Eventually, we will want to combine constants across types, but for now
let's not break the world.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
64-bit ops have their own funky swizzles. Let's pack them, both for
native 64-bit sources as well as extended 32-bit sources.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
On newer GPUs, this is a no-op. On older GPUs, this prevents needless
spilling since texture registers are shared with a subset of work
registers.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Tested-by: Andre Heider <a.heider@gmail.com>
We have to disable the fixup.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Tested-by: Andre Heider <a.heider@gmail.com>
We use a different set of texture registers, probably to save hardware.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Tested-by: Andre Heider <a.heider@gmail.com>
Early Midgard uses a different set of texture registers; let's not
hardcode.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Tested-by: Andre Heider <a.heider@gmail.com>
Not much of a difference but slightly better and slightly less
arbitrary.
total instructions in shared programs: 3560 -> 3559 (-0.03%)
instructions in affected programs: 44 -> 43 (-2.27%)
helped: 1
HURT: 0
total bundles in shared programs: 1844 -> 1843 (-0.05%)
bundles in affected programs: 23 -> 22 (-4.35%)
helped: 1
HURT: 0
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Pretty routine, we do have a hack to force swizzle alignment for !32-bit
for until we implement !32-bit the right way.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
This is less complicated than previously thought. Note we have no way of
specifying the work register count for blend shaders; it must be
strictly less than the work register count of the corresponding fragment
shader (which is fine since we force the fragment shader to report a
count of 16 with a blend shader as a major hack until we get register
pressure down for blend shaders).
TODO: pandecode the flags.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
While most load/store operations on 32-bit/vec4 intriniscally, some are
not and have special type-size-dependent semantics for the mask. We need
to convert into this native format.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
We can use the native Midgard ops for this, depending what chip we're
on.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
There are two versions of this opcode, depending what version of the ISA
you're using. I'm not sure if there's a semantic difference; I think
there might be some slight subtleties but it's too early to know at this
stage.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
There aren't texture pipeline registers anymore; instead, space is
shared with work and ldst registers for output and input respectively.
We need to shift the base registers to represent this correctly.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
The meaning of some bits shifts; we need to account for this to print
swizzles sanely.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We were using old style half-registers; let's update that to be
consistent, preparing us for more disassmbler changes in this area.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Also set MALI_HAS_BLEND_SHADER as needed.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
During tests on T720, these fields were discovered.
Signed-off-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We would like to pack not just xyzw swizzles but also efgh swizzles.
This should work for vec4/16-bit. More work will be needed to pack
swizzles for vec8/16-bit and even more work for 8-bit, of course.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Midgard prefetches instructions based on tag (ALU, LD/ST, texture *
size). To do so, the shader descriptor specifies the tag of the first
instruction, all instructions specify the tag of the next linear
instruction is, and all branches explicitly specify the tag of the
branch target.
If you mess this up, you get an INSTR_TYPE_MISMATCH, which unambiguously
refers to this problem, but it's still annoying to try to work out all
the branch targets in your head to debug.
Instead, let's track the tags of various blocks over time, so we can
automatically validate tags of branch targets, to make
INSTR_TYPE_MISMATCH issues immediately obvious in a disassembly.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
MALI_DEPTH_TEST should only be set when depth->writemask is true,
not when the depth test is enabled. Let's rename the flag and patch
panfrost_bind_depth_stencil_state() to do the right thing.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than having hw-specific swizzles encoded directly in the
instructions, have a unified swizzle arary so we can manipulate swizzles
generically.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
We want symmetry between loads and stores, so we add a dummy source. So
we get, e.g.
st_int4 _, val, arg_1, arg_2
ld_int4 dest, _, arg_1, arg_2
Semantically, this dummy source represents the data itself, as if the
load is simply a move. That means it has a swizzle that acts as a
source.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Currently the Android build system doesn't expose the panfrost
driver.
This patch enables the panfrost driver to be build on for the
Android platform.
Signed-off-by: Robert Foss <robert.foss@collabora.com>
Reviewed-By: Rohan Garg <rohan.garg@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Rather than supplying a mask/swizzle to compose with the original, just
supply the offset of the allocated register so we can directly offset
the mask/swizzle, without resorting to composition.
This is simpler, cleaner, and will generalize to non-32-bit.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
v2: make variable names snake_case
v2: minor cleanups in emit_udiv()
v2: fix Panfrost build failure
v3: use an enum instead of a boolean flag in nir_lower_idiv()'s signature
v4: remove nir_op_urcp
v5: drop nv50 path
v5: rebase
v6: add back nv50 path
v6: add comment for nir_lower_idiv_path enum
v7: rename _nv50/_llvm to _fast/_precise
v8: fix etnaviv build failure
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Daniel Schürmann <daniel@schuermann.dev>