/*_gpu_noglx name: unpatched_gpu_noglx patched_gpu_noglx ---- ------------------- ----------------- pass: 18016 18021 fail: 748 743 crash: 7 7 skip: 1124 1124 timeout: 0 0 warn: 13 13 incomplete: 0 0 dmesg-warn: 0 0 dmesg-fail: 0 0 changes: 0 5 fixes: 0 5 regressions: 0 0 total: 19908 19908 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94900 Tested-by: Heiko Przybyl <lil_tux@web.de> Tested-on: Barts PRO HD6850 Signed-off-by: Heiko Przybyl <lil_tux@web.de> Signed-off-by: Marek Olšák <marek.olsak@amd.com>
2016-11-20 13:42:28 +00:00
// Did we alter/remove nodes during a single pass?
bool nodes_changed;
};
class def_use : public pass {
public:
def_use(shader &sh) : pass(sh) {}
virtual int run();
void run_on(node *n, bool defs);
private:
void process_uses(node *n);
void process_defs(node *n, vvec &vv, bool arr_def);
void process_phi(container_node *c, bool defs, bool uses);
};
class dump : public vpass {
using vpass::visit;
int level;
public:
dump(shader &s) : vpass(s), level(0) {}
virtual bool visit(node &n, bool enter);
virtual bool visit(container_node &n, bool enter);
virtual bool visit(alu_group_node &n, bool enter);
virtual bool visit(cf_node &n, bool enter);
virtual bool visit(alu_node &n, bool enter);
virtual bool visit(alu_packed_node &n, bool enter);
virtual bool visit(fetch_node &n, bool enter);
virtual bool visit(region_node &n, bool enter);
virtual bool visit(repeat_node &n, bool enter);
virtual bool visit(depart_node &n, bool enter);
virtual bool visit(if_node &n, bool enter);
virtual bool visit(bb_node &n, bool enter);
static void dump_op(node &n, const char *name);
static void dump_vec(const vvec & vv);
static void dump_set(shader &sh, val_set & v);
static void dump_rels(vvec & vv);
static void dump_val(value *v);
static void dump_op(node *n);
static void dump_op_list(container_node *c);
static void dump_queue(sched_queue &q);
static void dump_alu(alu_node *n);
private:
void indent();
void dump_common(node &n);
void dump_flags(node &n);
void dump_live_values(container_node &n, bool before);
};
// Global Code Motion
class gcm : public pass {
sched_queue bu_ready[SQ_NUM];
sched_queue bu_ready_next[SQ_NUM];
sched_queue bu_ready_early[SQ_NUM];
sched_queue ready;
sched_queue ready_above;
unsigned outstanding_lds_oq;
container_node pending;
struct op_info {
bb_node* top_bb;
bb_node* bottom_bb;
op_info() : top_bb(), bottom_bb() {}
};
typedef std::map<node*, op_info> op_info_map;
typedef std::map<node*, unsigned> nuc_map;
op_info_map op_map;
nuc_map uses;
typedef std::vector<nuc_map> nuc_stack;
nuc_stack nuc_stk;
unsigned ucs_level;
bb_node * bu_bb;
vvec pending_defs;
node_list pending_nodes;
unsigned cur_sq;
// for register pressure tracking in bottom-up pass
val_set live;
int live_count;
static const int rp_threshold = 100;
bool pending_exec_mask_update;
public:
gcm(shader &sh) : pass(sh),
bu_ready(), bu_ready_next(), bu_ready_early(),
ready(), outstanding_lds_oq(),
op_map(), uses(), nuc_stk(1), ucs_level(),
bu_bb(), pending_defs(), pending_nodes(), cur_sq(),
live(), live_count(), pending_exec_mask_update() {}
virtual int run();
private:
void collect_instructions(container_node *c, bool early_pass);
void sched_early(container_node *n);
void td_sched_bb(bb_node *bb);
bool td_is_ready(node *n);
void td_release_uses(vvec &v);
void td_release_val(value *v);
void td_schedule(bb_node *bb, node *n);
void sched_late(container_node *n);
void bu_sched_bb(bb_node *bb);
void bu_release_defs(vvec &v, bool src);
void bu_release_phi_defs(container_node *p, unsigned op);
bool bu_is_ready(node *n);
void bu_release_val(value *v);
void bu_release_op(node * n);
void bu_find_best_bb(node *n, op_info &oi);
void bu_schedule(container_node *bb, node *n);
void push_uc_stack();
void pop_uc_stack();
void init_def_count(nuc_map &m, container_node &s);
void init_use_count(nuc_map &m, container_node &s);
unsigned get_uc_vec(vvec &vv);
unsigned get_dc_vec(vvec &vv, bool src);
void add_ready(node *n);
void dump_uc_stack();
unsigned real_alu_count(sched_queue &q, unsigned max);
// check if we have not less than threshold ready alu instructions
bool check_alu_ready_count(unsigned threshold);
};
class gvn : public vpass {
using vpass::visit;
public:
gvn(shader &sh) : vpass(sh) {}
virtual bool visit(node &n, bool enter);
virtual bool visit(cf_node &n, bool enter);
virtual bool visit(alu_node &n, bool enter);
virtual bool visit(alu_packed_node &n, bool enter);
virtual bool visit(fetch_node &n, bool enter);
virtual bool visit(region_node &n, bool enter);
private:
void process_op(node &n, bool rewrite = true);
// returns true if the value was rewritten
bool process_src(value* &v, bool rewrite);
void process_alu_src_constants(node &n, value* &v);
};
class if_conversion : public pass {
public:
if_conversion(shader &sh) : pass(sh) {}
virtual int run();
bool run_on(region_node *r);
void convert_kill_instructions(region_node *r, value *em, bool branch,
container_node *c);
bool check_and_convert(region_node *r);
alu_node* convert_phi(value *select, node *phi);
};
class liveness : public rev_vpass {
using vpass::visit;
val_set live;
bool live_changed;
public:
liveness(shader &s) : rev_vpass(s), live_changed(false) {}
virtual int init();
virtual bool visit(node &n, bool enter);
virtual bool visit(bb_node &n, bool enter);
virtual bool visit(container_node &n, bool enter);
virtual bool visit(alu_group_node &n, bool enter);
virtual bool visit(cf_node &n, bool enter);
virtual bool visit(alu_node &n, bool enter);
virtual bool visit(alu_packed_node &n, bool enter);
virtual bool visit(fetch_node &n, bool enter);
virtual bool visit(region_node &n, bool enter);
virtual bool visit(repeat_node &n, bool enter);
virtual bool visit(depart_node &n, bool enter);
virtual bool visit(if_node &n, bool enter);
private:
void update_interferences();
void process_op(node &n);
bool remove_val(value *v);
bool remove_vec(vvec &v);
bool process_outs(node& n);
void process_ins(node& n);
void process_phi_outs(container_node *phi);
void process_phi_branch(container_node *phi, unsigned id);
bool process_maydef(value *v);
bool add_vec(vvec &vv, bool src);
void update_src_vec(vvec &vv, bool src);
};
struct bool_op_info {
bool invert;
unsigned int_cvt;
alu_node *n;
};
class peephole : public pass {
public:
peephole(shader &sh) : pass(sh) {}
virtual int run();
void run_on(container_node *c);
void optimize_cc_op(alu_node *a);
void optimize_cc_op2(alu_node *a);
void optimize_CNDcc_op(alu_node *a);
bool get_bool_op_info(value *b, bool_op_info& bop);
bool get_bool_flt_to_int_source(alu_node* &a);
void convert_float_setcc(alu_node *f2i, alu_node *s);
};
class psi_ops : public rev_vpass {
using rev_vpass::visit;
public:
psi_ops(shader &s) : rev_vpass(s) {}
virtual bool visit(node &n, bool enter);
virtual bool visit(alu_node &n, bool enter);
bool try_inline(node &n);
bool try_reduce(node &n);
bool eliminate(node &n);
void unpredicate(node *n);
};
// check correctness of the generated code, e.g.:
// - expected source operand value is the last value written to its gpr,
// - all arguments of phi node should be allocated to the same gpr,
// TODO other tests
class ra_checker : public pass {
typedef std::map<sel_chan, value *> reg_value_map;
typedef std::vector<reg_value_map> regmap_stack;
regmap_stack rm_stack;
unsigned rm_stk_level;
value* prev_dst[5];
public:
ra_checker(shader &sh) : pass(sh), rm_stk_level(0), prev_dst() {}
virtual int run();
void run_on(container_node *c);
void dump_error(const error_info &e);
void dump_all_errors();
private:
reg_value_map& rmap() { return rm_stack[rm_stk_level]; }
void push_stack();
void pop_stack();
// when going out of the alu clause, values in the clause temporary gprs,
// AR, predicate values, PS/PV are destroyed
void kill_alu_only_regs();
void error(node *n, unsigned id, std::string msg);
void check_phi_src(container_node *p, unsigned id);
void process_phi_dst(container_node *p);
void check_alu_group(alu_group_node *g);
void process_op_dst(node *n);
void check_op_src(node *n);
void check_src_vec(node *n, unsigned id, vvec &vv, bool src);
void check_value_gpr(node *n, unsigned id, value *v);
};
// =======================================
class ra_coalesce : public pass {
public:
ra_coalesce(shader &sh) : pass(sh) {}
virtual int run();
};
// =======================================
class ra_init : public pass {
public:
ra_init(shader &sh) : pass(sh), prev_chans() {
// The parameter below affects register channels distribution.
// For cayman (VLIW-4) we're trying to distribute the channels
// uniformly, this means significantly better alu slots utilization
// at the expense of higher gpr usage. Hopefully this will improve
// performance, though it has to be proven with real benchmarks yet.
// For VLIW-5 this method could also slightly improve slots
// utilization, but increased register pressure seems more significant
// and overall performance effect is negative according to some
// benchmarks, so it's not used currently. Basically, VLIW-5 doesn't
// really need it because trans slot (unrestricted by register write
// channel) allows to consume most deviations from uniform channel
// distribution.
// Value 3 means that for new allocation we'll use channel that differs
// from 3 last used channels. 0 for VLIW-5 effectively turns this off.
ra_tune = sh.get_ctx().is_cayman() ? 3 : 0;
}
virtual int run();
private:
unsigned prev_chans;
unsigned ra_tune;
void add_prev_chan(unsigned chan);
unsigned get_preferable_chan_mask();
bool ra_node(container_node *c);
bool process_op(node *n);
bool color(value *v);
void color_bs_constraint(ra_constraint *c);
void assign_color(value *v, sel_chan c);
void alloc_arrays();
};
// =======================================
class ra_split : public pass {
public:
ra_split(shader &sh) : pass(sh) {}
virtual int run();
void split(container_node *n);
void split_op(node *n);
void split_alu_packed(alu_packed_node *n);
void split_vector_inst(node *n);
void split_packed_ins(alu_packed_node *n);
#if 0
void split_pinned_outs(node *n);
#endif
void split_vec(vvec &vv, vvec &v1, vvec &v2, bool allow_swz);
void split_phi_src(container_node *loc, container_node *c, unsigned id,
bool loop);
void split_phi_dst(node *loc, container_node *c, bool loop);
void init_phi_constraints(container_node *c);
};
class ssa_prepare : public vpass {
using vpass::visit;
typedef std::vector<val_set> vd_stk;
vd_stk stk;
unsigned level;
public:
ssa_prepare(shader &s) : vpass(s), level(0) {}
virtual bool visit(cf_node &n, bool enter);
virtual bool visit(alu_node &n, bool enter);
virtual bool visit(fetch_node &n, bool enter);
virtual bool visit(region_node &n, bool enter);
virtual bool visit(repeat_node &n, bool enter);
virtual bool visit(depart_node &n, bool enter);
private:
void push_stk() {
++level;
if (level + 1 > stk.size())
stk.resize(level+1);
else
stk[level].clear();
}
void pop_stk() {
assert(level);
--level;
stk[level].add_set(stk[level + 1]);
}
void add_defs(node &n);
val_set & cur_set() { return stk[level]; }
container_node* create_phi_nodes(int count);
};
class ssa_rename : public vpass {
using vpass::visit;
typedef sb_map<value*, unsigned> def_map;
def_map def_count;
def_map lds_oq_count;
def_map lds_rw_count;
std::stack<def_map> rename_stack;
std::stack<def_map> rename_lds_oq_stack;
std::stack<def_map> rename_lds_rw_stack;
typedef std::map<uint32_t, value*> val_map;
val_map values;
public:
ssa_rename(shader &s) : vpass(s) {}
virtual int init();
virtual bool visit(container_node &n, bool enter);
virtual bool visit(node &n, bool enter);
virtual bool visit(alu_group_node &n, bool enter);
virtual bool visit(cf_node &n, bool enter);
virtual bool visit(alu_node &n, bool enter);
virtual bool visit(alu_packed_node &n, bool enter);
virtual bool visit(fetch_node &n, bool enter);
virtual bool visit(region_node &n, bool enter);
virtual bool visit(repeat_node &n, bool enter);
virtual bool visit(depart_node &n, bool enter);
virtual bool visit(if_node &n, bool enter);
private:
void push(node *phi);
void pop();
unsigned get_index(def_map& m, value* v);
void set_index(def_map& m, value* v, unsigned index);
unsigned new_index(def_map& m, value* v);
value* rename_use(node *n, value* v);
value* rename_def(node *def, value* v);
void rename_src_vec(node *n, vvec &vv, bool src);
void rename_dst_vec(node *def, vvec &vv, bool set_def);
void rename_src(node *n);
void rename_dst(node *n);
void rename_phi_args(container_node *phi, unsigned op, bool def);
void rename_virt(node *n);
void rename_virt_val(node *n, value *v);
};
class bc_finalizer : public pass {
cf_node *last_export[EXP_TYPE_COUNT];
cf_node *last_cf;
unsigned ngpr;
unsigned nstack;
public:
bc_finalizer(shader &sh) : pass(sh), last_export(), last_cf(), ngpr(),
nstack() {}
virtual int run();
void finalize_loop(region_node *r);
void finalize_if(region_node *r);
void run_on(container_node *c);
void insert_rv6xx_load_ar_workaround(alu_group_node *b4);
void finalize_alu_group(alu_group_node *g, node *prev_node);
bool finalize_alu_src(alu_group_node *g, alu_node *a, alu_group_node *prev_node);
void emit_set_grad(fetch_node* f);
void finalize_fetch(fetch_node *f);
void finalize_cf(cf_node *c);
sel_chan translate_kcache(cf_node *alu, value *v);
void update_ngpr(unsigned gpr);
void update_nstack(region_node *r, unsigned add = 0);
unsigned get_stack_depth(node *n, unsigned &loops, unsigned &ifs,
unsigned add = 0);
void cf_peephole();
private:
void copy_fetch_src(fetch_node &dst, fetch_node &src, unsigned arg_start);
void emit_set_texture_offsets(fetch_node &f);
};
} // namespace r600_sb
#endif /* SB_PASS_H_ */