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aco/spill: skip p_branch in process_block
Fixes compilation of a Dead by Daylight shader. fossil-db (gfx1100): Totals from 58 (0.04% of 133461) affected shaders: Instrs: 319824 -> 319421 (-0.13%); split: -0.13%, +0.00% CodeSize: 1711260 -> 1708744 (-0.15%); split: -0.15%, +0.00% SpillSGPRs: 2567 -> 2459 (-4.21%) Latency: 3274930 -> 3274921 (-0.00%); split: -0.00%, +0.00% InvThroughput: 924106 -> 924105 (-0.00%); split: -0.00%, +0.00% Copies: 41883 -> 41757 (-0.30%); split: -0.31%, +0.00% Branches: 9144 -> 9146 (+0.02%) Signed-off-by: Rhys Perry <pendingchaos02@gmail.com> Reviewed-by: Daniel Schürmann <daniel@schuermann.dev> Cc: mesa-stable Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9599 Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24896>
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@ -1186,6 +1186,15 @@ process_block(spill_ctx& ctx, unsigned block_idx, Block* block, RegisterDemand s
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while (idx < block->instructions.size()) {
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aco_ptr<Instruction>& instr = block->instructions[idx];
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/* Spilling is handled as part of phis (they should always have the same or higher register
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* demand). If we try to spill here, we might not be able to reduce the register demand enough
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* because there is no path to spill constant/undef phi operands. */
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if (instr->opcode == aco_opcode::p_branch) {
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instructions.emplace_back(std::move(instr));
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idx++;
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continue;
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}
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std::map<Temp, std::pair<Temp, uint32_t>> reloads;
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/* rename and reload operands */
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