/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */ /* * Copyright (C) 2014 Rob Clark * * 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. * * Authors: * Rob Clark */ #include "util/u_math.h" #include "ir3.h" /* * Instruction Depth: * * Calculates weighted instruction depth, ie. the sum of # of needed * instructions plus delay slots back to original input (ie INPUT or * CONST). That is to say, an instructions depth is: * * depth(instr) { * d = 0; * // for each src register: * foreach (src in instr->regs[1..n]) * d = max(d, delayslots(src->instr, n) + depth(src->instr)); * return d + 1; * } * * After an instruction's depth is calculated, it is inserted into the * blocks depth sorted list, which is used by the scheduling pass. */ /* calculate required # of delay slots between the instruction that * assigns a value and the one that consumes */ int ir3_delayslots(struct ir3_instruction *assigner, struct ir3_instruction *consumer, unsigned n) { /* worst case is cat1-3 (alu) -> cat4/5 needing 6 cycles, normal * alu -> alu needs 3 cycles, cat4 -> alu and texture fetch * handled with sync bits */ if (is_meta(assigner)) return 0; if (writes_addr(assigner)) return 6; /* handled via sync flags: */ if (is_sfu(assigner) || is_tex(assigner)) return 0; /* assigner must be alu: */ if (is_flow(consumer) || is_sfu(consumer) || is_tex(consumer)) { return 6; } else if ((consumer->category == 3) && is_mad(consumer->opc) && (n == 2)) { /* special case, 3rd src to cat3 not required on first cycle */ return 1; } else { return 3; } } static void insert_by_depth(struct ir3_instruction *instr) { struct ir3_block *block = instr->block; struct ir3_instruction *n = block->head; struct ir3_instruction *p = NULL; while (n && (n != instr) && (n->depth > instr->depth)) { p = n; n = n->next; } instr->next = n; if (p) p->next = instr; else block->head = instr; } static void ir3_instr_depth(struct ir3_instruction *instr) { unsigned i; /* if we've already visited this instruction, bail now: */ if (ir3_instr_check_mark(instr)) return; instr->depth = 0; for (i = 1; i < instr->regs_count; i++) { struct ir3_register *src = instr->regs[i]; if (src->flags & IR3_REG_SSA) { unsigned sd; /* visit child to compute it's depth: */ ir3_instr_depth(src->instr); sd = ir3_delayslots(src->instr, instr, i-1) + src->instr->depth; instr->depth = MAX2(instr->depth, sd); } } /* meta-instructions don't add cycles, other than PHI.. which * might translate to a real instruction.. * * well, not entirely true, fan-in/out, etc might need to need * to generate some extra mov's in edge cases, etc.. probably * we might want to do depth calculation considering the worst * case for these?? */ if (!is_meta(instr)) instr->depth++; insert_by_depth(instr); } void ir3_block_depth(struct ir3_block *block) { unsigned i; block->head = NULL; ir3_clear_mark(block->shader); for (i = 0; i < block->noutputs; i++) if (block->outputs[i]) ir3_instr_depth(block->outputs[i]); /* mark un-used instructions: */ for (i = 0; i < block->shader->instrs_count; i++) { struct ir3_instruction *instr = block->shader->instrs[i]; /* just consider instructions within this block: */ if (instr->block != block) continue; if (!ir3_instr_check_mark(instr)) instr->depth = DEPTH_UNUSED; } /* cleanup unused inputs: */ for (i = 0; i < block->ninputs; i++) { struct ir3_instruction *in = block->inputs[i]; if (in && (in->depth == DEPTH_UNUSED)) block->inputs[i] = NULL; } }