From: Richard Henderson <richard.henderson@linaro.org>
To: Jiajie Chen <c@jia.je>, qemu-devel@nongnu.org
Cc: gaosong@loongson.cn, WANG Xuerui <git@xen0n.name>
Subject: Re: [PATCH 02/11] tcg/loongarch64: Lower basic tcg vec ops to LSX
Date: Mon, 28 Aug 2023 09:57:45 -0700 [thread overview]
Message-ID: <692c49da-af4d-3913-cf82-726294a0d792@linaro.org> (raw)
In-Reply-To: <20230828152009.352048-3-c@jia.je>
On 8/28/23 08:19, Jiajie Chen wrote:
> +static void tcg_out_dupi_vec(TCGContext *s, TCGType type, unsigned vece,
> + TCGReg rd, int64_t v64)
> +{
> + /* Try vldi if imm can fit */
> + if (vece <= MO_32 && (-0x200 <= v64 && v64 <= 0x1FF)) {
> + uint32_t imm = (vece << 10) | ((uint32_t)v64 & 0x3FF);
> + tcg_out_opc_vldi(s, rd, imm);
> + return;
> + }
v64 has the value replicated across 64 bits.
In order to do the comparison above, you'll want
int64_t vale = sextract64(v64, 0, 8 << vece);
if (-0x200 <= vale && vale <= 0x1ff)
...
Since the only documentation for LSX is qemu's own translator code, why are you testing
vece <= MO_32? MO_64 should be available as well? Or is there a bug in trans_vldi()?
It might be nice to leave a to-do for vldi imm bit 12 set, for the patterns expanded by
vldi_get_value(). In particular, mode == 9 is likely to be useful, and modes {1,2,3,5}
are easy to test for.
> +
> + /* Fallback to vreplgr2vr */
> + tcg_out_movi(s, type, TCG_REG_TMP0, v64);
type is a vector type; you can't use it here.
Correct would be TCG_TYPE_I64.
Better to load vale instead, since that will take fewer insns in tcg_out_movi.
> +static void tcg_out_vec_op(TCGContext *s, TCGOpcode opc,
> + unsigned vecl, unsigned vece,
> + const TCGArg args[TCG_MAX_OP_ARGS],
> + const int const_args[TCG_MAX_OP_ARGS])
> +{
> + TCGType type = vecl + TCG_TYPE_V64;
> + TCGArg a0, a1, a2;
> + TCGReg base;
> + TCGReg temp = TCG_REG_TMP0;
> + int32_t offset;
> +
> + a0 = args[0];
> + a1 = args[1];
> + a2 = args[2];
> +
> + /* Currently only supports V128 */
> + tcg_debug_assert(type == TCG_TYPE_V128);
> +
> + switch (opc) {
> + case INDEX_op_st_vec:
> + /* Try to fit vst imm */
> + if (-0x800 <= a2 && a2 <= 0x7ff) {
> + base = a1;
> + offset = a2;
> + } else {
> + tcg_out_addi(s, TCG_TYPE_I64, temp, a1, a2);
> + base = temp;
> + offset = 0;
> + }
> + tcg_out_opc_vst(s, a0, base, offset);
> + break;
> + case INDEX_op_ld_vec:
> + /* Try to fit vld imm */
> + if (-0x800 <= a2 && a2 <= 0x7ff) {
> + base = a1;
> + offset = a2;
> + } else {
> + tcg_out_addi(s, TCG_TYPE_I64, temp, a1, a2);
> + base = temp;
> + offset = 0;
> + }
> + tcg_out_opc_vld(s, a0, base, offset);
tcg_out_addi has a hole in bits [15:12], and can take an extra insn if those bits are set.
Better to load the offset with tcg_out_movi and then use VLDX/VSTX instead of VLD/VST.
> @@ -159,6 +170,30 @@ typedef enum {
> #define TCG_TARGET_HAS_mulsh_i64 1
> #define TCG_TARGET_HAS_qemu_ldst_i128 0
>
> +#define TCG_TARGET_HAS_v64 0
> +#define TCG_TARGET_HAS_v128 use_lsx_instructions
> +#define TCG_TARGET_HAS_v256 0
Perhaps reserve for a follow-up, but TCG_TARGET_HAS_v64 can easily be supported using the
same instructions.
The only difference is load/store, where you could use FLD.D/FST.D to load the lower
64-bits of the fp/vector register, or VLDREPL.D to load and initialize all bits and
VSTELM.D to store the lower 64-bits.
I tend to think the float insns are more flexible, having a larger displacement, and the
availability of FLDX/FSTX as well.
r~
next prev parent reply other threads:[~2023-08-28 16:58 UTC|newest]
Thread overview: 25+ messages / expand[flat|nested] mbox.gz Atom feed top
2023-08-28 15:19 [PATCH 00/11] Lower TCG vector ops to LSX Jiajie Chen
2023-08-28 15:19 ` [PATCH 01/11] tcg/loongarch64: Import LSX instructions Jiajie Chen
2023-08-28 15:19 ` [PATCH 02/11] tcg/loongarch64: Lower basic tcg vec ops to LSX Jiajie Chen
2023-08-28 16:57 ` Richard Henderson [this message]
2023-08-28 17:04 ` Jiajie Chen
2023-08-28 15:19 ` [PATCH 03/11] tcg/loongarch64: Lower cmp_vec to vseq/vsle/vslt Jiajie Chen
2023-08-28 17:08 ` Richard Henderson
2023-08-28 15:19 ` [PATCH 04/11] tcg/loongarch64: Lower add/sub_vec to vadd/vsub Jiajie Chen
2023-08-28 17:13 ` Richard Henderson
2023-08-28 15:19 ` [PATCH 05/11] tcg/loongarch64: Lower vector bitwise operations Jiajie Chen
2023-08-28 17:17 ` Richard Henderson
2023-08-28 15:19 ` [PATCH 06/11] tcg/loongarch64: Lower neg_vec to vneg Jiajie Chen
2023-08-28 17:18 ` Richard Henderson
2023-08-28 15:19 ` [PATCH 07/11] tcg/loongarch64: Lower mul_vec to vmul Jiajie Chen
2023-08-28 17:18 ` Richard Henderson
2023-08-28 15:19 ` [PATCH 08/11] tcg/loongarch64: Lower vector min max ops Jiajie Chen
2023-08-28 17:19 ` Richard Henderson
2023-08-28 15:19 ` [PATCH 09/11] tcg/loongarch64: Lower vector saturated ops Jiajie Chen
2023-08-28 17:20 ` Richard Henderson
2023-08-28 15:19 ` [PATCH 10/11] tcg/loongarch64: Lower vector shift vector ops Jiajie Chen
2023-08-28 17:21 ` Richard Henderson
2023-08-28 15:19 ` [PATCH 11/11] tcg/loongarch64: Lower bitsel_vec to vbitsel Jiajie Chen
2023-08-28 17:22 ` Richard Henderson
2023-08-28 17:29 ` [PATCH 00/11] Lower TCG vector ops to LSX Richard Henderson
2023-08-28 19:39 ` Richard Henderson
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