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intel/brw: Fix spill/fill count for load/store_scratch in SIMD32
Honestly, I don't know what I was thinking - we are emitting a single spill/fill message here, but were counting it as 2 spill/fills in SIMD32 shaders. So our eventual shader stat reporting would subtract the number of spills and fills from send_count, and get a negative number, wrapping around to just shy of UINT32_MAX. That's way too many sends. This is especially noticable on Xe2 which often uses SIMD32 shaders. Backport-to: 24.2 Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31499>
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1 changed files with 2 additions and 2 deletions
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@ -7376,9 +7376,9 @@ fs_nir_emit_memory_access(nir_to_brw_state &ntb,
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}
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if (is_store)
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s.shader_stats.spill_count += DIV_ROUND_UP(s.dispatch_width, 16);
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++s.shader_stats.spill_count;
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else
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s.shader_stats.fill_count += DIV_ROUND_UP(s.dispatch_width, 16);
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++s.shader_stats.fill_count;
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data_src = 0;
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break;
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