mesa/src/broadcom/compiler/v3d_nir_lower_scratch.c

150 lines
5.5 KiB
C

/*
* Copyright © 2018 Intel Corporation
* Copyright © 2018 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "v3d_compiler.h"
#include "compiler/nir/nir_builder.h"
#include "compiler/nir/nir_format_convert.h"
/** @file v3d_nir_lower_scratch.c
*
* Swizzles around the addresses of
* nir_intrinsic_load_scratch/nir_intrinsic_store_scratch so that a QPU stores
* a cacheline at a time per dword of scratch access, scalarizing and removing
* writemasks in the process.
*/
static nir_ssa_def *
v3d_nir_scratch_offset(nir_builder *b, nir_intrinsic_instr *instr)
{
bool is_store = instr->intrinsic == nir_intrinsic_store_scratch;
nir_ssa_def *offset = nir_ssa_for_src(b, instr->src[is_store ? 1 : 0], 1);
assert(nir_intrinsic_align_mul(instr) >= 4);
assert(nir_intrinsic_align_offset(instr) == 0);
/* The spill_offset register will already have the subgroup ID (EIDX)
* shifted and ORed in at bit 2, so all we need to do is to move the
* dword index up above V3D_CHANNELS.
*/
return nir_imul_imm(b, offset, V3D_CHANNELS);
}
static void
v3d_nir_lower_load_scratch(nir_builder *b, nir_intrinsic_instr *instr)
{
b->cursor = nir_before_instr(&instr->instr);
nir_ssa_def *offset = v3d_nir_scratch_offset(b,instr);
nir_ssa_def *chans[NIR_MAX_VEC_COMPONENTS];
for (int i = 0; i < instr->num_components; i++) {
nir_ssa_def *chan_offset =
nir_iadd_imm(b, offset, V3D_CHANNELS * i * 4);
nir_intrinsic_instr *chan_instr =
nir_intrinsic_instr_create(b->shader, instr->intrinsic);
chan_instr->num_components = 1;
nir_ssa_dest_init(&chan_instr->instr, &chan_instr->dest, 1,
instr->dest.ssa.bit_size, NULL);
chan_instr->src[0] = nir_src_for_ssa(chan_offset);
nir_intrinsic_set_align(chan_instr, 4, 0);
nir_builder_instr_insert(b, &chan_instr->instr);
chans[i] = &chan_instr->dest.ssa;
}
nir_ssa_def *result = nir_vec(b, chans, instr->num_components);
nir_ssa_def_rewrite_uses(&instr->dest.ssa, result);
nir_instr_remove(&instr->instr);
}
static void
v3d_nir_lower_store_scratch(nir_builder *b, nir_intrinsic_instr *instr)
{
b->cursor = nir_before_instr(&instr->instr);
nir_ssa_def *offset = v3d_nir_scratch_offset(b, instr);
nir_ssa_def *value = nir_ssa_for_src(b, instr->src[0],
instr->num_components);
for (int i = 0; i < instr->num_components; i++) {
if (!(nir_intrinsic_write_mask(instr) & (1 << i)))
continue;
nir_ssa_def *chan_offset =
nir_iadd_imm(b, offset, V3D_CHANNELS * i * 4);
nir_intrinsic_instr *chan_instr =
nir_intrinsic_instr_create(b->shader, instr->intrinsic);
chan_instr->num_components = 1;
chan_instr->src[0] = nir_src_for_ssa(nir_channel(b,
value,
i));
chan_instr->src[1] = nir_src_for_ssa(chan_offset);
nir_intrinsic_set_write_mask(chan_instr, 0x1);
nir_intrinsic_set_align(chan_instr, 4, 0);
nir_builder_instr_insert(b, &chan_instr->instr);
}
nir_instr_remove(&instr->instr);
}
static bool
v3d_nir_lower_scratch_cb(nir_builder *b,
nir_instr *instr,
void *_state)
{
if (instr->type != nir_instr_type_intrinsic)
return false;
nir_intrinsic_instr *intr =
nir_instr_as_intrinsic(instr);
switch (intr->intrinsic) {
case nir_intrinsic_load_scratch:
v3d_nir_lower_load_scratch(b, intr);
return true;
case nir_intrinsic_store_scratch:
v3d_nir_lower_store_scratch(b, intr);
return true;
default:
return false;
}
return false;
}
bool
v3d_nir_lower_scratch(nir_shader *s)
{
return nir_shader_instructions_pass(s, v3d_nir_lower_scratch_cb,
nir_metadata_block_index |
nir_metadata_dominance, NULL);
}