v3d: Stop treating exec masking specially.

In our backend, the successor edges from the blocks only point to where
QPU control flow goes, not where the notional control flow goes from a
"break" or "continue" modifying the execution mask to resume writing to
some channels later.  As a result, this attempt at restricting live ranges
ended up missing the live range of a value where a conditional
break/continue was present in a loop before the later def of a variable.
The previous commit ended up fixing the problem that the flag tried to
solve.

Fixes glsl-vs-loop-continue.shader_test and/or
glsl-vs-loop-redundant-condition.shader_test based on register allocation
results.
This commit is contained in:
Eric Anholt
2019-03-04 22:11:15 -08:00
parent c6ae666cf5
commit fd1d22b92e
3 changed files with 3 additions and 14 deletions
-1
View File
@@ -405,7 +405,6 @@ ntq_store_dest(struct v3d_compile *c, nir_dest *dest, int chan,
c->cursor = vir_after_inst(last_inst);
vir_set_cond(last_inst, V3D_QPU_COND_IFA);
last_inst->cond_is_exec_mask = true;
}
}
}
-1
View File
@@ -134,7 +134,6 @@ struct qinst {
/* Pre-register-allocation references to src/dst registers */
struct qreg dst;
struct qreg src[3];
bool cond_is_exec_mask;
bool has_implicit_uniform;
bool is_last_thrsw;
+3 -12
View File
@@ -118,18 +118,9 @@ vir_setup_def(struct v3d_compile *c, struct qblock *block, int ip,
if (BITSET_TEST(block->use, var) || BITSET_TEST(block->def, var))
return;
/* Easy, common case: unconditional full register update.
*
* We treat conditioning on the exec mask as the same as not being
* conditional. This makes sure that if the register gets set on
* either side of an if, it is treated as being screened off before
* the if. Otherwise, if there was no intervening def, its live
* interval doesn't extend back to the start of he program, and if too
* many registers did that we'd fail to register allocate.
*/
if (((inst->qpu.flags.ac == V3D_QPU_COND_NONE &&
inst->qpu.flags.mc == V3D_QPU_COND_NONE) ||
inst->cond_is_exec_mask) &&
/* Easy, common case: unconditional full register update.*/
if ((inst->qpu.flags.ac == V3D_QPU_COND_NONE &&
inst->qpu.flags.mc == V3D_QPU_COND_NONE) &&
inst->qpu.alu.add.output_pack == V3D_QPU_PACK_NONE &&
inst->qpu.alu.mul.output_pack == V3D_QPU_PACK_NONE) {
BITSET_SET(block->def, var);