mesa/src/broadcom/compiler/qpu_schedule.c

2508 lines
93 KiB
C

/*
* Copyright © 2010 Intel Corporation
* Copyright © 2014-2017 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.
*/
/**
* @file
*
* The basic model of the list scheduler is to take a basic block, compute a
* DAG of the dependencies, and make a list of the DAG heads. Heuristically
* pick a DAG head, then put all the children that are now DAG heads into the
* list of things to schedule.
*
* The goal of scheduling here is to pack pairs of operations together in a
* single QPU instruction.
*/
#include "qpu/qpu_disasm.h"
#include "v3d_compiler.h"
#include "util/ralloc.h"
#include "util/dag.h"
static bool debug;
struct schedule_node_child;
struct schedule_node {
struct dag_node dag;
struct list_head link;
struct qinst *inst;
/* Longest cycles + instruction_latency() of any parent of this node. */
uint32_t unblocked_time;
/**
* Minimum number of cycles from scheduling this instruction until the
* end of the program, based on the slowest dependency chain through
* the children.
*/
uint32_t delay;
/**
* cycles between this instruction being scheduled and when its result
* can be consumed.
*/
uint32_t latency;
};
/* When walking the instructions in reverse, we need to swap before/after in
* add_dep().
*/
enum direction { F, R };
struct schedule_state {
const struct v3d_device_info *devinfo;
struct dag *dag;
struct schedule_node *last_r[6];
struct schedule_node *last_rf[64];
struct schedule_node *last_sf;
struct schedule_node *last_vpm_read;
struct schedule_node *last_tmu_write;
struct schedule_node *last_tmu_config;
struct schedule_node *last_tmu_read;
struct schedule_node *last_tlb;
struct schedule_node *last_vpm;
struct schedule_node *last_unif;
struct schedule_node *last_rtop;
struct schedule_node *last_unifa;
enum direction dir;
/* Estimated cycle when the current instruction would start. */
uint32_t time;
};
static void
add_dep(struct schedule_state *state,
struct schedule_node *before,
struct schedule_node *after,
bool write)
{
bool write_after_read = !write && state->dir == R;
uintptr_t edge_data = write_after_read;
if (!before || !after)
return;
assert(before != after);
if (state->dir == F)
dag_add_edge(&before->dag, &after->dag, edge_data);
else
dag_add_edge(&after->dag, &before->dag, edge_data);
}
static void
add_read_dep(struct schedule_state *state,
struct schedule_node *before,
struct schedule_node *after)
{
add_dep(state, before, after, false);
}
static void
add_write_dep(struct schedule_state *state,
struct schedule_node **before,
struct schedule_node *after)
{
add_dep(state, *before, after, true);
*before = after;
}
static bool
qpu_inst_is_tlb(const struct v3d_qpu_instr *inst)
{
if (inst->sig.ldtlb || inst->sig.ldtlbu)
return true;
if (inst->type != V3D_QPU_INSTR_TYPE_ALU)
return false;
if (inst->alu.add.magic_write &&
(inst->alu.add.waddr == V3D_QPU_WADDR_TLB ||
inst->alu.add.waddr == V3D_QPU_WADDR_TLBU))
return true;
if (inst->alu.mul.magic_write &&
(inst->alu.mul.waddr == V3D_QPU_WADDR_TLB ||
inst->alu.mul.waddr == V3D_QPU_WADDR_TLBU))
return true;
return false;
}
static void
process_mux_deps(struct schedule_state *state, struct schedule_node *n,
enum v3d_qpu_mux mux)
{
switch (mux) {
case V3D_QPU_MUX_A:
add_read_dep(state, state->last_rf[n->inst->qpu.raddr_a], n);
break;
case V3D_QPU_MUX_B:
if (!n->inst->qpu.sig.small_imm) {
add_read_dep(state,
state->last_rf[n->inst->qpu.raddr_b], n);
}
break;
default:
add_read_dep(state, state->last_r[mux - V3D_QPU_MUX_R0], n);
break;
}
}
static bool
tmu_write_is_sequence_terminator(uint32_t waddr)
{
switch (waddr) {
case V3D_QPU_WADDR_TMUS:
case V3D_QPU_WADDR_TMUSCM:
case V3D_QPU_WADDR_TMUSF:
case V3D_QPU_WADDR_TMUSLOD:
case V3D_QPU_WADDR_TMUA:
case V3D_QPU_WADDR_TMUAU:
return true;
default:
return false;
}
}
static bool
can_reorder_tmu_write(const struct v3d_device_info *devinfo, uint32_t waddr)
{
if (devinfo->ver < 40)
return false;
if (tmu_write_is_sequence_terminator(waddr))
return false;
if (waddr == V3D_QPU_WADDR_TMUD)
return false;
return true;
}
static void
process_waddr_deps(struct schedule_state *state, struct schedule_node *n,
uint32_t waddr, bool magic)
{
if (!magic) {
add_write_dep(state, &state->last_rf[waddr], n);
} else if (v3d_qpu_magic_waddr_is_tmu(state->devinfo, waddr)) {
if (can_reorder_tmu_write(state->devinfo, waddr))
add_read_dep(state, state->last_tmu_write, n);
else
add_write_dep(state, &state->last_tmu_write, n);
if (tmu_write_is_sequence_terminator(waddr))
add_write_dep(state, &state->last_tmu_config, n);
} else if (v3d_qpu_magic_waddr_is_sfu(waddr)) {
/* Handled by v3d_qpu_writes_r4() check. */
} else {
switch (waddr) {
case V3D_QPU_WADDR_R0:
case V3D_QPU_WADDR_R1:
case V3D_QPU_WADDR_R2:
add_write_dep(state,
&state->last_r[waddr - V3D_QPU_WADDR_R0],
n);
break;
case V3D_QPU_WADDR_R3:
case V3D_QPU_WADDR_R4:
case V3D_QPU_WADDR_R5:
/* Handled by v3d_qpu_writes_r*() checks below. */
break;
case V3D_QPU_WADDR_VPM:
case V3D_QPU_WADDR_VPMU:
add_write_dep(state, &state->last_vpm, n);
break;
case V3D_QPU_WADDR_TLB:
case V3D_QPU_WADDR_TLBU:
add_write_dep(state, &state->last_tlb, n);
break;
case V3D_QPU_WADDR_SYNC:
case V3D_QPU_WADDR_SYNCB:
case V3D_QPU_WADDR_SYNCU:
/* For CS barrier(): Sync against any other memory
* accesses. There doesn't appear to be any need for
* barriers to affect ALU operations.
*/
add_write_dep(state, &state->last_tmu_write, n);
add_write_dep(state, &state->last_tmu_read, n);
break;
case V3D_QPU_WADDR_UNIFA:
if (state->devinfo->ver >= 40)
add_write_dep(state, &state->last_unifa, n);
break;
case V3D_QPU_WADDR_NOP:
break;
default:
fprintf(stderr, "Unknown waddr %d\n", waddr);
abort();
}
}
}
/**
* Common code for dependencies that need to be tracked both forward and
* backward.
*
* This is for things like "all reads of r4 have to happen between the r4
* writes that surround them".
*/
static void
calculate_deps(struct schedule_state *state, struct schedule_node *n)
{
const struct v3d_device_info *devinfo = state->devinfo;
struct qinst *qinst = n->inst;
struct v3d_qpu_instr *inst = &qinst->qpu;
/* If the input and output segments are shared, then all VPM reads to
* a location need to happen before all writes. We handle this by
* serializing all VPM operations for now.
*/
bool separate_vpm_segment = false;
if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH) {
if (inst->branch.cond != V3D_QPU_BRANCH_COND_ALWAYS)
add_read_dep(state, state->last_sf, n);
/* XXX: BDI */
/* XXX: BDU */
/* XXX: ub */
/* XXX: raddr_a */
add_write_dep(state, &state->last_unif, n);
return;
}
assert(inst->type == V3D_QPU_INSTR_TYPE_ALU);
/* XXX: LOAD_IMM */
if (v3d_qpu_add_op_num_src(inst->alu.add.op) > 0)
process_mux_deps(state, n, inst->alu.add.a);
if (v3d_qpu_add_op_num_src(inst->alu.add.op) > 1)
process_mux_deps(state, n, inst->alu.add.b);
if (v3d_qpu_mul_op_num_src(inst->alu.mul.op) > 0)
process_mux_deps(state, n, inst->alu.mul.a);
if (v3d_qpu_mul_op_num_src(inst->alu.mul.op) > 1)
process_mux_deps(state, n, inst->alu.mul.b);
switch (inst->alu.add.op) {
case V3D_QPU_A_VPMSETUP:
/* Could distinguish read/write by unpacking the uniform. */
add_write_dep(state, &state->last_vpm, n);
add_write_dep(state, &state->last_vpm_read, n);
break;
case V3D_QPU_A_STVPMV:
case V3D_QPU_A_STVPMD:
case V3D_QPU_A_STVPMP:
add_write_dep(state, &state->last_vpm, n);
break;
case V3D_QPU_A_LDVPMV_IN:
case V3D_QPU_A_LDVPMD_IN:
case V3D_QPU_A_LDVPMG_IN:
case V3D_QPU_A_LDVPMP:
if (!separate_vpm_segment)
add_write_dep(state, &state->last_vpm, n);
break;
case V3D_QPU_A_VPMWT:
add_read_dep(state, state->last_vpm, n);
break;
case V3D_QPU_A_MSF:
add_read_dep(state, state->last_tlb, n);
break;
case V3D_QPU_A_SETMSF:
case V3D_QPU_A_SETREVF:
add_write_dep(state, &state->last_tlb, n);
break;
default:
break;
}
switch (inst->alu.mul.op) {
case V3D_QPU_M_MULTOP:
case V3D_QPU_M_UMUL24:
/* MULTOP sets rtop, and UMUL24 implicitly reads rtop and
* resets it to 0. We could possibly reorder umul24s relative
* to each other, but for now just keep all the MUL parts in
* order.
*/
add_write_dep(state, &state->last_rtop, n);
break;
default:
break;
}
if (inst->alu.add.op != V3D_QPU_A_NOP) {
process_waddr_deps(state, n, inst->alu.add.waddr,
inst->alu.add.magic_write);
}
if (inst->alu.mul.op != V3D_QPU_M_NOP) {
process_waddr_deps(state, n, inst->alu.mul.waddr,
inst->alu.mul.magic_write);
}
if (v3d_qpu_sig_writes_address(devinfo, &inst->sig)) {
process_waddr_deps(state, n, inst->sig_addr,
inst->sig_magic);
}
if (v3d_qpu_writes_r3(devinfo, inst))
add_write_dep(state, &state->last_r[3], n);
if (v3d_qpu_writes_r4(devinfo, inst))
add_write_dep(state, &state->last_r[4], n);
if (v3d_qpu_writes_r5(devinfo, inst))
add_write_dep(state, &state->last_r[5], n);
/* If we add any more dependencies here we should consider whether we
* also need to update qpu_inst_after_thrsw_valid_in_delay_slot.
*/
if (inst->sig.thrsw) {
/* All accumulator contents and flags are undefined after the
* switch.
*/
for (int i = 0; i < ARRAY_SIZE(state->last_r); i++)
add_write_dep(state, &state->last_r[i], n);
add_write_dep(state, &state->last_sf, n);
add_write_dep(state, &state->last_rtop, n);
/* Scoreboard-locking operations have to stay after the last
* thread switch.
*/
add_write_dep(state, &state->last_tlb, n);
add_write_dep(state, &state->last_tmu_write, n);
add_write_dep(state, &state->last_tmu_config, n);
}
if (v3d_qpu_waits_on_tmu(inst)) {
/* TMU loads are coming from a FIFO, so ordering is important.
*/
add_write_dep(state, &state->last_tmu_read, n);
/* Keep TMU loads after their TMU lookup terminator */
add_read_dep(state, state->last_tmu_config, n);
}
/* Allow wrtmuc to be reordered with other instructions in the
* same TMU sequence by using a read dependency on the last TMU
* sequence terminator.
*/
if (inst->sig.wrtmuc)
add_read_dep(state, state->last_tmu_config, n);
if (inst->sig.ldtlb | inst->sig.ldtlbu)
add_write_dep(state, &state->last_tlb, n);
if (inst->sig.ldvpm) {
add_write_dep(state, &state->last_vpm_read, n);
/* At least for now, we're doing shared I/O segments, so queue
* all writes after all reads.
*/
if (!separate_vpm_segment)
add_write_dep(state, &state->last_vpm, n);
}
/* inst->sig.ldunif or sideband uniform read */
if (vir_has_uniform(qinst))
add_write_dep(state, &state->last_unif, n);
/* Both unifa and ldunifa must preserve ordering */
if (inst->sig.ldunifa || inst->sig.ldunifarf)
add_write_dep(state, &state->last_unifa, n);
if (v3d_qpu_reads_flags(inst))
add_read_dep(state, state->last_sf, n);
if (v3d_qpu_writes_flags(inst))
add_write_dep(state, &state->last_sf, n);
}
static void
calculate_forward_deps(struct v3d_compile *c, struct dag *dag,
struct list_head *schedule_list)
{
struct schedule_state state;
memset(&state, 0, sizeof(state));
state.dag = dag;
state.devinfo = c->devinfo;
state.dir = F;
list_for_each_entry(struct schedule_node, node, schedule_list, link)
calculate_deps(&state, node);
}
static void
calculate_reverse_deps(struct v3d_compile *c, struct dag *dag,
struct list_head *schedule_list)
{
struct schedule_state state;
memset(&state, 0, sizeof(state));
state.dag = dag;
state.devinfo = c->devinfo;
state.dir = R;
list_for_each_entry_rev(struct schedule_node, node, schedule_list,
link) {
calculate_deps(&state, (struct schedule_node *)node);
}
}
struct choose_scoreboard {
struct dag *dag;
int tick;
int last_magic_sfu_write_tick;
int last_stallable_sfu_reg;
int last_stallable_sfu_tick;
int last_ldvary_tick;
int last_unifa_write_tick;
int last_uniforms_reset_tick;
int last_thrsw_tick;
int last_branch_tick;
int last_setmsf_tick;
bool first_thrsw_emitted;
bool last_thrsw_emitted;
bool fixup_ldvary;
int ldvary_count;
};
static bool
mux_reads_too_soon(struct choose_scoreboard *scoreboard,
const struct v3d_qpu_instr *inst, enum v3d_qpu_mux mux)
{
switch (mux) {
case V3D_QPU_MUX_R4:
if (scoreboard->tick - scoreboard->last_magic_sfu_write_tick <= 2)
return true;
break;
case V3D_QPU_MUX_R5:
if (scoreboard->tick - scoreboard->last_ldvary_tick <= 1)
return true;
break;
default:
break;
}
return false;
}
static bool
reads_too_soon_after_write(struct choose_scoreboard *scoreboard,
struct qinst *qinst)
{
const struct v3d_qpu_instr *inst = &qinst->qpu;
/* XXX: Branching off of raddr. */
if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH)
return false;
assert(inst->type == V3D_QPU_INSTR_TYPE_ALU);
if (inst->alu.add.op != V3D_QPU_A_NOP) {
if (v3d_qpu_add_op_num_src(inst->alu.add.op) > 0 &&
mux_reads_too_soon(scoreboard, inst, inst->alu.add.a)) {
return true;
}
if (v3d_qpu_add_op_num_src(inst->alu.add.op) > 1 &&
mux_reads_too_soon(scoreboard, inst, inst->alu.add.b)) {
return true;
}
}
if (inst->alu.mul.op != V3D_QPU_M_NOP) {
if (v3d_qpu_mul_op_num_src(inst->alu.mul.op) > 0 &&
mux_reads_too_soon(scoreboard, inst, inst->alu.mul.a)) {
return true;
}
if (v3d_qpu_mul_op_num_src(inst->alu.mul.op) > 1 &&
mux_reads_too_soon(scoreboard, inst, inst->alu.mul.b)) {
return true;
}
}
/* XXX: imm */
return false;
}
static bool
writes_too_soon_after_write(const struct v3d_device_info *devinfo,
struct choose_scoreboard *scoreboard,
struct qinst *qinst)
{
const struct v3d_qpu_instr *inst = &qinst->qpu;
/* Don't schedule any other r4 write too soon after an SFU write.
* This would normally be prevented by dependency tracking, but might
* occur if a dead SFU computation makes it to scheduling.
*/
if (scoreboard->tick - scoreboard->last_magic_sfu_write_tick < 2 &&
v3d_qpu_writes_r4(devinfo, inst))
return true;
return false;
}
static bool
scoreboard_is_locked(struct choose_scoreboard *scoreboard,
bool lock_scoreboard_on_first_thrsw)
{
if (lock_scoreboard_on_first_thrsw) {
return scoreboard->first_thrsw_emitted &&
scoreboard->tick - scoreboard->last_thrsw_tick >= 3;
}
return scoreboard->last_thrsw_emitted &&
scoreboard->tick - scoreboard->last_thrsw_tick >= 3;
}
static bool
pixel_scoreboard_too_soon(struct v3d_compile *c,
struct choose_scoreboard *scoreboard,
const struct v3d_qpu_instr *inst)
{
return qpu_inst_is_tlb(inst) &&
!scoreboard_is_locked(scoreboard,
c->lock_scoreboard_on_first_thrsw);
}
static bool
qpu_instruction_uses_rf(const struct v3d_qpu_instr *inst,
uint32_t waddr) {
if (inst->type != V3D_QPU_INSTR_TYPE_ALU)
return false;
if (v3d_qpu_uses_mux(inst, V3D_QPU_MUX_A) &&
inst->raddr_a == waddr)
return true;
if (v3d_qpu_uses_mux(inst, V3D_QPU_MUX_B) &&
!inst->sig.small_imm && (inst->raddr_b == waddr))
return true;
return false;
}
static bool
mux_read_stalls(struct choose_scoreboard *scoreboard,
const struct v3d_qpu_instr *inst)
{
return scoreboard->tick == scoreboard->last_stallable_sfu_tick + 1 &&
qpu_instruction_uses_rf(inst,
scoreboard->last_stallable_sfu_reg);
}
/* We define a max schedule priority to allow negative priorities as result of
* substracting this max when an instruction stalls. So instructions that
* stall have lower priority than regular instructions. */
#define MAX_SCHEDULE_PRIORITY 16
static int
get_instruction_priority(const struct v3d_device_info *devinfo,
const struct v3d_qpu_instr *inst)
{
uint32_t baseline_score;
uint32_t next_score = 0;
/* Schedule TLB operations as late as possible, to get more
* parallelism between shaders.
*/
if (qpu_inst_is_tlb(inst))
return next_score;
next_score++;
/* Empirical testing shows that using priorities to hide latency of
* TMU operations when scheduling QPU leads to slightly worse
* performance, even at 2 threads. We think this is because the thread
* switching is already quite effective at hiding latency and NIR
* scheduling (and possibly TMU pipelining too) are sufficient to hide
* TMU latency, so piling up on that here doesn't provide any benefits
* and instead may cause us to postpone critical paths that depend on
* the TMU results.
*/
#if 0
/* Schedule texture read results collection late to hide latency. */
if (v3d_qpu_waits_on_tmu(inst))
return next_score;
next_score++;
#endif
/* Default score for things that aren't otherwise special. */
baseline_score = next_score;
next_score++;
#if 0
/* Schedule texture read setup early to hide their latency better. */
if (v3d_qpu_writes_tmu(devinfo, inst))
return next_score;
next_score++;
#endif
/* We should increase the maximum if we assert here */
assert(next_score < MAX_SCHEDULE_PRIORITY);
return baseline_score;
}
enum {
V3D_PERIPHERAL_VPM_READ = (1 << 0),
V3D_PERIPHERAL_VPM_WRITE = (1 << 1),
V3D_PERIPHERAL_VPM_WAIT = (1 << 2),
V3D_PERIPHERAL_SFU = (1 << 3),
V3D_PERIPHERAL_TMU_WRITE = (1 << 4),
V3D_PERIPHERAL_TMU_READ = (1 << 5),
V3D_PERIPHERAL_TMU_WAIT = (1 << 6),
V3D_PERIPHERAL_TMU_WRTMUC_SIG = (1 << 7),
V3D_PERIPHERAL_TSY = (1 << 8),
V3D_PERIPHERAL_TLB = (1 << 9),
};
static uint32_t
qpu_peripherals(const struct v3d_device_info *devinfo,
const struct v3d_qpu_instr *inst)
{
uint32_t result = 0;
if (v3d_qpu_reads_vpm(inst))
result |= V3D_PERIPHERAL_VPM_READ;
if (v3d_qpu_writes_vpm(inst))
result |= V3D_PERIPHERAL_VPM_WRITE;
if (v3d_qpu_waits_vpm(inst))
result |= V3D_PERIPHERAL_VPM_WAIT;
if (v3d_qpu_writes_tmu(devinfo, inst))
result |= V3D_PERIPHERAL_TMU_WRITE;
if (inst->sig.ldtmu)
result |= V3D_PERIPHERAL_TMU_READ;
if (inst->sig.wrtmuc)
result |= V3D_PERIPHERAL_TMU_WRTMUC_SIG;
if (v3d_qpu_uses_sfu(inst))
result |= V3D_PERIPHERAL_SFU;
if (v3d_qpu_uses_tlb(inst))
result |= V3D_PERIPHERAL_TLB;
if (inst->type == V3D_QPU_INSTR_TYPE_ALU) {
if (inst->alu.add.op != V3D_QPU_A_NOP &&
inst->alu.add.magic_write &&
v3d_qpu_magic_waddr_is_tsy(inst->alu.add.waddr)) {
result |= V3D_PERIPHERAL_TSY;
}
if (inst->alu.add.op == V3D_QPU_A_TMUWT)
result |= V3D_PERIPHERAL_TMU_WAIT;
}
return result;
}
static bool
qpu_compatible_peripheral_access(const struct v3d_device_info *devinfo,
const struct v3d_qpu_instr *a,
const struct v3d_qpu_instr *b)
{
const uint32_t a_peripherals = qpu_peripherals(devinfo, a);
const uint32_t b_peripherals = qpu_peripherals(devinfo, b);
/* We can always do one peripheral access per instruction. */
if (util_bitcount(a_peripherals) + util_bitcount(b_peripherals) <= 1)
return true;
if (devinfo->ver < 41)
return false;
/* V3D 4.1+ allow WRTMUC signal with TMU register write (other than
* tmuc).
*/
if (a_peripherals == V3D_PERIPHERAL_TMU_WRTMUC_SIG &&
b_peripherals == V3D_PERIPHERAL_TMU_WRITE) {
return v3d_qpu_writes_tmu_not_tmuc(devinfo, b);
}
if (a_peripherals == V3D_PERIPHERAL_TMU_WRITE &&
b_peripherals == V3D_PERIPHERAL_TMU_WRTMUC_SIG) {
return v3d_qpu_writes_tmu_not_tmuc(devinfo, a);
}
/* V3D 4.1+ allows TMU read with VPM read/write. */
if (a_peripherals == V3D_PERIPHERAL_TMU_READ &&
(b_peripherals == V3D_PERIPHERAL_VPM_READ ||
b_peripherals == V3D_PERIPHERAL_VPM_WRITE)) {
return true;
}
if (b_peripherals == V3D_PERIPHERAL_TMU_READ &&
(a_peripherals == V3D_PERIPHERAL_VPM_READ ||
a_peripherals == V3D_PERIPHERAL_VPM_WRITE)) {
return true;
}
return false;
}
/* Compute a bitmask of which rf registers are used between
* the two instructions.
*/
static uint64_t
qpu_raddrs_used(const struct v3d_qpu_instr *a,
const struct v3d_qpu_instr *b)
{
assert(a->type == V3D_QPU_INSTR_TYPE_ALU);
assert(b->type == V3D_QPU_INSTR_TYPE_ALU);
uint64_t raddrs_used = 0;
if (v3d_qpu_uses_mux(a, V3D_QPU_MUX_A))
raddrs_used |= (1ll << a->raddr_a);
if (!a->sig.small_imm && v3d_qpu_uses_mux(a, V3D_QPU_MUX_B))
raddrs_used |= (1ll << a->raddr_b);
if (v3d_qpu_uses_mux(b, V3D_QPU_MUX_A))
raddrs_used |= (1ll << b->raddr_a);
if (!b->sig.small_imm && v3d_qpu_uses_mux(b, V3D_QPU_MUX_B))
raddrs_used |= (1ll << b->raddr_b);
return raddrs_used;
}
/* Take two instructions and attempt to merge their raddr fields
* into one merged instruction. Returns false if the two instructions
* access more than two different rf registers between them, or more
* than one rf register and one small immediate.
*/
static bool
qpu_merge_raddrs(struct v3d_qpu_instr *result,
const struct v3d_qpu_instr *add_instr,
const struct v3d_qpu_instr *mul_instr)
{
uint64_t raddrs_used = qpu_raddrs_used(add_instr, mul_instr);
int naddrs = util_bitcount64(raddrs_used);
if (naddrs > 2)
return false;
if ((add_instr->sig.small_imm || mul_instr->sig.small_imm)) {
if (naddrs > 1)
return false;
if (add_instr->sig.small_imm && mul_instr->sig.small_imm)
if (add_instr->raddr_b != mul_instr->raddr_b)
return false;
result->sig.small_imm = true;
result->raddr_b = add_instr->sig.small_imm ?
add_instr->raddr_b : mul_instr->raddr_b;
}
if (naddrs == 0)
return true;
int raddr_a = ffsll(raddrs_used) - 1;
raddrs_used &= ~(1ll << raddr_a);
result->raddr_a = raddr_a;
if (!result->sig.small_imm) {
if (v3d_qpu_uses_mux(add_instr, V3D_QPU_MUX_B) &&
raddr_a == add_instr->raddr_b) {
if (add_instr->alu.add.a == V3D_QPU_MUX_B)
result->alu.add.a = V3D_QPU_MUX_A;
if (add_instr->alu.add.b == V3D_QPU_MUX_B &&
v3d_qpu_add_op_num_src(add_instr->alu.add.op) > 1) {
result->alu.add.b = V3D_QPU_MUX_A;
}
}
if (v3d_qpu_uses_mux(mul_instr, V3D_QPU_MUX_B) &&
raddr_a == mul_instr->raddr_b) {
if (mul_instr->alu.mul.a == V3D_QPU_MUX_B)
result->alu.mul.a = V3D_QPU_MUX_A;
if (mul_instr->alu.mul.b == V3D_QPU_MUX_B &&
v3d_qpu_mul_op_num_src(mul_instr->alu.mul.op) > 1) {
result->alu.mul.b = V3D_QPU_MUX_A;
}
}
}
if (!raddrs_used)
return true;
int raddr_b = ffsll(raddrs_used) - 1;
result->raddr_b = raddr_b;
if (v3d_qpu_uses_mux(add_instr, V3D_QPU_MUX_A) &&
raddr_b == add_instr->raddr_a) {
if (add_instr->alu.add.a == V3D_QPU_MUX_A)
result->alu.add.a = V3D_QPU_MUX_B;
if (add_instr->alu.add.b == V3D_QPU_MUX_A &&
v3d_qpu_add_op_num_src(add_instr->alu.add.op) > 1) {
result->alu.add.b = V3D_QPU_MUX_B;
}
}
if (v3d_qpu_uses_mux(mul_instr, V3D_QPU_MUX_A) &&
raddr_b == mul_instr->raddr_a) {
if (mul_instr->alu.mul.a == V3D_QPU_MUX_A)
result->alu.mul.a = V3D_QPU_MUX_B;
if (mul_instr->alu.mul.b == V3D_QPU_MUX_A &&
v3d_qpu_mul_op_num_src(mul_instr->alu.mul.op) > 1) {
result->alu.mul.b = V3D_QPU_MUX_B;
}
}
return true;
}
static bool
can_do_add_as_mul(enum v3d_qpu_add_op op)
{
switch (op) {
case V3D_QPU_A_ADD:
case V3D_QPU_A_SUB:
return true;
default:
return false;
}
}
static enum v3d_qpu_mul_op
add_op_as_mul_op(enum v3d_qpu_add_op op)
{
switch (op) {
case V3D_QPU_A_ADD:
return V3D_QPU_M_ADD;
case V3D_QPU_A_SUB:
return V3D_QPU_M_SUB;
default:
unreachable("unexpected add opcode");
}
}
static void
qpu_convert_add_to_mul(struct v3d_qpu_instr *inst)
{
STATIC_ASSERT(sizeof(inst->alu.mul) == sizeof(inst->alu.add));
assert(inst->alu.add.op != V3D_QPU_A_NOP);
assert(inst->alu.mul.op == V3D_QPU_M_NOP);
memcpy(&inst->alu.mul, &inst->alu.add, sizeof(inst->alu.mul));
inst->alu.mul.op = add_op_as_mul_op(inst->alu.add.op);
inst->alu.add.op = V3D_QPU_A_NOP;
inst->flags.mc = inst->flags.ac;
inst->flags.mpf = inst->flags.apf;
inst->flags.muf = inst->flags.auf;
inst->flags.ac = V3D_QPU_COND_NONE;
inst->flags.apf = V3D_QPU_PF_NONE;
inst->flags.auf = V3D_QPU_UF_NONE;
inst->alu.mul.output_pack = inst->alu.add.output_pack;
inst->alu.mul.a_unpack = inst->alu.add.a_unpack;
inst->alu.mul.b_unpack = inst->alu.add.b_unpack;
inst->alu.add.output_pack = V3D_QPU_PACK_NONE;
inst->alu.add.a_unpack = V3D_QPU_UNPACK_NONE;
inst->alu.add.b_unpack = V3D_QPU_UNPACK_NONE;
}
static bool
qpu_merge_inst(const struct v3d_device_info *devinfo,
struct v3d_qpu_instr *result,
const struct v3d_qpu_instr *a,
const struct v3d_qpu_instr *b)
{
if (a->type != V3D_QPU_INSTR_TYPE_ALU ||
b->type != V3D_QPU_INSTR_TYPE_ALU) {
return false;
}
if (!qpu_compatible_peripheral_access(devinfo, a, b))
return false;
struct v3d_qpu_instr merge = *a;
const struct v3d_qpu_instr *add_instr = NULL, *mul_instr = NULL;
struct v3d_qpu_instr mul_inst;
if (b->alu.add.op != V3D_QPU_A_NOP) {
if (a->alu.add.op == V3D_QPU_A_NOP) {
merge.alu.add = b->alu.add;
merge.flags.ac = b->flags.ac;
merge.flags.apf = b->flags.apf;
merge.flags.auf = b->flags.auf;
add_instr = b;
mul_instr = a;
}
/* If a's add op is used but its mul op is not, then see if we
* can convert either a's add op or b's add op to a mul op
* so we can merge.
*/
else if (a->alu.mul.op == V3D_QPU_M_NOP &&
can_do_add_as_mul(b->alu.add.op)) {
mul_inst = *b;
qpu_convert_add_to_mul(&mul_inst);
merge.alu.mul = mul_inst.alu.mul;
merge.flags.mc = b->flags.ac;
merge.flags.mpf = b->flags.apf;
merge.flags.muf = b->flags.auf;
add_instr = a;
mul_instr = &mul_inst;
} else if (a->alu.mul.op == V3D_QPU_M_NOP &&
can_do_add_as_mul(a->alu.add.op)) {
mul_inst = *a;
qpu_convert_add_to_mul(&mul_inst);
merge = mul_inst;
merge.alu.add = b->alu.add;
merge.flags.ac = b->flags.ac;
merge.flags.apf = b->flags.apf;
merge.flags.auf = b->flags.auf;
add_instr = b;
mul_instr = &mul_inst;
} else {
return false;
}
}
if (b->alu.mul.op != V3D_QPU_M_NOP) {
if (a->alu.mul.op != V3D_QPU_M_NOP)
return false;
merge.alu.mul = b->alu.mul;
merge.flags.mc = b->flags.mc;
merge.flags.mpf = b->flags.mpf;
merge.flags.muf = b->flags.muf;
mul_instr = b;
add_instr = a;
}
if (add_instr && mul_instr &&
!qpu_merge_raddrs(&merge, add_instr, mul_instr)) {
return false;
}
merge.sig.thrsw |= b->sig.thrsw;
merge.sig.ldunif |= b->sig.ldunif;
merge.sig.ldunifrf |= b->sig.ldunifrf;
merge.sig.ldunifa |= b->sig.ldunifa;
merge.sig.ldunifarf |= b->sig.ldunifarf;
merge.sig.ldtmu |= b->sig.ldtmu;
merge.sig.ldvary |= b->sig.ldvary;
merge.sig.ldvpm |= b->sig.ldvpm;
merge.sig.small_imm |= b->sig.small_imm;
merge.sig.ldtlb |= b->sig.ldtlb;
merge.sig.ldtlbu |= b->sig.ldtlbu;
merge.sig.ucb |= b->sig.ucb;
merge.sig.rotate |= b->sig.rotate;
merge.sig.wrtmuc |= b->sig.wrtmuc;
if (v3d_qpu_sig_writes_address(devinfo, &a->sig) &&
v3d_qpu_sig_writes_address(devinfo, &b->sig))
return false;
merge.sig_addr |= b->sig_addr;
merge.sig_magic |= b->sig_magic;
uint64_t packed;
bool ok = v3d_qpu_instr_pack(devinfo, &merge, &packed);
*result = merge;
/* No modifying the real instructions on failure. */
assert(ok || (a != result && b != result));
return ok;
}
static inline bool
try_skip_for_ldvary_pipelining(const struct v3d_qpu_instr *inst)
{
return inst->sig.ldunif || inst->sig.ldunifrf;
}
static bool
qpu_inst_after_thrsw_valid_in_delay_slot(struct v3d_compile *c,
struct choose_scoreboard *scoreboard,
const struct qinst *qinst);
static struct schedule_node *
choose_instruction_to_schedule(struct v3d_compile *c,
struct choose_scoreboard *scoreboard,
struct schedule_node *prev_inst)
{
struct schedule_node *chosen = NULL;
int chosen_prio = 0;
/* Don't pair up anything with a thread switch signal -- emit_thrsw()
* will handle pairing it along with filling the delay slots.
*/
if (prev_inst) {
if (prev_inst->inst->qpu.sig.thrsw)
return NULL;
}
bool ldvary_pipelining = c->s->info.stage == MESA_SHADER_FRAGMENT &&
scoreboard->ldvary_count < c->num_inputs;
bool skipped_insts_for_ldvary_pipelining = false;
retry:
list_for_each_entry(struct schedule_node, n, &scoreboard->dag->heads,
dag.link) {
const struct v3d_qpu_instr *inst = &n->inst->qpu;
if (ldvary_pipelining && try_skip_for_ldvary_pipelining(inst)) {
skipped_insts_for_ldvary_pipelining = true;
continue;
}
/* Don't choose the branch instruction until it's the last one
* left. We'll move it up to fit its delay slots after we
* choose it.
*/
if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH &&
!list_is_singular(&scoreboard->dag->heads)) {
continue;
}
/* We need to have 3 delay slots between a write to unifa and
* a follow-up ldunifa.
*/
if ((inst->sig.ldunifa || inst->sig.ldunifarf) &&
scoreboard->tick - scoreboard->last_unifa_write_tick <= 3)
continue;
/* "An instruction must not read from a location in physical
* regfile A or B that was written to by the previous
* instruction."
*/
if (reads_too_soon_after_write(scoreboard, n->inst))
continue;
if (writes_too_soon_after_write(c->devinfo, scoreboard, n->inst))
continue;
/* "Before doing a TLB access a scoreboard wait must have been
* done. This happens either on the first or last thread
* switch, depending on a setting (scb_wait_on_first_thrsw) in
* the shader state."
*/
if (pixel_scoreboard_too_soon(c, scoreboard, inst))
continue;
/* ldunif and ldvary both write r5, but ldunif does so a tick
* sooner. If the ldvary's r5 wasn't used, then ldunif might
* otherwise get scheduled so ldunif and ldvary try to update
* r5 in the same tick.
*/
if ((inst->sig.ldunif || inst->sig.ldunifa) &&
scoreboard->tick == scoreboard->last_ldvary_tick + 1) {
continue;
}
/* If we are in a thrsw delay slot check that this instruction
* is valid for that.
*/
if (scoreboard->last_thrsw_tick + 2 >= scoreboard->tick &&
!qpu_inst_after_thrsw_valid_in_delay_slot(c, scoreboard,
n->inst)) {
continue;
}
if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH) {
/* Don't try to put a branch in the delay slots of another
* branch or a unifa write.
*/
if (scoreboard->last_branch_tick + 3 >= scoreboard->tick)
continue;
if (scoreboard->last_unifa_write_tick + 3 >= scoreboard->tick)
continue;
/* No branch with cond != 0,2,3 and msfign != 0 after
* setmsf.
*/
if (scoreboard->last_setmsf_tick == scoreboard->tick - 1 &&
inst->branch.msfign != V3D_QPU_MSFIGN_NONE &&
inst->branch.cond != V3D_QPU_BRANCH_COND_ALWAYS &&
inst->branch.cond != V3D_QPU_BRANCH_COND_A0 &&
inst->branch.cond != V3D_QPU_BRANCH_COND_NA0) {
continue;
}
}
/* If we're trying to pair with another instruction, check
* that they're compatible.
*/
if (prev_inst) {
/* Don't pair up a thread switch signal -- we'll
* handle pairing it when we pick it on its own.
*/
if (inst->sig.thrsw)
continue;
if (prev_inst->inst->uniform != -1 &&
n->inst->uniform != -1)
continue;
/* Simulator complains if we have two uniforms loaded in
* the the same instruction, which could happen if we
* have a ldunif or sideband uniform and we pair that
* with ldunifa.
*/
if (vir_has_uniform(prev_inst->inst) &&
(inst->sig.ldunifa || inst->sig.ldunifarf)) {
continue;
}
if ((prev_inst->inst->qpu.sig.ldunifa ||
prev_inst->inst->qpu.sig.ldunifarf) &&
vir_has_uniform(n->inst)) {
continue;
}
/* Don't merge TLB instructions before we have acquired
* the scoreboard lock.
*/
if (pixel_scoreboard_too_soon(c, scoreboard, inst))
continue;
/* When we succesfully pair up an ldvary we then try
* to merge it into the previous instruction if
* possible to improve pipelining. Don't pick up the
* ldvary now if the follow-up fixup would place
* it in the delay slots of a thrsw, which is not
* allowed and would prevent the fixup from being
* successul.
*/
if (inst->sig.ldvary &&
scoreboard->last_thrsw_tick + 2 >= scoreboard->tick - 1) {
continue;
}
struct v3d_qpu_instr merged_inst;
if (!qpu_merge_inst(c->devinfo, &merged_inst,
&prev_inst->inst->qpu, inst)) {
continue;
}
}
int prio = get_instruction_priority(c->devinfo, inst);
if (mux_read_stalls(scoreboard, inst)) {
/* Don't merge an instruction that stalls */
if (prev_inst)
continue;
else {
/* Any instruction that don't stall will have
* higher scheduling priority */
prio -= MAX_SCHEDULE_PRIORITY;
assert(prio < 0);
}
}
/* Found a valid instruction. If nothing better comes along,
* this one works.
*/
if (!chosen) {
chosen = n;
chosen_prio = prio;
continue;
}
if (prio > chosen_prio) {
chosen = n;
chosen_prio = prio;
} else if (prio < chosen_prio) {
continue;
}
if (n->delay > chosen->delay) {
chosen = n;
chosen_prio = prio;
} else if (n->delay < chosen->delay) {
continue;
}
}
/* If we did not find any instruction to schedule but we discarded
* some of them to prioritize ldvary pipelining, try again.
*/
if (!chosen && !prev_inst && skipped_insts_for_ldvary_pipelining) {
skipped_insts_for_ldvary_pipelining = false;
ldvary_pipelining = false;
goto retry;
}
if (chosen && chosen->inst->qpu.sig.ldvary) {
scoreboard->ldvary_count++;
/* If we are pairing an ldvary, flag it so we can fix it up for
* optimal pipelining of ldvary sequences.
*/
if (prev_inst)
scoreboard->fixup_ldvary = true;
}
return chosen;
}
static void
update_scoreboard_for_magic_waddr(struct choose_scoreboard *scoreboard,
enum v3d_qpu_waddr waddr,
const struct v3d_device_info *devinfo)
{
if (v3d_qpu_magic_waddr_is_sfu(waddr))
scoreboard->last_magic_sfu_write_tick = scoreboard->tick;
else if (devinfo->ver >= 40 && waddr == V3D_QPU_WADDR_UNIFA)
scoreboard->last_unifa_write_tick = scoreboard->tick;
}
static void
update_scoreboard_for_sfu_stall_waddr(struct choose_scoreboard *scoreboard,
const struct v3d_qpu_instr *inst)
{
if (v3d_qpu_instr_is_sfu(inst)) {
scoreboard->last_stallable_sfu_reg = inst->alu.add.waddr;
scoreboard->last_stallable_sfu_tick = scoreboard->tick;
}
}
static void
update_scoreboard_for_chosen(struct choose_scoreboard *scoreboard,
const struct v3d_qpu_instr *inst,
const struct v3d_device_info *devinfo)
{
if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH)
return;
assert(inst->type == V3D_QPU_INSTR_TYPE_ALU);
if (inst->alu.add.op != V3D_QPU_A_NOP) {
if (inst->alu.add.magic_write) {
update_scoreboard_for_magic_waddr(scoreboard,
inst->alu.add.waddr,
devinfo);
} else {
update_scoreboard_for_sfu_stall_waddr(scoreboard,
inst);
}
if (inst->alu.add.op == V3D_QPU_A_SETMSF)
scoreboard->last_setmsf_tick = scoreboard->tick;
}
if (inst->alu.mul.op != V3D_QPU_M_NOP) {
if (inst->alu.mul.magic_write) {
update_scoreboard_for_magic_waddr(scoreboard,
inst->alu.mul.waddr,
devinfo);
}
}
if (inst->sig.ldvary)
scoreboard->last_ldvary_tick = scoreboard->tick;
}
static void
dump_state(const struct v3d_device_info *devinfo, struct dag *dag)
{
list_for_each_entry(struct schedule_node, n, &dag->heads, dag.link) {
fprintf(stderr, " t=%4d: ", n->unblocked_time);
v3d_qpu_dump(devinfo, &n->inst->qpu);
fprintf(stderr, "\n");
util_dynarray_foreach(&n->dag.edges, struct dag_edge, edge) {
struct schedule_node *child =
(struct schedule_node *)edge->child;
if (!child)
continue;
fprintf(stderr, " - ");
v3d_qpu_dump(devinfo, &child->inst->qpu);
fprintf(stderr, " (%d parents, %c)\n",
child->dag.parent_count,
edge->data ? 'w' : 'r');
}
}
}
static uint32_t magic_waddr_latency(const struct v3d_device_info *devinfo,
enum v3d_qpu_waddr waddr,
const struct v3d_qpu_instr *after)
{
/* Apply some huge latency between texture fetch requests and getting
* their results back.
*
* FIXME: This is actually pretty bogus. If we do:
*
* mov tmu0_s, a
* <a bit of math>
* mov tmu0_s, b
* load_tmu0
* <more math>
* load_tmu0
*
* we count that as worse than
*
* mov tmu0_s, a
* mov tmu0_s, b
* <lots of math>
* load_tmu0
* <more math>
* load_tmu0
*
* because we associate the first load_tmu0 with the *second* tmu0_s.
*/
if (v3d_qpu_magic_waddr_is_tmu(devinfo, waddr) &&
v3d_qpu_waits_on_tmu(after)) {
return 100;
}
/* Assume that anything depending on us is consuming the SFU result. */
if (v3d_qpu_magic_waddr_is_sfu(waddr))
return 3;
return 1;
}
static uint32_t
instruction_latency(const struct v3d_device_info *devinfo,
struct schedule_node *before, struct schedule_node *after)
{
const struct v3d_qpu_instr *before_inst = &before->inst->qpu;
const struct v3d_qpu_instr *after_inst = &after->inst->qpu;
uint32_t latency = 1;
if (before_inst->type != V3D_QPU_INSTR_TYPE_ALU ||
after_inst->type != V3D_QPU_INSTR_TYPE_ALU)
return latency;
if (before_inst->alu.add.magic_write) {
latency = MAX2(latency,
magic_waddr_latency(devinfo,
before_inst->alu.add.waddr,
after_inst));
}
if (before_inst->alu.mul.magic_write) {
latency = MAX2(latency,
magic_waddr_latency(devinfo,
before_inst->alu.mul.waddr,
after_inst));
}
if (v3d_qpu_instr_is_sfu(before_inst))
return 2;
return latency;
}
/** Recursive computation of the delay member of a node. */
static void
compute_delay(struct dag_node *node, void *state)
{
struct schedule_node *n = (struct schedule_node *)node;
struct v3d_compile *c = (struct v3d_compile *) state;
n->delay = 1;
util_dynarray_foreach(&n->dag.edges, struct dag_edge, edge) {
struct schedule_node *child =
(struct schedule_node *)edge->child;
n->delay = MAX2(n->delay, (child->delay +
instruction_latency(c->devinfo, n,
child)));
}
}
/* Removes a DAG head, but removing only the WAR edges. (dag_prune_head()
* should be called on it later to finish pruning the other edges).
*/
static void
pre_remove_head(struct dag *dag, struct schedule_node *n)
{
list_delinit(&n->dag.link);
util_dynarray_foreach(&n->dag.edges, struct dag_edge, edge) {
if (edge->data)
dag_remove_edge(dag, edge);
}
}
static void
mark_instruction_scheduled(const struct v3d_device_info *devinfo,
struct dag *dag,
uint32_t time,
struct schedule_node *node)
{
if (!node)
return;
util_dynarray_foreach(&node->dag.edges, struct dag_edge, edge) {
struct schedule_node *child =
(struct schedule_node *)edge->child;
if (!child)
continue;
uint32_t latency = instruction_latency(devinfo, node, child);
child->unblocked_time = MAX2(child->unblocked_time,
time + latency);
}
dag_prune_head(dag, &node->dag);
}
static void
insert_scheduled_instruction(struct v3d_compile *c,
struct qblock *block,
struct choose_scoreboard *scoreboard,
struct qinst *inst)
{
list_addtail(&inst->link, &block->instructions);
update_scoreboard_for_chosen(scoreboard, &inst->qpu, c->devinfo);
c->qpu_inst_count++;
scoreboard->tick++;
}
static struct qinst *
vir_nop()
{
struct qreg undef = vir_nop_reg();
struct qinst *qinst = vir_add_inst(V3D_QPU_A_NOP, undef, undef, undef);
return qinst;
}
static void
emit_nop(struct v3d_compile *c, struct qblock *block,
struct choose_scoreboard *scoreboard)
{
insert_scheduled_instruction(c, block, scoreboard, vir_nop());
}
static bool
qpu_inst_valid_in_thrend_slot(struct v3d_compile *c,
const struct qinst *qinst, int slot)
{
const struct v3d_qpu_instr *inst = &qinst->qpu;
if (slot == 2 && qinst->is_tlb_z_write)
return false;
if (slot > 0 && qinst->uniform != ~0)
return false;
if (v3d_qpu_waits_vpm(inst))
return false;
if (inst->sig.ldvary)
return false;
if (inst->type == V3D_QPU_INSTR_TYPE_ALU) {
/* GFXH-1625: TMUWT not allowed in the final instruction. */
if (slot == 2 && inst->alu.add.op == V3D_QPU_A_TMUWT)
return false;
/* No writing physical registers at the end. */
if (!inst->alu.add.magic_write ||
!inst->alu.mul.magic_write) {
return false;
}
if (v3d_qpu_sig_writes_address(c->devinfo, &inst->sig) &&
!inst->sig_magic) {
return false;
}
if (c->devinfo->ver < 40 && inst->alu.add.op == V3D_QPU_A_SETMSF)
return false;
/* RF0-2 might be overwritten during the delay slots by
* fragment shader setup.
*/
if (inst->raddr_a < 3 &&
(inst->alu.add.a == V3D_QPU_MUX_A ||
inst->alu.add.b == V3D_QPU_MUX_A ||
inst->alu.mul.a == V3D_QPU_MUX_A ||
inst->alu.mul.b == V3D_QPU_MUX_A)) {
return false;
}
if (inst->raddr_b < 3 &&
!inst->sig.small_imm &&
(inst->alu.add.a == V3D_QPU_MUX_B ||
inst->alu.add.b == V3D_QPU_MUX_B ||
inst->alu.mul.a == V3D_QPU_MUX_B ||
inst->alu.mul.b == V3D_QPU_MUX_B)) {
return false;
}
}
return true;
}
/**
* This is called when trying to merge a thrsw back into the instruction stream
* of instructions that were scheduled *before* the thrsw signal to fill its
* delay slots. Because the actual execution of the thrsw happens after the
* delay slots, it is usually safe to do this, but there are some cases that
* need special care.
*/
static bool
qpu_inst_before_thrsw_valid_in_delay_slot(struct v3d_compile *c,
const struct qinst *qinst,
uint32_t slot)
{
/* No scheduling SFU when the result would land in the other
* thread. The simulator complains for safety, though it
* would only occur for dead code in our case.
*/
if (slot > 0 &&
qinst->qpu.type == V3D_QPU_INSTR_TYPE_ALU &&
(v3d_qpu_magic_waddr_is_sfu(qinst->qpu.alu.add.waddr) ||
v3d_qpu_magic_waddr_is_sfu(qinst->qpu.alu.mul.waddr))) {
return false;
}
if (slot > 0 && qinst->qpu.sig.ldvary)
return false;
/* unifa and the following 3 instructions can't overlap a
* thread switch/end. The docs further clarify that this means
* the cycle at which the actual thread switch/end happens
* and not when the thrsw instruction is processed, which would
* be after the 2 delay slots following the thrsw instruction.
* This means that we can move up a thrsw up to the instruction
* right after unifa:
*
* unifa, r5
* thrsw
* delay slot 1
* delay slot 2
* Thread switch happens here, 4 instructions away from unifa
*/
if (v3d_qpu_writes_unifa(c->devinfo, &qinst->qpu))
return false;
return true;
}
/**
* This is called for instructions scheduled *after* a thrsw signal that may
* land in the delay slots of the thrsw. Because these instructions were
* scheduled after the thrsw, we need to be careful when placing them into
* the delay slots, since that means that we are moving them ahead of the
* thread switch and we need to ensure that is not a problem.
*/
static bool
qpu_inst_after_thrsw_valid_in_delay_slot(struct v3d_compile *c,
struct choose_scoreboard *scoreboard,
const struct qinst *qinst)
{
const uint32_t slot = scoreboard->tick - scoreboard->last_thrsw_tick;
assert(slot <= 2);
/* We merge thrsw instructions back into the instruction stream
* manually, so any instructions scheduled after a thrsw shold be
* in the actual delay slots and not in the same slot as the thrsw.
*/
assert(slot >= 1);
/* No emitting a thrsw while the previous thrsw hasn't happened yet. */
if (qinst->qpu.sig.thrsw)
return false;
/* The restrictions for instructions scheduled before the the thrsw
* also apply to instructions scheduled after the thrsw that we want
* to place in its delay slots.
*/
if (!qpu_inst_before_thrsw_valid_in_delay_slot(c, qinst, slot))
return false;
/* TLB access is disallowed until scoreboard wait is executed, which
* we do on the last thread switch.
*/
if (qpu_inst_is_tlb(&qinst->qpu))
return false;
/* Instruction sequence restrictions: Branch is not allowed in delay
* slots of a thrsw.
*/
if (qinst->qpu.type == V3D_QPU_INSTR_TYPE_BRANCH)
return false;
/* Miscellaneous restrictions: At the point of a thrsw we need to have
* at least one outstanding lookup or TSY wait.
*
* So avoid placing TMU instructions scheduled after the thrsw into
* its delay slots or we may be compromising the integrity of our TMU
* sequences. Also, notice that if we moved these instructions into
* the delay slots of a previous thrsw we could overflow our TMU output
* fifo, since we could be effectively pipelining a lookup scheduled
* after the thrsw into the sequence before the thrsw.
*/
if (v3d_qpu_writes_tmu(c->devinfo, &qinst->qpu) ||
qinst->qpu.sig.wrtmuc) {
return false;
}
/* Don't move instructions that wait on the TMU before the thread switch
* happens since that would make the current thread stall before the
* switch, which is exactly what we want to avoid with the thrsw
* instruction.
*/
if (v3d_qpu_waits_on_tmu(&qinst->qpu))
return false;
/* A thread switch invalidates all accumulators, so don't place any
* instructions that write accumulators into the delay slots.
*/
if (v3d_qpu_writes_accum(c->devinfo, &qinst->qpu))
return false;
/* Multop has an implicit write to the rtop register which is an
* specialized accumulator that is only used with this instruction.
*/
if (qinst->qpu.alu.mul.op == V3D_QPU_M_MULTOP)
return false;
/* Flags are invalidated across a thread switch, so dont' place
* instructions that write flags into delay slots.
*/
if (v3d_qpu_writes_flags(&qinst->qpu))
return false;
/* TSY sync ops materialize at the point of the next thread switch,
* therefore, if we have a TSY sync right after a thread switch, we
* cannot place it in its delay slots, or we would be moving the sync
* to the thrsw before it instead.
*/
if (qinst->qpu.alu.add.op == V3D_QPU_A_BARRIERID)
return false;
return true;
}
static bool
valid_thrsw_sequence(struct v3d_compile *c, struct choose_scoreboard *scoreboard,
struct qinst *qinst, int instructions_in_sequence,
bool is_thrend)
{
/* No emitting our thrsw while the previous thrsw hasn't happened yet. */
if (scoreboard->last_thrsw_tick + 3 >
scoreboard->tick - instructions_in_sequence) {
return false;
}
for (int slot = 0; slot < instructions_in_sequence; slot++) {
if (!qpu_inst_before_thrsw_valid_in_delay_slot(c, qinst, slot))
return false;
if (is_thrend &&
!qpu_inst_valid_in_thrend_slot(c, qinst, slot)) {
return false;
}
/* Note that the list is circular, so we can only do this up
* to instructions_in_sequence.
*/
qinst = (struct qinst *)qinst->link.next;
}
return true;
}
/**
* Emits a THRSW signal in the stream, trying to move it up to pair with
* another instruction.
*/
static int
emit_thrsw(struct v3d_compile *c,
struct qblock *block,
struct choose_scoreboard *scoreboard,
struct qinst *inst,
bool is_thrend)
{
int time = 0;
/* There should be nothing in a thrsw inst being scheduled other than
* the signal bits.
*/
assert(inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU);
assert(inst->qpu.alu.add.op == V3D_QPU_A_NOP);
assert(inst->qpu.alu.mul.op == V3D_QPU_M_NOP);
/* Don't try to emit a thrsw in the delay slots of a previous thrsw
* or branch.
*/
while (scoreboard->last_thrsw_tick + 2 >= scoreboard->tick) {
emit_nop(c, block, scoreboard);
time++;
}
while (scoreboard->last_branch_tick + 3 >= scoreboard->tick) {
emit_nop(c, block, scoreboard);
time++;
}
/* Find how far back into previous instructions we can put the THRSW. */
int slots_filled = 0;
int invalid_sig_count = 0;
bool last_thrsw_after_invalid_ok = false;
struct qinst *merge_inst = NULL;
vir_for_each_inst_rev(prev_inst, block) {
if (!valid_thrsw_sequence(c, scoreboard,
prev_inst, slots_filled + 1,
is_thrend)) {
break;
}
struct v3d_qpu_sig sig = prev_inst->qpu.sig;
sig.thrsw = true;
uint32_t packed_sig;
if (!v3d_qpu_sig_pack(c->devinfo, &sig, &packed_sig)) {
/* If we can't merge the thrsw here because of signal
* incompatibility, keep going, we might be able to
* merge it in an earlier instruction.
*/
invalid_sig_count++;
goto cont_block;
}
/* For last thrsw we need 2 consecutive slots that are
* thrsw compatible, so if we have previously jumped over
* an incompatible signal, flag that we have found the first
* valid slot here and keep going.
*/
if (inst->is_last_thrsw && invalid_sig_count > 0 &&
!last_thrsw_after_invalid_ok) {
last_thrsw_after_invalid_ok = true;
invalid_sig_count++;
goto cont_block;
}
last_thrsw_after_invalid_ok = false;
invalid_sig_count = 0;
merge_inst = prev_inst;
cont_block:
if (++slots_filled == 3)
break;
}
/* If we jumped over a signal incompatibility and did not manage to
* merge the thrsw in the end, we need to adjust slots filled to match
* the last valid merge point.
*/
assert(invalid_sig_count == 0 || slots_filled >= invalid_sig_count);
if (invalid_sig_count > 0)
slots_filled -= invalid_sig_count;
bool needs_free = false;
if (merge_inst) {
merge_inst->qpu.sig.thrsw = true;
needs_free = true;
scoreboard->last_thrsw_tick = scoreboard->tick - slots_filled;
} else {
scoreboard->last_thrsw_tick = scoreboard->tick;
insert_scheduled_instruction(c, block, scoreboard, inst);
time++;
slots_filled++;
merge_inst = inst;
}
scoreboard->first_thrsw_emitted = true;
/* If we're emitting the last THRSW (other than program end), then
* signal that to the HW by emitting two THRSWs in a row.
*/
if (inst->is_last_thrsw) {
if (slots_filled <= 1) {
emit_nop(c, block, scoreboard);
time++;
}
struct qinst *second_inst =
(struct qinst *)merge_inst->link.next;
second_inst->qpu.sig.thrsw = true;
scoreboard->last_thrsw_emitted = true;
}
/* Make sure the thread end executes within the program lifespan */
if (is_thrend) {
for (int i = 0; i < 3 - slots_filled; i++) {
emit_nop(c, block, scoreboard);
time++;
}
}
/* If we put our THRSW into another instruction, free up the
* instruction that didn't end up scheduled into the list.
*/
if (needs_free)
free(inst);
return time;
}
static bool
qpu_inst_valid_in_branch_delay_slot(struct v3d_compile *c, struct qinst *inst)
{
if (inst->qpu.type == V3D_QPU_INSTR_TYPE_BRANCH)
return false;
if (inst->qpu.sig.thrsw)
return false;
if (v3d_qpu_writes_unifa(c->devinfo, &inst->qpu))
return false;
if (vir_has_uniform(inst))
return false;
return true;
}
static void
emit_branch(struct v3d_compile *c,
struct qblock *block,
struct choose_scoreboard *scoreboard,
struct qinst *inst)
{
assert(inst->qpu.type == V3D_QPU_INSTR_TYPE_BRANCH);
/* We should've not picked up a branch for the delay slots of a previous
* thrsw, branch or unifa write instruction.
*/
int branch_tick = scoreboard->tick;
assert(scoreboard->last_thrsw_tick + 2 < branch_tick);
assert(scoreboard->last_branch_tick + 3 < branch_tick);
assert(scoreboard->last_unifa_write_tick + 3 < branch_tick);
/* Can't place a branch with msfign != 0 and cond != 0,2,3 after
* setmsf.
*/
bool is_safe_msf_branch =
inst->qpu.branch.msfign == V3D_QPU_MSFIGN_NONE ||
inst->qpu.branch.cond == V3D_QPU_BRANCH_COND_ALWAYS ||
inst->qpu.branch.cond == V3D_QPU_BRANCH_COND_A0 ||
inst->qpu.branch.cond == V3D_QPU_BRANCH_COND_NA0;
assert(scoreboard->last_setmsf_tick != branch_tick - 1 ||
is_safe_msf_branch);
/* Insert the branch instruction */
insert_scheduled_instruction(c, block, scoreboard, inst);
/* Now see if we can move the branch instruction back into the
* instruction stream to fill its delay slots
*/
int slots_filled = 0;
while (slots_filled < 3 && block->instructions.next != &inst->link) {
struct qinst *prev_inst = (struct qinst *) inst->link.prev;
assert(prev_inst->qpu.type != V3D_QPU_INSTR_TYPE_BRANCH);
/* Can't move the branch instruction if that would place it
* in the delay slots of other instructions.
*/
if (scoreboard->last_branch_tick + 3 >=
branch_tick - slots_filled - 1) {
break;
}
if (scoreboard->last_thrsw_tick + 2 >=
branch_tick - slots_filled - 1) {
break;
}
if (scoreboard->last_unifa_write_tick + 3 >=
branch_tick - slots_filled - 1) {
break;
}
/* Can't move a conditional branch before the instruction
* that writes the flags for its condition.
*/
if (v3d_qpu_writes_flags(&prev_inst->qpu) &&
inst->qpu.branch.cond != V3D_QPU_BRANCH_COND_ALWAYS) {
break;
}
if (!qpu_inst_valid_in_branch_delay_slot(c, prev_inst))
break;
if (!is_safe_msf_branch) {
struct qinst *prev_prev_inst =
(struct qinst *) prev_inst->link.prev;
if (prev_prev_inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU &&
prev_prev_inst->qpu.alu.add.op == V3D_QPU_A_SETMSF) {
break;
}
}
list_del(&prev_inst->link);
list_add(&prev_inst->link, &inst->link);
slots_filled++;
}
block->branch_qpu_ip = c->qpu_inst_count - 1 - slots_filled;
scoreboard->last_branch_tick = branch_tick - slots_filled;
/* Fill any remaining delay slots.
*
* For unconditional branches we'll try to fill these with the
* first instructions in the successor block after scheduling
* all blocks when setting up branch targets.
*/
for (int i = 0; i < 3 - slots_filled; i++)
emit_nop(c, block, scoreboard);
}
static bool
alu_reads_register(struct v3d_qpu_instr *inst,
bool add, bool magic, uint32_t index)
{
uint32_t num_src;
enum v3d_qpu_mux mux_a, mux_b;
if (add) {
num_src = v3d_qpu_add_op_num_src(inst->alu.add.op);
mux_a = inst->alu.add.a;
mux_b = inst->alu.add.b;
} else {
num_src = v3d_qpu_mul_op_num_src(inst->alu.mul.op);
mux_a = inst->alu.mul.a;
mux_b = inst->alu.mul.b;
}
for (int i = 0; i < num_src; i++) {
if (magic) {
if (i == 0 && mux_a == index)
return true;
if (i == 1 && mux_b == index)
return true;
} else {
if (i == 0 && mux_a == V3D_QPU_MUX_A &&
inst->raddr_a == index) {
return true;
}
if (i == 0 && mux_a == V3D_QPU_MUX_B &&
inst->raddr_b == index) {
return true;
}
if (i == 1 && mux_b == V3D_QPU_MUX_A &&
inst->raddr_a == index) {
return true;
}
if (i == 1 && mux_b == V3D_QPU_MUX_B &&
inst->raddr_b == index) {
return true;
}
}
}
return false;
}
/**
* This takes and ldvary signal merged into 'inst' and tries to move it up to
* the previous instruction to get good pipelining of ldvary sequences,
* transforming this:
*
* nop ; nop ; ldvary.r4
* nop ; fmul r0, r4, rf0 ;
* fadd rf13, r0, r5 ; nop; ; ldvary.r1 <-- inst
*
* into:
*
* nop ; nop ; ldvary.r4
* nop ; fmul r0, r4, rf0 ; ldvary.r1
* fadd rf13, r0, r5 ; nop; ; <-- inst
*
* If we manage to do this successfully (we return true here), then flagging
* the ldvary as "scheduled" may promote the follow-up fmul to a DAG head that
* we will be able to pick up to merge into 'inst', leading to code like this:
*
* nop ; nop ; ldvary.r4
* nop ; fmul r0, r4, rf0 ; ldvary.r1
* fadd rf13, r0, r5 ; fmul r2, r1, rf0 ; <-- inst
*/
static bool
fixup_pipelined_ldvary(struct v3d_compile *c,
struct choose_scoreboard *scoreboard,
struct qblock *block,
struct v3d_qpu_instr *inst)
{
/* We only call this if we have successfuly merged an ldvary into a
* previous instruction.
*/
assert(inst->type == V3D_QPU_INSTR_TYPE_ALU);
assert(inst->sig.ldvary);
uint32_t ldvary_magic = inst->sig_magic;
uint32_t ldvary_index = inst->sig_addr;
/* The instruction in which we merged the ldvary cannot read
* the ldvary destination, if it does, then moving the ldvary before
* it would overwrite it.
*/
if (alu_reads_register(inst, true, ldvary_magic, ldvary_index))
return false;
if (alu_reads_register(inst, false, ldvary_magic, ldvary_index))
return false;
/* The implicit ldvary destination may not be written to by a signal
* in the instruction following ldvary. Since we are planning to move
* ldvary to the previous instruction, this means we need to check if
* the current instruction has any other signal that could create this
* conflict. The only other signal that can write to the implicit
* ldvary destination that is compatible with ldvary in the same
* instruction is ldunif.
*/
if (inst->sig.ldunif)
return false;
/* The previous instruction can't write to the same destination as the
* ldvary.
*/
struct qinst *prev = (struct qinst *) block->instructions.prev;
if (!prev || prev->qpu.type != V3D_QPU_INSTR_TYPE_ALU)
return false;
if (prev->qpu.alu.add.op != V3D_QPU_A_NOP) {
if (prev->qpu.alu.add.magic_write == ldvary_magic &&
prev->qpu.alu.add.waddr == ldvary_index) {
return false;
}
}
if (prev->qpu.alu.mul.op != V3D_QPU_M_NOP) {
if (prev->qpu.alu.mul.magic_write == ldvary_magic &&
prev->qpu.alu.mul.waddr == ldvary_index) {
return false;
}
}
/* The previous instruction cannot have a conflicting signal */
if (v3d_qpu_sig_writes_address(c->devinfo, &prev->qpu.sig))
return false;
uint32_t sig;
struct v3d_qpu_sig new_sig = prev->qpu.sig;
new_sig.ldvary = true;
if (!v3d_qpu_sig_pack(c->devinfo, &new_sig, &sig))
return false;
/* The previous instruction cannot use flags since ldvary uses the
* 'cond' instruction field to store the destination.
*/
if (v3d_qpu_writes_flags(&prev->qpu))
return false;
if (v3d_qpu_reads_flags(&prev->qpu))
return false;
/* We can't put an ldvary in the delay slots of a thrsw. We should've
* prevented this when pairing up the ldvary with another instruction
* and flagging it for a fixup.
*/
assert(scoreboard->last_thrsw_tick + 2 < scoreboard->tick - 1);
/* Move the ldvary to the previous instruction and remove it from the
* current one.
*/
prev->qpu.sig.ldvary = true;
prev->qpu.sig_magic = ldvary_magic;
prev->qpu.sig_addr = ldvary_index;
scoreboard->last_ldvary_tick = scoreboard->tick - 1;
inst->sig.ldvary = false;
inst->sig_magic = false;
inst->sig_addr = 0;
/* By moving ldvary to the previous instruction we make it update
* r5 in the current one, so nothing else in it should write r5.
* This should've been prevented by our depedency tracking, which
* would not allow ldvary to be paired up with an instruction that
* writes r5 (since our dependency tracking doesn't know that the
* ldvary write r5 happens in the next instruction).
*/
assert(!v3d_qpu_writes_r5(c->devinfo, inst));
return true;
}
static uint32_t
schedule_instructions(struct v3d_compile *c,
struct choose_scoreboard *scoreboard,
struct qblock *block,
enum quniform_contents *orig_uniform_contents,
uint32_t *orig_uniform_data,
uint32_t *next_uniform)
{
const struct v3d_device_info *devinfo = c->devinfo;
uint32_t time = 0;
while (!list_is_empty(&scoreboard->dag->heads)) {
struct schedule_node *chosen =
choose_instruction_to_schedule(c, scoreboard, NULL);
struct schedule_node *merge = NULL;
/* If there are no valid instructions to schedule, drop a NOP
* in.
*/
struct qinst *qinst = chosen ? chosen->inst : vir_nop();
struct v3d_qpu_instr *inst = &qinst->qpu;
if (debug) {
fprintf(stderr, "t=%4d: current list:\n",
time);
dump_state(devinfo, scoreboard->dag);
fprintf(stderr, "t=%4d: chose: ", time);
v3d_qpu_dump(devinfo, inst);
fprintf(stderr, "\n");
}
/* We can't mark_instruction_scheduled() the chosen inst until
* we're done identifying instructions to merge, so put the
* merged instructions on a list for a moment.
*/
struct list_head merged_list;
list_inithead(&merged_list);
/* Schedule this instruction onto the QPU list. Also try to
* find an instruction to pair with it.
*/
if (chosen) {
time = MAX2(chosen->unblocked_time, time);
pre_remove_head(scoreboard->dag, chosen);
while ((merge =
choose_instruction_to_schedule(c, scoreboard,
chosen))) {
time = MAX2(merge->unblocked_time, time);
pre_remove_head(scoreboard->dag, merge);
list_addtail(&merge->link, &merged_list);
(void)qpu_merge_inst(devinfo, inst,
inst, &merge->inst->qpu);
if (merge->inst->uniform != -1) {
chosen->inst->uniform =
merge->inst->uniform;
}
if (debug) {
fprintf(stderr, "t=%4d: merging: ",
time);
v3d_qpu_dump(devinfo, &merge->inst->qpu);
fprintf(stderr, "\n");
fprintf(stderr, " result: ");
v3d_qpu_dump(devinfo, inst);
fprintf(stderr, "\n");
}
if (scoreboard->fixup_ldvary) {
scoreboard->fixup_ldvary = false;
if (fixup_pipelined_ldvary(c, scoreboard, block, inst)) {
/* Flag the ldvary as scheduled
* now so we can try to merge the
* follow-up instruction in the
* the ldvary sequence into the
* current instruction.
*/
mark_instruction_scheduled(
devinfo, scoreboard->dag,
time, merge);
}
}
}
if (mux_read_stalls(scoreboard, inst))
c->qpu_inst_stalled_count++;
}
/* Update the uniform index for the rewritten location --
* branch target updating will still need to change
* c->uniform_data[] using this index.
*/
if (qinst->uniform != -1) {
if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH)
block->branch_uniform = *next_uniform;
c->uniform_data[*next_uniform] =
orig_uniform_data[qinst->uniform];
c->uniform_contents[*next_uniform] =
orig_uniform_contents[qinst->uniform];
qinst->uniform = *next_uniform;
(*next_uniform)++;
}
if (debug) {
fprintf(stderr, "\n");
}
/* Now that we've scheduled a new instruction, some of its
* children can be promoted to the list of instructions ready to
* be scheduled. Update the children's unblocked time for this
* DAG edge as we do so.
*/
mark_instruction_scheduled(devinfo, scoreboard->dag, time, chosen);
list_for_each_entry(struct schedule_node, merge, &merged_list,
link) {
mark_instruction_scheduled(devinfo, scoreboard->dag, time, merge);
/* The merged VIR instruction doesn't get re-added to the
* block, so free it now.
*/
free(merge->inst);
}
if (inst->sig.thrsw) {
time += emit_thrsw(c, block, scoreboard, qinst, false);
} else if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH) {
emit_branch(c, block, scoreboard, qinst);
} else {
insert_scheduled_instruction(c, block,
scoreboard, qinst);
}
}
return time;
}
static uint32_t
qpu_schedule_instructions_block(struct v3d_compile *c,
struct choose_scoreboard *scoreboard,
struct qblock *block,
enum quniform_contents *orig_uniform_contents,
uint32_t *orig_uniform_data,
uint32_t *next_uniform)
{
void *mem_ctx = ralloc_context(NULL);
scoreboard->dag = dag_create(mem_ctx);
struct list_head setup_list;
list_inithead(&setup_list);
/* Wrap each instruction in a scheduler structure. */
while (!list_is_empty(&block->instructions)) {
struct qinst *qinst = (struct qinst *)block->instructions.next;
struct schedule_node *n =
rzalloc(mem_ctx, struct schedule_node);
dag_init_node(scoreboard->dag, &n->dag);
n->inst = qinst;
list_del(&qinst->link);
list_addtail(&n->link, &setup_list);
}
calculate_forward_deps(c, scoreboard->dag, &setup_list);
calculate_reverse_deps(c, scoreboard->dag, &setup_list);
dag_traverse_bottom_up(scoreboard->dag, compute_delay, c);
uint32_t cycles = schedule_instructions(c, scoreboard, block,
orig_uniform_contents,
orig_uniform_data,
next_uniform);
ralloc_free(mem_ctx);
scoreboard->dag = NULL;
return cycles;
}
static void
qpu_set_branch_targets(struct v3d_compile *c)
{
vir_for_each_block(block, c) {
/* The end block of the program has no branch. */
if (!block->successors[0])
continue;
/* If there was no branch instruction, then the successor
* block must follow immediately after this one.
*/
if (block->branch_qpu_ip == ~0) {
assert(block->end_qpu_ip + 1 ==
block->successors[0]->start_qpu_ip);
continue;
}
/* Walk back through the delay slots to find the branch
* instr.
*/
struct qinst *branch = NULL;
struct list_head *entry = block->instructions.prev;
int32_t delay_slot_count = -1;
struct qinst *delay_slots_start = NULL;
for (int i = 0; i < 3; i++) {
entry = entry->prev;
struct qinst *inst =
container_of(entry, struct qinst, link);
if (delay_slot_count == -1) {
if (!v3d_qpu_is_nop(&inst->qpu))
delay_slot_count = i;
else
delay_slots_start = inst;
}
if (inst->qpu.type == V3D_QPU_INSTR_TYPE_BRANCH) {
branch = inst;
break;
}
}
assert(branch && branch->qpu.type == V3D_QPU_INSTR_TYPE_BRANCH);
assert(delay_slot_count >= 0 && delay_slot_count <= 3);
assert(delay_slot_count == 0 || delay_slots_start != NULL);
/* Make sure that the if-we-don't-jump
* successor was scheduled just after the
* delay slots.
*/
assert(!block->successors[1] ||
block->successors[1]->start_qpu_ip ==
block->branch_qpu_ip + 4);
branch->qpu.branch.offset =
((block->successors[0]->start_qpu_ip -
(block->branch_qpu_ip + 4)) *
sizeof(uint64_t));
/* Set up the relative offset to jump in the
* uniform stream.
*
* Use a temporary here, because
* uniform_data[inst->uniform] may be shared
* between multiple instructions.
*/
assert(c->uniform_contents[branch->uniform] == QUNIFORM_CONSTANT);
c->uniform_data[branch->uniform] =
(block->successors[0]->start_uniform -
(block->branch_uniform + 1)) * 4;
/* If this is an unconditional branch, try to fill any remaining
* delay slots with the initial instructions of the successor
* block.
*
* FIXME: we can do the same for conditional branches if we
* predicate the instructions to match the branch condition.
*/
if (branch->qpu.branch.cond == V3D_QPU_BRANCH_COND_ALWAYS) {
struct list_head *successor_insts =
&block->successors[0]->instructions;
delay_slot_count = MIN2(delay_slot_count,
list_length(successor_insts));
struct qinst *s_inst =
(struct qinst *) successor_insts->next;
struct qinst *slot = delay_slots_start;
int slots_filled = 0;
while (slots_filled < delay_slot_count &&
qpu_inst_valid_in_branch_delay_slot(c, s_inst)) {
memcpy(&slot->qpu, &s_inst->qpu,
sizeof(slot->qpu));
s_inst = (struct qinst *) s_inst->link.next;
slot = (struct qinst *) slot->link.next;
slots_filled++;
}
branch->qpu.branch.offset +=
slots_filled * sizeof(uint64_t);
}
}
}
uint32_t
v3d_qpu_schedule_instructions(struct v3d_compile *c)
{
const struct v3d_device_info *devinfo = c->devinfo;
struct qblock *end_block = list_last_entry(&c->blocks,
struct qblock, link);
/* We reorder the uniforms as we schedule instructions, so save the
* old data off and replace it.
*/
uint32_t *uniform_data = c->uniform_data;
enum quniform_contents *uniform_contents = c->uniform_contents;
c->uniform_contents = ralloc_array(c, enum quniform_contents,
c->num_uniforms);
c->uniform_data = ralloc_array(c, uint32_t, c->num_uniforms);
c->uniform_array_size = c->num_uniforms;
uint32_t next_uniform = 0;
struct choose_scoreboard scoreboard;
memset(&scoreboard, 0, sizeof(scoreboard));
scoreboard.last_ldvary_tick = -10;
scoreboard.last_unifa_write_tick = -10;
scoreboard.last_magic_sfu_write_tick = -10;
scoreboard.last_uniforms_reset_tick = -10;
scoreboard.last_thrsw_tick = -10;
scoreboard.last_branch_tick = -10;
scoreboard.last_setmsf_tick = -10;
scoreboard.last_stallable_sfu_tick = -10;
if (debug) {
fprintf(stderr, "Pre-schedule instructions\n");
vir_for_each_block(block, c) {
fprintf(stderr, "BLOCK %d\n", block->index);
list_for_each_entry(struct qinst, qinst,
&block->instructions, link) {
v3d_qpu_dump(devinfo, &qinst->qpu);
fprintf(stderr, "\n");
}
}
fprintf(stderr, "\n");
}
uint32_t cycles = 0;
vir_for_each_block(block, c) {
block->start_qpu_ip = c->qpu_inst_count;
block->branch_qpu_ip = ~0;
block->start_uniform = next_uniform;
cycles += qpu_schedule_instructions_block(c,
&scoreboard,
block,
uniform_contents,
uniform_data,
&next_uniform);
block->end_qpu_ip = c->qpu_inst_count - 1;
}
/* Emit the program-end THRSW instruction. */;
struct qinst *thrsw = vir_nop();
thrsw->qpu.sig.thrsw = true;
emit_thrsw(c, end_block, &scoreboard, thrsw, true);
qpu_set_branch_targets(c);
assert(next_uniform == c->num_uniforms);
return cycles;
}