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aco: allow spilling to LDS in RT shaders without stack pointer
No Foz-DB changes because most RT shaders use function calls now. Reviewed-by: Daniel Schürmann <daniel@schuermann.dev> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36367>
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1 changed files with 3 additions and 2 deletions
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@ -1887,8 +1887,9 @@ spill(Program* program)
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* Limit to single wave workgroups, to avoid needing the wave_id for the offset.
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* If we have a scratch stack pointer, don't use LDS at all.
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*/
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if (program->stage == compute_cs && program->workgroup_size <= program->wave_size &&
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!program->stack_ptr.id() && program->gfx_level >= GFX9) {
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if ((program->stage == compute_cs || program->stage == raytracing_cs) &&
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program->workgroup_size <= program->wave_size && !program->stack_ptr.id() &&
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program->gfx_level >= GFX9) {
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int used_lds = program->config->lds_size;
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unsigned allocated_vgprs = ALIGN_NPOT(limit.vgpr, program->dev.vgpr_alloc_granule);
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