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broadcom/compiler: disallow spilling if TMU pipelining was enabled
TMU pipelining makes TMU spilling difficult and can easily lead to doing large amounts of spills to compile a shader. It is best to only use pipelining if we can compile without spilling. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8825>
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1 changed files with 5 additions and 2 deletions
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@ -737,9 +737,12 @@ v3d_register_allocate(struct v3d_compile *c, bool *spilled)
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break;
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/* Don't emit spills using the TMU until we've dropped
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* thread count first.
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* thread count first. Also, don't spill if we have
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* enabled TMU pipelining, as that can make TMU spilling
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* pretty terrible.
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*/
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if (is_uniform || thread_index == 0) {
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if (is_uniform ||
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(thread_index == 0 && c->disable_tmu_pipelining)) {
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v3d_spill_reg(c, map[node].temp);
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/* Ask the outer loop to call back in. */
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