mesa/src/broadcom/compiler/v3d_nir_lower_scratch.c
Alyssa Rosenzweig 01e9ee79f7 nir: Drop unused name from nir_ssa_dest_init
Since 624e799cc3 ("nir: Drop nir_ssa_def::name and nir_register::name"), SSA
defs don't have names, making the name argument unused. Drop it from the
signature and fix the call sites. This was done with the help of the following
Coccinelle semantic patch:

    @@
    expression A, B, C, D, E;
    @@

    -nir_ssa_dest_init(A, B, C, D, E);
    +nir_ssa_dest_init(A, B, C, D);

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23078>
2023-05-17 23:46:16 +00:00

149 lines
5.5 KiB
C

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