broadcom: Add VC5 NIR compiler.
This is a pretty straightforward fork of VC4's NIR compiler to VC5. The condition codes, registers, and I/O have all changed, making the backend hard to share, though their heritage is still recognizable. v2: Move to src/broadcom/compiler to match intel's layout, rename more "vc5" to "v3d", rename QIR to VIR ("V3D IR") to avoid symbol conflicts with vc4, use new v3d_debug header, add compiler init/free functions, do texture swizzling in NIR to allow optimization.
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src/broadcom/compiler/v3d_nir_lower_io.c
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176
src/broadcom/compiler/v3d_nir_lower_io.c
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/*
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* Copyright © 2015 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "compiler/v3d_compiler.h"
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#include "compiler/nir/nir_builder.h"
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/**
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* Walks the NIR generated by TGSI-to-NIR or GLSL-to-NIR to lower its io
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* intrinsics into something amenable to the V3D architecture.
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*
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* Currently, it splits VS inputs and uniforms into scalars, drops any
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* non-position outputs in coordinate shaders, and fixes up the addressing on
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* indirect uniform loads. FS input and VS output scalarization is handled by
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* nir_lower_io_to_scalar().
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*/
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static void
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replace_intrinsic_with_vec(nir_builder *b, nir_intrinsic_instr *intr,
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nir_ssa_def **comps)
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{
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/* Batch things back together into a vector. This will get split by
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* the later ALU scalarization pass.
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*/
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nir_ssa_def *vec = nir_vec(b, comps, intr->num_components);
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/* Replace the old intrinsic with a reference to our reconstructed
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* vector.
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*/
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nir_ssa_def_rewrite_uses(&intr->dest.ssa, nir_src_for_ssa(vec));
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nir_instr_remove(&intr->instr);
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}
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static void
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v3d_nir_lower_output(struct v3d_compile *c, nir_builder *b,
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nir_intrinsic_instr *intr)
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{
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nir_variable *output_var = NULL;
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nir_foreach_variable(var, &c->s->outputs) {
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if (var->data.driver_location == nir_intrinsic_base(intr)) {
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output_var = var;
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break;
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}
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}
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assert(output_var);
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if (c->vs_key) {
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int slot = output_var->data.location;
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bool used = false;
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switch (slot) {
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case VARYING_SLOT_PSIZ:
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case VARYING_SLOT_POS:
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used = true;
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break;
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default:
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for (int i = 0; i < c->vs_key->num_fs_inputs; i++) {
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if (v3d_slot_get_slot(c->vs_key->fs_inputs[i]) == slot) {
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used = true;
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break;
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}
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}
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break;
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}
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if (!used)
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nir_instr_remove(&intr->instr);
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}
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}
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static void
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v3d_nir_lower_uniform(struct v3d_compile *c, nir_builder *b,
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nir_intrinsic_instr *intr)
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{
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b->cursor = nir_before_instr(&intr->instr);
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/* Generate scalar loads equivalent to the original vector. */
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nir_ssa_def *dests[4];
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for (unsigned i = 0; i < intr->num_components; i++) {
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nir_intrinsic_instr *intr_comp =
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nir_intrinsic_instr_create(c->s, intr->intrinsic);
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intr_comp->num_components = 1;
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nir_ssa_dest_init(&intr_comp->instr, &intr_comp->dest, 1, 32, NULL);
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/* Convert the uniform offset to bytes. If it happens
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* to be a constant, constant-folding will clean up
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* the shift for us.
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*/
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nir_intrinsic_set_base(intr_comp,
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nir_intrinsic_base(intr) * 16 +
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i * 4);
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intr_comp->src[0] =
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nir_src_for_ssa(nir_ishl(b, intr->src[0].ssa,
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nir_imm_int(b, 4)));
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dests[i] = &intr_comp->dest.ssa;
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nir_builder_instr_insert(b, &intr_comp->instr);
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}
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replace_intrinsic_with_vec(b, intr, dests);
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}
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static void
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v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
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struct nir_instr *instr)
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{
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if (instr->type != nir_instr_type_intrinsic)
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return;
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nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
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switch (intr->intrinsic) {
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case nir_intrinsic_load_input:
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break;
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case nir_intrinsic_store_output:
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v3d_nir_lower_output(c, b, intr);
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break;
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case nir_intrinsic_load_uniform:
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v3d_nir_lower_uniform(c, b, intr);
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break;
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case nir_intrinsic_load_user_clip_plane:
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default:
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break;
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}
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}
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static bool
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v3d_nir_lower_io_impl(struct v3d_compile *c, nir_function_impl *impl)
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{
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nir_builder b;
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nir_builder_init(&b, impl);
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nir_foreach_block(block, impl) {
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nir_foreach_instr_safe(instr, block)
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v3d_nir_lower_io_instr(c, &b, instr);
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}
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nir_metadata_preserve(impl, nir_metadata_block_index |
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nir_metadata_dominance);
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return true;
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}
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void
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v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c)
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{
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nir_foreach_function(function, s) {
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if (function->impl)
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v3d_nir_lower_io_impl(c, function->impl);
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}
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}
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