1/*
2 * Copyright © 2014 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include "util/ralloc.h"
25#include "util/register_allocate.h"
26#include "common/v3d_device_info.h"
27#include "v3d_compiler.h"
28
29#define QPU_R(i) { .magic = false, .index = i }
30
31#define ACC_INDEX     0
32#define ACC_COUNT     6
33#define PHYS_INDEX    (ACC_INDEX + ACC_COUNT)
34#define PHYS_COUNT    64
35
36static inline bool
37qinst_writes_tmu(const struct v3d_device_info *devinfo,
38                 struct qinst *inst)
39{
40        return (inst->dst.file == QFILE_MAGIC &&
41                v3d_qpu_magic_waddr_is_tmu(devinfo, inst->dst.index)) ||
42                inst->qpu.sig.wrtmuc;
43}
44
45static bool
46is_end_of_tmu_sequence(const struct v3d_device_info *devinfo,
47                       struct qinst *inst, struct qblock *block)
48{
49        if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU &&
50            inst->qpu.alu.add.op == V3D_QPU_A_TMUWT) {
51                return true;
52        }
53
54        if (!inst->qpu.sig.ldtmu)
55                return false;
56
57        list_for_each_entry_from(struct qinst, scan_inst, inst->link.next,
58                                 &block->instructions, link) {
59                if (scan_inst->qpu.sig.ldtmu)
60                        return false;
61
62                if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU &&
63                    inst->qpu.alu.add.op == V3D_QPU_A_TMUWT) {
64                        return true;
65                }
66
67                if (qinst_writes_tmu(devinfo, scan_inst))
68                        return true;
69        }
70
71        return true;
72}
73
74static bool
75vir_is_mov_uniform(struct v3d_compile *c, int temp)
76{
77        struct qinst *def = c->defs[temp];
78
79        return def && def->qpu.sig.ldunif;
80}
81
82static int
83v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g,
84                      uint32_t *temp_to_node)
85{
86        const float tmu_scale = 5;
87        float block_scale = 1.0;
88        float spill_costs[c->num_temps];
89        bool in_tmu_operation = false;
90        bool started_last_seg = false;
91
92        for (unsigned i = 0; i < c->num_temps; i++)
93                spill_costs[i] = 0.0;
94
95        /* XXX: Scale the cost up when inside of a loop. */
96        vir_for_each_block(block, c) {
97                vir_for_each_inst(inst, block) {
98                        /* We can't insert new thread switches after
99                         * starting output writes.
100                         */
101                        bool no_spilling =
102                                c->threads > 1 && started_last_seg;
103
104                        /* Discourage spilling of TMU operations */
105                        for (int i = 0; i < vir_get_nsrc(inst); i++) {
106                                if (inst->src[i].file != QFILE_TEMP)
107                                        continue;
108
109                                int temp = inst->src[i].index;
110                                if (vir_is_mov_uniform(c, temp)) {
111                                        spill_costs[temp] += block_scale;
112                                } else if (!no_spilling) {
113                                        float tmu_op_scale = in_tmu_operation ?
114                                                3.0 : 1.0;
115                                        spill_costs[temp] += (block_scale *
116                                                              tmu_scale *
117                                                              tmu_op_scale);
118                                } else {
119                                        BITSET_CLEAR(c->spillable, temp);
120                                }
121                        }
122
123                        if (inst->dst.file == QFILE_TEMP) {
124                                int temp = inst->dst.index;
125
126                                if (vir_is_mov_uniform(c, temp)) {
127                                        /* We just rematerialize the unform
128                                         * later.
129                                         */
130                                } else if (!no_spilling) {
131                                        spill_costs[temp] += (block_scale *
132                                                              tmu_scale);
133                                } else {
134                                        BITSET_CLEAR(c->spillable, temp);
135                                }
136                        }
137
138                        /* Refuse to spill a ldvary's dst, because that means
139                         * that ldvary's r5 would end up being used across a
140                         * thrsw.
141                         */
142                        if (inst->qpu.sig.ldvary) {
143                                assert(inst->dst.file == QFILE_TEMP);
144                                BITSET_CLEAR(c->spillable, inst->dst.index);
145                        }
146
147                        if (inst->is_last_thrsw)
148                                started_last_seg = true;
149
150                        if (v3d_qpu_writes_vpm(&inst->qpu) ||
151                            v3d_qpu_uses_tlb(&inst->qpu))
152                                started_last_seg = true;
153
154                        /* Track when we're in between a TMU setup and the
155                         * final LDTMU or TMUWT from that TMU setup.  We
156                         * penalize spills during that time.
157                         */
158                        if (is_end_of_tmu_sequence(c->devinfo, inst, block))
159                                in_tmu_operation = false;
160
161                        if (qinst_writes_tmu(c->devinfo, inst))
162                                in_tmu_operation = true;
163                }
164        }
165
166        for (unsigned i = 0; i < c->num_temps; i++) {
167                if (BITSET_TEST(c->spillable, i))
168                        ra_set_node_spill_cost(g, temp_to_node[i], spill_costs[i]);
169        }
170
171        return ra_get_best_spill_node(g);
172}
173
174/* The spill offset for this thread takes a bit of setup, so do it once at
175 * program start.
176 */
177void
178v3d_setup_spill_base(struct v3d_compile *c)
179{
180        /* Setting up the spill base is done in the entry block; so change
181         * both the current block to emit and the cursor.
182         */
183        struct qblock *current_block = c->cur_block;
184        c->cur_block = vir_entry_block(c);
185        c->cursor = vir_before_block(c->cur_block);
186
187        int start_num_temps = c->num_temps;
188
189        /* Each thread wants to be in a separate region of the scratch space
190         * so that the QPUs aren't fighting over cache lines.  We have the
191         * driver keep a single global spill BO rather than
192         * per-spilling-program BOs, so we need a uniform from the driver for
193         * what the per-thread scale is.
194         */
195        struct qreg thread_offset =
196                vir_UMUL(c,
197                         vir_TIDX(c),
198                         vir_uniform(c, QUNIFORM_SPILL_SIZE_PER_THREAD, 0));
199
200        /* Each channel in a reg is 4 bytes, so scale them up by that. */
201        struct qreg element_offset = vir_SHL(c, vir_EIDX(c),
202                                             vir_uniform_ui(c, 2));
203
204        c->spill_base = vir_ADD(c,
205                                vir_ADD(c, thread_offset, element_offset),
206                                vir_uniform(c, QUNIFORM_SPILL_OFFSET, 0));
207
208        /* Make sure that we don't spill the spilling setup instructions. */
209        for (int i = start_num_temps; i < c->num_temps; i++)
210                BITSET_CLEAR(c->spillable, i);
211
212        /* Restore the current block. */
213        c->cur_block = current_block;
214        c->cursor = vir_after_block(c->cur_block);
215}
216
217static struct qinst *
218v3d_emit_spill_tmua(struct v3d_compile *c, uint32_t spill_offset)
219{
220        return vir_ADD_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUA),
221                            c->spill_base, vir_uniform_ui(c, spill_offset));
222}
223
224
225static void
226v3d_emit_tmu_spill(struct v3d_compile *c, struct qinst *inst,
227                   struct qinst *position, uint32_t spill_offset)
228{
229        assert(inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU);
230
231        c->cursor = vir_after_inst(position);
232        inst->dst = vir_get_temp(c);
233        enum v3d_qpu_cond cond = vir_get_cond(inst);
234        struct qinst *tmp =
235                vir_MOV_dest(c, vir_reg(QFILE_MAGIC, V3D_QPU_WADDR_TMUD),
236                             inst->dst);
237        tmp->qpu.flags.mc = cond;
238        tmp = v3d_emit_spill_tmua(c, spill_offset);
239        tmp->qpu.flags.ac = cond;
240        vir_emit_thrsw(c);
241        vir_TMUWT(c);
242        c->spills++;
243        c->tmu_dirty_rcl = true;
244}
245
246static void
247v3d_spill_reg(struct v3d_compile *c, int spill_temp)
248{
249        c->spill_count++;
250
251        bool is_uniform = vir_is_mov_uniform(c, spill_temp);
252
253        uint32_t spill_offset = 0;
254
255        if (!is_uniform) {
256                spill_offset = c->spill_size;
257                c->spill_size += V3D_CHANNELS * sizeof(uint32_t);
258
259                if (spill_offset == 0)
260                        v3d_setup_spill_base(c);
261        }
262
263        struct qinst *last_thrsw = c->last_thrsw;
264        assert(last_thrsw && last_thrsw->is_last_thrsw);
265
266        int start_num_temps = c->num_temps;
267
268        int uniform_index = ~0;
269        if (is_uniform) {
270                struct qinst *orig_unif = c->defs[spill_temp];
271                uniform_index = orig_unif->uniform;
272        }
273
274        /* We must disable the ldunif optimization if we are spilling uniforms */
275        bool had_disable_ldunif_opt = c->disable_ldunif_opt;
276        c->disable_ldunif_opt = true;
277
278        struct qinst *start_of_tmu_sequence = NULL;
279        struct qinst *postponed_spill = NULL;
280        vir_for_each_block(block, c) {
281                vir_for_each_inst_safe(inst, block) {
282                        /* Track when we're in between a TMU setup and the final
283                         * LDTMU or TMUWT from that TMU setup. We can't spill/fill any
284                         * temps during that time, because that involves inserting a
285                         * new TMU setup/LDTMU sequence, so we postpone the spill or
286                         * move the fill up to not intrude in the middle of the TMU
287                         * sequence.
288                         */
289                        if (is_end_of_tmu_sequence(c->devinfo, inst, block)) {
290                                if (postponed_spill) {
291                                        v3d_emit_tmu_spill(c, postponed_spill,
292                                                           inst, spill_offset);
293                                }
294
295                                start_of_tmu_sequence = NULL;
296                                postponed_spill = NULL;
297                        }
298
299                        if (!start_of_tmu_sequence &&
300                            qinst_writes_tmu(c->devinfo, inst)) {
301                                start_of_tmu_sequence = inst;
302                        }
303
304                        /* fills */
305                        for (int i = 0; i < vir_get_nsrc(inst); i++) {
306                                if (inst->src[i].file != QFILE_TEMP ||
307                                    inst->src[i].index != spill_temp) {
308                                        continue;
309                                }
310
311                                c->cursor = vir_before_inst(inst);
312
313                                if (is_uniform) {
314                                        struct qreg unif =
315                                                vir_uniform(c,
316                                                            c->uniform_contents[uniform_index],
317                                                            c->uniform_data[uniform_index]);
318                                        inst->src[i] = unif;
319                                } else {
320                                        /* If we have a postponed spill, we don't need
321                                         * a fill as the temp would not have been
322                                         * spilled yet.
323                                         */
324                                        if (postponed_spill)
325                                                continue;
326                                        if (start_of_tmu_sequence)
327                                                c->cursor = vir_before_inst(start_of_tmu_sequence);
328
329                                        v3d_emit_spill_tmua(c, spill_offset);
330                                        vir_emit_thrsw(c);
331                                        inst->src[i] = vir_LDTMU(c);
332                                        c->fills++;
333                                }
334                        }
335
336                        /* spills */
337                        if (inst->dst.file == QFILE_TEMP &&
338                            inst->dst.index == spill_temp) {
339                                if (is_uniform) {
340                                        c->cursor.link = NULL;
341                                        vir_remove_instruction(c, inst);
342                                } else {
343                                        if (start_of_tmu_sequence)
344                                                postponed_spill = inst;
345                                        else
346                                                v3d_emit_tmu_spill(c, inst, inst,
347                                                                   spill_offset);
348                                }
349                        }
350                }
351        }
352
353        /* Make sure c->last_thrsw is the actual last thrsw, not just one we
354         * inserted in our most recent unspill.
355         */
356        c->last_thrsw = last_thrsw;
357
358        /* Don't allow spilling of our spilling instructions.  There's no way
359         * they can help get things colored.
360         */
361        for (int i = start_num_temps; i < c->num_temps; i++)
362                BITSET_CLEAR(c->spillable, i);
363
364        c->disable_ldunif_opt = had_disable_ldunif_opt;
365}
366
367struct node_to_temp_map {
368        uint32_t temp;
369        uint32_t priority;
370};
371
372struct v3d_ra_select_callback_data {
373        uint32_t next_acc;
374        uint32_t next_phys;
375        struct node_to_temp_map *map;
376};
377
378/* Choosing accumulators improves chances of merging QPU instructions
379 * due to these merges requiring that at most 2 rf registers are used
380 * by the add and mul instructions.
381 */
382static bool
383v3d_ra_favor_accum(struct v3d_ra_select_callback_data *v3d_ra,
384                   BITSET_WORD *regs,
385                   int priority)
386{
387        /* Favor accumulators if we have less that this number of physical
388         * registers. Accumulators have more restrictions (like being
389         * invalidated through thrsw), so running out of physical registers
390         * even if we have accumulators available can lead to register
391         * allocation failures.
392         */
393        static const int available_rf_threshold = 5;
394        int available_rf = 0 ;
395        for (int i = 0; i < PHYS_COUNT; i++) {
396                if (BITSET_TEST(regs, PHYS_INDEX + i))
397                        available_rf++;
398                if (available_rf >= available_rf_threshold)
399                        break;
400        }
401        if (available_rf < available_rf_threshold)
402                return true;
403
404        /* Favor accumulators for short-lived temps (our priority represents
405         * liveness), to prevent long-lived temps from grabbing accumulators
406         * and preventing follow-up instructions from using them, potentially
407         * leading to large portions of the shader being unable to use
408         * accumulators and therefore merge instructions successfully.
409         */
410        static const int priority_threshold = 20;
411        if (priority <= priority_threshold)
412                return true;
413
414        return false;
415}
416
417static bool
418v3d_ra_select_accum(struct v3d_ra_select_callback_data *v3d_ra,
419                    BITSET_WORD *regs,
420                    unsigned int *out)
421{
422        /* Round-robin through our accumulators to give post-RA instruction
423         * selection more options.
424         */
425        for (int i = 0; i < ACC_COUNT; i++) {
426                int acc_off = (v3d_ra->next_acc + i) % ACC_COUNT;
427                int acc = ACC_INDEX + acc_off;
428
429                if (BITSET_TEST(regs, acc)) {
430                        v3d_ra->next_acc = acc_off + 1;
431                        *out = acc;
432                        return true;
433                }
434        }
435
436        return false;
437}
438
439static bool
440v3d_ra_select_rf(struct v3d_ra_select_callback_data *v3d_ra,
441                 BITSET_WORD *regs,
442                 unsigned int *out)
443{
444        for (int i = 0; i < PHYS_COUNT; i++) {
445                int phys_off = (v3d_ra->next_phys + i) % PHYS_COUNT;
446                int phys = PHYS_INDEX + phys_off;
447
448                if (BITSET_TEST(regs, phys)) {
449                        v3d_ra->next_phys = phys_off + 1;
450                        *out = phys;
451                        return true;
452                }
453        }
454
455        return false;
456}
457
458static unsigned int
459v3d_ra_select_callback(unsigned int n, BITSET_WORD *regs, void *data)
460{
461        struct v3d_ra_select_callback_data *v3d_ra = data;
462        int r5 = ACC_INDEX + 5;
463
464        /* Choose r5 for our ldunifs if possible (nobody else can load to that
465         * reg, and it keeps the QPU cond field free from being occupied by
466         * ldunifrf).
467         */
468        if (BITSET_TEST(regs, r5))
469                return r5;
470
471        unsigned int reg;
472        if (v3d_ra_favor_accum(v3d_ra, regs, v3d_ra->map[n].priority) &&
473            v3d_ra_select_accum(v3d_ra, regs, &reg)) {
474                return reg;
475        }
476
477        if (v3d_ra_select_rf(v3d_ra, regs, &reg))
478                return reg;
479
480        /* If we ran out of physical registers try to assign an accumulator
481         * if we didn't favor that option earlier.
482         */
483        if (v3d_ra_select_accum(v3d_ra, regs, &reg))
484                return reg;
485
486        unreachable("RA must pass us at least one possible reg.");
487}
488
489bool
490vir_init_reg_sets(struct v3d_compiler *compiler)
491{
492        /* Allocate up to 3 regfile classes, for the ways the physical
493         * register file can be divided up for fragment shader threading.
494         */
495        int max_thread_index = (compiler->devinfo->ver >= 40 ? 2 : 3);
496
497        compiler->regs = ra_alloc_reg_set(compiler, PHYS_INDEX + PHYS_COUNT,
498                                          false);
499        if (!compiler->regs)
500                return false;
501
502        for (int threads = 0; threads < max_thread_index; threads++) {
503                compiler->reg_class_any[threads] =
504                        ra_alloc_contig_reg_class(compiler->regs, 1);
505                compiler->reg_class_r5[threads] =
506                        ra_alloc_contig_reg_class(compiler->regs, 1);
507                compiler->reg_class_phys_or_acc[threads] =
508                        ra_alloc_contig_reg_class(compiler->regs, 1);
509                compiler->reg_class_phys[threads] =
510                        ra_alloc_contig_reg_class(compiler->regs, 1);
511
512                for (int i = PHYS_INDEX;
513                     i < PHYS_INDEX + (PHYS_COUNT >> threads); i++) {
514                        ra_class_add_reg(compiler->reg_class_phys_or_acc[threads], i);
515                        ra_class_add_reg(compiler->reg_class_phys[threads], i);
516                        ra_class_add_reg(compiler->reg_class_any[threads], i);
517                }
518
519                for (int i = ACC_INDEX + 0; i < ACC_INDEX + ACC_COUNT - 1; i++) {
520                        ra_class_add_reg(compiler->reg_class_phys_or_acc[threads], i);
521                        ra_class_add_reg(compiler->reg_class_any[threads], i);
522                }
523                /* r5 can only store a single 32-bit value, so not much can
524                 * use it.
525                 */
526                ra_class_add_reg(compiler->reg_class_r5[threads],
527                                 ACC_INDEX + 5);
528                ra_class_add_reg(compiler->reg_class_any[threads],
529                                 ACC_INDEX + 5);
530        }
531
532        ra_set_finalize(compiler->regs, NULL);
533
534        return true;
535}
536
537static int
538node_to_temp_priority(const void *in_a, const void *in_b)
539{
540        const struct node_to_temp_map *a = in_a;
541        const struct node_to_temp_map *b = in_b;
542
543        return a->priority - b->priority;
544}
545
546/**
547 * Computes the number of registers to spill in a batch after a register
548 * allocation failure.
549 */
550static uint32_t
551get_spill_batch_size(struct v3d_compile *c)
552{
553   /* Allow up to 10 spills in batches of 1 in any case to avoid any chance of
554    * over-spilling if the program requires few spills to compile.
555    */
556   if (c->spill_count < 10)
557           return 1;
558
559   /* If we have to spill more than that we assume performance is not going to
560    * be great and we shift focus to batching spills to cut down compile
561    * time at the expense of over-spilling.
562    */
563   return 20;
564}
565
566/* Don't emit spills using the TMU until we've dropped thread count first. We,
567 * may also disable spilling when certain optimizations that are known to
568 * increase register pressure are active so we favor recompiling with
569 * optimizations disabled instead of spilling.
570 */
571static inline bool
572tmu_spilling_allowed(struct v3d_compile *c, int thread_index)
573{
574        return thread_index == 0 && c->tmu_spilling_allowed;
575}
576
577#define CLASS_BIT_PHYS			(1 << 0)
578#define CLASS_BIT_ACC			(1 << 1)
579#define CLASS_BIT_R5			(1 << 4)
580#define CLASS_BITS_ANY			(CLASS_BIT_PHYS | \
581                                         CLASS_BIT_ACC | \
582                                         CLASS_BIT_R5)
583
584/**
585 * Returns a mapping from QFILE_TEMP indices to struct qpu_regs.
586 *
587 * The return value should be freed by the caller.
588 */
589struct qpu_reg *
590v3d_register_allocate(struct v3d_compile *c, bool *spilled)
591{
592        uint32_t UNUSED start_num_temps = c->num_temps;
593        struct node_to_temp_map map[c->num_temps];
594        uint32_t temp_to_node[c->num_temps];
595        uint8_t class_bits[c->num_temps];
596        int acc_nodes[ACC_COUNT];
597        struct v3d_ra_select_callback_data callback_data = {
598                .next_acc = 0,
599                /* Start at RF3, to try to keep the TLB writes from using
600                 * RF0-2.
601                 */
602                .next_phys = 3,
603                .map = map,
604        };
605
606        *spilled = false;
607
608        vir_calculate_live_intervals(c);
609
610        /* Convert 1, 2, 4 threads to 0, 1, 2 index.
611         *
612         * V3D 4.x has double the physical register space, so 64 physical regs
613         * are available at both 1x and 2x threading, and 4x has 32.
614         */
615        int thread_index = ffs(c->threads) - 1;
616        if (c->devinfo->ver >= 40) {
617                if (thread_index >= 1)
618                        thread_index--;
619        }
620
621        struct ra_graph *g = ra_alloc_interference_graph(c->compiler->regs,
622                                                         c->num_temps +
623                                                         ARRAY_SIZE(acc_nodes));
624        ra_set_select_reg_callback(g, v3d_ra_select_callback, &callback_data);
625
626        /* Make some fixed nodes for the accumulators, which we will need to
627         * interfere with when ops have implied r3/r4 writes or for the thread
628         * switches.  We could represent these as classes for the nodes to
629         * live in, but the classes take up a lot of memory to set up, so we
630         * don't want to make too many.
631         */
632        for (int i = 0; i < ARRAY_SIZE(acc_nodes); i++) {
633                acc_nodes[i] = c->num_temps + i;
634                ra_set_node_reg(g, acc_nodes[i], ACC_INDEX + i);
635        }
636
637        for (uint32_t i = 0; i < c->num_temps; i++) {
638                map[i].temp = i;
639                map[i].priority = c->temp_end[i] - c->temp_start[i];
640        }
641        qsort(map, c->num_temps, sizeof(map[0]), node_to_temp_priority);
642        for (uint32_t i = 0; i < c->num_temps; i++) {
643                temp_to_node[map[i].temp] = i;
644        }
645
646        /* Figure out our register classes and preallocated registers.  We
647         * start with any temp being able to be in any file, then instructions
648         * incrementally remove bits that the temp definitely can't be in.
649         */
650        memset(class_bits, CLASS_BITS_ANY, sizeof(class_bits));
651
652        int ip = 0;
653        vir_for_each_inst_inorder(inst, c) {
654                /* If the instruction writes r3/r4 (and optionally moves its
655                 * result to a temp), nothing else can be stored in r3/r4 across
656                 * it.
657                 */
658                if (vir_writes_r3(c->devinfo, inst)) {
659                        for (int i = 0; i < c->num_temps; i++) {
660                                if (c->temp_start[i] < ip &&
661                                    c->temp_end[i] > ip) {
662                                        ra_add_node_interference(g,
663                                                                 temp_to_node[i],
664                                                                 acc_nodes[3]);
665                                }
666                        }
667                }
668                if (vir_writes_r4(c->devinfo, inst)) {
669                        for (int i = 0; i < c->num_temps; i++) {
670                                if (c->temp_start[i] < ip &&
671                                    c->temp_end[i] > ip) {
672                                        ra_add_node_interference(g,
673                                                                 temp_to_node[i],
674                                                                 acc_nodes[4]);
675                                }
676                        }
677                }
678
679                if (inst->qpu.type == V3D_QPU_INSTR_TYPE_ALU) {
680                        switch (inst->qpu.alu.add.op) {
681                        case V3D_QPU_A_LDVPMV_IN:
682                        case V3D_QPU_A_LDVPMV_OUT:
683                        case V3D_QPU_A_LDVPMD_IN:
684                        case V3D_QPU_A_LDVPMD_OUT:
685                        case V3D_QPU_A_LDVPMP:
686                        case V3D_QPU_A_LDVPMG_IN:
687                        case V3D_QPU_A_LDVPMG_OUT:
688                                /* LDVPMs only store to temps (the MA flag
689                                 * decides whether the LDVPM is in or out)
690                                 */
691                                assert(inst->dst.file == QFILE_TEMP);
692                                class_bits[inst->dst.index] &= CLASS_BIT_PHYS;
693                                break;
694
695                        case V3D_QPU_A_RECIP:
696                        case V3D_QPU_A_RSQRT:
697                        case V3D_QPU_A_EXP:
698                        case V3D_QPU_A_LOG:
699                        case V3D_QPU_A_SIN:
700                        case V3D_QPU_A_RSQRT2:
701                                /* The SFU instructions write directly to the
702                                 * phys regfile.
703                                 */
704                                assert(inst->dst.file == QFILE_TEMP);
705                                class_bits[inst->dst.index] &= CLASS_BIT_PHYS;
706                                break;
707
708                        default:
709                                break;
710                        }
711                }
712
713                if (inst->src[0].file == QFILE_REG) {
714                        switch (inst->src[0].index) {
715                        case 0:
716                        case 1:
717                        case 2:
718                        case 3:
719                                /* Payload setup instructions: Force allocate
720                                 * the dst to the given register (so the MOV
721                                 * will disappear).
722                                 */
723                                assert(inst->qpu.alu.mul.op == V3D_QPU_M_MOV);
724                                assert(inst->dst.file == QFILE_TEMP);
725                                ra_set_node_reg(g,
726                                                temp_to_node[inst->dst.index],
727                                                PHYS_INDEX +
728                                                inst->src[0].index);
729                                break;
730                        }
731                }
732
733                if (inst->dst.file == QFILE_TEMP) {
734                        /* Only a ldunif gets to write to R5, which only has a
735                         * single 32-bit channel of storage.
736                         */
737                        if (!inst->qpu.sig.ldunif) {
738                                class_bits[inst->dst.index] &= ~CLASS_BIT_R5;
739                        } else {
740                                /* Until V3D 4.x, we could only load a uniform
741                                 * to r5, so we'll need to spill if uniform
742                                 * loads interfere with each other.
743                                 */
744                                if (c->devinfo->ver < 40) {
745                                        class_bits[inst->dst.index] &=
746                                                CLASS_BIT_R5;
747                                }
748                        }
749                }
750
751                if (inst->qpu.sig.thrsw) {
752                        /* All accumulators are invalidated across a thread
753                         * switch.
754                         */
755                        for (int i = 0; i < c->num_temps; i++) {
756                                if (c->temp_start[i] < ip && c->temp_end[i] > ip)
757                                        class_bits[i] &= CLASS_BIT_PHYS;
758                        }
759                }
760
761                ip++;
762        }
763
764        for (uint32_t i = 0; i < c->num_temps; i++) {
765                if (class_bits[i] == CLASS_BIT_PHYS) {
766                        ra_set_node_class(g, temp_to_node[i],
767                                          c->compiler->reg_class_phys[thread_index]);
768                } else if (class_bits[i] == (CLASS_BIT_R5)) {
769                        ra_set_node_class(g, temp_to_node[i],
770                                          c->compiler->reg_class_r5[thread_index]);
771                } else if (class_bits[i] == (CLASS_BIT_PHYS | CLASS_BIT_ACC)) {
772                        ra_set_node_class(g, temp_to_node[i],
773                                          c->compiler->reg_class_phys_or_acc[thread_index]);
774                } else {
775                        assert(class_bits[i] == CLASS_BITS_ANY);
776                        ra_set_node_class(g, temp_to_node[i],
777                                          c->compiler->reg_class_any[thread_index]);
778                }
779        }
780
781        for (uint32_t i = 0; i < c->num_temps; i++) {
782                for (uint32_t j = i + 1; j < c->num_temps; j++) {
783                        if (!(c->temp_start[i] >= c->temp_end[j] ||
784                              c->temp_start[j] >= c->temp_end[i])) {
785                                ra_add_node_interference(g,
786                                                         temp_to_node[i],
787                                                         temp_to_node[j]);
788                        }
789                }
790        }
791
792        /* Debug code to force a bit of register spilling, for running across
793         * conformance tests to make sure that spilling works.
794         */
795        int force_register_spills = 0;
796        if (c->spill_size <
797            V3D_CHANNELS * sizeof(uint32_t) * force_register_spills) {
798                int node = v3d_choose_spill_node(c, g, temp_to_node);
799                if (node != -1) {
800                        v3d_spill_reg(c, map[node].temp);
801                        ralloc_free(g);
802                        *spilled = true;
803                        return NULL;
804                }
805        }
806
807        bool ok = ra_allocate(g);
808        if (!ok) {
809                const uint32_t spill_batch_size = get_spill_batch_size(c);
810
811                for (uint32_t i = 0; i < spill_batch_size; i++) {
812                        int node = v3d_choose_spill_node(c, g, temp_to_node);
813                        if (node == -1)
814                           break;
815
816                        /* TMU spills inject thrsw signals that invalidate
817                         * accumulators, so we can't batch them.
818                         */
819                        bool is_uniform = vir_is_mov_uniform(c, map[node].temp);
820                        if (i > 0 && !is_uniform)
821                                break;
822
823                        if (is_uniform || tmu_spilling_allowed(c, thread_index)) {
824                                v3d_spill_reg(c, map[node].temp);
825
826                                /* Ask the outer loop to call back in. */
827                                *spilled = true;
828
829                                /* See comment above about batching TMU spills.
830                                 */
831                                if (!is_uniform) {
832                                        assert(i == 0);
833                                        break;
834                                }
835                        } else {
836                                break;
837                        }
838                }
839
840                ralloc_free(g);
841                return NULL;
842        }
843
844        /* Ensure that we are not accessing temp_to_node out of bounds. We
845         * should never trigger this assertion because `c->num_temps` only
846         * grows when we spill, in which case we return early and don't get
847         * here.
848         */
849        assert(start_num_temps == c->num_temps);
850        struct qpu_reg *temp_registers = calloc(c->num_temps,
851                                                sizeof(*temp_registers));
852
853        for (uint32_t i = 0; i < c->num_temps; i++) {
854                int ra_reg = ra_get_node_reg(g, temp_to_node[i]);
855                if (ra_reg < PHYS_INDEX) {
856                        temp_registers[i].magic = true;
857                        temp_registers[i].index = (V3D_QPU_WADDR_R0 +
858                                                   ra_reg - ACC_INDEX);
859                } else {
860                        temp_registers[i].magic = false;
861                        temp_registers[i].index = ra_reg - PHYS_INDEX;
862                }
863        }
864
865        ralloc_free(g);
866
867        return temp_registers;
868}
869