1/*
2 * Copyright © 2016 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include <inttypes.h>
25#include "util/format/u_format.h"
26#include "util/u_helpers.h"
27#include "util/u_math.h"
28#include "util/u_memory.h"
29#include "util/ralloc.h"
30#include "util/hash_table.h"
31#include "compiler/nir/nir.h"
32#include "compiler/nir/nir_builder.h"
33#include "common/v3d_device_info.h"
34#include "v3d_compiler.h"
35
36/* We don't do any address packing. */
37#define __gen_user_data void
38#define __gen_address_type uint32_t
39#define __gen_address_offset(reloc) (*reloc)
40#define __gen_emit_reloc(cl, reloc)
41#include "cle/v3d_packet_v41_pack.h"
42
43#define GENERAL_TMU_LOOKUP_PER_QUAD                 (0 << 7)
44#define GENERAL_TMU_LOOKUP_PER_PIXEL                (1 << 7)
45#define GENERAL_TMU_LOOKUP_TYPE_8BIT_I              (0 << 0)
46#define GENERAL_TMU_LOOKUP_TYPE_16BIT_I             (1 << 0)
47#define GENERAL_TMU_LOOKUP_TYPE_VEC2                (2 << 0)
48#define GENERAL_TMU_LOOKUP_TYPE_VEC3                (3 << 0)
49#define GENERAL_TMU_LOOKUP_TYPE_VEC4                (4 << 0)
50#define GENERAL_TMU_LOOKUP_TYPE_8BIT_UI             (5 << 0)
51#define GENERAL_TMU_LOOKUP_TYPE_16BIT_UI            (6 << 0)
52#define GENERAL_TMU_LOOKUP_TYPE_32BIT_UI            (7 << 0)
53
54#define V3D_TSY_SET_QUORUM          0
55#define V3D_TSY_INC_WAITERS         1
56#define V3D_TSY_DEC_WAITERS         2
57#define V3D_TSY_INC_QUORUM          3
58#define V3D_TSY_DEC_QUORUM          4
59#define V3D_TSY_FREE_ALL            5
60#define V3D_TSY_RELEASE             6
61#define V3D_TSY_ACQUIRE             7
62#define V3D_TSY_WAIT                8
63#define V3D_TSY_WAIT_INC            9
64#define V3D_TSY_WAIT_CHECK          10
65#define V3D_TSY_WAIT_INC_CHECK      11
66#define V3D_TSY_WAIT_CV             12
67#define V3D_TSY_INC_SEMAPHORE       13
68#define V3D_TSY_DEC_SEMAPHORE       14
69#define V3D_TSY_SET_QUORUM_FREE_ALL 15
70
71enum v3d_tmu_op_type
72{
73        V3D_TMU_OP_TYPE_REGULAR,
74        V3D_TMU_OP_TYPE_ATOMIC,
75        V3D_TMU_OP_TYPE_CACHE
76};
77
78static enum v3d_tmu_op_type
79v3d_tmu_get_type_from_op(uint32_t tmu_op, bool is_write)
80{
81        switch(tmu_op) {
82        case V3D_TMU_OP_WRITE_ADD_READ_PREFETCH:
83        case V3D_TMU_OP_WRITE_SUB_READ_CLEAR:
84        case V3D_TMU_OP_WRITE_XCHG_READ_FLUSH:
85        case V3D_TMU_OP_WRITE_CMPXCHG_READ_FLUSH:
86        case V3D_TMU_OP_WRITE_UMIN_FULL_L1_CLEAR:
87                return is_write ? V3D_TMU_OP_TYPE_ATOMIC : V3D_TMU_OP_TYPE_CACHE;
88        case V3D_TMU_OP_WRITE_UMAX:
89        case V3D_TMU_OP_WRITE_SMIN:
90        case V3D_TMU_OP_WRITE_SMAX:
91                assert(is_write);
92                FALLTHROUGH;
93        case V3D_TMU_OP_WRITE_AND_READ_INC:
94        case V3D_TMU_OP_WRITE_OR_READ_DEC:
95        case V3D_TMU_OP_WRITE_XOR_READ_NOT:
96                return V3D_TMU_OP_TYPE_ATOMIC;
97        case V3D_TMU_OP_REGULAR:
98                return V3D_TMU_OP_TYPE_REGULAR;
99
100        default:
101                unreachable("Unknown tmu_op\n");
102        }
103}
104static void
105ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list);
106
107static void
108resize_qreg_array(struct v3d_compile *c,
109                  struct qreg **regs,
110                  uint32_t *size,
111                  uint32_t decl_size)
112{
113        if (*size >= decl_size)
114                return;
115
116        uint32_t old_size = *size;
117        *size = MAX2(*size * 2, decl_size);
118        *regs = reralloc(c, *regs, struct qreg, *size);
119        if (!*regs) {
120                fprintf(stderr, "Malloc failure\n");
121                abort();
122        }
123
124        for (uint32_t i = old_size; i < *size; i++)
125                (*regs)[i] = c->undef;
126}
127
128static void
129resize_interp_array(struct v3d_compile *c,
130                    struct v3d_interp_input **regs,
131                    uint32_t *size,
132                    uint32_t decl_size)
133{
134        if (*size >= decl_size)
135                return;
136
137        uint32_t old_size = *size;
138        *size = MAX2(*size * 2, decl_size);
139        *regs = reralloc(c, *regs, struct v3d_interp_input, *size);
140        if (!*regs) {
141                fprintf(stderr, "Malloc failure\n");
142                abort();
143        }
144
145        for (uint32_t i = old_size; i < *size; i++) {
146                (*regs)[i].vp = c->undef;
147                (*regs)[i].C = c->undef;
148        }
149}
150
151void
152vir_emit_thrsw(struct v3d_compile *c)
153{
154        if (c->threads == 1)
155                return;
156
157        /* Always thread switch after each texture operation for now.
158         *
159         * We could do better by batching a bunch of texture fetches up and
160         * then doing one thread switch and collecting all their results
161         * afterward.
162         */
163        c->last_thrsw = vir_NOP(c);
164        c->last_thrsw->qpu.sig.thrsw = true;
165        c->last_thrsw_at_top_level = !c->in_control_flow;
166
167        /* We need to lock the scoreboard before any tlb acess happens. If this
168         * thread switch comes after we have emitted a tlb load, then it means
169         * that we can't lock on the last thread switch any more.
170         */
171        if (c->emitted_tlb_load)
172                c->lock_scoreboard_on_first_thrsw = true;
173}
174
175uint32_t
176v3d_get_op_for_atomic_add(nir_intrinsic_instr *instr, unsigned src)
177{
178        if (nir_src_is_const(instr->src[src])) {
179                int64_t add_val = nir_src_as_int(instr->src[src]);
180                if (add_val == 1)
181                        return V3D_TMU_OP_WRITE_AND_READ_INC;
182                else if (add_val == -1)
183                        return V3D_TMU_OP_WRITE_OR_READ_DEC;
184        }
185
186        return V3D_TMU_OP_WRITE_ADD_READ_PREFETCH;
187}
188
189static uint32_t
190v3d_general_tmu_op(nir_intrinsic_instr *instr)
191{
192        switch (instr->intrinsic) {
193        case nir_intrinsic_load_ssbo:
194        case nir_intrinsic_load_ubo:
195        case nir_intrinsic_load_uniform:
196        case nir_intrinsic_load_shared:
197        case nir_intrinsic_load_scratch:
198        case nir_intrinsic_store_ssbo:
199        case nir_intrinsic_store_shared:
200        case nir_intrinsic_store_scratch:
201                return V3D_TMU_OP_REGULAR;
202        case nir_intrinsic_ssbo_atomic_add:
203                return v3d_get_op_for_atomic_add(instr, 2);
204        case nir_intrinsic_shared_atomic_add:
205                return v3d_get_op_for_atomic_add(instr, 1);
206        case nir_intrinsic_ssbo_atomic_imin:
207        case nir_intrinsic_shared_atomic_imin:
208                return V3D_TMU_OP_WRITE_SMIN;
209        case nir_intrinsic_ssbo_atomic_umin:
210        case nir_intrinsic_shared_atomic_umin:
211                return V3D_TMU_OP_WRITE_UMIN_FULL_L1_CLEAR;
212        case nir_intrinsic_ssbo_atomic_imax:
213        case nir_intrinsic_shared_atomic_imax:
214                return V3D_TMU_OP_WRITE_SMAX;
215        case nir_intrinsic_ssbo_atomic_umax:
216        case nir_intrinsic_shared_atomic_umax:
217                return V3D_TMU_OP_WRITE_UMAX;
218        case nir_intrinsic_ssbo_atomic_and:
219        case nir_intrinsic_shared_atomic_and:
220                return V3D_TMU_OP_WRITE_AND_READ_INC;
221        case nir_intrinsic_ssbo_atomic_or:
222        case nir_intrinsic_shared_atomic_or:
223                return V3D_TMU_OP_WRITE_OR_READ_DEC;
224        case nir_intrinsic_ssbo_atomic_xor:
225        case nir_intrinsic_shared_atomic_xor:
226                return V3D_TMU_OP_WRITE_XOR_READ_NOT;
227        case nir_intrinsic_ssbo_atomic_exchange:
228        case nir_intrinsic_shared_atomic_exchange:
229                return V3D_TMU_OP_WRITE_XCHG_READ_FLUSH;
230        case nir_intrinsic_ssbo_atomic_comp_swap:
231        case nir_intrinsic_shared_atomic_comp_swap:
232                return V3D_TMU_OP_WRITE_CMPXCHG_READ_FLUSH;
233        default:
234                unreachable("unknown intrinsic op");
235        }
236}
237
238/**
239 * Checks if pipelining a new TMU operation requiring 'components' LDTMUs
240 * would overflow the Output TMU fifo.
241 *
242 * It is not allowed to overflow the Output fifo, however, we can overflow
243 * Input and Config fifos. Doing that makes the shader stall, but only for as
244 * long as it needs to be able to continue so it is better for pipelining to
245 * let the QPU stall on these if needed than trying to emit TMU flushes in the
246 * driver.
247 */
248bool
249ntq_tmu_fifo_overflow(struct v3d_compile *c, uint32_t components)
250{
251        if (c->tmu.flush_count >= MAX_TMU_QUEUE_SIZE)
252                return true;
253
254        return components > 0 &&
255               c->tmu.output_fifo_size + components > 16 / c->threads;
256}
257
258/**
259 * Emits the thread switch and LDTMU/TMUWT for all outstanding TMU operations,
260 * popping all TMU fifo entries.
261 */
262void
263ntq_flush_tmu(struct v3d_compile *c)
264{
265        if (c->tmu.flush_count == 0)
266                return;
267
268        vir_emit_thrsw(c);
269
270        bool emitted_tmuwt = false;
271        for (int i = 0; i < c->tmu.flush_count; i++) {
272                if (c->tmu.flush[i].component_mask > 0) {
273                        nir_dest *dest = c->tmu.flush[i].dest;
274                        assert(dest);
275
276                        for (int j = 0; j < 4; j++) {
277                                if (c->tmu.flush[i].component_mask & (1 << j)) {
278                                        ntq_store_dest(c, dest, j,
279                                                       vir_MOV(c, vir_LDTMU(c)));
280                                }
281                        }
282                } else if (!emitted_tmuwt) {
283                        vir_TMUWT(c);
284                        emitted_tmuwt = true;
285                }
286        }
287
288        c->tmu.output_fifo_size = 0;
289        c->tmu.flush_count = 0;
290        _mesa_set_clear(c->tmu.outstanding_regs, NULL);
291}
292
293/**
294 * Queues a pending thread switch + LDTMU/TMUWT for a TMU operation. The caller
295 * is reponsible for ensuring that doing this doesn't overflow the TMU fifos,
296 * and more specifically, the output fifo, since that can't stall.
297 */
298void
299ntq_add_pending_tmu_flush(struct v3d_compile *c,
300                          nir_dest *dest,
301                          uint32_t component_mask)
302{
303        const uint32_t num_components = util_bitcount(component_mask);
304        assert(!ntq_tmu_fifo_overflow(c, num_components));
305
306        if (num_components > 0) {
307                c->tmu.output_fifo_size += num_components;
308                if (!dest->is_ssa)
309                        _mesa_set_add(c->tmu.outstanding_regs, dest->reg.reg);
310        }
311
312        c->tmu.flush[c->tmu.flush_count].dest = dest;
313        c->tmu.flush[c->tmu.flush_count].component_mask = component_mask;
314        c->tmu.flush_count++;
315
316        if (c->disable_tmu_pipelining)
317                ntq_flush_tmu(c);
318        else if (c->tmu.flush_count > 1)
319                c->pipelined_any_tmu = true;
320}
321
322enum emit_mode {
323    MODE_COUNT = 0,
324    MODE_EMIT,
325    MODE_LAST,
326};
327
328/**
329 * For a TMU general store instruction:
330 *
331 * In MODE_COUNT mode, records the number of TMU writes required and flushes
332 * any outstanding TMU operations the instruction depends on, but it doesn't
333 * emit any actual register writes.
334 *
335 * In MODE_EMIT mode, emits the data register writes required by the
336 * instruction.
337 */
338static void
339emit_tmu_general_store_writes(struct v3d_compile *c,
340                              enum emit_mode mode,
341                              nir_intrinsic_instr *instr,
342                              uint32_t base_const_offset,
343                              uint32_t *writemask,
344                              uint32_t *const_offset,
345                              uint32_t *tmu_writes)
346{
347        struct qreg tmud = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUD);
348
349        /* Find the first set of consecutive components that
350         * are enabled in the writemask and emit the TMUD
351         * instructions for them.
352         */
353        assert(*writemask != 0);
354        uint32_t first_component = ffs(*writemask) - 1;
355        uint32_t last_component = first_component;
356        while (*writemask & BITFIELD_BIT(last_component + 1))
357                last_component++;
358
359        assert(first_component <= last_component &&
360               last_component < instr->num_components);
361
362        for (int i = first_component; i <= last_component; i++) {
363                struct qreg data = ntq_get_src(c, instr->src[0], i);
364                if (mode == MODE_COUNT)
365                        (*tmu_writes)++;
366                else
367                        vir_MOV_dest(c, tmud, data);
368        }
369
370        if (mode == MODE_EMIT) {
371                /* Update the offset for the TMU write based on the
372                 * the first component we are writing.
373                 */
374                *const_offset = base_const_offset + first_component * 4;
375
376                /* Clear these components from the writemask */
377                uint32_t written_mask =
378                        BITFIELD_RANGE(first_component, *tmu_writes);
379                (*writemask) &= ~written_mask;
380        }
381}
382
383/**
384 * For a TMU general atomic instruction:
385 *
386 * In MODE_COUNT mode, records the number of TMU writes required and flushes
387 * any outstanding TMU operations the instruction depends on, but it doesn't
388 * emit any actual register writes.
389 *
390 * In MODE_EMIT mode, emits the data register writes required by the
391 * instruction.
392 */
393static void
394emit_tmu_general_atomic_writes(struct v3d_compile *c,
395                               enum emit_mode mode,
396                               nir_intrinsic_instr *instr,
397                               uint32_t tmu_op,
398                               bool has_index,
399                               uint32_t *tmu_writes)
400{
401        struct qreg tmud = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUD);
402
403        struct qreg data = ntq_get_src(c, instr->src[1 + has_index], 0);
404        if (mode == MODE_COUNT)
405                (*tmu_writes)++;
406        else
407                vir_MOV_dest(c, tmud, data);
408
409        if (tmu_op == V3D_TMU_OP_WRITE_CMPXCHG_READ_FLUSH) {
410                data = ntq_get_src(c, instr->src[2 + has_index], 0);
411                if (mode == MODE_COUNT)
412                        (*tmu_writes)++;
413                else
414                        vir_MOV_dest(c, tmud, data);
415        }
416}
417
418/**
419 * For any TMU general instruction:
420 *
421 * In MODE_COUNT mode, records the number of TMU writes required to emit the
422 * address parameter and flushes any outstanding TMU operations the instruction
423 * depends on, but it doesn't emit any actual register writes.
424 *
425 * In MODE_EMIT mode, emits register writes required to emit the address.
426 */
427static void
428emit_tmu_general_address_write(struct v3d_compile *c,
429                               enum emit_mode mode,
430                               nir_intrinsic_instr *instr,
431                               uint32_t config,
432                               bool dynamic_src,
433                               int offset_src,
434                               struct qreg base_offset,
435                               uint32_t const_offset,
436                               uint32_t *tmu_writes)
437{
438        if (mode == MODE_COUNT) {
439                (*tmu_writes)++;
440                if (dynamic_src)
441                        ntq_get_src(c, instr->src[offset_src], 0);
442                return;
443        }
444
445        if (vir_in_nonuniform_control_flow(c)) {
446                vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
447                           V3D_QPU_PF_PUSHZ);
448        }
449
450        struct qreg tmua;
451        if (config == ~0)
452                tmua = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUA);
453        else
454                tmua = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUAU);
455
456        struct qinst *tmu;
457        if (dynamic_src) {
458                struct qreg offset = base_offset;
459                if (const_offset != 0) {
460                        offset = vir_ADD(c, offset,
461                                         vir_uniform_ui(c, const_offset));
462                }
463                struct qreg data = ntq_get_src(c, instr->src[offset_src], 0);
464                tmu = vir_ADD_dest(c, tmua, offset, data);
465        } else {
466                if (const_offset != 0) {
467                        tmu = vir_ADD_dest(c, tmua, base_offset,
468                                           vir_uniform_ui(c, const_offset));
469                } else {
470                        tmu = vir_MOV_dest(c, tmua, base_offset);
471                }
472        }
473
474        if (config != ~0) {
475                tmu->uniform =
476                        vir_get_uniform_index(c, QUNIFORM_CONSTANT, config);
477        }
478
479        if (vir_in_nonuniform_control_flow(c))
480                vir_set_cond(tmu, V3D_QPU_COND_IFA);
481}
482
483/**
484 * Implements indirect uniform loads and SSBO accesses through the TMU general
485 * memory access interface.
486 */
487static void
488ntq_emit_tmu_general(struct v3d_compile *c, nir_intrinsic_instr *instr,
489                     bool is_shared_or_scratch)
490{
491        uint32_t tmu_op = v3d_general_tmu_op(instr);
492
493        /* If we were able to replace atomic_add for an inc/dec, then we
494         * need/can to do things slightly different, like not loading the
495         * amount to add/sub, as that is implicit.
496         */
497        bool atomic_add_replaced =
498                ((instr->intrinsic == nir_intrinsic_ssbo_atomic_add ||
499                  instr->intrinsic == nir_intrinsic_shared_atomic_add) &&
500                 (tmu_op == V3D_TMU_OP_WRITE_AND_READ_INC ||
501                  tmu_op == V3D_TMU_OP_WRITE_OR_READ_DEC));
502
503        bool is_store = (instr->intrinsic == nir_intrinsic_store_ssbo ||
504                         instr->intrinsic == nir_intrinsic_store_scratch ||
505                         instr->intrinsic == nir_intrinsic_store_shared);
506
507        bool is_load = (instr->intrinsic == nir_intrinsic_load_uniform ||
508                        instr->intrinsic == nir_intrinsic_load_ubo ||
509                        instr->intrinsic == nir_intrinsic_load_ssbo ||
510                        instr->intrinsic == nir_intrinsic_load_scratch ||
511                        instr->intrinsic == nir_intrinsic_load_shared);
512
513        if (!is_load)
514                c->tmu_dirty_rcl = true;
515
516        bool has_index = !is_shared_or_scratch;
517
518        int offset_src;
519        if (instr->intrinsic == nir_intrinsic_load_uniform) {
520                offset_src = 0;
521        } else if (instr->intrinsic == nir_intrinsic_load_ssbo ||
522                   instr->intrinsic == nir_intrinsic_load_ubo ||
523                   instr->intrinsic == nir_intrinsic_load_scratch ||
524                   instr->intrinsic == nir_intrinsic_load_shared ||
525                   atomic_add_replaced) {
526                offset_src = 0 + has_index;
527        } else if (is_store) {
528                offset_src = 1 + has_index;
529        } else {
530                offset_src = 0 + has_index;
531        }
532
533        bool dynamic_src = !nir_src_is_const(instr->src[offset_src]);
534        uint32_t const_offset = 0;
535        if (!dynamic_src)
536                const_offset = nir_src_as_uint(instr->src[offset_src]);
537
538        struct qreg base_offset;
539        if (instr->intrinsic == nir_intrinsic_load_uniform) {
540                const_offset += nir_intrinsic_base(instr);
541                base_offset = vir_uniform(c, QUNIFORM_UBO_ADDR,
542                                          v3d_unit_data_create(0, const_offset));
543                const_offset = 0;
544        } else if (instr->intrinsic == nir_intrinsic_load_ubo) {
545                uint32_t index = nir_src_as_uint(instr->src[0]);
546                /* On OpenGL QUNIFORM_UBO_ADDR takes a UBO index
547                 * shifted up by 1 (0 is gallium's constant buffer 0).
548                 */
549                if (c->key->environment == V3D_ENVIRONMENT_OPENGL)
550                        index++;
551
552                base_offset =
553                        vir_uniform(c, QUNIFORM_UBO_ADDR,
554                                    v3d_unit_data_create(index, const_offset));
555                const_offset = 0;
556        } else if (is_shared_or_scratch) {
557                /* Shared and scratch variables have no buffer index, and all
558                 * start from a common base that we set up at the start of
559                 * dispatch.
560                 */
561                if (instr->intrinsic == nir_intrinsic_load_scratch ||
562                    instr->intrinsic == nir_intrinsic_store_scratch) {
563                        base_offset = c->spill_base;
564                } else {
565                        base_offset = c->cs_shared_offset;
566                        const_offset += nir_intrinsic_base(instr);
567                }
568        } else {
569                base_offset = vir_uniform(c, QUNIFORM_SSBO_OFFSET,
570                                          nir_src_as_uint(instr->src[is_store ?
571                                                                      1 : 0]));
572        }
573
574        /* We are ready to emit TMU register writes now, but before we actually
575         * emit them we need to flush outstanding TMU operations if any of our
576         * writes reads from the result of an outstanding TMU operation before
577         * we start the TMU sequence for this operation, since otherwise the
578         * flush could happen in the middle of the TMU sequence we are about to
579         * emit, which is illegal. To do this we run this logic twice, the
580         * first time it will count required register writes and flush pending
581         * TMU requests if necessary due to a dependency, and the second one
582         * will emit the actual TMU writes.
583         */
584        const uint32_t dest_components = nir_intrinsic_dest_components(instr);
585        uint32_t base_const_offset = const_offset;
586        uint32_t writemask = is_store ? nir_intrinsic_write_mask(instr) : 0;
587        uint32_t tmu_writes = 0;
588        for (enum emit_mode mode = MODE_COUNT; mode != MODE_LAST; mode++) {
589                assert(mode == MODE_COUNT || tmu_writes > 0);
590
591                if (is_store) {
592                        emit_tmu_general_store_writes(c, mode, instr,
593                                                      base_const_offset,
594                                                      &writemask,
595                                                      &const_offset,
596                                                      &tmu_writes);
597                } else if (!is_load && !atomic_add_replaced) {
598                         emit_tmu_general_atomic_writes(c, mode, instr,
599                                                        tmu_op, has_index,
600                                                        &tmu_writes);
601                }
602
603                /* For atomics we use 32bit except for CMPXCHG, that we need
604                 * to use VEC2. For the rest of the cases we use the number of
605                 * tmud writes we did to decide the type. For cache operations
606                 * the type is ignored.
607                 */
608                uint32_t config = 0;
609                if (mode == MODE_EMIT) {
610                        uint32_t num_components;
611                        if (is_load || atomic_add_replaced) {
612                                num_components = instr->num_components;
613                        } else {
614                                assert(tmu_writes > 0);
615                                num_components = tmu_writes - 1;
616                        }
617                        bool is_atomic =
618                                v3d_tmu_get_type_from_op(tmu_op, !is_load) ==
619                                V3D_TMU_OP_TYPE_ATOMIC;
620
621                        uint32_t perquad =
622                                is_load && !vir_in_nonuniform_control_flow(c)
623                                ? GENERAL_TMU_LOOKUP_PER_QUAD
624                                : GENERAL_TMU_LOOKUP_PER_PIXEL;
625                        config = 0xffffff00 | tmu_op << 3 | perquad;
626
627                        if (tmu_op == V3D_TMU_OP_WRITE_CMPXCHG_READ_FLUSH) {
628                                config |= GENERAL_TMU_LOOKUP_TYPE_VEC2;
629                        } else if (is_atomic || num_components == 1) {
630                                config |= GENERAL_TMU_LOOKUP_TYPE_32BIT_UI;
631                        } else {
632                                config |= GENERAL_TMU_LOOKUP_TYPE_VEC2 +
633                                          num_components - 2;
634                        }
635                }
636
637                emit_tmu_general_address_write(c, mode, instr, config,
638                                               dynamic_src, offset_src,
639                                               base_offset, const_offset,
640                                               &tmu_writes);
641
642                assert(tmu_writes > 0);
643                if (mode == MODE_COUNT) {
644                        /* Make sure we won't exceed the 16-entry TMU
645                         * fifo if each thread is storing at the same
646                         * time.
647                         */
648                        while (tmu_writes > 16 / c->threads)
649                                c->threads /= 2;
650
651                        /* If pipelining this TMU operation would
652                         * overflow TMU fifos, we need to flush.
653                         */
654                        if (ntq_tmu_fifo_overflow(c, dest_components))
655                                ntq_flush_tmu(c);
656                } else {
657                        /* Delay emission of the thread switch and
658                         * LDTMU/TMUWT until we really need to do it to
659                         * improve pipelining.
660                         */
661                        const uint32_t component_mask =
662                                (1 << dest_components) - 1;
663                        ntq_add_pending_tmu_flush(c, &instr->dest,
664                                                  component_mask);
665                }
666        }
667
668        /* nir_lower_wrmasks should've ensured that any writemask on a store
669         * operation only has consecutive bits set, in which case we should've
670         * processed the full writemask above.
671         */
672        assert(writemask == 0);
673}
674
675static struct qreg *
676ntq_init_ssa_def(struct v3d_compile *c, nir_ssa_def *def)
677{
678        struct qreg *qregs = ralloc_array(c->def_ht, struct qreg,
679                                          def->num_components);
680        _mesa_hash_table_insert(c->def_ht, def, qregs);
681        return qregs;
682}
683
684static bool
685is_ld_signal(const struct v3d_qpu_sig *sig)
686{
687        return (sig->ldunif ||
688                sig->ldunifa ||
689                sig->ldunifrf ||
690                sig->ldunifarf ||
691                sig->ldtmu ||
692                sig->ldvary ||
693                sig->ldvpm ||
694                sig->ldtlb ||
695                sig->ldtlbu);
696}
697
698static inline bool
699is_ldunif_signal(const struct v3d_qpu_sig *sig)
700{
701        return sig->ldunif || sig->ldunifrf;
702}
703
704/**
705 * This function is responsible for getting VIR results into the associated
706 * storage for a NIR instruction.
707 *
708 * If it's a NIR SSA def, then we just set the associated hash table entry to
709 * the new result.
710 *
711 * If it's a NIR reg, then we need to update the existing qreg assigned to the
712 * NIR destination with the incoming value.  To do that without introducing
713 * new MOVs, we require that the incoming qreg either be a uniform, or be
714 * SSA-defined by the previous VIR instruction in the block and rewritable by
715 * this function.  That lets us sneak ahead and insert the SF flag beforehand
716 * (knowing that the previous instruction doesn't depend on flags) and rewrite
717 * its destination to be the NIR reg's destination
718 */
719void
720ntq_store_dest(struct v3d_compile *c, nir_dest *dest, int chan,
721               struct qreg result)
722{
723        struct qinst *last_inst = NULL;
724        if (!list_is_empty(&c->cur_block->instructions))
725                last_inst = (struct qinst *)c->cur_block->instructions.prev;
726
727        bool is_reused_uniform =
728                is_ldunif_signal(&c->defs[result.index]->qpu.sig) &&
729                last_inst != c->defs[result.index];
730
731        assert(result.file == QFILE_TEMP && last_inst &&
732               (last_inst == c->defs[result.index] || is_reused_uniform));
733
734        if (dest->is_ssa) {
735                assert(chan < dest->ssa.num_components);
736
737                struct qreg *qregs;
738                struct hash_entry *entry =
739                        _mesa_hash_table_search(c->def_ht, &dest->ssa);
740
741                if (entry)
742                        qregs = entry->data;
743                else
744                        qregs = ntq_init_ssa_def(c, &dest->ssa);
745
746                qregs[chan] = result;
747        } else {
748                nir_register *reg = dest->reg.reg;
749                assert(dest->reg.base_offset == 0);
750                assert(reg->num_array_elems == 0);
751                struct hash_entry *entry =
752                        _mesa_hash_table_search(c->def_ht, reg);
753                struct qreg *qregs = entry->data;
754
755                /* If the previous instruction can't be predicated for
756                 * the store into the nir_register, then emit a MOV
757                 * that can be.
758                 */
759                if (is_reused_uniform ||
760                    (vir_in_nonuniform_control_flow(c) &&
761                     is_ld_signal(&c->defs[last_inst->dst.index]->qpu.sig))) {
762                        result = vir_MOV(c, result);
763                        last_inst = c->defs[result.index];
764                }
765
766                /* We know they're both temps, so just rewrite index. */
767                c->defs[last_inst->dst.index] = NULL;
768                last_inst->dst.index = qregs[chan].index;
769
770                /* If we're in control flow, then make this update of the reg
771                 * conditional on the execution mask.
772                 */
773                if (vir_in_nonuniform_control_flow(c)) {
774                        last_inst->dst.index = qregs[chan].index;
775
776                        /* Set the flags to the current exec mask.
777                         */
778                        c->cursor = vir_before_inst(last_inst);
779                        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
780                                   V3D_QPU_PF_PUSHZ);
781                        c->cursor = vir_after_inst(last_inst);
782
783                        vir_set_cond(last_inst, V3D_QPU_COND_IFA);
784                }
785        }
786}
787
788/**
789 * This looks up the qreg associated with a particular ssa/reg used as a source
790 * in any instruction.
791 *
792 * It is expected that the definition for any NIR value read as a source has
793 * been emitted by a previous instruction, however, in the case of TMU
794 * operations we may have postponed emission of the thread switch and LDTMUs
795 * required to read the TMU results until the results are actually used to
796 * improve pipelining, which then would lead to us not finding them here
797 * (for SSA defs) or finding them in the list of registers awaiting a TMU flush
798 * (for registers), meaning that we need to flush outstanding TMU operations
799 * to read the correct value.
800 */
801struct qreg
802ntq_get_src(struct v3d_compile *c, nir_src src, int i)
803{
804        struct hash_entry *entry;
805        if (src.is_ssa) {
806                assert(i < src.ssa->num_components);
807
808                entry = _mesa_hash_table_search(c->def_ht, src.ssa);
809                if (!entry) {
810                        ntq_flush_tmu(c);
811                        entry = _mesa_hash_table_search(c->def_ht, src.ssa);
812                }
813        } else {
814                nir_register *reg = src.reg.reg;
815                assert(reg->num_array_elems == 0);
816                assert(src.reg.base_offset == 0);
817                assert(i < reg->num_components);
818
819                if (_mesa_set_search(c->tmu.outstanding_regs, reg))
820                        ntq_flush_tmu(c);
821                entry = _mesa_hash_table_search(c->def_ht, reg);
822        }
823        assert(entry);
824
825        struct qreg *qregs = entry->data;
826        return qregs[i];
827}
828
829static struct qreg
830ntq_get_alu_src(struct v3d_compile *c, nir_alu_instr *instr,
831                unsigned src)
832{
833        assert(util_is_power_of_two_or_zero(instr->dest.write_mask));
834        unsigned chan = ffs(instr->dest.write_mask) - 1;
835        struct qreg r = ntq_get_src(c, instr->src[src].src,
836                                    instr->src[src].swizzle[chan]);
837
838        assert(!instr->src[src].abs);
839        assert(!instr->src[src].negate);
840
841        return r;
842};
843
844static struct qreg
845ntq_minify(struct v3d_compile *c, struct qreg size, struct qreg level)
846{
847        return vir_MAX(c, vir_SHR(c, size, level), vir_uniform_ui(c, 1));
848}
849
850static void
851ntq_emit_txs(struct v3d_compile *c, nir_tex_instr *instr)
852{
853        unsigned unit = instr->texture_index;
854        int lod_index = nir_tex_instr_src_index(instr, nir_tex_src_lod);
855        int dest_size = nir_tex_instr_dest_size(instr);
856
857        struct qreg lod = c->undef;
858        if (lod_index != -1)
859                lod = ntq_get_src(c, instr->src[lod_index].src, 0);
860
861        for (int i = 0; i < dest_size; i++) {
862                assert(i < 3);
863                enum quniform_contents contents;
864
865                if (instr->is_array && i == dest_size - 1)
866                        contents = QUNIFORM_TEXTURE_ARRAY_SIZE;
867                else
868                        contents = QUNIFORM_TEXTURE_WIDTH + i;
869
870                struct qreg size = vir_uniform(c, contents, unit);
871
872                switch (instr->sampler_dim) {
873                case GLSL_SAMPLER_DIM_1D:
874                case GLSL_SAMPLER_DIM_2D:
875                case GLSL_SAMPLER_DIM_MS:
876                case GLSL_SAMPLER_DIM_3D:
877                case GLSL_SAMPLER_DIM_CUBE:
878                case GLSL_SAMPLER_DIM_BUF:
879                        /* Don't minify the array size. */
880                        if (!(instr->is_array && i == dest_size - 1)) {
881                                size = ntq_minify(c, size, lod);
882                        }
883                        break;
884
885                case GLSL_SAMPLER_DIM_RECT:
886                        /* There's no LOD field for rects */
887                        break;
888
889                default:
890                        unreachable("Bad sampler type");
891                }
892
893                ntq_store_dest(c, &instr->dest, i, size);
894        }
895}
896
897static void
898ntq_emit_tex(struct v3d_compile *c, nir_tex_instr *instr)
899{
900        unsigned unit = instr->texture_index;
901
902        /* Since each texture sampling op requires uploading uniforms to
903         * reference the texture, there's no HW support for texture size and
904         * you just upload uniforms containing the size.
905         */
906        switch (instr->op) {
907        case nir_texop_query_levels:
908                ntq_store_dest(c, &instr->dest, 0,
909                               vir_uniform(c, QUNIFORM_TEXTURE_LEVELS, unit));
910                return;
911        case nir_texop_texture_samples:
912                ntq_store_dest(c, &instr->dest, 0,
913                               vir_uniform(c, QUNIFORM_TEXTURE_SAMPLES, unit));
914                return;
915        case nir_texop_txs:
916                ntq_emit_txs(c, instr);
917                return;
918        default:
919                break;
920        }
921
922        if (c->devinfo->ver >= 40)
923                v3d40_vir_emit_tex(c, instr);
924        else
925                v3d33_vir_emit_tex(c, instr);
926}
927
928static struct qreg
929ntq_fsincos(struct v3d_compile *c, struct qreg src, bool is_cos)
930{
931        struct qreg input = vir_FMUL(c, src, vir_uniform_f(c, 1.0f / M_PI));
932        if (is_cos)
933                input = vir_FADD(c, input, vir_uniform_f(c, 0.5));
934
935        struct qreg periods = vir_FROUND(c, input);
936        struct qreg sin_output = vir_SIN(c, vir_FSUB(c, input, periods));
937        return vir_XOR(c, sin_output, vir_SHL(c,
938                                              vir_FTOIN(c, periods),
939                                              vir_uniform_ui(c, -1)));
940}
941
942static struct qreg
943ntq_fsign(struct v3d_compile *c, struct qreg src)
944{
945        struct qreg t = vir_get_temp(c);
946
947        vir_MOV_dest(c, t, vir_uniform_f(c, 0.0));
948        vir_set_pf(c, vir_FMOV_dest(c, vir_nop_reg(), src), V3D_QPU_PF_PUSHZ);
949        vir_MOV_cond(c, V3D_QPU_COND_IFNA, t, vir_uniform_f(c, 1.0));
950        vir_set_pf(c, vir_FMOV_dest(c, vir_nop_reg(), src), V3D_QPU_PF_PUSHN);
951        vir_MOV_cond(c, V3D_QPU_COND_IFA, t, vir_uniform_f(c, -1.0));
952        return vir_MOV(c, t);
953}
954
955static void
956emit_fragcoord_input(struct v3d_compile *c, int attr)
957{
958        c->inputs[attr * 4 + 0] = vir_FXCD(c);
959        c->inputs[attr * 4 + 1] = vir_FYCD(c);
960        c->inputs[attr * 4 + 2] = c->payload_z;
961        c->inputs[attr * 4 + 3] = vir_RECIP(c, c->payload_w);
962}
963
964static struct qreg
965emit_smooth_varying(struct v3d_compile *c,
966                    struct qreg vary, struct qreg w, struct qreg r5)
967{
968        return vir_FADD(c, vir_FMUL(c, vary, w), r5);
969}
970
971static struct qreg
972emit_noperspective_varying(struct v3d_compile *c,
973                           struct qreg vary, struct qreg r5)
974{
975        return vir_FADD(c, vir_MOV(c, vary), r5);
976}
977
978static struct qreg
979emit_flat_varying(struct v3d_compile *c,
980                  struct qreg vary, struct qreg r5)
981{
982        vir_MOV_dest(c, c->undef, vary);
983        return vir_MOV(c, r5);
984}
985
986static struct qreg
987emit_fragment_varying(struct v3d_compile *c, nir_variable *var,
988                      int8_t input_idx, uint8_t swizzle, int array_index)
989{
990        struct qreg r3 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R3);
991        struct qreg r5 = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_R5);
992
993        struct qinst *ldvary = NULL;
994        struct qreg vary;
995        if (c->devinfo->ver >= 41) {
996                ldvary = vir_add_inst(V3D_QPU_A_NOP, c->undef,
997                                      c->undef, c->undef);
998                ldvary->qpu.sig.ldvary = true;
999                vary = vir_emit_def(c, ldvary);
1000        } else {
1001                vir_NOP(c)->qpu.sig.ldvary = true;
1002                vary = r3;
1003        }
1004
1005        /* Store the input value before interpolation so we can implement
1006         * GLSL's interpolateAt functions if the shader uses them.
1007         */
1008        if (input_idx >= 0) {
1009                assert(var);
1010                c->interp[input_idx].vp = vary;
1011                c->interp[input_idx].C = vir_MOV(c, r5);
1012                c->interp[input_idx].mode = var->data.interpolation;
1013        }
1014
1015        /* For gl_PointCoord input or distance along a line, we'll be called
1016         * with no nir_variable, and we don't count toward VPM size so we
1017         * don't track an input slot.
1018         */
1019        if (!var) {
1020                assert(input_idx < 0);
1021                return emit_smooth_varying(c, vary, c->payload_w, r5);
1022        }
1023
1024        int i = c->num_inputs++;
1025        c->input_slots[i] =
1026                v3d_slot_from_slot_and_component(var->data.location +
1027                                                 array_index, swizzle);
1028
1029        struct qreg result;
1030        switch (var->data.interpolation) {
1031        case INTERP_MODE_NONE:
1032        case INTERP_MODE_SMOOTH:
1033                if (var->data.centroid) {
1034                        BITSET_SET(c->centroid_flags, i);
1035                        result = emit_smooth_varying(c, vary,
1036                                                     c->payload_w_centroid, r5);
1037                } else {
1038                        result = emit_smooth_varying(c, vary, c->payload_w, r5);
1039                }
1040                break;
1041
1042        case INTERP_MODE_NOPERSPECTIVE:
1043                BITSET_SET(c->noperspective_flags, i);
1044                result = emit_noperspective_varying(c, vary, r5);
1045                break;
1046
1047        case INTERP_MODE_FLAT:
1048                BITSET_SET(c->flat_shade_flags, i);
1049                result = emit_flat_varying(c, vary, r5);
1050                break;
1051
1052        default:
1053                unreachable("Bad interp mode");
1054        }
1055
1056        if (input_idx >= 0)
1057                c->inputs[input_idx] = result;
1058        return result;
1059}
1060
1061static void
1062emit_fragment_input(struct v3d_compile *c, int base_attr, nir_variable *var,
1063                    int array_index, unsigned nelem)
1064{
1065        for (int i = 0; i < nelem ; i++) {
1066                int chan = var->data.location_frac + i;
1067                int input_idx = (base_attr + array_index) * 4 + chan;
1068                emit_fragment_varying(c, var, input_idx, chan, array_index);
1069        }
1070}
1071
1072static void
1073emit_compact_fragment_input(struct v3d_compile *c, int attr, nir_variable *var,
1074                            int array_index)
1075{
1076        /* Compact variables are scalar arrays where each set of 4 elements
1077         * consumes a single location.
1078         */
1079        int loc_offset = array_index / 4;
1080        int chan = var->data.location_frac + array_index % 4;
1081        int input_idx = (attr + loc_offset) * 4  + chan;
1082        emit_fragment_varying(c, var, input_idx, chan, loc_offset);
1083}
1084
1085static void
1086add_output(struct v3d_compile *c,
1087           uint32_t decl_offset,
1088           uint8_t slot,
1089           uint8_t swizzle)
1090{
1091        uint32_t old_array_size = c->outputs_array_size;
1092        resize_qreg_array(c, &c->outputs, &c->outputs_array_size,
1093                          decl_offset + 1);
1094
1095        if (old_array_size != c->outputs_array_size) {
1096                c->output_slots = reralloc(c,
1097                                           c->output_slots,
1098                                           struct v3d_varying_slot,
1099                                           c->outputs_array_size);
1100        }
1101
1102        c->output_slots[decl_offset] =
1103                v3d_slot_from_slot_and_component(slot, swizzle);
1104}
1105
1106/**
1107 * If compare_instr is a valid comparison instruction, emits the
1108 * compare_instr's comparison and returns the sel_instr's return value based
1109 * on the compare_instr's result.
1110 */
1111static bool
1112ntq_emit_comparison(struct v3d_compile *c,
1113                    nir_alu_instr *compare_instr,
1114                    enum v3d_qpu_cond *out_cond)
1115{
1116        struct qreg src0 = ntq_get_alu_src(c, compare_instr, 0);
1117        struct qreg src1;
1118        if (nir_op_infos[compare_instr->op].num_inputs > 1)
1119                src1 = ntq_get_alu_src(c, compare_instr, 1);
1120        bool cond_invert = false;
1121        struct qreg nop = vir_nop_reg();
1122
1123        switch (compare_instr->op) {
1124        case nir_op_feq32:
1125        case nir_op_seq:
1126                vir_set_pf(c, vir_FCMP_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHZ);
1127                break;
1128        case nir_op_ieq32:
1129                vir_set_pf(c, vir_XOR_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHZ);
1130                break;
1131
1132        case nir_op_fneu32:
1133        case nir_op_sne:
1134                vir_set_pf(c, vir_FCMP_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHZ);
1135                cond_invert = true;
1136                break;
1137        case nir_op_ine32:
1138                vir_set_pf(c, vir_XOR_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHZ);
1139                cond_invert = true;
1140                break;
1141
1142        case nir_op_fge32:
1143        case nir_op_sge:
1144                vir_set_pf(c, vir_FCMP_dest(c, nop, src1, src0), V3D_QPU_PF_PUSHC);
1145                break;
1146        case nir_op_ige32:
1147                vir_set_pf(c, vir_MIN_dest(c, nop, src1, src0), V3D_QPU_PF_PUSHC);
1148                cond_invert = true;
1149                break;
1150        case nir_op_uge32:
1151                vir_set_pf(c, vir_SUB_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHC);
1152                cond_invert = true;
1153                break;
1154
1155        case nir_op_slt:
1156        case nir_op_flt32:
1157                vir_set_pf(c, vir_FCMP_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHN);
1158                break;
1159        case nir_op_ilt32:
1160                vir_set_pf(c, vir_MIN_dest(c, nop, src1, src0), V3D_QPU_PF_PUSHC);
1161                break;
1162        case nir_op_ult32:
1163                vir_set_pf(c, vir_SUB_dest(c, nop, src0, src1), V3D_QPU_PF_PUSHC);
1164                break;
1165
1166        case nir_op_i2b32:
1167                vir_set_pf(c, vir_MOV_dest(c, nop, src0), V3D_QPU_PF_PUSHZ);
1168                cond_invert = true;
1169                break;
1170
1171        case nir_op_f2b32:
1172                vir_set_pf(c, vir_FMOV_dest(c, nop, src0), V3D_QPU_PF_PUSHZ);
1173                cond_invert = true;
1174                break;
1175
1176        default:
1177                return false;
1178        }
1179
1180        *out_cond = cond_invert ? V3D_QPU_COND_IFNA : V3D_QPU_COND_IFA;
1181
1182        return true;
1183}
1184
1185/* Finds an ALU instruction that generates our src value that could
1186 * (potentially) be greedily emitted in the consuming instruction.
1187 */
1188static struct nir_alu_instr *
1189ntq_get_alu_parent(nir_src src)
1190{
1191        if (!src.is_ssa || src.ssa->parent_instr->type != nir_instr_type_alu)
1192                return NULL;
1193        nir_alu_instr *instr = nir_instr_as_alu(src.ssa->parent_instr);
1194        if (!instr)
1195                return NULL;
1196
1197        /* If the ALU instr's srcs are non-SSA, then we would have to avoid
1198         * moving emission of the ALU instr down past another write of the
1199         * src.
1200         */
1201        for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++) {
1202                if (!instr->src[i].src.is_ssa)
1203                        return NULL;
1204        }
1205
1206        return instr;
1207}
1208
1209/* Turns a NIR bool into a condition code to predicate on. */
1210static enum v3d_qpu_cond
1211ntq_emit_bool_to_cond(struct v3d_compile *c, nir_src src)
1212{
1213        struct qreg qsrc = ntq_get_src(c, src, 0);
1214        /* skip if we already have src in the flags */
1215        if (qsrc.file == QFILE_TEMP && c->flags_temp == qsrc.index)
1216                return c->flags_cond;
1217
1218        nir_alu_instr *compare = ntq_get_alu_parent(src);
1219        if (!compare)
1220                goto out;
1221
1222        enum v3d_qpu_cond cond;
1223        if (ntq_emit_comparison(c, compare, &cond))
1224                return cond;
1225
1226out:
1227
1228        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), ntq_get_src(c, src, 0)),
1229                   V3D_QPU_PF_PUSHZ);
1230        return V3D_QPU_COND_IFNA;
1231}
1232
1233static struct qreg
1234ntq_emit_cond_to_bool(struct v3d_compile *c, enum v3d_qpu_cond cond)
1235{
1236        struct qreg result =
1237                vir_MOV(c, vir_SEL(c, cond,
1238                                   vir_uniform_ui(c, ~0),
1239                                   vir_uniform_ui(c, 0)));
1240        c->flags_temp = result.index;
1241        c->flags_cond = cond;
1242        return result;
1243}
1244
1245static void
1246ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr)
1247{
1248        /* This should always be lowered to ALU operations for V3D. */
1249        assert(!instr->dest.saturate);
1250
1251        /* Vectors are special in that they have non-scalarized writemasks,
1252         * and just take the first swizzle channel for each argument in order
1253         * into each writemask channel.
1254         */
1255        if (instr->op == nir_op_vec2 ||
1256            instr->op == nir_op_vec3 ||
1257            instr->op == nir_op_vec4) {
1258                struct qreg srcs[4];
1259                for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++)
1260                        srcs[i] = ntq_get_src(c, instr->src[i].src,
1261                                              instr->src[i].swizzle[0]);
1262                for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++)
1263                        ntq_store_dest(c, &instr->dest.dest, i,
1264                                       vir_MOV(c, srcs[i]));
1265                return;
1266        }
1267
1268        /* General case: We can just grab the one used channel per src. */
1269        struct qreg src[nir_op_infos[instr->op].num_inputs];
1270        for (int i = 0; i < nir_op_infos[instr->op].num_inputs; i++) {
1271                src[i] = ntq_get_alu_src(c, instr, i);
1272        }
1273
1274        struct qreg result;
1275
1276        switch (instr->op) {
1277        case nir_op_mov:
1278                result = vir_MOV(c, src[0]);
1279                break;
1280
1281        case nir_op_fneg:
1282                result = vir_XOR(c, src[0], vir_uniform_ui(c, 1 << 31));
1283                break;
1284        case nir_op_ineg:
1285                result = vir_NEG(c, src[0]);
1286                break;
1287
1288        case nir_op_fmul:
1289                result = vir_FMUL(c, src[0], src[1]);
1290                break;
1291        case nir_op_fadd:
1292                result = vir_FADD(c, src[0], src[1]);
1293                break;
1294        case nir_op_fsub:
1295                result = vir_FSUB(c, src[0], src[1]);
1296                break;
1297        case nir_op_fmin:
1298                result = vir_FMIN(c, src[0], src[1]);
1299                break;
1300        case nir_op_fmax:
1301                result = vir_FMAX(c, src[0], src[1]);
1302                break;
1303
1304        case nir_op_f2i32: {
1305                nir_alu_instr *src0_alu = ntq_get_alu_parent(instr->src[0].src);
1306                if (src0_alu && src0_alu->op == nir_op_fround_even) {
1307                        result = vir_FTOIN(c, ntq_get_alu_src(c, src0_alu, 0));
1308                } else {
1309                        result = vir_FTOIZ(c, src[0]);
1310                }
1311                break;
1312        }
1313
1314        case nir_op_f2u32:
1315                result = vir_FTOUZ(c, src[0]);
1316                break;
1317        case nir_op_i2f32:
1318                result = vir_ITOF(c, src[0]);
1319                break;
1320        case nir_op_u2f32:
1321                result = vir_UTOF(c, src[0]);
1322                break;
1323        case nir_op_b2f32:
1324                result = vir_AND(c, src[0], vir_uniform_f(c, 1.0));
1325                break;
1326        case nir_op_b2i32:
1327                result = vir_AND(c, src[0], vir_uniform_ui(c, 1));
1328                break;
1329
1330        case nir_op_iadd:
1331                result = vir_ADD(c, src[0], src[1]);
1332                break;
1333        case nir_op_ushr:
1334                result = vir_SHR(c, src[0], src[1]);
1335                break;
1336        case nir_op_isub:
1337                result = vir_SUB(c, src[0], src[1]);
1338                break;
1339        case nir_op_ishr:
1340                result = vir_ASR(c, src[0], src[1]);
1341                break;
1342        case nir_op_ishl:
1343                result = vir_SHL(c, src[0], src[1]);
1344                break;
1345        case nir_op_imin:
1346                result = vir_MIN(c, src[0], src[1]);
1347                break;
1348        case nir_op_umin:
1349                result = vir_UMIN(c, src[0], src[1]);
1350                break;
1351        case nir_op_imax:
1352                result = vir_MAX(c, src[0], src[1]);
1353                break;
1354        case nir_op_umax:
1355                result = vir_UMAX(c, src[0], src[1]);
1356                break;
1357        case nir_op_iand:
1358                result = vir_AND(c, src[0], src[1]);
1359                break;
1360        case nir_op_ior:
1361                result = vir_OR(c, src[0], src[1]);
1362                break;
1363        case nir_op_ixor:
1364                result = vir_XOR(c, src[0], src[1]);
1365                break;
1366        case nir_op_inot:
1367                result = vir_NOT(c, src[0]);
1368                break;
1369
1370        case nir_op_ufind_msb:
1371                result = vir_SUB(c, vir_uniform_ui(c, 31), vir_CLZ(c, src[0]));
1372                break;
1373
1374        case nir_op_imul:
1375                result = vir_UMUL(c, src[0], src[1]);
1376                break;
1377
1378        case nir_op_seq:
1379        case nir_op_sne:
1380        case nir_op_sge:
1381        case nir_op_slt: {
1382                enum v3d_qpu_cond cond;
1383                ASSERTED bool ok = ntq_emit_comparison(c, instr, &cond);
1384                assert(ok);
1385                result = vir_MOV(c, vir_SEL(c, cond,
1386                                            vir_uniform_f(c, 1.0),
1387                                            vir_uniform_f(c, 0.0)));
1388                c->flags_temp = result.index;
1389                c->flags_cond = cond;
1390                break;
1391        }
1392
1393        case nir_op_i2b32:
1394        case nir_op_f2b32:
1395        case nir_op_feq32:
1396        case nir_op_fneu32:
1397        case nir_op_fge32:
1398        case nir_op_flt32:
1399        case nir_op_ieq32:
1400        case nir_op_ine32:
1401        case nir_op_ige32:
1402        case nir_op_uge32:
1403        case nir_op_ilt32:
1404        case nir_op_ult32: {
1405                enum v3d_qpu_cond cond;
1406                ASSERTED bool ok = ntq_emit_comparison(c, instr, &cond);
1407                assert(ok);
1408                result = ntq_emit_cond_to_bool(c, cond);
1409                break;
1410        }
1411
1412        case nir_op_b32csel:
1413                result = vir_MOV(c,
1414                                 vir_SEL(c,
1415                                         ntq_emit_bool_to_cond(c, instr->src[0].src),
1416                                         src[1], src[2]));
1417                break;
1418
1419        case nir_op_fcsel:
1420                vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), src[0]),
1421                           V3D_QPU_PF_PUSHZ);
1422                result = vir_MOV(c, vir_SEL(c, V3D_QPU_COND_IFNA,
1423                                            src[1], src[2]));
1424                break;
1425
1426        case nir_op_frcp:
1427                result = vir_RECIP(c, src[0]);
1428                break;
1429        case nir_op_frsq:
1430                result = vir_RSQRT(c, src[0]);
1431                break;
1432        case nir_op_fexp2:
1433                result = vir_EXP(c, src[0]);
1434                break;
1435        case nir_op_flog2:
1436                result = vir_LOG(c, src[0]);
1437                break;
1438
1439        case nir_op_fceil:
1440                result = vir_FCEIL(c, src[0]);
1441                break;
1442        case nir_op_ffloor:
1443                result = vir_FFLOOR(c, src[0]);
1444                break;
1445        case nir_op_fround_even:
1446                result = vir_FROUND(c, src[0]);
1447                break;
1448        case nir_op_ftrunc:
1449                result = vir_FTRUNC(c, src[0]);
1450                break;
1451
1452        case nir_op_fsin:
1453                result = ntq_fsincos(c, src[0], false);
1454                break;
1455        case nir_op_fcos:
1456                result = ntq_fsincos(c, src[0], true);
1457                break;
1458
1459        case nir_op_fsign:
1460                result = ntq_fsign(c, src[0]);
1461                break;
1462
1463        case nir_op_fabs: {
1464                result = vir_FMOV(c, src[0]);
1465                vir_set_unpack(c->defs[result.index], 0, V3D_QPU_UNPACK_ABS);
1466                break;
1467        }
1468
1469        case nir_op_iabs:
1470                result = vir_MAX(c, src[0], vir_NEG(c, src[0]));
1471                break;
1472
1473        case nir_op_fddx:
1474        case nir_op_fddx_coarse:
1475        case nir_op_fddx_fine:
1476                result = vir_FDX(c, src[0]);
1477                break;
1478
1479        case nir_op_fddy:
1480        case nir_op_fddy_coarse:
1481        case nir_op_fddy_fine:
1482                result = vir_FDY(c, src[0]);
1483                break;
1484
1485        case nir_op_uadd_carry:
1486                vir_set_pf(c, vir_ADD_dest(c, vir_nop_reg(), src[0], src[1]),
1487                           V3D_QPU_PF_PUSHC);
1488                result = ntq_emit_cond_to_bool(c, V3D_QPU_COND_IFA);
1489                break;
1490
1491        case nir_op_pack_half_2x16_split:
1492                result = vir_VFPACK(c, src[0], src[1]);
1493                break;
1494
1495        case nir_op_unpack_half_2x16_split_x:
1496                result = vir_FMOV(c, src[0]);
1497                vir_set_unpack(c->defs[result.index], 0, V3D_QPU_UNPACK_L);
1498                break;
1499
1500        case nir_op_unpack_half_2x16_split_y:
1501                result = vir_FMOV(c, src[0]);
1502                vir_set_unpack(c->defs[result.index], 0, V3D_QPU_UNPACK_H);
1503                break;
1504
1505        case nir_op_fquantize2f16: {
1506                /* F32 -> F16 -> F32 conversion */
1507                struct qreg tmp = vir_FMOV(c, src[0]);
1508                vir_set_pack(c->defs[tmp.index], V3D_QPU_PACK_L);
1509                tmp = vir_FMOV(c, tmp);
1510                vir_set_unpack(c->defs[tmp.index], 0, V3D_QPU_UNPACK_L);
1511
1512                /* Check for denorm */
1513                struct qreg abs_src = vir_FMOV(c, src[0]);
1514                vir_set_unpack(c->defs[abs_src.index], 0, V3D_QPU_UNPACK_ABS);
1515                struct qreg threshold = vir_uniform_f(c, ldexpf(1.0, -14));
1516                vir_set_pf(c, vir_FCMP_dest(c, vir_nop_reg(), abs_src, threshold),
1517                                         V3D_QPU_PF_PUSHC);
1518
1519                /* Return +/-0 for denorms */
1520                struct qreg zero =
1521                        vir_AND(c, src[0], vir_uniform_ui(c, 0x80000000));
1522                result = vir_FMOV(c, vir_SEL(c, V3D_QPU_COND_IFNA, tmp, zero));
1523                break;
1524        }
1525
1526        default:
1527                fprintf(stderr, "unknown NIR ALU inst: ");
1528                nir_print_instr(&instr->instr, stderr);
1529                fprintf(stderr, "\n");
1530                abort();
1531        }
1532
1533        /* We have a scalar result, so the instruction should only have a
1534         * single channel written to.
1535         */
1536        assert(util_is_power_of_two_or_zero(instr->dest.write_mask));
1537        ntq_store_dest(c, &instr->dest.dest,
1538                       ffs(instr->dest.write_mask) - 1, result);
1539}
1540
1541/* Each TLB read/write setup (a render target or depth buffer) takes an 8-bit
1542 * specifier.  They come from a register that's preloaded with 0xffffffff
1543 * (0xff gets you normal vec4 f16 RT0 writes), and when one is neaded the low
1544 * 8 bits are shifted off the bottom and 0xff shifted in from the top.
1545 */
1546#define TLB_TYPE_F16_COLOR         (3 << 6)
1547#define TLB_TYPE_I32_COLOR         (1 << 6)
1548#define TLB_TYPE_F32_COLOR         (0 << 6)
1549#define TLB_RENDER_TARGET_SHIFT    3 /* Reversed!  7 = RT 0, 0 = RT 7. */
1550#define TLB_SAMPLE_MODE_PER_SAMPLE (0 << 2)
1551#define TLB_SAMPLE_MODE_PER_PIXEL  (1 << 2)
1552#define TLB_F16_SWAP_HI_LO         (1 << 1)
1553#define TLB_VEC_SIZE_4_F16         (1 << 0)
1554#define TLB_VEC_SIZE_2_F16         (0 << 0)
1555#define TLB_VEC_SIZE_MINUS_1_SHIFT 0
1556
1557/* Triggers Z/Stencil testing, used when the shader state's "FS modifies Z"
1558 * flag is set.
1559 */
1560#define TLB_TYPE_DEPTH             ((2 << 6) | (0 << 4))
1561#define TLB_DEPTH_TYPE_INVARIANT   (0 << 2) /* Unmodified sideband input used */
1562#define TLB_DEPTH_TYPE_PER_PIXEL   (1 << 2) /* QPU result used */
1563#define TLB_V42_DEPTH_TYPE_INVARIANT   (0 << 3) /* Unmodified sideband input used */
1564#define TLB_V42_DEPTH_TYPE_PER_PIXEL   (1 << 3) /* QPU result used */
1565
1566/* Stencil is a single 32-bit write. */
1567#define TLB_TYPE_STENCIL_ALPHA     ((2 << 6) | (1 << 4))
1568
1569static void
1570vir_emit_tlb_color_write(struct v3d_compile *c, unsigned rt)
1571{
1572        if (!(c->fs_key->cbufs & (1 << rt)) || !c->output_color_var[rt])
1573                return;
1574
1575        struct qreg tlb_reg = vir_magic_reg(V3D_QPU_WADDR_TLB);
1576        struct qreg tlbu_reg = vir_magic_reg(V3D_QPU_WADDR_TLBU);
1577
1578        nir_variable *var = c->output_color_var[rt];
1579        int num_components = glsl_get_vector_elements(var->type);
1580        uint32_t conf = 0xffffff00;
1581        struct qinst *inst;
1582
1583        conf |= c->msaa_per_sample_output ? TLB_SAMPLE_MODE_PER_SAMPLE :
1584                                            TLB_SAMPLE_MODE_PER_PIXEL;
1585        conf |= (7 - rt) << TLB_RENDER_TARGET_SHIFT;
1586
1587        if (c->fs_key->swap_color_rb & (1 << rt))
1588                num_components = MAX2(num_components, 3);
1589        assert(num_components != 0);
1590
1591        enum glsl_base_type type = glsl_get_base_type(var->type);
1592        bool is_int_format = type == GLSL_TYPE_INT || type == GLSL_TYPE_UINT;
1593        bool is_32b_tlb_format = is_int_format ||
1594                                 (c->fs_key->f32_color_rb & (1 << rt));
1595
1596        if (is_int_format) {
1597                /* The F32 vs I32 distinction was dropped in 4.2. */
1598                if (c->devinfo->ver < 42)
1599                        conf |= TLB_TYPE_I32_COLOR;
1600                else
1601                        conf |= TLB_TYPE_F32_COLOR;
1602                conf |= ((num_components - 1) << TLB_VEC_SIZE_MINUS_1_SHIFT);
1603        } else {
1604                if (c->fs_key->f32_color_rb & (1 << rt)) {
1605                        conf |= TLB_TYPE_F32_COLOR;
1606                        conf |= ((num_components - 1) <<
1607                                TLB_VEC_SIZE_MINUS_1_SHIFT);
1608                } else {
1609                        conf |= TLB_TYPE_F16_COLOR;
1610                        conf |= TLB_F16_SWAP_HI_LO;
1611                        if (num_components >= 3)
1612                                conf |= TLB_VEC_SIZE_4_F16;
1613                        else
1614                                conf |= TLB_VEC_SIZE_2_F16;
1615                }
1616        }
1617
1618        int num_samples = c->msaa_per_sample_output ? V3D_MAX_SAMPLES : 1;
1619        for (int i = 0; i < num_samples; i++) {
1620                struct qreg *color = c->msaa_per_sample_output ?
1621                        &c->sample_colors[(rt * V3D_MAX_SAMPLES + i) * 4] :
1622                        &c->outputs[var->data.driver_location * 4];
1623
1624                struct qreg r = color[0];
1625                struct qreg g = color[1];
1626                struct qreg b = color[2];
1627                struct qreg a = color[3];
1628
1629                if (c->fs_key->swap_color_rb & (1 << rt))  {
1630                        r = color[2];
1631                        b = color[0];
1632                }
1633
1634                if (c->fs_key->sample_alpha_to_one)
1635                        a = vir_uniform_f(c, 1.0);
1636
1637                if (is_32b_tlb_format) {
1638                        if (i == 0) {
1639                                inst = vir_MOV_dest(c, tlbu_reg, r);
1640                                inst->uniform =
1641                                        vir_get_uniform_index(c,
1642                                                              QUNIFORM_CONSTANT,
1643                                                              conf);
1644                        } else {
1645                                vir_MOV_dest(c, tlb_reg, r);
1646                        }
1647
1648                        if (num_components >= 2)
1649                                vir_MOV_dest(c, tlb_reg, g);
1650                        if (num_components >= 3)
1651                                vir_MOV_dest(c, tlb_reg, b);
1652                        if (num_components >= 4)
1653                                vir_MOV_dest(c, tlb_reg, a);
1654                } else {
1655                        inst = vir_VFPACK_dest(c, tlb_reg, r, g);
1656                        if (conf != ~0 && i == 0) {
1657                                inst->dst = tlbu_reg;
1658                                inst->uniform =
1659                                        vir_get_uniform_index(c,
1660                                                              QUNIFORM_CONSTANT,
1661                                                              conf);
1662                        }
1663
1664                        if (num_components >= 3)
1665                                vir_VFPACK_dest(c, tlb_reg, b, a);
1666                }
1667        }
1668}
1669
1670static void
1671emit_frag_end(struct v3d_compile *c)
1672{
1673        /* If the shader has no non-TLB side effects and doesn't write Z
1674         * we can promote it to enabling early_fragment_tests even
1675         * if the user didn't.
1676         */
1677        if (c->output_position_index == -1 &&
1678            !(c->s->info.num_images || c->s->info.num_ssbos)) {
1679                c->s->info.fs.early_fragment_tests = true;
1680        }
1681
1682        if (c->output_sample_mask_index != -1) {
1683                vir_SETMSF_dest(c, vir_nop_reg(),
1684                                vir_AND(c,
1685                                        vir_MSF(c),
1686                                        c->outputs[c->output_sample_mask_index]));
1687        }
1688
1689        bool has_any_tlb_color_write = false;
1690        for (int rt = 0; rt < V3D_MAX_DRAW_BUFFERS; rt++) {
1691                if (c->fs_key->cbufs & (1 << rt) && c->output_color_var[rt])
1692                        has_any_tlb_color_write = true;
1693        }
1694
1695        if (c->fs_key->sample_alpha_to_coverage && c->output_color_var[0]) {
1696                struct nir_variable *var = c->output_color_var[0];
1697                struct qreg *color = &c->outputs[var->data.driver_location * 4];
1698
1699                vir_SETMSF_dest(c, vir_nop_reg(),
1700                                vir_AND(c,
1701                                        vir_MSF(c),
1702                                        vir_FTOC(c, color[3])));
1703        }
1704
1705        struct qreg tlbu_reg = vir_magic_reg(V3D_QPU_WADDR_TLBU);
1706        if (c->output_position_index != -1 &&
1707            !c->s->info.fs.early_fragment_tests) {
1708                struct qinst *inst = vir_MOV_dest(c, tlbu_reg,
1709                                                  c->outputs[c->output_position_index]);
1710                uint8_t tlb_specifier = TLB_TYPE_DEPTH;
1711
1712                if (c->devinfo->ver >= 42) {
1713                        tlb_specifier |= (TLB_V42_DEPTH_TYPE_PER_PIXEL |
1714                                          TLB_SAMPLE_MODE_PER_PIXEL);
1715                } else
1716                        tlb_specifier |= TLB_DEPTH_TYPE_PER_PIXEL;
1717
1718                inst->uniform = vir_get_uniform_index(c, QUNIFORM_CONSTANT,
1719                                                      tlb_specifier |
1720                                                      0xffffff00);
1721                c->writes_z = true;
1722        } else if (c->s->info.fs.uses_discard ||
1723                   !c->s->info.fs.early_fragment_tests ||
1724                   c->fs_key->sample_alpha_to_coverage ||
1725                   !has_any_tlb_color_write) {
1726                /* Emit passthrough Z if it needed to be delayed until shader
1727                 * end due to potential discards.
1728                 *
1729                 * Since (single-threaded) fragment shaders always need a TLB
1730                 * write, emit passthrouh Z if we didn't have any color
1731                 * buffers and flag us as potentially discarding, so that we
1732                 * can use Z as the TLB write.
1733                 */
1734                c->s->info.fs.uses_discard = true;
1735
1736                struct qinst *inst = vir_MOV_dest(c, tlbu_reg,
1737                                                  vir_nop_reg());
1738                uint8_t tlb_specifier = TLB_TYPE_DEPTH;
1739
1740                if (c->devinfo->ver >= 42) {
1741                        /* The spec says the PER_PIXEL flag is ignored for
1742                         * invariant writes, but the simulator demands it.
1743                         */
1744                        tlb_specifier |= (TLB_V42_DEPTH_TYPE_INVARIANT |
1745                                          TLB_SAMPLE_MODE_PER_PIXEL);
1746                } else {
1747                        tlb_specifier |= TLB_DEPTH_TYPE_INVARIANT;
1748                }
1749
1750                inst->uniform = vir_get_uniform_index(c,
1751                                                      QUNIFORM_CONSTANT,
1752                                                      tlb_specifier |
1753                                                      0xffffff00);
1754                c->writes_z = true;
1755        }
1756
1757        /* XXX: Performance improvement: Merge Z write and color writes TLB
1758         * uniform setup
1759         */
1760        for (int rt = 0; rt < V3D_MAX_DRAW_BUFFERS; rt++)
1761                vir_emit_tlb_color_write(c, rt);
1762}
1763
1764static inline void
1765vir_VPM_WRITE_indirect(struct v3d_compile *c,
1766                       struct qreg val,
1767                       struct qreg vpm_index,
1768                       bool uniform_vpm_index)
1769{
1770        assert(c->devinfo->ver >= 40);
1771        if (uniform_vpm_index)
1772                vir_STVPMV(c, vpm_index, val);
1773        else
1774                vir_STVPMD(c, vpm_index, val);
1775}
1776
1777static void
1778vir_VPM_WRITE(struct v3d_compile *c, struct qreg val, uint32_t vpm_index)
1779{
1780        if (c->devinfo->ver >= 40) {
1781                vir_VPM_WRITE_indirect(c, val,
1782                                       vir_uniform_ui(c, vpm_index), true);
1783        } else {
1784                /* XXX: v3d33_vir_vpm_write_setup(c); */
1785                vir_MOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_VPM), val);
1786        }
1787}
1788
1789static void
1790emit_vert_end(struct v3d_compile *c)
1791{
1792        /* GFXH-1684: VPM writes need to be complete by the end of the shader.
1793         */
1794        if (c->devinfo->ver >= 40 && c->devinfo->ver <= 42)
1795                vir_VPMWT(c);
1796}
1797
1798static void
1799emit_geom_end(struct v3d_compile *c)
1800{
1801        /* GFXH-1684: VPM writes need to be complete by the end of the shader.
1802         */
1803        if (c->devinfo->ver >= 40 && c->devinfo->ver <= 42)
1804                vir_VPMWT(c);
1805}
1806
1807static bool
1808mem_vectorize_callback(unsigned align_mul, unsigned align_offset,
1809                       unsigned bit_size,
1810                       unsigned num_components,
1811                       nir_intrinsic_instr *low,
1812                       nir_intrinsic_instr *high,
1813                       void *data)
1814{
1815        /* Our backend is 32-bit only at present */
1816        if (bit_size != 32)
1817                return false;
1818
1819        if (align_mul % 4 != 0 || align_offset % 4 != 0)
1820                return false;
1821
1822        /* Vector accesses wrap at 16-byte boundaries so we can't vectorize
1823         * if the resulting vector crosses a 16-byte boundary.
1824         */
1825        assert(util_is_power_of_two_nonzero(align_mul));
1826        align_mul = MIN2(align_mul, 16);
1827        align_offset &= 0xf;
1828        if (16 - align_mul + align_offset + num_components * 4 > 16)
1829                return false;
1830
1831        return true;
1832}
1833
1834void
1835v3d_optimize_nir(struct v3d_compile *c, struct nir_shader *s)
1836{
1837        bool progress;
1838        unsigned lower_flrp =
1839                (s->options->lower_flrp16 ? 16 : 0) |
1840                (s->options->lower_flrp32 ? 32 : 0) |
1841                (s->options->lower_flrp64 ? 64 : 0);
1842
1843        do {
1844                progress = false;
1845
1846                NIR_PASS_V(s, nir_lower_vars_to_ssa);
1847                NIR_PASS(progress, s, nir_lower_alu_to_scalar, NULL, NULL);
1848                NIR_PASS(progress, s, nir_lower_phis_to_scalar, false);
1849                NIR_PASS(progress, s, nir_copy_prop);
1850                NIR_PASS(progress, s, nir_opt_remove_phis);
1851                NIR_PASS(progress, s, nir_opt_dce);
1852                NIR_PASS(progress, s, nir_opt_dead_cf);
1853                NIR_PASS(progress, s, nir_opt_cse);
1854                NIR_PASS(progress, s, nir_opt_peephole_select, 8, true, true);
1855                NIR_PASS(progress, s, nir_opt_algebraic);
1856                NIR_PASS(progress, s, nir_opt_constant_folding);
1857
1858                nir_load_store_vectorize_options vectorize_opts = {
1859                        .modes = nir_var_mem_ssbo | nir_var_mem_ubo |
1860                                 nir_var_mem_push_const | nir_var_mem_shared |
1861                                 nir_var_mem_global,
1862                        .callback = mem_vectorize_callback,
1863                        .robust_modes = 0,
1864                };
1865                NIR_PASS(progress, s, nir_opt_load_store_vectorize, &vectorize_opts);
1866
1867                if (lower_flrp != 0) {
1868                        bool lower_flrp_progress = false;
1869
1870                        NIR_PASS(lower_flrp_progress, s, nir_lower_flrp,
1871                                 lower_flrp,
1872                                 false /* always_precise */);
1873                        if (lower_flrp_progress) {
1874                                NIR_PASS(progress, s, nir_opt_constant_folding);
1875                                progress = true;
1876                        }
1877
1878                        /* Nothing should rematerialize any flrps, so we only
1879                         * need to do this lowering once.
1880                         */
1881                        lower_flrp = 0;
1882                }
1883
1884                NIR_PASS(progress, s, nir_opt_undef);
1885                NIR_PASS(progress, s, nir_lower_undef_to_zero);
1886
1887                if (c && !c->disable_loop_unrolling &&
1888                    s->options->max_unroll_iterations > 0) {
1889                       bool local_progress = false;
1890                       NIR_PASS(local_progress, s, nir_opt_loop_unroll);
1891                       c->unrolled_any_loops |= local_progress;
1892                       progress |= local_progress;
1893                }
1894        } while (progress);
1895
1896        nir_move_options sink_opts =
1897                nir_move_const_undef | nir_move_comparisons | nir_move_copies |
1898                nir_move_load_ubo;
1899        NIR_PASS(progress, s, nir_opt_sink, sink_opts);
1900
1901        NIR_PASS(progress, s, nir_opt_move, nir_move_load_ubo);
1902}
1903
1904static int
1905driver_location_compare(const nir_variable *a, const nir_variable *b)
1906{
1907        return a->data.driver_location == b->data.driver_location ?
1908               a->data.location_frac - b->data.location_frac :
1909               a->data.driver_location - b->data.driver_location;
1910}
1911
1912static struct qreg
1913ntq_emit_vpm_read(struct v3d_compile *c,
1914                  uint32_t *num_components_queued,
1915                  uint32_t *remaining,
1916                  uint32_t vpm_index)
1917{
1918        struct qreg vpm = vir_reg(QFILE_VPM, vpm_index);
1919
1920        if (c->devinfo->ver >= 40 ) {
1921                return vir_LDVPMV_IN(c,
1922                                     vir_uniform_ui(c,
1923                                                    (*num_components_queued)++));
1924        }
1925
1926        if (*num_components_queued != 0) {
1927                (*num_components_queued)--;
1928                return vir_MOV(c, vpm);
1929        }
1930
1931        uint32_t num_components = MIN2(*remaining, 32);
1932
1933        v3d33_vir_vpm_read_setup(c, num_components);
1934
1935        *num_components_queued = num_components - 1;
1936        *remaining -= num_components;
1937
1938        return vir_MOV(c, vpm);
1939}
1940
1941static void
1942ntq_setup_vs_inputs(struct v3d_compile *c)
1943{
1944        /* Figure out how many components of each vertex attribute the shader
1945         * uses.  Each variable should have been split to individual
1946         * components and unused ones DCEed.  The vertex fetcher will load
1947         * from the start of the attribute to the number of components we
1948         * declare we need in c->vattr_sizes[].
1949         *
1950         * BGRA vertex attributes are a bit special: since we implement these
1951         * as RGBA swapping R/B components we always need at least 3 components
1952         * if component 0 is read.
1953         */
1954        nir_foreach_shader_in_variable(var, c->s) {
1955                /* No VS attribute array support. */
1956                assert(MAX2(glsl_get_length(var->type), 1) == 1);
1957
1958                unsigned loc = var->data.driver_location;
1959                int start_component = var->data.location_frac;
1960                int num_components = glsl_get_components(var->type);
1961
1962                c->vattr_sizes[loc] = MAX2(c->vattr_sizes[loc],
1963                                           start_component + num_components);
1964
1965                /* Handle BGRA inputs */
1966                if (start_component == 0 &&
1967                    c->vs_key->va_swap_rb_mask & (1 << var->data.location)) {
1968                        c->vattr_sizes[loc] = MAX2(3, c->vattr_sizes[loc]);
1969                }
1970        }
1971
1972        unsigned num_components = 0;
1973        uint32_t vpm_components_queued = 0;
1974        bool uses_iid = BITSET_TEST(c->s->info.system_values_read,
1975                                    SYSTEM_VALUE_INSTANCE_ID) ||
1976                        BITSET_TEST(c->s->info.system_values_read,
1977                                    SYSTEM_VALUE_INSTANCE_INDEX);
1978        bool uses_biid = BITSET_TEST(c->s->info.system_values_read,
1979                                     SYSTEM_VALUE_BASE_INSTANCE);
1980        bool uses_vid = BITSET_TEST(c->s->info.system_values_read,
1981                                    SYSTEM_VALUE_VERTEX_ID) ||
1982                        BITSET_TEST(c->s->info.system_values_read,
1983                                    SYSTEM_VALUE_VERTEX_ID_ZERO_BASE);
1984
1985        num_components += uses_iid;
1986        num_components += uses_biid;
1987        num_components += uses_vid;
1988
1989        for (int i = 0; i < ARRAY_SIZE(c->vattr_sizes); i++)
1990                num_components += c->vattr_sizes[i];
1991
1992        if (uses_iid) {
1993                c->iid = ntq_emit_vpm_read(c, &vpm_components_queued,
1994                                           &num_components, ~0);
1995        }
1996
1997        if (uses_biid) {
1998                c->biid = ntq_emit_vpm_read(c, &vpm_components_queued,
1999                                            &num_components, ~0);
2000        }
2001
2002        if (uses_vid) {
2003                c->vid = ntq_emit_vpm_read(c, &vpm_components_queued,
2004                                           &num_components, ~0);
2005        }
2006
2007        /* The actual loads will happen directly in nir_intrinsic_load_input
2008         * on newer versions.
2009         */
2010        if (c->devinfo->ver >= 40)
2011                return;
2012
2013        for (int loc = 0; loc < ARRAY_SIZE(c->vattr_sizes); loc++) {
2014                resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
2015                                  (loc + 1) * 4);
2016
2017                for (int i = 0; i < c->vattr_sizes[loc]; i++) {
2018                        c->inputs[loc * 4 + i] =
2019                                ntq_emit_vpm_read(c,
2020                                                  &vpm_components_queued,
2021                                                  &num_components,
2022                                                  loc * 4 + i);
2023
2024                }
2025        }
2026
2027        if (c->devinfo->ver >= 40) {
2028                assert(vpm_components_queued == num_components);
2029        } else {
2030                assert(vpm_components_queued == 0);
2031                assert(num_components == 0);
2032        }
2033}
2034
2035static bool
2036program_reads_point_coord(struct v3d_compile *c)
2037{
2038        nir_foreach_shader_in_variable(var, c->s) {
2039                if (util_varying_is_point_coord(var->data.location,
2040                                                c->fs_key->point_sprite_mask)) {
2041                        return true;
2042                }
2043        }
2044
2045        return false;
2046}
2047
2048static void
2049ntq_setup_gs_inputs(struct v3d_compile *c)
2050{
2051        nir_sort_variables_with_modes(c->s, driver_location_compare,
2052                                      nir_var_shader_in);
2053
2054        nir_foreach_shader_in_variable(var, c->s) {
2055                /* All GS inputs are arrays with as many entries as vertices
2056                 * in the input primitive, but here we only care about the
2057                 * per-vertex input type.
2058                 */
2059                assert(glsl_type_is_array(var->type));
2060                const struct glsl_type *type = glsl_get_array_element(var->type);
2061                unsigned array_len = MAX2(glsl_get_length(type), 1);
2062                unsigned loc = var->data.driver_location;
2063
2064                resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
2065                                  (loc + array_len) * 4);
2066
2067                if (var->data.compact) {
2068                        for (unsigned j = 0; j < array_len; j++) {
2069                                unsigned input_idx = c->num_inputs++;
2070                                unsigned loc_frac = var->data.location_frac + j;
2071                                unsigned loc = var->data.location + loc_frac / 4;
2072                                unsigned comp = loc_frac % 4;
2073                                c->input_slots[input_idx] =
2074                                        v3d_slot_from_slot_and_component(loc, comp);
2075                        }
2076                       continue;
2077                }
2078
2079                for (unsigned j = 0; j < array_len; j++) {
2080                        unsigned num_elements = glsl_get_vector_elements(type);
2081                        for (unsigned k = 0; k < num_elements; k++) {
2082                                unsigned chan = var->data.location_frac + k;
2083                                unsigned input_idx = c->num_inputs++;
2084                                struct v3d_varying_slot slot =
2085                                        v3d_slot_from_slot_and_component(var->data.location + j, chan);
2086                                c->input_slots[input_idx] = slot;
2087                        }
2088                }
2089        }
2090}
2091
2092
2093static void
2094ntq_setup_fs_inputs(struct v3d_compile *c)
2095{
2096        nir_sort_variables_with_modes(c->s, driver_location_compare,
2097                                      nir_var_shader_in);
2098
2099        nir_foreach_shader_in_variable(var, c->s) {
2100                unsigned var_len = glsl_count_vec4_slots(var->type, false, false);
2101                unsigned loc = var->data.driver_location;
2102
2103                uint32_t inputs_array_size = c->inputs_array_size;
2104                uint32_t inputs_array_required_size = (loc + var_len) * 4;
2105                resize_qreg_array(c, &c->inputs, &c->inputs_array_size,
2106                                  inputs_array_required_size);
2107                resize_interp_array(c, &c->interp, &inputs_array_size,
2108                                    inputs_array_required_size);
2109
2110                if (var->data.location == VARYING_SLOT_POS) {
2111                        emit_fragcoord_input(c, loc);
2112                } else if (var->data.location == VARYING_SLOT_PRIMITIVE_ID &&
2113                           !c->fs_key->has_gs) {
2114                        /* If the fragment shader reads gl_PrimitiveID and we
2115                         * don't have a geometry shader in the pipeline to write
2116                         * it then we program the hardware to inject it as
2117                         * an implicit varying. Take it from there.
2118                         */
2119                        c->inputs[loc * 4] = c->primitive_id;
2120                } else if (util_varying_is_point_coord(var->data.location,
2121                                                       c->fs_key->point_sprite_mask)) {
2122                        c->inputs[loc * 4 + 0] = c->point_x;
2123                        c->inputs[loc * 4 + 1] = c->point_y;
2124                } else if (var->data.compact) {
2125                        for (int j = 0; j < var_len; j++)
2126                                emit_compact_fragment_input(c, loc, var, j);
2127                } else if (glsl_type_is_struct(var->type)) {
2128                        for (int j = 0; j < var_len; j++) {
2129                           emit_fragment_input(c, loc, var, j, 4);
2130                        }
2131                } else {
2132                        for (int j = 0; j < var_len; j++) {
2133                                emit_fragment_input(c, loc, var, j, glsl_get_vector_elements(var->type));
2134                        }
2135                }
2136        }
2137}
2138
2139static void
2140ntq_setup_outputs(struct v3d_compile *c)
2141{
2142        if (c->s->info.stage != MESA_SHADER_FRAGMENT)
2143                return;
2144
2145        nir_foreach_shader_out_variable(var, c->s) {
2146                unsigned array_len = MAX2(glsl_get_length(var->type), 1);
2147                unsigned loc = var->data.driver_location * 4;
2148
2149                assert(array_len == 1);
2150                (void)array_len;
2151
2152                for (int i = 0; i < 4 - var->data.location_frac; i++) {
2153                        add_output(c, loc + var->data.location_frac + i,
2154                                   var->data.location,
2155                                   var->data.location_frac + i);
2156                }
2157
2158                switch (var->data.location) {
2159                case FRAG_RESULT_COLOR:
2160                        c->output_color_var[0] = var;
2161                        c->output_color_var[1] = var;
2162                        c->output_color_var[2] = var;
2163                        c->output_color_var[3] = var;
2164                        break;
2165                case FRAG_RESULT_DATA0:
2166                case FRAG_RESULT_DATA1:
2167                case FRAG_RESULT_DATA2:
2168                case FRAG_RESULT_DATA3:
2169                        c->output_color_var[var->data.location -
2170                                            FRAG_RESULT_DATA0] = var;
2171                        break;
2172                case FRAG_RESULT_DEPTH:
2173                        c->output_position_index = loc;
2174                        break;
2175                case FRAG_RESULT_SAMPLE_MASK:
2176                        c->output_sample_mask_index = loc;
2177                        break;
2178                }
2179        }
2180}
2181
2182/**
2183 * Sets up the mapping from nir_register to struct qreg *.
2184 *
2185 * Each nir_register gets a struct qreg per 32-bit component being stored.
2186 */
2187static void
2188ntq_setup_registers(struct v3d_compile *c, struct exec_list *list)
2189{
2190        foreach_list_typed(nir_register, nir_reg, node, list) {
2191                unsigned array_len = MAX2(nir_reg->num_array_elems, 1);
2192                struct qreg *qregs = ralloc_array(c->def_ht, struct qreg,
2193                                                  array_len *
2194                                                  nir_reg->num_components);
2195
2196                _mesa_hash_table_insert(c->def_ht, nir_reg, qregs);
2197
2198                for (int i = 0; i < array_len * nir_reg->num_components; i++)
2199                        qregs[i] = vir_get_temp(c);
2200        }
2201}
2202
2203static void
2204ntq_emit_load_const(struct v3d_compile *c, nir_load_const_instr *instr)
2205{
2206        /* XXX perf: Experiment with using immediate loads to avoid having
2207         * these end up in the uniform stream.  Watch out for breaking the
2208         * small immediates optimization in the process!
2209         */
2210        struct qreg *qregs = ntq_init_ssa_def(c, &instr->def);
2211        for (int i = 0; i < instr->def.num_components; i++)
2212                qregs[i] = vir_uniform_ui(c, instr->value[i].u32);
2213
2214        _mesa_hash_table_insert(c->def_ht, &instr->def, qregs);
2215}
2216
2217static void
2218ntq_emit_image_size(struct v3d_compile *c, nir_intrinsic_instr *instr)
2219{
2220        unsigned image_index = nir_src_as_uint(instr->src[0]);
2221        bool is_array = nir_intrinsic_image_array(instr);
2222
2223        assert(nir_src_as_uint(instr->src[1]) == 0);
2224
2225        ntq_store_dest(c, &instr->dest, 0,
2226                       vir_uniform(c, QUNIFORM_IMAGE_WIDTH, image_index));
2227        if (instr->num_components > 1) {
2228                ntq_store_dest(c, &instr->dest, 1,
2229                               vir_uniform(c,
2230                                           instr->num_components == 2 && is_array ?
2231                                                   QUNIFORM_IMAGE_ARRAY_SIZE :
2232                                                   QUNIFORM_IMAGE_HEIGHT,
2233                                           image_index));
2234        }
2235        if (instr->num_components > 2) {
2236                ntq_store_dest(c, &instr->dest, 2,
2237                               vir_uniform(c,
2238                                           is_array ?
2239                                           QUNIFORM_IMAGE_ARRAY_SIZE :
2240                                           QUNIFORM_IMAGE_DEPTH,
2241                                           image_index));
2242        }
2243}
2244
2245static void
2246vir_emit_tlb_color_read(struct v3d_compile *c, nir_intrinsic_instr *instr)
2247{
2248        assert(c->s->info.stage == MESA_SHADER_FRAGMENT);
2249
2250        int rt = nir_src_as_uint(instr->src[0]);
2251        assert(rt < V3D_MAX_DRAW_BUFFERS);
2252
2253        int sample_index = nir_intrinsic_base(instr) ;
2254        assert(sample_index < V3D_MAX_SAMPLES);
2255
2256        int component = nir_intrinsic_component(instr);
2257        assert(component < 4);
2258
2259        /* We need to emit our TLB reads after we have acquired the scoreboard
2260         * lock, or the GPU will hang. Usually, we do our scoreboard locking on
2261         * the last thread switch to improve parallelism, however, that is only
2262         * guaranteed to happen before the tlb color writes.
2263         *
2264         * To fix that, we make sure we always emit a thread switch before the
2265         * first tlb color read. If that happens to be the last thread switch
2266         * we emit, then everything is fine, but otherwsie, if any code after
2267         * this point needs to emit additional thread switches, then we will
2268         * switch the strategy to locking the scoreboard on the first thread
2269         * switch instead -- see vir_emit_thrsw().
2270         */
2271        if (!c->emitted_tlb_load) {
2272                if (!c->last_thrsw_at_top_level) {
2273                        assert(c->devinfo->ver >= 41);
2274                        vir_emit_thrsw(c);
2275                }
2276
2277                c->emitted_tlb_load = true;
2278        }
2279
2280        struct qreg *color_reads_for_sample =
2281                &c->color_reads[(rt * V3D_MAX_SAMPLES + sample_index) * 4];
2282
2283        if (color_reads_for_sample[component].file == QFILE_NULL) {
2284                enum pipe_format rt_format = c->fs_key->color_fmt[rt].format;
2285                int num_components =
2286                        util_format_get_nr_components(rt_format);
2287
2288                const bool swap_rb = c->fs_key->swap_color_rb & (1 << rt);
2289                if (swap_rb)
2290                        num_components = MAX2(num_components, 3);
2291
2292                nir_variable *var = c->output_color_var[rt];
2293                enum glsl_base_type type = glsl_get_base_type(var->type);
2294
2295                bool is_int_format = type == GLSL_TYPE_INT ||
2296                                     type == GLSL_TYPE_UINT;
2297
2298                bool is_32b_tlb_format = is_int_format ||
2299                                         (c->fs_key->f32_color_rb & (1 << rt));
2300
2301                int num_samples = c->fs_key->msaa ? V3D_MAX_SAMPLES : 1;
2302
2303                uint32_t conf = 0xffffff00;
2304                conf |= c->fs_key->msaa ? TLB_SAMPLE_MODE_PER_SAMPLE :
2305                                          TLB_SAMPLE_MODE_PER_PIXEL;
2306                conf |= (7 - rt) << TLB_RENDER_TARGET_SHIFT;
2307
2308                if (is_32b_tlb_format) {
2309                        /* The F32 vs I32 distinction was dropped in 4.2. */
2310                        conf |= (c->devinfo->ver < 42 && is_int_format) ?
2311                                TLB_TYPE_I32_COLOR : TLB_TYPE_F32_COLOR;
2312
2313                        conf |= ((num_components - 1) <<
2314                                 TLB_VEC_SIZE_MINUS_1_SHIFT);
2315                } else {
2316                        conf |= TLB_TYPE_F16_COLOR;
2317                        conf |= TLB_F16_SWAP_HI_LO;
2318
2319                        if (num_components >= 3)
2320                                conf |= TLB_VEC_SIZE_4_F16;
2321                        else
2322                                conf |= TLB_VEC_SIZE_2_F16;
2323                }
2324
2325
2326                for (int i = 0; i < num_samples; i++) {
2327                        struct qreg r, g, b, a;
2328                        if (is_32b_tlb_format) {
2329                                r = conf != 0xffffffff && i == 0?
2330                                        vir_TLBU_COLOR_READ(c, conf) :
2331                                        vir_TLB_COLOR_READ(c);
2332                                if (num_components >= 2)
2333                                        g = vir_TLB_COLOR_READ(c);
2334                                if (num_components >= 3)
2335                                        b = vir_TLB_COLOR_READ(c);
2336                                if (num_components >= 4)
2337                                        a = vir_TLB_COLOR_READ(c);
2338                        } else {
2339                                struct qreg rg = conf != 0xffffffff && i == 0 ?
2340                                        vir_TLBU_COLOR_READ(c, conf) :
2341                                        vir_TLB_COLOR_READ(c);
2342                                r = vir_FMOV(c, rg);
2343                                vir_set_unpack(c->defs[r.index], 0,
2344                                               V3D_QPU_UNPACK_L);
2345                                g = vir_FMOV(c, rg);
2346                                vir_set_unpack(c->defs[g.index], 0,
2347                                               V3D_QPU_UNPACK_H);
2348
2349                                if (num_components > 2) {
2350                                    struct qreg ba = vir_TLB_COLOR_READ(c);
2351                                    b = vir_FMOV(c, ba);
2352                                    vir_set_unpack(c->defs[b.index], 0,
2353                                                   V3D_QPU_UNPACK_L);
2354                                    a = vir_FMOV(c, ba);
2355                                    vir_set_unpack(c->defs[a.index], 0,
2356                                                   V3D_QPU_UNPACK_H);
2357                                }
2358                        }
2359
2360                        struct qreg *color_reads =
2361                                &c->color_reads[(rt * V3D_MAX_SAMPLES + i) * 4];
2362
2363                        color_reads[0] = swap_rb ? b : r;
2364                        if (num_components >= 2)
2365                                color_reads[1] = g;
2366                        if (num_components >= 3)
2367                                color_reads[2] = swap_rb ? r : b;
2368                        if (num_components >= 4)
2369                                color_reads[3] = a;
2370                }
2371        }
2372
2373        assert(color_reads_for_sample[component].file != QFILE_NULL);
2374        ntq_store_dest(c, &instr->dest, 0,
2375                       vir_MOV(c, color_reads_for_sample[component]));
2376}
2377
2378static void
2379ntq_emit_load_uniform(struct v3d_compile *c, nir_intrinsic_instr *instr)
2380{
2381        if (nir_src_is_const(instr->src[0])) {
2382                int offset = (nir_intrinsic_base(instr) +
2383                             nir_src_as_uint(instr->src[0]));
2384                assert(offset % 4 == 0);
2385                /* We need dwords */
2386                offset = offset / 4;
2387                for (int i = 0; i < instr->num_components; i++) {
2388                        ntq_store_dest(c, &instr->dest, i,
2389                                       vir_uniform(c, QUNIFORM_UNIFORM,
2390                                                   offset + i));
2391                }
2392        } else {
2393               ntq_emit_tmu_general(c, instr, false);
2394        }
2395}
2396
2397static void
2398ntq_emit_load_input(struct v3d_compile *c, nir_intrinsic_instr *instr)
2399{
2400        /* XXX: Use ldvpmv (uniform offset) or ldvpmd (non-uniform offset).
2401         *
2402         * Right now the driver sets PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR even
2403         * if we don't support non-uniform offsets because we also set the
2404         * lower_all_io_to_temps option in the NIR compiler. This ensures that
2405         * any indirect indexing on in/out variables is turned into indirect
2406         * indexing on temporary variables instead, that we handle by lowering
2407         * to scratch. If we implement non-uniform offset here we might be able
2408         * to avoid the temp and scratch lowering, which involves copying from
2409         * the input to the temp variable, possibly making code more optimal.
2410         */
2411        unsigned offset =
2412                nir_intrinsic_base(instr) + nir_src_as_uint(instr->src[0]);
2413
2414        if (c->s->info.stage != MESA_SHADER_FRAGMENT && c->devinfo->ver >= 40) {
2415               /* Emit the LDVPM directly now, rather than at the top
2416                * of the shader like we did for V3D 3.x (which needs
2417                * vpmsetup when not just taking the next offset).
2418                *
2419                * Note that delaying like this may introduce stalls,
2420                * as LDVPMV takes a minimum of 1 instruction but may
2421                * be slower if the VPM unit is busy with another QPU.
2422                */
2423               int index = 0;
2424               if (BITSET_TEST(c->s->info.system_values_read,
2425                               SYSTEM_VALUE_INSTANCE_ID)) {
2426                      index++;
2427               }
2428               if (BITSET_TEST(c->s->info.system_values_read,
2429                               SYSTEM_VALUE_BASE_INSTANCE)) {
2430                      index++;
2431               }
2432               if (BITSET_TEST(c->s->info.system_values_read,
2433                               SYSTEM_VALUE_VERTEX_ID)) {
2434                      index++;
2435               }
2436               for (int i = 0; i < offset; i++)
2437                      index += c->vattr_sizes[i];
2438               index += nir_intrinsic_component(instr);
2439               for (int i = 0; i < instr->num_components; i++) {
2440                      struct qreg vpm_offset = vir_uniform_ui(c, index++);
2441                      ntq_store_dest(c, &instr->dest, i,
2442                                     vir_LDVPMV_IN(c, vpm_offset));
2443                }
2444        } else {
2445                for (int i = 0; i < instr->num_components; i++) {
2446                        int comp = nir_intrinsic_component(instr) + i;
2447                        ntq_store_dest(c, &instr->dest, i,
2448                                       vir_MOV(c, c->inputs[offset * 4 + comp]));
2449                }
2450        }
2451}
2452
2453static void
2454ntq_emit_per_sample_color_write(struct v3d_compile *c,
2455                                nir_intrinsic_instr *instr)
2456{
2457        assert(instr->intrinsic == nir_intrinsic_store_tlb_sample_color_v3d);
2458
2459        unsigned rt = nir_src_as_uint(instr->src[1]);
2460        assert(rt < V3D_MAX_DRAW_BUFFERS);
2461
2462        unsigned sample_idx = nir_intrinsic_base(instr);
2463        assert(sample_idx < V3D_MAX_SAMPLES);
2464
2465        unsigned offset = (rt * V3D_MAX_SAMPLES + sample_idx) * 4;
2466        for (int i = 0; i < instr->num_components; i++) {
2467                c->sample_colors[offset + i] =
2468                        vir_MOV(c, ntq_get_src(c, instr->src[0], i));
2469        }
2470}
2471
2472static void
2473ntq_emit_color_write(struct v3d_compile *c,
2474                     nir_intrinsic_instr *instr)
2475{
2476        unsigned offset = (nir_intrinsic_base(instr) +
2477                           nir_src_as_uint(instr->src[1])) * 4 +
2478                          nir_intrinsic_component(instr);
2479        for (int i = 0; i < instr->num_components; i++) {
2480                c->outputs[offset + i] =
2481                        vir_MOV(c, ntq_get_src(c, instr->src[0], i));
2482        }
2483}
2484
2485static void
2486emit_store_output_gs(struct v3d_compile *c, nir_intrinsic_instr *instr)
2487{
2488        assert(instr->num_components == 1);
2489
2490        struct qreg offset = ntq_get_src(c, instr->src[1], 0);
2491
2492        uint32_t base_offset = nir_intrinsic_base(instr);
2493
2494        if (base_offset)
2495                offset = vir_ADD(c, vir_uniform_ui(c, base_offset), offset);
2496
2497        /* Usually, for VS or FS, we only emit outputs once at program end so
2498         * our VPM writes are never in non-uniform control flow, but this
2499         * is not true for GS, where we are emitting multiple vertices.
2500         */
2501        if (vir_in_nonuniform_control_flow(c)) {
2502                vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
2503                           V3D_QPU_PF_PUSHZ);
2504        }
2505
2506        struct qreg val = ntq_get_src(c, instr->src[0], 0);
2507
2508        /* The offset isn’t necessarily dynamically uniform for a geometry
2509         * shader. This can happen if the shader sometimes doesn’t emit one of
2510         * the vertices. In that case subsequent vertices will be written to
2511         * different offsets in the VPM and we need to use the scatter write
2512         * instruction to have a different offset for each lane.
2513         */
2514         bool is_uniform_offset =
2515                 !vir_in_nonuniform_control_flow(c) &&
2516                 !nir_src_is_divergent(instr->src[1]);
2517         vir_VPM_WRITE_indirect(c, val, offset, is_uniform_offset);
2518
2519        if (vir_in_nonuniform_control_flow(c)) {
2520                struct qinst *last_inst =
2521                        (struct qinst *)c->cur_block->instructions.prev;
2522                vir_set_cond(last_inst, V3D_QPU_COND_IFA);
2523        }
2524}
2525
2526static void
2527emit_store_output_vs(struct v3d_compile *c, nir_intrinsic_instr *instr)
2528{
2529        assert(c->s->info.stage == MESA_SHADER_VERTEX);
2530        assert(instr->num_components == 1);
2531
2532        uint32_t base = nir_intrinsic_base(instr);
2533        struct qreg val = ntq_get_src(c, instr->src[0], 0);
2534
2535        if (nir_src_is_const(instr->src[1])) {
2536                vir_VPM_WRITE(c, val,
2537                              base + nir_src_as_uint(instr->src[1]));
2538        } else {
2539                struct qreg offset = vir_ADD(c,
2540                                             ntq_get_src(c, instr->src[1], 1),
2541                                             vir_uniform_ui(c, base));
2542                bool is_uniform_offset =
2543                        !vir_in_nonuniform_control_flow(c) &&
2544                        !nir_src_is_divergent(instr->src[1]);
2545                vir_VPM_WRITE_indirect(c, val, offset, is_uniform_offset);
2546        }
2547}
2548
2549static void
2550ntq_emit_store_output(struct v3d_compile *c, nir_intrinsic_instr *instr)
2551{
2552        if (c->s->info.stage == MESA_SHADER_FRAGMENT)
2553               ntq_emit_color_write(c, instr);
2554        else if (c->s->info.stage == MESA_SHADER_GEOMETRY)
2555               emit_store_output_gs(c, instr);
2556        else
2557               emit_store_output_vs(c, instr);
2558}
2559
2560/**
2561 * This implementation is based on v3d_sample_{x,y}_offset() from
2562 * v3d_sample_offset.h.
2563 */
2564static void
2565ntq_get_sample_offset(struct v3d_compile *c, struct qreg sample_idx,
2566                      struct qreg *sx, struct qreg *sy)
2567{
2568        sample_idx = vir_ITOF(c, sample_idx);
2569
2570        struct qreg offset_x =
2571                vir_FADD(c, vir_uniform_f(c, -0.125f),
2572                            vir_FMUL(c, sample_idx,
2573                                        vir_uniform_f(c, 0.5f)));
2574        vir_set_pf(c, vir_FCMP_dest(c, vir_nop_reg(),
2575                                    vir_uniform_f(c, 2.0f), sample_idx),
2576                   V3D_QPU_PF_PUSHC);
2577        offset_x = vir_SEL(c, V3D_QPU_COND_IFA,
2578                              vir_FSUB(c, offset_x, vir_uniform_f(c, 1.25f)),
2579                              offset_x);
2580
2581        struct qreg offset_y =
2582                   vir_FADD(c, vir_uniform_f(c, -0.375f),
2583                               vir_FMUL(c, sample_idx,
2584                                           vir_uniform_f(c, 0.25f)));
2585        *sx = offset_x;
2586        *sy = offset_y;
2587}
2588
2589/**
2590 * This implementation is based on get_centroid_offset() from fep.c.
2591 */
2592static void
2593ntq_get_barycentric_centroid(struct v3d_compile *c,
2594                             struct qreg *out_x,
2595                             struct qreg *out_y)
2596{
2597        struct qreg sample_mask;
2598        if (c->output_sample_mask_index != -1)
2599                sample_mask = c->outputs[c->output_sample_mask_index];
2600        else
2601                sample_mask = vir_MSF(c);
2602
2603        struct qreg i0 = vir_uniform_ui(c, 0);
2604        struct qreg i1 = vir_uniform_ui(c, 1);
2605        struct qreg i2 = vir_uniform_ui(c, 2);
2606        struct qreg i3 = vir_uniform_ui(c, 3);
2607        struct qreg i4 = vir_uniform_ui(c, 4);
2608        struct qreg i8 = vir_uniform_ui(c, 8);
2609
2610        /* sN = TRUE if sample N enabled in sample mask, FALSE otherwise */
2611        struct qreg F = vir_uniform_ui(c, 0);
2612        struct qreg T = vir_uniform_ui(c, ~0);
2613        struct qreg s0 = vir_XOR(c, vir_AND(c, sample_mask, i1), i1);
2614        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s0), V3D_QPU_PF_PUSHZ);
2615        s0 = vir_SEL(c, V3D_QPU_COND_IFA, T, F);
2616        struct qreg s1 = vir_XOR(c, vir_AND(c, sample_mask, i2), i2);
2617        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s1), V3D_QPU_PF_PUSHZ);
2618        s1 = vir_SEL(c, V3D_QPU_COND_IFA, T, F);
2619        struct qreg s2 = vir_XOR(c, vir_AND(c, sample_mask, i4), i4);
2620        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s2), V3D_QPU_PF_PUSHZ);
2621        s2 = vir_SEL(c, V3D_QPU_COND_IFA, T, F);
2622        struct qreg s3 = vir_XOR(c, vir_AND(c, sample_mask, i8), i8);
2623        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s3), V3D_QPU_PF_PUSHZ);
2624        s3 = vir_SEL(c, V3D_QPU_COND_IFA, T, F);
2625
2626        /* sample_idx = s0 ? 0 : s2 ? 2 : s1 ? 1 : 3 */
2627        struct qreg sample_idx = i3;
2628        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s1), V3D_QPU_PF_PUSHZ);
2629        sample_idx = vir_SEL(c, V3D_QPU_COND_IFNA, i1, sample_idx);
2630        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s2), V3D_QPU_PF_PUSHZ);
2631        sample_idx = vir_SEL(c, V3D_QPU_COND_IFNA, i2, sample_idx);
2632        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), s0), V3D_QPU_PF_PUSHZ);
2633        sample_idx = vir_SEL(c, V3D_QPU_COND_IFNA, i0, sample_idx);
2634
2635        /* Get offset at selected sample index */
2636        struct qreg offset_x, offset_y;
2637        ntq_get_sample_offset(c, sample_idx, &offset_x, &offset_y);
2638
2639        /* Select pixel center [offset=(0,0)] if two opposing samples (or none)
2640         * are selected.
2641         */
2642        struct qreg s0_and_s3 = vir_AND(c, s0, s3);
2643        struct qreg s1_and_s2 = vir_AND(c, s1, s2);
2644
2645        struct qreg use_center = vir_XOR(c, sample_mask, vir_uniform_ui(c, 0));
2646        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), use_center), V3D_QPU_PF_PUSHZ);
2647        use_center = vir_SEL(c, V3D_QPU_COND_IFA, T, F);
2648        use_center = vir_OR(c, use_center, s0_and_s3);
2649        use_center = vir_OR(c, use_center, s1_and_s2);
2650
2651        struct qreg zero = vir_uniform_f(c, 0.0f);
2652        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), use_center), V3D_QPU_PF_PUSHZ);
2653        offset_x = vir_SEL(c, V3D_QPU_COND_IFNA, zero, offset_x);
2654        offset_y = vir_SEL(c, V3D_QPU_COND_IFNA, zero, offset_y);
2655
2656        *out_x = offset_x;
2657        *out_y = offset_y;
2658}
2659
2660static struct qreg
2661ntq_emit_load_interpolated_input(struct v3d_compile *c,
2662                                 struct qreg p,
2663                                 struct qreg C,
2664                                 struct qreg offset_x,
2665                                 struct qreg offset_y,
2666                                 unsigned mode)
2667{
2668        if (mode == INTERP_MODE_FLAT)
2669                return C;
2670
2671        struct qreg sample_offset_x =
2672                vir_FSUB(c, vir_FXCD(c), vir_ITOF(c, vir_XCD(c)));
2673        struct qreg sample_offset_y =
2674                vir_FSUB(c, vir_FYCD(c), vir_ITOF(c, vir_YCD(c)));
2675
2676        struct qreg scaleX =
2677                vir_FADD(c, vir_FSUB(c, vir_uniform_f(c, 0.5f), sample_offset_x),
2678                            offset_x);
2679        struct qreg scaleY =
2680                vir_FADD(c, vir_FSUB(c, vir_uniform_f(c, 0.5f), sample_offset_y),
2681                            offset_y);
2682
2683        struct qreg pInterp =
2684                vir_FADD(c, p, vir_FADD(c, vir_FMUL(c, vir_FDX(c, p), scaleX),
2685                                           vir_FMUL(c, vir_FDY(c, p), scaleY)));
2686
2687        if (mode == INTERP_MODE_NOPERSPECTIVE)
2688                return vir_FADD(c, pInterp, C);
2689
2690        struct qreg w = c->payload_w;
2691        struct qreg wInterp =
2692                vir_FADD(c, w, vir_FADD(c, vir_FMUL(c, vir_FDX(c, w), scaleX),
2693                                           vir_FMUL(c, vir_FDY(c, w), scaleY)));
2694
2695        return vir_FADD(c, vir_FMUL(c, pInterp, wInterp), C);
2696}
2697
2698static void
2699emit_ldunifa(struct v3d_compile *c, struct qreg *result)
2700{
2701        struct qinst *ldunifa =
2702                vir_add_inst(V3D_QPU_A_NOP, c->undef, c->undef, c->undef);
2703        ldunifa->qpu.sig.ldunifa = true;
2704        if (result)
2705                *result = vir_emit_def(c, ldunifa);
2706        else
2707                vir_emit_nondef(c, ldunifa);
2708        c->current_unifa_offset += 4;
2709}
2710
2711static void
2712ntq_emit_load_ubo_unifa(struct v3d_compile *c, nir_intrinsic_instr *instr)
2713{
2714        /* Every ldunifa auto-increments the unifa address by 4 bytes, so our
2715         * current unifa offset is 4 bytes ahead of the offset of the last load.
2716         */
2717        static const int32_t max_unifa_skip_dist =
2718                MAX_UNIFA_SKIP_DISTANCE - 4;
2719
2720        bool dynamic_src = !nir_src_is_const(instr->src[1]);
2721        uint32_t const_offset =
2722                dynamic_src ? 0 : nir_src_as_uint(instr->src[1]);
2723
2724        /* On OpenGL QUNIFORM_UBO_ADDR takes a UBO index
2725         * shifted up by 1 (0 is gallium's constant buffer 0).
2726         */
2727        uint32_t index = nir_src_as_uint(instr->src[0]);
2728        if (c->key->environment == V3D_ENVIRONMENT_OPENGL)
2729                index++;
2730
2731        /* We can only keep track of the last unifa address we used with
2732         * constant offset loads. If the new load targets the same UBO and
2733         * is close enough to the previous load, we can skip the unifa register
2734         * write by emitting dummy ldunifa instructions to update the unifa
2735         * address.
2736         */
2737        bool skip_unifa = false;
2738        uint32_t ldunifa_skips = 0;
2739        if (dynamic_src) {
2740                c->current_unifa_block = NULL;
2741        } else if (c->cur_block == c->current_unifa_block &&
2742                   c->current_unifa_index == index &&
2743                   c->current_unifa_offset <= const_offset &&
2744                   c->current_unifa_offset + max_unifa_skip_dist >= const_offset) {
2745                skip_unifa = true;
2746                ldunifa_skips = (const_offset - c->current_unifa_offset) / 4;
2747        } else {
2748                c->current_unifa_block = c->cur_block;
2749                c->current_unifa_index = index;
2750                c->current_unifa_offset = const_offset;
2751        }
2752
2753        if (!skip_unifa) {
2754                struct qreg base_offset =
2755                        vir_uniform(c, QUNIFORM_UBO_ADDR,
2756                                    v3d_unit_data_create(index, const_offset));
2757
2758                struct qreg unifa = vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_UNIFA);
2759                if (!dynamic_src) {
2760                        vir_MOV_dest(c, unifa, base_offset);
2761                } else {
2762                        vir_ADD_dest(c, unifa, base_offset,
2763                                     ntq_get_src(c, instr->src[1], 0));
2764                }
2765        } else {
2766                for (int i = 0; i < ldunifa_skips; i++)
2767                        emit_ldunifa(c, NULL);
2768        }
2769
2770        for (uint32_t i = 0; i < nir_intrinsic_dest_components(instr); i++) {
2771                struct qreg data;
2772                emit_ldunifa(c, &data);
2773                ntq_store_dest(c, &instr->dest, i, vir_MOV(c, data));
2774        }
2775}
2776
2777static inline struct qreg
2778emit_load_local_invocation_index(struct v3d_compile *c)
2779{
2780        return vir_SHR(c, c->cs_payload[1],
2781                       vir_uniform_ui(c, 32 - c->local_invocation_index_bits));
2782}
2783
2784/* Various subgroup operations rely on the A flags, so this helper ensures that
2785 * A flags represents currently active lanes in the subgroup.
2786 */
2787static void
2788set_a_flags_for_subgroup(struct v3d_compile *c)
2789{
2790        /* MSF returns 0 for disabled lanes in compute shaders so
2791         * PUSHZ will set A=1 for disabled lanes. We want the inverse
2792         * of this but we don't have any means to negate the A flags
2793         * directly, but we can do it by repeating the same operation
2794         * with NORZ (A = ~A & ~Z).
2795         */
2796        assert(c->s->info.stage == MESA_SHADER_COMPUTE);
2797        vir_set_pf(c, vir_MSF_dest(c, vir_nop_reg()), V3D_QPU_PF_PUSHZ);
2798        vir_set_uf(c, vir_MSF_dest(c, vir_nop_reg()), V3D_QPU_UF_NORZ);
2799
2800        /* If we are under non-uniform control flow we also need to
2801         * AND the A flags with the current execute mask.
2802         */
2803        if (vir_in_nonuniform_control_flow(c)) {
2804                const uint32_t bidx = c->cur_block->index;
2805                vir_set_uf(c, vir_XOR_dest(c, vir_nop_reg(),
2806                                           c->execute,
2807                                           vir_uniform_ui(c, bidx)),
2808                           V3D_QPU_UF_ANDZ);
2809        }
2810}
2811
2812static void
2813ntq_emit_intrinsic(struct v3d_compile *c, nir_intrinsic_instr *instr)
2814{
2815        switch (instr->intrinsic) {
2816        case nir_intrinsic_load_uniform:
2817                ntq_emit_load_uniform(c, instr);
2818                break;
2819
2820        case nir_intrinsic_load_ubo:
2821                if (!nir_src_is_divergent(instr->src[1]))
2822                        ntq_emit_load_ubo_unifa(c, instr);
2823                else
2824                        ntq_emit_tmu_general(c, instr, false);
2825                break;
2826
2827        case nir_intrinsic_ssbo_atomic_add:
2828        case nir_intrinsic_ssbo_atomic_imin:
2829        case nir_intrinsic_ssbo_atomic_umin:
2830        case nir_intrinsic_ssbo_atomic_imax:
2831        case nir_intrinsic_ssbo_atomic_umax:
2832        case nir_intrinsic_ssbo_atomic_and:
2833        case nir_intrinsic_ssbo_atomic_or:
2834        case nir_intrinsic_ssbo_atomic_xor:
2835        case nir_intrinsic_ssbo_atomic_exchange:
2836        case nir_intrinsic_ssbo_atomic_comp_swap:
2837        case nir_intrinsic_load_ssbo:
2838        case nir_intrinsic_store_ssbo:
2839                ntq_emit_tmu_general(c, instr, false);
2840                break;
2841
2842        case nir_intrinsic_shared_atomic_add:
2843        case nir_intrinsic_shared_atomic_imin:
2844        case nir_intrinsic_shared_atomic_umin:
2845        case nir_intrinsic_shared_atomic_imax:
2846        case nir_intrinsic_shared_atomic_umax:
2847        case nir_intrinsic_shared_atomic_and:
2848        case nir_intrinsic_shared_atomic_or:
2849        case nir_intrinsic_shared_atomic_xor:
2850        case nir_intrinsic_shared_atomic_exchange:
2851        case nir_intrinsic_shared_atomic_comp_swap:
2852        case nir_intrinsic_load_shared:
2853        case nir_intrinsic_store_shared:
2854        case nir_intrinsic_load_scratch:
2855        case nir_intrinsic_store_scratch:
2856                ntq_emit_tmu_general(c, instr, true);
2857                break;
2858
2859        case nir_intrinsic_image_load:
2860        case nir_intrinsic_image_store:
2861        case nir_intrinsic_image_atomic_add:
2862        case nir_intrinsic_image_atomic_imin:
2863        case nir_intrinsic_image_atomic_umin:
2864        case nir_intrinsic_image_atomic_imax:
2865        case nir_intrinsic_image_atomic_umax:
2866        case nir_intrinsic_image_atomic_and:
2867        case nir_intrinsic_image_atomic_or:
2868        case nir_intrinsic_image_atomic_xor:
2869        case nir_intrinsic_image_atomic_exchange:
2870        case nir_intrinsic_image_atomic_comp_swap:
2871                v3d40_vir_emit_image_load_store(c, instr);
2872                break;
2873
2874        case nir_intrinsic_get_ssbo_size:
2875                ntq_store_dest(c, &instr->dest, 0,
2876                               vir_uniform(c, QUNIFORM_GET_SSBO_SIZE,
2877                                           nir_src_comp_as_uint(instr->src[0], 0)));
2878                break;
2879
2880        case nir_intrinsic_get_ubo_size:
2881                ntq_store_dest(c, &instr->dest, 0,
2882                               vir_uniform(c, QUNIFORM_GET_UBO_SIZE,
2883                                           nir_src_comp_as_uint(instr->src[0], 0)));
2884                break;
2885
2886        case nir_intrinsic_load_user_clip_plane:
2887                for (int i = 0; i < nir_intrinsic_dest_components(instr); i++) {
2888                        ntq_store_dest(c, &instr->dest, i,
2889                                       vir_uniform(c, QUNIFORM_USER_CLIP_PLANE,
2890                                                   nir_intrinsic_ucp_id(instr) *
2891                                                   4 + i));
2892                }
2893                break;
2894
2895        case nir_intrinsic_load_viewport_x_scale:
2896                ntq_store_dest(c, &instr->dest, 0,
2897                               vir_uniform(c, QUNIFORM_VIEWPORT_X_SCALE, 0));
2898                break;
2899
2900        case nir_intrinsic_load_viewport_y_scale:
2901                ntq_store_dest(c, &instr->dest, 0,
2902                               vir_uniform(c, QUNIFORM_VIEWPORT_Y_SCALE, 0));
2903                break;
2904
2905        case nir_intrinsic_load_viewport_z_scale:
2906                ntq_store_dest(c, &instr->dest, 0,
2907                               vir_uniform(c, QUNIFORM_VIEWPORT_Z_SCALE, 0));
2908                break;
2909
2910        case nir_intrinsic_load_viewport_z_offset:
2911                ntq_store_dest(c, &instr->dest, 0,
2912                               vir_uniform(c, QUNIFORM_VIEWPORT_Z_OFFSET, 0));
2913                break;
2914
2915        case nir_intrinsic_load_line_coord:
2916                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->line_x));
2917                break;
2918
2919        case nir_intrinsic_load_line_width:
2920                ntq_store_dest(c, &instr->dest, 0,
2921                               vir_uniform(c, QUNIFORM_LINE_WIDTH, 0));
2922                break;
2923
2924        case nir_intrinsic_load_aa_line_width:
2925                ntq_store_dest(c, &instr->dest, 0,
2926                               vir_uniform(c, QUNIFORM_AA_LINE_WIDTH, 0));
2927                break;
2928
2929        case nir_intrinsic_load_sample_mask_in:
2930                ntq_store_dest(c, &instr->dest, 0, vir_MSF(c));
2931                break;
2932
2933        case nir_intrinsic_load_helper_invocation:
2934                vir_set_pf(c, vir_MSF_dest(c, vir_nop_reg()), V3D_QPU_PF_PUSHZ);
2935                struct qreg qdest = ntq_emit_cond_to_bool(c, V3D_QPU_COND_IFA);
2936                ntq_store_dest(c, &instr->dest, 0, qdest);
2937                break;
2938
2939        case nir_intrinsic_load_front_face:
2940                /* The register contains 0 (front) or 1 (back), and we need to
2941                 * turn it into a NIR bool where true means front.
2942                 */
2943                ntq_store_dest(c, &instr->dest, 0,
2944                               vir_ADD(c,
2945                                       vir_uniform_ui(c, -1),
2946                                       vir_REVF(c)));
2947                break;
2948
2949        case nir_intrinsic_load_base_instance:
2950                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->biid));
2951                break;
2952
2953        case nir_intrinsic_load_instance_id:
2954                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->iid));
2955                break;
2956
2957        case nir_intrinsic_load_vertex_id:
2958                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, c->vid));
2959                break;
2960
2961        case nir_intrinsic_load_tlb_color_v3d:
2962                vir_emit_tlb_color_read(c, instr);
2963                break;
2964
2965        case nir_intrinsic_load_input:
2966                ntq_emit_load_input(c, instr);
2967                break;
2968
2969        case nir_intrinsic_store_tlb_sample_color_v3d:
2970               ntq_emit_per_sample_color_write(c, instr);
2971               break;
2972
2973       case nir_intrinsic_store_output:
2974                ntq_emit_store_output(c, instr);
2975                break;
2976
2977        case nir_intrinsic_image_size:
2978                ntq_emit_image_size(c, instr);
2979                break;
2980
2981        case nir_intrinsic_discard:
2982                ntq_flush_tmu(c);
2983
2984                if (vir_in_nonuniform_control_flow(c)) {
2985                        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
2986                                   V3D_QPU_PF_PUSHZ);
2987                        vir_set_cond(vir_SETMSF_dest(c, vir_nop_reg(),
2988                                                     vir_uniform_ui(c, 0)),
2989                                V3D_QPU_COND_IFA);
2990                } else {
2991                        vir_SETMSF_dest(c, vir_nop_reg(),
2992                                        vir_uniform_ui(c, 0));
2993                }
2994                break;
2995
2996        case nir_intrinsic_discard_if: {
2997                ntq_flush_tmu(c);
2998
2999                enum v3d_qpu_cond cond = ntq_emit_bool_to_cond(c, instr->src[0]);
3000
3001                if (vir_in_nonuniform_control_flow(c)) {
3002                        struct qinst *exec_flag = vir_MOV_dest(c, vir_nop_reg(),
3003                                                               c->execute);
3004                        if (cond == V3D_QPU_COND_IFA) {
3005                                vir_set_uf(c, exec_flag, V3D_QPU_UF_ANDZ);
3006                        } else {
3007                                vir_set_uf(c, exec_flag, V3D_QPU_UF_NORNZ);
3008                                cond = V3D_QPU_COND_IFA;
3009                        }
3010                }
3011
3012                vir_set_cond(vir_SETMSF_dest(c, vir_nop_reg(),
3013                                             vir_uniform_ui(c, 0)), cond);
3014
3015                break;
3016        }
3017
3018        case nir_intrinsic_memory_barrier:
3019        case nir_intrinsic_memory_barrier_buffer:
3020        case nir_intrinsic_memory_barrier_image:
3021        case nir_intrinsic_memory_barrier_shared:
3022        case nir_intrinsic_memory_barrier_tcs_patch:
3023        case nir_intrinsic_group_memory_barrier:
3024                /* We don't do any instruction scheduling of these NIR
3025                 * instructions between each other, so we just need to make
3026                 * sure that the TMU operations before the barrier are flushed
3027                 * before the ones after the barrier.
3028                 */
3029                ntq_flush_tmu(c);
3030                break;
3031
3032        case nir_intrinsic_control_barrier:
3033                /* Emit a TSY op to get all invocations in the workgroup
3034                 * (actually supergroup) to block until the last invocation
3035                 * reaches the TSY op.
3036                 */
3037                ntq_flush_tmu(c);
3038
3039                if (c->devinfo->ver >= 42) {
3040                        vir_BARRIERID_dest(c, vir_reg(QFILE_MAGIC,
3041                                                      V3D_QPU_WADDR_SYNCB));
3042                } else {
3043                        struct qinst *sync =
3044                                vir_BARRIERID_dest(c,
3045                                                   vir_reg(QFILE_MAGIC,
3046                                                           V3D_QPU_WADDR_SYNCU));
3047                        sync->uniform =
3048                                vir_get_uniform_index(c, QUNIFORM_CONSTANT,
3049                                                      0xffffff00 |
3050                                                      V3D_TSY_WAIT_INC_CHECK);
3051
3052                }
3053
3054                /* The blocking of a TSY op only happens at the next thread
3055                 * switch.  No texturing may be outstanding at the time of a
3056                 * TSY blocking operation.
3057                 */
3058                vir_emit_thrsw(c);
3059                break;
3060
3061        case nir_intrinsic_load_num_workgroups:
3062                for (int i = 0; i < 3; i++) {
3063                        ntq_store_dest(c, &instr->dest, i,
3064                                       vir_uniform(c, QUNIFORM_NUM_WORK_GROUPS,
3065                                                   i));
3066                }
3067                break;
3068
3069        case nir_intrinsic_load_workgroup_id: {
3070                struct qreg x = vir_AND(c, c->cs_payload[0],
3071                                         vir_uniform_ui(c, 0xffff));
3072
3073                struct qreg y = vir_SHR(c, c->cs_payload[0],
3074                                         vir_uniform_ui(c, 16));
3075
3076                struct qreg z = vir_AND(c, c->cs_payload[1],
3077                                         vir_uniform_ui(c, 0xffff));
3078
3079                /* We only support dispatch base in Vulkan */
3080                if (c->key->environment == V3D_ENVIRONMENT_VULKAN) {
3081                        x = vir_ADD(c, x,
3082                                    vir_uniform(c, QUNIFORM_WORK_GROUP_BASE, 0));
3083                        y = vir_ADD(c, y,
3084                                    vir_uniform(c, QUNIFORM_WORK_GROUP_BASE, 1));
3085                        z = vir_ADD(c, z,
3086                                    vir_uniform(c, QUNIFORM_WORK_GROUP_BASE, 2));
3087                }
3088
3089                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, x));
3090                ntq_store_dest(c, &instr->dest, 1, vir_MOV(c, y));
3091                ntq_store_dest(c, &instr->dest, 2, vir_MOV(c, z));
3092                break;
3093        }
3094
3095        case nir_intrinsic_load_local_invocation_index:
3096                ntq_store_dest(c, &instr->dest, 0,
3097                               emit_load_local_invocation_index(c));
3098                break;
3099
3100        case nir_intrinsic_load_subgroup_id: {
3101                /* This is basically the batch index, which is the Local
3102                 * Invocation Index divided by the SIMD width).
3103                 */
3104                STATIC_ASSERT(util_is_power_of_two_nonzero(V3D_CHANNELS));
3105                const uint32_t divide_shift = ffs(V3D_CHANNELS) - 1;
3106                struct qreg lii = emit_load_local_invocation_index(c);
3107                ntq_store_dest(c, &instr->dest, 0,
3108                               vir_SHR(c, lii,
3109                                       vir_uniform_ui(c, divide_shift)));
3110                break;
3111        }
3112
3113        case nir_intrinsic_load_per_vertex_input: {
3114                /* The vertex shader writes all its used outputs into
3115                 * consecutive VPM offsets, so if any output component is
3116                 * unused, its VPM offset is used by the next used
3117                 * component. This means that we can't assume that each
3118                 * location will use 4 consecutive scalar offsets in the VPM
3119                 * and we need to compute the VPM offset for each input by
3120                 * going through the inputs and finding the one that matches
3121                 * our location and component.
3122                 *
3123                 * col: vertex index, row = varying index
3124                 */
3125                assert(nir_src_is_const(instr->src[1]));
3126                uint32_t location =
3127                        nir_intrinsic_io_semantics(instr).location +
3128                        nir_src_as_uint(instr->src[1]);
3129                uint32_t component = nir_intrinsic_component(instr);
3130
3131                int32_t row_idx = -1;
3132                for (int i = 0; i < c->num_inputs; i++) {
3133                        struct v3d_varying_slot slot = c->input_slots[i];
3134                        if (v3d_slot_get_slot(slot) == location &&
3135                            v3d_slot_get_component(slot) == component) {
3136                                row_idx = i;
3137                                break;
3138                        }
3139                }
3140
3141                assert(row_idx != -1);
3142
3143                struct qreg col = ntq_get_src(c, instr->src[0], 0);
3144                for (int i = 0; i < instr->num_components; i++) {
3145                        struct qreg row = vir_uniform_ui(c, row_idx++);
3146                        ntq_store_dest(c, &instr->dest, i,
3147                                       vir_LDVPMG_IN(c, row, col));
3148                }
3149                break;
3150        }
3151
3152        case nir_intrinsic_emit_vertex:
3153        case nir_intrinsic_end_primitive:
3154                unreachable("Should have been lowered in v3d_nir_lower_io");
3155                break;
3156
3157        case nir_intrinsic_load_primitive_id: {
3158                /* gl_PrimitiveIdIn is written by the GBG in the first word of
3159                 * VPM output header. According to docs, we should read this
3160                 * using ldvpm(v,d)_in (See Table 71).
3161                 */
3162                assert(c->s->info.stage == MESA_SHADER_GEOMETRY);
3163                ntq_store_dest(c, &instr->dest, 0,
3164                               vir_LDVPMV_IN(c, vir_uniform_ui(c, 0)));
3165                break;
3166        }
3167
3168        case nir_intrinsic_load_invocation_id:
3169                ntq_store_dest(c, &instr->dest, 0, vir_IID(c));
3170                break;
3171
3172        case nir_intrinsic_load_fb_layers_v3d:
3173                ntq_store_dest(c, &instr->dest, 0,
3174                               vir_uniform(c, QUNIFORM_FB_LAYERS, 0));
3175                break;
3176
3177        case nir_intrinsic_load_sample_id:
3178                ntq_store_dest(c, &instr->dest, 0, vir_SAMPID(c));
3179                break;
3180
3181        case nir_intrinsic_load_sample_pos:
3182                ntq_store_dest(c, &instr->dest, 0,
3183                               vir_FSUB(c, vir_FXCD(c), vir_ITOF(c, vir_XCD(c))));
3184                ntq_store_dest(c, &instr->dest, 1,
3185                               vir_FSUB(c, vir_FYCD(c), vir_ITOF(c, vir_YCD(c))));
3186                break;
3187
3188        case nir_intrinsic_load_barycentric_at_offset:
3189                ntq_store_dest(c, &instr->dest, 0,
3190                               vir_MOV(c, ntq_get_src(c, instr->src[0], 0)));
3191                ntq_store_dest(c, &instr->dest, 1,
3192                               vir_MOV(c, ntq_get_src(c, instr->src[0], 1)));
3193                break;
3194
3195        case nir_intrinsic_load_barycentric_pixel:
3196                ntq_store_dest(c, &instr->dest, 0, vir_uniform_f(c, 0.0f));
3197                ntq_store_dest(c, &instr->dest, 1, vir_uniform_f(c, 0.0f));
3198                break;
3199
3200        case nir_intrinsic_load_barycentric_at_sample: {
3201                if (!c->fs_key->msaa) {
3202                        ntq_store_dest(c, &instr->dest, 0, vir_uniform_f(c, 0.0f));
3203                        ntq_store_dest(c, &instr->dest, 1, vir_uniform_f(c, 0.0f));
3204                        return;
3205                }
3206
3207                struct qreg offset_x, offset_y;
3208                struct qreg sample_idx = ntq_get_src(c, instr->src[0], 0);
3209                ntq_get_sample_offset(c, sample_idx, &offset_x, &offset_y);
3210
3211                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, offset_x));
3212                ntq_store_dest(c, &instr->dest, 1, vir_MOV(c, offset_y));
3213                break;
3214        }
3215
3216        case nir_intrinsic_load_barycentric_sample: {
3217                struct qreg offset_x =
3218                        vir_FSUB(c, vir_FXCD(c), vir_ITOF(c, vir_XCD(c)));
3219                struct qreg offset_y =
3220                        vir_FSUB(c, vir_FYCD(c), vir_ITOF(c, vir_YCD(c)));
3221
3222                ntq_store_dest(c, &instr->dest, 0,
3223                                  vir_FSUB(c, offset_x, vir_uniform_f(c, 0.5f)));
3224                ntq_store_dest(c, &instr->dest, 1,
3225                                  vir_FSUB(c, offset_y, vir_uniform_f(c, 0.5f)));
3226                break;
3227        }
3228
3229        case nir_intrinsic_load_barycentric_centroid: {
3230                struct qreg offset_x, offset_y;
3231                ntq_get_barycentric_centroid(c, &offset_x, &offset_y);
3232                ntq_store_dest(c, &instr->dest, 0, vir_MOV(c, offset_x));
3233                ntq_store_dest(c, &instr->dest, 1, vir_MOV(c, offset_y));
3234                break;
3235        }
3236
3237        case nir_intrinsic_load_interpolated_input: {
3238                assert(nir_src_is_const(instr->src[1]));
3239                const uint32_t offset = nir_src_as_uint(instr->src[1]);
3240
3241                for (int i = 0; i < instr->num_components; i++) {
3242                        const uint32_t input_idx =
3243                                (nir_intrinsic_base(instr) + offset) * 4 +
3244                                nir_intrinsic_component(instr) + i;
3245
3246                        /* If we are not in MSAA or if we are not interpolating
3247                         * a user varying, just return the pre-computed
3248                         * interpolated input.
3249                         */
3250                        if (!c->fs_key->msaa ||
3251                            c->interp[input_idx].vp.file == QFILE_NULL) {
3252                                ntq_store_dest(c, &instr->dest, i,
3253                                               vir_MOV(c, c->inputs[input_idx]));
3254                                continue;
3255                        }
3256
3257                        /* Otherwise compute interpolation at the specified
3258                         * offset.
3259                         */
3260                        struct qreg p = c->interp[input_idx].vp;
3261                        struct qreg C = c->interp[input_idx].C;
3262                        unsigned interp_mode =  c->interp[input_idx].mode;
3263
3264                        struct qreg offset_x = ntq_get_src(c, instr->src[0], 0);
3265                        struct qreg offset_y = ntq_get_src(c, instr->src[0], 1);
3266
3267                        struct qreg result =
3268                              ntq_emit_load_interpolated_input(c, p, C,
3269                                                               offset_x, offset_y,
3270                                                               interp_mode);
3271                        ntq_store_dest(c, &instr->dest, i, result);
3272                }
3273                break;
3274        }
3275
3276        case nir_intrinsic_load_subgroup_size:
3277                ntq_store_dest(c, &instr->dest, 0,
3278                               vir_uniform_ui(c, V3D_CHANNELS));
3279                break;
3280
3281        case nir_intrinsic_load_subgroup_invocation:
3282                ntq_store_dest(c, &instr->dest, 0, vir_EIDX(c));
3283                break;
3284
3285        case nir_intrinsic_elect: {
3286                set_a_flags_for_subgroup(c);
3287                struct qreg first = vir_FLAFIRST(c);
3288
3289                /* Produce a boolean result from Flafirst */
3290                vir_set_pf(c, vir_XOR_dest(c, vir_nop_reg(),
3291                                           first, vir_uniform_ui(c, 1)),
3292                                           V3D_QPU_PF_PUSHZ);
3293                struct qreg result = ntq_emit_cond_to_bool(c, V3D_QPU_COND_IFA);
3294                ntq_store_dest(c, &instr->dest, 0, result);
3295                break;
3296        }
3297
3298        case nir_intrinsic_load_num_subgroups:
3299                unreachable("Should have been lowered");
3300                break;
3301
3302        case nir_intrinsic_load_view_index:
3303                ntq_store_dest(c, &instr->dest, 0,
3304                               vir_uniform(c, QUNIFORM_VIEW_INDEX, 0));
3305                break;
3306
3307        default:
3308                fprintf(stderr, "Unknown intrinsic: ");
3309                nir_print_instr(&instr->instr, stderr);
3310                fprintf(stderr, "\n");
3311                break;
3312        }
3313}
3314
3315/* Clears (activates) the execute flags for any channels whose jump target
3316 * matches this block.
3317 *
3318 * XXX perf: Could we be using flpush/flpop somehow for our execution channel
3319 * enabling?
3320 *
3321 */
3322static void
3323ntq_activate_execute_for_block(struct v3d_compile *c)
3324{
3325        vir_set_pf(c, vir_XOR_dest(c, vir_nop_reg(),
3326                                c->execute, vir_uniform_ui(c, c->cur_block->index)),
3327                   V3D_QPU_PF_PUSHZ);
3328
3329        vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, 0));
3330}
3331
3332static void
3333ntq_emit_uniform_if(struct v3d_compile *c, nir_if *if_stmt)
3334{
3335        nir_block *nir_else_block = nir_if_first_else_block(if_stmt);
3336        bool empty_else_block =
3337                (nir_else_block == nir_if_last_else_block(if_stmt) &&
3338                 exec_list_is_empty(&nir_else_block->instr_list));
3339
3340        struct qblock *then_block = vir_new_block(c);
3341        struct qblock *after_block = vir_new_block(c);
3342        struct qblock *else_block;
3343        if (empty_else_block)
3344                else_block = after_block;
3345        else
3346                else_block = vir_new_block(c);
3347
3348        /* Check if this if statement is really just a conditional jump with
3349         * the form:
3350         *
3351         * if (cond) {
3352         *    break/continue;
3353         * } else {
3354         * }
3355         *
3356         * In which case we can skip the jump to ELSE we emit before the THEN
3357         * block and instead just emit the break/continue directly.
3358         */
3359        nir_jump_instr *conditional_jump = NULL;
3360        if (empty_else_block) {
3361                nir_block *nir_then_block = nir_if_first_then_block(if_stmt);
3362                struct nir_instr *inst = nir_block_first_instr(nir_then_block);
3363                if (inst && inst->type == nir_instr_type_jump)
3364                        conditional_jump = nir_instr_as_jump(inst);
3365        }
3366
3367        /* Set up the flags for the IF condition (taking the THEN branch). */
3368        enum v3d_qpu_cond cond = ntq_emit_bool_to_cond(c, if_stmt->condition);
3369
3370        if (!conditional_jump) {
3371                /* Jump to ELSE. */
3372                struct qinst *branch = vir_BRANCH(c, cond == V3D_QPU_COND_IFA ?
3373                           V3D_QPU_BRANCH_COND_ANYNA :
3374                           V3D_QPU_BRANCH_COND_ANYA);
3375                /* Pixels that were not dispatched or have been discarded
3376                 * should not contribute to the ANYA/ANYNA condition.
3377                 */
3378                branch->qpu.branch.msfign = V3D_QPU_MSFIGN_P;
3379
3380                vir_link_blocks(c->cur_block, else_block);
3381                vir_link_blocks(c->cur_block, then_block);
3382
3383                /* Process the THEN block. */
3384                vir_set_emit_block(c, then_block);
3385                ntq_emit_cf_list(c, &if_stmt->then_list);
3386
3387                if (!empty_else_block) {
3388                        /* At the end of the THEN block, jump to ENDIF, unless
3389                         * the block ended in a break or continue.
3390                         */
3391                        if (!c->cur_block->branch_emitted) {
3392                                vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALWAYS);
3393                                vir_link_blocks(c->cur_block, after_block);
3394                        }
3395
3396                        /* Emit the else block. */
3397                        vir_set_emit_block(c, else_block);
3398                        ntq_emit_cf_list(c, &if_stmt->else_list);
3399                }
3400        } else {
3401                /* Emit the conditional jump directly.
3402                 *
3403                 * Use ALL with breaks and ANY with continues to ensure that
3404                 * we always break and never continue when all lanes have been
3405                 * disabled (for example because of discards) to prevent
3406                 * infinite loops.
3407                 */
3408                assert(conditional_jump &&
3409                       (conditional_jump->type == nir_jump_continue ||
3410                        conditional_jump->type == nir_jump_break));
3411
3412                struct qinst *branch = vir_BRANCH(c, cond == V3D_QPU_COND_IFA ?
3413                           (conditional_jump->type == nir_jump_break ?
3414                            V3D_QPU_BRANCH_COND_ALLA :
3415                            V3D_QPU_BRANCH_COND_ANYA) :
3416                           (conditional_jump->type == nir_jump_break ?
3417                            V3D_QPU_BRANCH_COND_ALLNA :
3418                            V3D_QPU_BRANCH_COND_ANYNA));
3419                branch->qpu.branch.msfign = V3D_QPU_MSFIGN_P;
3420
3421                vir_link_blocks(c->cur_block,
3422                                conditional_jump->type == nir_jump_break ?
3423                                        c->loop_break_block :
3424                                        c->loop_cont_block);
3425        }
3426
3427        vir_link_blocks(c->cur_block, after_block);
3428
3429        vir_set_emit_block(c, after_block);
3430}
3431
3432static void
3433ntq_emit_nonuniform_if(struct v3d_compile *c, nir_if *if_stmt)
3434{
3435        nir_block *nir_else_block = nir_if_first_else_block(if_stmt);
3436        bool empty_else_block =
3437                (nir_else_block == nir_if_last_else_block(if_stmt) &&
3438                 exec_list_is_empty(&nir_else_block->instr_list));
3439
3440        struct qblock *then_block = vir_new_block(c);
3441        struct qblock *after_block = vir_new_block(c);
3442        struct qblock *else_block;
3443        if (empty_else_block)
3444                else_block = after_block;
3445        else
3446                else_block = vir_new_block(c);
3447
3448        bool was_uniform_control_flow = false;
3449        if (!vir_in_nonuniform_control_flow(c)) {
3450                c->execute = vir_MOV(c, vir_uniform_ui(c, 0));
3451                was_uniform_control_flow = true;
3452        }
3453
3454        /* Set up the flags for the IF condition (taking the THEN branch). */
3455        enum v3d_qpu_cond cond = ntq_emit_bool_to_cond(c, if_stmt->condition);
3456
3457        /* Update the flags+cond to mean "Taking the ELSE branch (!cond) and
3458         * was previously active (execute Z) for updating the exec flags.
3459         */
3460        if (was_uniform_control_flow) {
3461                cond = v3d_qpu_cond_invert(cond);
3462        } else {
3463                struct qinst *inst = vir_MOV_dest(c, vir_nop_reg(), c->execute);
3464                if (cond == V3D_QPU_COND_IFA) {
3465                        vir_set_uf(c, inst, V3D_QPU_UF_NORNZ);
3466                } else {
3467                        vir_set_uf(c, inst, V3D_QPU_UF_ANDZ);
3468                        cond = V3D_QPU_COND_IFA;
3469                }
3470        }
3471
3472        vir_MOV_cond(c, cond,
3473                     c->execute,
3474                     vir_uniform_ui(c, else_block->index));
3475
3476        /* Jump to ELSE if nothing is active for THEN, otherwise fall
3477         * through.
3478         */
3479        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute), V3D_QPU_PF_PUSHZ);
3480        vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALLNA);
3481        vir_link_blocks(c->cur_block, else_block);
3482        vir_link_blocks(c->cur_block, then_block);
3483
3484        /* Process the THEN block. */
3485        vir_set_emit_block(c, then_block);
3486        ntq_emit_cf_list(c, &if_stmt->then_list);
3487
3488        if (!empty_else_block) {
3489                /* Handle the end of the THEN block.  First, all currently
3490                 * active channels update their execute flags to point to
3491                 * ENDIF
3492                 */
3493                vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
3494                           V3D_QPU_PF_PUSHZ);
3495                vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute,
3496                             vir_uniform_ui(c, after_block->index));
3497
3498                /* If everything points at ENDIF, then jump there immediately. */
3499                vir_set_pf(c, vir_XOR_dest(c, vir_nop_reg(),
3500                                        c->execute,
3501                                        vir_uniform_ui(c, after_block->index)),
3502                           V3D_QPU_PF_PUSHZ);
3503                vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALLA);
3504                vir_link_blocks(c->cur_block, after_block);
3505                vir_link_blocks(c->cur_block, else_block);
3506
3507                vir_set_emit_block(c, else_block);
3508                ntq_activate_execute_for_block(c);
3509                ntq_emit_cf_list(c, &if_stmt->else_list);
3510        }
3511
3512        vir_link_blocks(c->cur_block, after_block);
3513
3514        vir_set_emit_block(c, after_block);
3515        if (was_uniform_control_flow)
3516                c->execute = c->undef;
3517        else
3518                ntq_activate_execute_for_block(c);
3519}
3520
3521static void
3522ntq_emit_if(struct v3d_compile *c, nir_if *nif)
3523{
3524        bool was_in_control_flow = c->in_control_flow;
3525        c->in_control_flow = true;
3526        if (!vir_in_nonuniform_control_flow(c) &&
3527            !nir_src_is_divergent(nif->condition)) {
3528                ntq_emit_uniform_if(c, nif);
3529        } else {
3530                ntq_emit_nonuniform_if(c, nif);
3531        }
3532        c->in_control_flow = was_in_control_flow;
3533}
3534
3535static void
3536ntq_emit_jump(struct v3d_compile *c, nir_jump_instr *jump)
3537{
3538        switch (jump->type) {
3539        case nir_jump_break:
3540                vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
3541                           V3D_QPU_PF_PUSHZ);
3542                vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute,
3543                             vir_uniform_ui(c, c->loop_break_block->index));
3544                break;
3545
3546        case nir_jump_continue:
3547                vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute),
3548                           V3D_QPU_PF_PUSHZ);
3549                vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute,
3550                             vir_uniform_ui(c, c->loop_cont_block->index));
3551                break;
3552
3553        case nir_jump_return:
3554                unreachable("All returns should be lowered\n");
3555                break;
3556
3557        case nir_jump_halt:
3558        case nir_jump_goto:
3559        case nir_jump_goto_if:
3560                unreachable("not supported\n");
3561                break;
3562        }
3563}
3564
3565static void
3566ntq_emit_uniform_jump(struct v3d_compile *c, nir_jump_instr *jump)
3567{
3568        switch (jump->type) {
3569        case nir_jump_break:
3570                vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALWAYS);
3571                vir_link_blocks(c->cur_block, c->loop_break_block);
3572                c->cur_block->branch_emitted = true;
3573                break;
3574        case nir_jump_continue:
3575                vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALWAYS);
3576                vir_link_blocks(c->cur_block, c->loop_cont_block);
3577                c->cur_block->branch_emitted = true;
3578                break;
3579
3580        case nir_jump_return:
3581                unreachable("All returns should be lowered\n");
3582                break;
3583
3584        case nir_jump_halt:
3585        case nir_jump_goto:
3586        case nir_jump_goto_if:
3587                unreachable("not supported\n");
3588                break;
3589        }
3590}
3591
3592static void
3593ntq_emit_instr(struct v3d_compile *c, nir_instr *instr)
3594{
3595        switch (instr->type) {
3596        case nir_instr_type_alu:
3597                ntq_emit_alu(c, nir_instr_as_alu(instr));
3598                break;
3599
3600        case nir_instr_type_intrinsic:
3601                ntq_emit_intrinsic(c, nir_instr_as_intrinsic(instr));
3602                break;
3603
3604        case nir_instr_type_load_const:
3605                ntq_emit_load_const(c, nir_instr_as_load_const(instr));
3606                break;
3607
3608        case nir_instr_type_ssa_undef:
3609                unreachable("Should've been lowered by nir_lower_undef_to_zero");
3610                break;
3611
3612        case nir_instr_type_tex:
3613                ntq_emit_tex(c, nir_instr_as_tex(instr));
3614                break;
3615
3616        case nir_instr_type_jump:
3617                /* Always flush TMU before jumping to another block, for the
3618                 * same reasons as in ntq_emit_block.
3619                 */
3620                ntq_flush_tmu(c);
3621                if (vir_in_nonuniform_control_flow(c))
3622                        ntq_emit_jump(c, nir_instr_as_jump(instr));
3623                else
3624                        ntq_emit_uniform_jump(c, nir_instr_as_jump(instr));
3625                break;
3626
3627        default:
3628                fprintf(stderr, "Unknown NIR instr type: ");
3629                nir_print_instr(instr, stderr);
3630                fprintf(stderr, "\n");
3631                abort();
3632        }
3633}
3634
3635static void
3636ntq_emit_block(struct v3d_compile *c, nir_block *block)
3637{
3638        nir_foreach_instr(instr, block) {
3639                ntq_emit_instr(c, instr);
3640        }
3641
3642        /* Always process pending TMU operations in the same block they were
3643         * emitted: we can't emit TMU operations in a block and then emit a
3644         * thread switch and LDTMU/TMUWT for them in another block, possibly
3645         * under control flow.
3646         */
3647        ntq_flush_tmu(c);
3648}
3649
3650static void ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list);
3651
3652static void
3653ntq_emit_nonuniform_loop(struct v3d_compile *c, nir_loop *loop)
3654{
3655        bool was_uniform_control_flow = false;
3656        if (!vir_in_nonuniform_control_flow(c)) {
3657                c->execute = vir_MOV(c, vir_uniform_ui(c, 0));
3658                was_uniform_control_flow = true;
3659        }
3660
3661        c->loop_cont_block = vir_new_block(c);
3662        c->loop_break_block = vir_new_block(c);
3663
3664        vir_link_blocks(c->cur_block, c->loop_cont_block);
3665        vir_set_emit_block(c, c->loop_cont_block);
3666        ntq_activate_execute_for_block(c);
3667
3668        ntq_emit_cf_list(c, &loop->body);
3669
3670        /* Re-enable any previous continues now, so our ANYA check below
3671         * works.
3672         *
3673         * XXX: Use the .ORZ flags update, instead.
3674         */
3675        vir_set_pf(c, vir_XOR_dest(c,
3676                                vir_nop_reg(),
3677                                c->execute,
3678                                vir_uniform_ui(c, c->loop_cont_block->index)),
3679                   V3D_QPU_PF_PUSHZ);
3680        vir_MOV_cond(c, V3D_QPU_COND_IFA, c->execute, vir_uniform_ui(c, 0));
3681
3682        vir_set_pf(c, vir_MOV_dest(c, vir_nop_reg(), c->execute), V3D_QPU_PF_PUSHZ);
3683
3684        struct qinst *branch = vir_BRANCH(c, V3D_QPU_BRANCH_COND_ANYA);
3685        /* Pixels that were not dispatched or have been discarded should not
3686         * contribute to looping again.
3687         */
3688        branch->qpu.branch.msfign = V3D_QPU_MSFIGN_P;
3689        vir_link_blocks(c->cur_block, c->loop_cont_block);
3690        vir_link_blocks(c->cur_block, c->loop_break_block);
3691
3692        vir_set_emit_block(c, c->loop_break_block);
3693        if (was_uniform_control_flow)
3694                c->execute = c->undef;
3695        else
3696                ntq_activate_execute_for_block(c);
3697}
3698
3699static void
3700ntq_emit_uniform_loop(struct v3d_compile *c, nir_loop *loop)
3701{
3702
3703        c->loop_cont_block = vir_new_block(c);
3704        c->loop_break_block = vir_new_block(c);
3705
3706        vir_link_blocks(c->cur_block, c->loop_cont_block);
3707        vir_set_emit_block(c, c->loop_cont_block);
3708
3709        ntq_emit_cf_list(c, &loop->body);
3710
3711        if (!c->cur_block->branch_emitted) {
3712                vir_BRANCH(c, V3D_QPU_BRANCH_COND_ALWAYS);
3713                vir_link_blocks(c->cur_block, c->loop_cont_block);
3714        }
3715
3716        vir_set_emit_block(c, c->loop_break_block);
3717}
3718
3719static void
3720ntq_emit_loop(struct v3d_compile *c, nir_loop *loop)
3721{
3722        bool was_in_control_flow = c->in_control_flow;
3723        c->in_control_flow = true;
3724
3725        struct qblock *save_loop_cont_block = c->loop_cont_block;
3726        struct qblock *save_loop_break_block = c->loop_break_block;
3727
3728        if (vir_in_nonuniform_control_flow(c) || loop->divergent) {
3729                ntq_emit_nonuniform_loop(c, loop);
3730        } else {
3731                ntq_emit_uniform_loop(c, loop);
3732        }
3733
3734        c->loop_break_block = save_loop_break_block;
3735        c->loop_cont_block = save_loop_cont_block;
3736
3737        c->loops++;
3738
3739        c->in_control_flow = was_in_control_flow;
3740}
3741
3742static void
3743ntq_emit_function(struct v3d_compile *c, nir_function_impl *func)
3744{
3745        fprintf(stderr, "FUNCTIONS not handled.\n");
3746        abort();
3747}
3748
3749static void
3750ntq_emit_cf_list(struct v3d_compile *c, struct exec_list *list)
3751{
3752        foreach_list_typed(nir_cf_node, node, node, list) {
3753                switch (node->type) {
3754                case nir_cf_node_block:
3755                        ntq_emit_block(c, nir_cf_node_as_block(node));
3756                        break;
3757
3758                case nir_cf_node_if:
3759                        ntq_emit_if(c, nir_cf_node_as_if(node));
3760                        break;
3761
3762                case nir_cf_node_loop:
3763                        ntq_emit_loop(c, nir_cf_node_as_loop(node));
3764                        break;
3765
3766                case nir_cf_node_function:
3767                        ntq_emit_function(c, nir_cf_node_as_function(node));
3768                        break;
3769
3770                default:
3771                        fprintf(stderr, "Unknown NIR node type\n");
3772                        abort();
3773                }
3774        }
3775}
3776
3777static void
3778ntq_emit_impl(struct v3d_compile *c, nir_function_impl *impl)
3779{
3780        ntq_setup_registers(c, &impl->registers);
3781        ntq_emit_cf_list(c, &impl->body);
3782}
3783
3784static void
3785nir_to_vir(struct v3d_compile *c)
3786{
3787        switch (c->s->info.stage) {
3788        case MESA_SHADER_FRAGMENT:
3789                c->payload_w = vir_MOV(c, vir_reg(QFILE_REG, 0));
3790                c->payload_w_centroid = vir_MOV(c, vir_reg(QFILE_REG, 1));
3791                c->payload_z = vir_MOV(c, vir_reg(QFILE_REG, 2));
3792
3793                /* V3D 4.x can disable implicit varyings if they are not used */
3794                c->fs_uses_primitive_id =
3795                        nir_find_variable_with_location(c->s, nir_var_shader_in,
3796                                                        VARYING_SLOT_PRIMITIVE_ID);
3797                if (c->fs_uses_primitive_id && !c->fs_key->has_gs) {
3798                       c->primitive_id =
3799                               emit_fragment_varying(c, NULL, -1, 0, 0);
3800                }
3801
3802                if (c->fs_key->is_points &&
3803                    (c->devinfo->ver < 40 || program_reads_point_coord(c))) {
3804                        c->point_x = emit_fragment_varying(c, NULL, -1, 0, 0);
3805                        c->point_y = emit_fragment_varying(c, NULL, -1, 0, 0);
3806                        c->uses_implicit_point_line_varyings = true;
3807                } else if (c->fs_key->is_lines &&
3808                           (c->devinfo->ver < 40 ||
3809                            BITSET_TEST(c->s->info.system_values_read,
3810                                        SYSTEM_VALUE_LINE_COORD))) {
3811                        c->line_x = emit_fragment_varying(c, NULL, -1, 0, 0);
3812                        c->uses_implicit_point_line_varyings = true;
3813                }
3814
3815                c->force_per_sample_msaa =
3816                   c->s->info.fs.uses_sample_qualifier ||
3817                   BITSET_TEST(c->s->info.system_values_read,
3818                               SYSTEM_VALUE_SAMPLE_ID) ||
3819                   BITSET_TEST(c->s->info.system_values_read,
3820                               SYSTEM_VALUE_SAMPLE_POS);
3821                break;
3822        case MESA_SHADER_COMPUTE:
3823                /* Set up the TSO for barriers, assuming we do some. */
3824                if (c->devinfo->ver < 42) {
3825                        vir_BARRIERID_dest(c, vir_reg(QFILE_MAGIC,
3826                                                      V3D_QPU_WADDR_SYNC));
3827                }
3828
3829                c->cs_payload[0] = vir_MOV(c, vir_reg(QFILE_REG, 0));
3830                c->cs_payload[1] = vir_MOV(c, vir_reg(QFILE_REG, 2));
3831
3832                /* Set up the division between gl_LocalInvocationIndex and
3833                 * wg_in_mem in the payload reg.
3834                 */
3835                int wg_size = (c->s->info.workgroup_size[0] *
3836                               c->s->info.workgroup_size[1] *
3837                               c->s->info.workgroup_size[2]);
3838                c->local_invocation_index_bits =
3839                        ffs(util_next_power_of_two(MAX2(wg_size, 64))) - 1;
3840                assert(c->local_invocation_index_bits <= 8);
3841
3842                if (c->s->info.shared_size) {
3843                        struct qreg wg_in_mem = vir_SHR(c, c->cs_payload[1],
3844                                                        vir_uniform_ui(c, 16));
3845                        if (c->s->info.workgroup_size[0] != 1 ||
3846                            c->s->info.workgroup_size[1] != 1 ||
3847                            c->s->info.workgroup_size[2] != 1) {
3848                                int wg_bits = (16 -
3849                                               c->local_invocation_index_bits);
3850                                int wg_mask = (1 << wg_bits) - 1;
3851                                wg_in_mem = vir_AND(c, wg_in_mem,
3852                                                    vir_uniform_ui(c, wg_mask));
3853                        }
3854                        struct qreg shared_per_wg =
3855                                vir_uniform_ui(c, c->s->info.shared_size);
3856
3857                        c->cs_shared_offset =
3858                                vir_ADD(c,
3859                                        vir_uniform(c, QUNIFORM_SHARED_OFFSET,0),
3860                                        vir_UMUL(c, wg_in_mem, shared_per_wg));
3861                }
3862                break;
3863        default:
3864                break;
3865        }
3866
3867        if (c->s->scratch_size) {
3868                v3d_setup_spill_base(c);
3869                c->spill_size += V3D_CHANNELS * c->s->scratch_size;
3870        }
3871
3872        switch (c->s->info.stage) {
3873        case MESA_SHADER_VERTEX:
3874                ntq_setup_vs_inputs(c);
3875                break;
3876        case MESA_SHADER_GEOMETRY:
3877                ntq_setup_gs_inputs(c);
3878                break;
3879        case MESA_SHADER_FRAGMENT:
3880                ntq_setup_fs_inputs(c);
3881                break;
3882        case MESA_SHADER_COMPUTE:
3883                break;
3884        default:
3885                unreachable("unsupported shader stage");
3886        }
3887
3888        ntq_setup_outputs(c);
3889
3890        /* Find the main function and emit the body. */
3891        nir_foreach_function(function, c->s) {
3892                assert(strcmp(function->name, "main") == 0);
3893                assert(function->impl);
3894                ntq_emit_impl(c, function->impl);
3895        }
3896}
3897
3898/**
3899 * When demoting a shader down to single-threaded, removes the THRSW
3900 * instructions (one will still be inserted at v3d_vir_to_qpu() for the
3901 * program end).
3902 */
3903static void
3904vir_remove_thrsw(struct v3d_compile *c)
3905{
3906        vir_for_each_block(block, c) {
3907                vir_for_each_inst_safe(inst, block) {
3908                        if (inst->qpu.sig.thrsw)
3909                                vir_remove_instruction(c, inst);
3910                }
3911        }
3912
3913        c->last_thrsw = NULL;
3914}
3915
3916/**
3917 * This makes sure we have a top-level last thread switch which signals the
3918 * start of the last thread section, which may include adding a new thrsw
3919 * instruction if needed. We don't allow spilling in the last thread section, so
3920 * if we need to do any spills that inject additional thread switches later on,
3921 * we ensure this thread switch will still be the last thread switch in the
3922 * program, which makes last thread switch signalling a lot easier when we have
3923 * spilling. If in the end we don't need to spill to compile the program and we
3924 * injected a new thread switch instruction here only for that, we will
3925 * eventually restore the previous last thread switch and remove the one we
3926 * added here.
3927 */
3928static void
3929vir_emit_last_thrsw(struct v3d_compile *c,
3930                    struct qinst **restore_last_thrsw,
3931                    bool *restore_scoreboard_lock)
3932{
3933        *restore_last_thrsw = c->last_thrsw;
3934
3935        /* On V3D before 4.1, we need a TMU op to be outstanding when thread
3936         * switching, so disable threads if we didn't do any TMU ops (each of
3937         * which would have emitted a THRSW).
3938         */
3939        if (!c->last_thrsw_at_top_level && c->devinfo->ver < 41) {
3940                c->threads = 1;
3941                if (c->last_thrsw)
3942                        vir_remove_thrsw(c);
3943                *restore_last_thrsw = NULL;
3944        }
3945
3946        /* If we're threaded and the last THRSW was in conditional code, then
3947         * we need to emit another one so that we can flag it as the last
3948         * thrsw.
3949         */
3950        if (c->last_thrsw && !c->last_thrsw_at_top_level) {
3951                assert(c->devinfo->ver >= 41);
3952                vir_emit_thrsw(c);
3953        }
3954
3955        /* If we're threaded, then we need to mark the last THRSW instruction
3956         * so we can emit a pair of them at QPU emit time.
3957         *
3958         * For V3D 4.x, we can spawn the non-fragment shaders already in the
3959         * post-last-THRSW state, so we can skip this.
3960         */
3961        if (!c->last_thrsw && c->s->info.stage == MESA_SHADER_FRAGMENT) {
3962                assert(c->devinfo->ver >= 41);
3963                vir_emit_thrsw(c);
3964        }
3965
3966        /* If we have not inserted a last thread switch yet, do it now to ensure
3967         * any potential spilling we do happens before this. If we don't spill
3968         * in the end, we will restore the previous one.
3969         */
3970        if (*restore_last_thrsw == c->last_thrsw) {
3971                if (*restore_last_thrsw)
3972                        (*restore_last_thrsw)->is_last_thrsw = false;
3973                *restore_scoreboard_lock = c->lock_scoreboard_on_first_thrsw;
3974                vir_emit_thrsw(c);
3975        } else {
3976                *restore_last_thrsw = c->last_thrsw;
3977        }
3978
3979        assert(c->last_thrsw);
3980        c->last_thrsw->is_last_thrsw = true;
3981}
3982
3983static void
3984vir_restore_last_thrsw(struct v3d_compile *c,
3985                       struct qinst *thrsw,
3986                       bool scoreboard_lock)
3987{
3988        assert(c->last_thrsw);
3989        vir_remove_instruction(c, c->last_thrsw);
3990        c->last_thrsw = thrsw;
3991        if (c->last_thrsw)
3992                c->last_thrsw->is_last_thrsw = true;
3993        c->lock_scoreboard_on_first_thrsw = scoreboard_lock;
3994}
3995
3996/* There's a flag in the shader for "center W is needed for reasons other than
3997 * non-centroid varyings", so we just walk the program after VIR optimization
3998 * to see if it's used.  It should be harmless to set even if we only use
3999 * center W for varyings.
4000 */
4001static void
4002vir_check_payload_w(struct v3d_compile *c)
4003{
4004        if (c->s->info.stage != MESA_SHADER_FRAGMENT)
4005                return;
4006
4007        vir_for_each_inst_inorder(inst, c) {
4008                for (int i = 0; i < vir_get_nsrc(inst); i++) {
4009                        if (inst->src[i].file == QFILE_REG &&
4010                            inst->src[i].index == 0) {
4011                                c->uses_center_w = true;
4012                                return;
4013                        }
4014                }
4015        }
4016}
4017
4018void
4019v3d_nir_to_vir(struct v3d_compile *c)
4020{
4021        if (V3D_DEBUG & (V3D_DEBUG_NIR |
4022                         v3d_debug_flag_for_shader_stage(c->s->info.stage))) {
4023                fprintf(stderr, "%s prog %d/%d NIR:\n",
4024                        vir_get_stage_name(c),
4025                        c->program_id, c->variant_id);
4026                nir_print_shader(c->s, stderr);
4027        }
4028
4029        nir_to_vir(c);
4030
4031        bool restore_scoreboard_lock = false;
4032        struct qinst *restore_last_thrsw;
4033
4034        /* Emit the last THRSW before STVPM and TLB writes. */
4035        vir_emit_last_thrsw(c,
4036                            &restore_last_thrsw,
4037                            &restore_scoreboard_lock);
4038
4039
4040        switch (c->s->info.stage) {
4041        case MESA_SHADER_FRAGMENT:
4042                emit_frag_end(c);
4043                break;
4044        case MESA_SHADER_GEOMETRY:
4045                emit_geom_end(c);
4046                break;
4047        case MESA_SHADER_VERTEX:
4048                emit_vert_end(c);
4049                break;
4050        case MESA_SHADER_COMPUTE:
4051                break;
4052        default:
4053                unreachable("bad stage");
4054        }
4055
4056        if (V3D_DEBUG & (V3D_DEBUG_VIR |
4057                         v3d_debug_flag_for_shader_stage(c->s->info.stage))) {
4058                fprintf(stderr, "%s prog %d/%d pre-opt VIR:\n",
4059                        vir_get_stage_name(c),
4060                        c->program_id, c->variant_id);
4061                vir_dump(c);
4062                fprintf(stderr, "\n");
4063        }
4064
4065        vir_optimize(c);
4066
4067        vir_check_payload_w(c);
4068
4069        /* XXX perf: On VC4, we do a VIR-level instruction scheduling here.
4070         * We used that on that platform to pipeline TMU writes and reduce the
4071         * number of thread switches, as well as try (mostly successfully) to
4072         * reduce maximum register pressure to allow more threads.  We should
4073         * do something of that sort for V3D -- either instruction scheduling
4074         * here, or delay the the THRSW and LDTMUs from our texture
4075         * instructions until the results are needed.
4076         */
4077
4078        if (V3D_DEBUG & (V3D_DEBUG_VIR |
4079                         v3d_debug_flag_for_shader_stage(c->s->info.stage))) {
4080                fprintf(stderr, "%s prog %d/%d VIR:\n",
4081                        vir_get_stage_name(c),
4082                        c->program_id, c->variant_id);
4083                vir_dump(c);
4084                fprintf(stderr, "\n");
4085        }
4086
4087        /* Attempt to allocate registers for the temporaries.  If we fail,
4088         * reduce thread count and try again.
4089         */
4090        int min_threads = (c->devinfo->ver >= 41) ? 2 : 1;
4091        struct qpu_reg *temp_registers;
4092        while (true) {
4093                bool spilled;
4094                temp_registers = v3d_register_allocate(c, &spilled);
4095                if (spilled)
4096                        continue;
4097
4098                if (temp_registers)
4099                        break;
4100
4101                if (c->threads == min_threads &&
4102                    (V3D_DEBUG & V3D_DEBUG_RA)) {
4103                        fprintf(stderr,
4104                                "Failed to register allocate using %s\n",
4105                                c->fallback_scheduler ? "the fallback scheduler:" :
4106                                "the normal scheduler: \n");
4107
4108                        vir_dump(c);
4109
4110                        char *shaderdb;
4111                        int ret = v3d_shaderdb_dump(c, &shaderdb);
4112                        if (ret > 0) {
4113                                fprintf(stderr, "%s\n", shaderdb);
4114                                free(shaderdb);
4115                        }
4116                }
4117
4118                if (c->threads <= MAX2(c->min_threads_for_reg_alloc, min_threads)) {
4119                        if (V3D_DEBUG & V3D_DEBUG_PERF) {
4120                                fprintf(stderr,
4121                                        "Failed to register allocate %s at "
4122                                        "%d threads.\n", vir_get_stage_name(c),
4123                                        c->threads);
4124                        }
4125                        c->compilation_result =
4126                                V3D_COMPILATION_FAILED_REGISTER_ALLOCATION;
4127                        return;
4128                }
4129
4130                c->spill_count = 0;
4131                c->threads /= 2;
4132
4133                if (c->threads == 1)
4134                        vir_remove_thrsw(c);
4135        }
4136
4137        /* If we didn't spill, then remove the last thread switch we injected
4138         * artificially (if any) and restore the previous one.
4139         */
4140        if (!c->spills && c->last_thrsw != restore_last_thrsw)
4141                vir_restore_last_thrsw(c, restore_last_thrsw, restore_scoreboard_lock);
4142
4143        if (c->spills &&
4144            (V3D_DEBUG & (V3D_DEBUG_VIR |
4145                          v3d_debug_flag_for_shader_stage(c->s->info.stage)))) {
4146                fprintf(stderr, "%s prog %d/%d spilled VIR:\n",
4147                        vir_get_stage_name(c),
4148                        c->program_id, c->variant_id);
4149                vir_dump(c);
4150                fprintf(stderr, "\n");
4151        }
4152
4153        v3d_vir_to_qpu(c, temp_registers);
4154}
4155