ppsspp/Core/MIPS/RiscV/RiscVCompVec.cpp
2023-08-08 23:00:45 -07:00

346 lines
10 KiB
C++

// Copyright (c) 2023- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include "Core/MemMap.h"
#include "Core/MIPS/RiscV/RiscVJit.h"
#include "Core/MIPS/RiscV/RiscVRegCache.h"
// This file contains compilation for vector instructions.
//
// All functions should have CONDITIONAL_DISABLE, so we can narrow things down to a file quickly.
// Currently known non working ones should have DISABLE. No flags because that's in IR already.
// #define CONDITIONAL_DISABLE { CompIR_Generic(inst); return; }
#define CONDITIONAL_DISABLE {}
#define DISABLE { CompIR_Generic(inst); return; }
#define INVALIDOP { _assert_msg_(false, "Invalid IR inst %d", (int)inst.op); CompIR_Generic(inst); return; }
namespace MIPSComp {
using namespace RiscVGen;
using namespace RiscVJitConstants;
void RiscVJitBackend::CompIR_VecAssign(IRInst inst) {
CONDITIONAL_DISABLE;
switch (inst.op) {
case IROp::Vec4Init:
for (int i = 0; i < 4; ++i)
fpr.SpillLock(inst.dest + i);
for (int i = 0; i < 4; ++i)
fpr.MapReg(inst.dest + i, MIPSMap::NOINIT);
for (int i = 0; i < 4; ++i)
fpr.ReleaseSpillLock(inst.dest + i);
// TODO: Check if FCVT/FMV/FL is better.
switch ((Vec4Init)inst.src1) {
case Vec4Init::AllZERO:
for (int i = 0; i < 4; ++i)
FCVT(FConv::S, FConv::W, fpr.R(inst.dest + i), R_ZERO);
break;
case Vec4Init::AllONE:
LI(SCRATCH1, 1.0f);
FMV(FMv::W, FMv::X, fpr.R(inst.dest), SCRATCH1);
for (int i = 1; i < 4; ++i)
FMV(32, fpr.R(inst.dest + i), fpr.R(inst.dest));
break;
case Vec4Init::AllMinusONE:
LI(SCRATCH1, -1.0f);
FMV(FMv::W, FMv::X, fpr.R(inst.dest), SCRATCH1);
for (int i = 1; i < 4; ++i)
FMV(32, fpr.R(inst.dest + i), fpr.R(inst.dest));
break;
case Vec4Init::Set_1000:
LI(SCRATCH1, 1.0f);
for (int i = 0; i < 4; ++i) {
if (i == 0)
FMV(FMv::W, FMv::X, fpr.R(inst.dest + i), SCRATCH1);
else
FCVT(FConv::S, FConv::W, fpr.R(inst.dest + i), R_ZERO);
}
break;
case Vec4Init::Set_0100:
LI(SCRATCH1, 1.0f);
for (int i = 0; i < 4; ++i) {
if (i == 1)
FMV(FMv::W, FMv::X, fpr.R(inst.dest + i), SCRATCH1);
else
FCVT(FConv::S, FConv::W, fpr.R(inst.dest + i), R_ZERO);
}
break;
case Vec4Init::Set_0010:
LI(SCRATCH1, 1.0f);
for (int i = 0; i < 4; ++i) {
if (i == 2)
FMV(FMv::W, FMv::X, fpr.R(inst.dest + i), SCRATCH1);
else
FCVT(FConv::S, FConv::W, fpr.R(inst.dest + i), R_ZERO);
}
break;
case Vec4Init::Set_0001:
LI(SCRATCH1, 1.0f);
for (int i = 0; i < 4; ++i) {
if (i == 3)
FMV(FMv::W, FMv::X, fpr.R(inst.dest + i), SCRATCH1);
else
FCVT(FConv::S, FConv::W, fpr.R(inst.dest + i), R_ZERO);
}
break;
}
break;
case IROp::Vec4Shuffle:
if (inst.dest == inst.src1) {
RiscVReg tempReg = fpr.Map4DirtyInTemp(inst.dest, inst.src1);
// Try to find the least swaps needed to move in place, never worse than 6 FMVs.
// Would be better with a vmerge and vector regs.
int state[4]{ 0, 1, 2, 3 };
int goal[4]{ (inst.src2 >> 0) & 3, (inst.src2 >> 2) & 3, (inst.src2 >> 4) & 3, (inst.src2 >> 6) & 3 };
static constexpr int NOT_FOUND = 4;
auto findIndex = [](int *arr, int val, int start = 0) {
return (int)(std::find(arr + start, arr + 4, val) - arr);
};
auto moveChained = [&](const std::vector<int> &lanes, bool rotate) {
int firstState = state[lanes.front()];
if (rotate)
FMV(32, tempReg, fpr.R(inst.dest + lanes.front()));
for (size_t i = 1; i < lanes.size(); ++i) {
FMV(32, fpr.R(inst.dest + lanes[i - 1]), fpr.R(inst.dest + lanes[i]));
state[lanes[i - 1]] = state[lanes[i]];
}
if (rotate) {
FMV(32, fpr.R(inst.dest + lanes.back()), tempReg);
state[lanes.back()] = firstState;
}
};
for (int i = 0; i < 4; ++i) {
// Overlap, so if they match, nothing to do.
if (goal[i] == state[i])
continue;
int neededBy = findIndex(goal, state[i], i + 1);
int foundIn = findIndex(state, goal[i], 0);
_assert_(foundIn != NOT_FOUND);
if (neededBy == NOT_FOUND || neededBy == foundIn) {
moveChained({ i, foundIn }, neededBy == foundIn);
continue;
}
// Maybe we can avoid a swap and move the next thing into place.
int neededByDepth2 = findIndex(goal, state[neededBy], i + 1);
if (neededByDepth2 == NOT_FOUND || neededByDepth2 == foundIn) {
moveChained({ neededBy, i, foundIn }, neededByDepth2 == foundIn);
continue;
}
// Since we only have 4 items, this is as deep as the chain could go.
int neededByDepth3 = findIndex(goal, state[neededByDepth2], i + 1);
moveChained({ neededByDepth2, neededBy, i, foundIn }, neededByDepth3 == foundIn);
}
} else {
fpr.Map4DirtyIn(inst.dest, inst.src1);
for (int i = 0; i < 4; ++i) {
int lane = (inst.src2 >> (i * 2)) & 3;
FMV(32, fpr.R(inst.dest + i), fpr.R(inst.src1 + lane));
}
}
break;
case IROp::Vec4Blend:
fpr.Map4DirtyInIn(inst.dest, inst.src1, inst.src2);
for (int i = 0; i < 4; ++i) {
int which = (inst.constant >> i) & 1;
FMV(32, fpr.R(inst.dest + i), fpr.R((which ? inst.src2 : inst.src1) + i));
}
break;
case IROp::Vec4Mov:
fpr.Map4DirtyIn(inst.dest, inst.src1);
for (int i = 0; i < 4; ++i)
FMV(32, fpr.R(inst.dest + i), fpr.R(inst.src1 + i));
break;
default:
INVALIDOP;
break;
}
}
void RiscVJitBackend::CompIR_VecArith(IRInst inst) {
CONDITIONAL_DISABLE;
switch (inst.op) {
case IROp::Vec4Add:
fpr.Map4DirtyInIn(inst.dest, inst.src1, inst.src2);
for (int i = 0; i < 4; ++i)
FADD(32, fpr.R(inst.dest + i), fpr.R(inst.src1 + i), fpr.R(inst.src2 + i));
break;
case IROp::Vec4Sub:
fpr.Map4DirtyInIn(inst.dest, inst.src1, inst.src2);
for (int i = 0; i < 4; ++i)
FSUB(32, fpr.R(inst.dest + i), fpr.R(inst.src1 + i), fpr.R(inst.src2 + i));
break;
case IROp::Vec4Mul:
fpr.Map4DirtyInIn(inst.dest, inst.src1, inst.src2);
for (int i = 0; i < 4; ++i)
FMUL(32, fpr.R(inst.dest + i), fpr.R(inst.src1 + i), fpr.R(inst.src2 + i));
break;
case IROp::Vec4Div:
fpr.Map4DirtyInIn(inst.dest, inst.src1, inst.src2);
for (int i = 0; i < 4; ++i)
FDIV(32, fpr.R(inst.dest + i), fpr.R(inst.src1 + i), fpr.R(inst.src2 + i));
break;
case IROp::Vec4Scale:
fpr.SpillLock(inst.src2);
fpr.MapReg(inst.src2);
fpr.Map4DirtyIn(inst.dest, inst.src1);
fpr.ReleaseSpillLock(inst.src2);
for (int i = 0; i < 4; ++i)
FMUL(32, fpr.R(inst.dest + i), fpr.R(inst.src1 + i), fpr.R(inst.src2));
break;
case IROp::Vec4Neg:
fpr.Map4DirtyIn(inst.dest, inst.src1);
for (int i = 0; i < 4; ++i)
FNEG(32, fpr.R(inst.dest + i), fpr.R(inst.src1 + i));
break;
case IROp::Vec4Abs:
fpr.Map4DirtyIn(inst.dest, inst.src1);
for (int i = 0; i < 4; ++i)
FABS(32, fpr.R(inst.dest + i), fpr.R(inst.src1 + i));
break;
default:
INVALIDOP;
break;
}
}
void RiscVJitBackend::CompIR_VecHoriz(IRInst inst) {
CONDITIONAL_DISABLE;
switch (inst.op) {
case IROp::Vec4Dot:
// TODO: Maybe some option to call the slow accurate mode?
fpr.SpillLock(inst.dest);
for (int i = 0; i < 4; ++i) {
fpr.SpillLock(inst.src1 + i);
fpr.SpillLock(inst.src2 + i);
}
for (int i = 0; i < 4; ++i) {
fpr.MapReg(inst.src1 + i);
fpr.MapReg(inst.src2 + i);
}
fpr.MapReg(inst.dest, MIPSMap::NOINIT);
for (int i = 0; i < 4; ++i) {
fpr.ReleaseSpillLock(inst.src1 + i);
fpr.ReleaseSpillLock(inst.src2 + i);
}
fpr.ReleaseSpillLock(inst.dest);
if ((inst.dest < inst.src1 + 4 && inst.dest >= inst.src1) || (inst.dest < inst.src2 + 4 && inst.dest >= inst.src2)) {
// This means inst.dest overlaps one of src1 or src2. We have to do that one first.
// Technically this may impact -0.0 and such, but dots accurately need to be aligned anyway.
for (int i = 0; i < 4; ++i) {
if (inst.dest == inst.src1 + i || inst.dest == inst.src2 + i)
FMUL(32, fpr.R(inst.dest), fpr.R(inst.src1 + i), fpr.R(inst.src2 + i));
}
for (int i = 0; i < 4; ++i) {
if (inst.dest != inst.src1 + i && inst.dest != inst.src2 + i)
FMADD(32, fpr.R(inst.dest), fpr.R(inst.src1 + i), fpr.R(inst.src2 + i), fpr.R(inst.dest));
}
} else {
FMUL(32, fpr.R(inst.dest), fpr.R(inst.src1), fpr.R(inst.src2));
for (int i = 1; i < 4; ++i)
FMADD(32, fpr.R(inst.dest), fpr.R(inst.src1 + i), fpr.R(inst.src2 + i), fpr.R(inst.dest));
}
break;
default:
INVALIDOP;
break;
}
}
void RiscVJitBackend::CompIR_VecPack(IRInst inst) {
CONDITIONAL_DISABLE;
switch (inst.op) {
case IROp::Vec2Unpack16To31:
case IROp::Vec2Unpack16To32:
case IROp::Vec4Unpack8To32:
case IROp::Vec4DuplicateUpperBitsAndShift1:
case IROp::Vec4Pack31To8:
case IROp::Vec4Pack32To8:
case IROp::Vec2Pack31To16:
CompIR_Generic(inst);
break;
case IROp::Vec2Pack32To16:
fpr.MapDirtyInIn(inst.dest, inst.src1, inst.src1 + 1);
FMV(FMv::X, FMv::W, SCRATCH1, fpr.R(inst.src1));
FMV(FMv::X, FMv::W, SCRATCH2, fpr.R(inst.src1 + 1));
// Keep in mind, this was sign-extended, so we have to zero the upper.
SLLI(SCRATCH1, SCRATCH1, XLEN - 32);
// Now we just set (SCRATCH2 & 0xFFFF0000) | SCRATCH1.
SRLI(SCRATCH1, SCRATCH1, XLEN - 16);
// Use a wall to mask. We can ignore the upper 32 here.
SRLI(SCRATCH2, SCRATCH2, 16);
SLLI(SCRATCH2, SCRATCH2, 16);
OR(SCRATCH1, SCRATCH1, SCRATCH2);
// Okay, to the floating point register.
FMV(FMv::W, FMv::X, fpr.R(inst.dest), SCRATCH1);
break;
default:
INVALIDOP;
break;
}
}
void RiscVJitBackend::CompIR_VecClamp(IRInst inst) {
CONDITIONAL_DISABLE;
switch (inst.op) {
case IROp::Vec4ClampToZero:
case IROp::Vec2ClampToZero:
CompIR_Generic(inst);
break;
default:
INVALIDOP;
break;
}
}
} // namespace MIPSComp