Kenneth Graunke 9886615958 intel/compiler: Move spill/fill tracking to the register allocator
Originally, we had virtual opcodes for scratch access, and let the
generator count spills/fills separately from other sends.  Later, we
started using the generic SHADER_OPCODE_SEND for spills/fills on some
generations of hardware, and simply detected stateless messages there.

But then we started using stateless messages for other things:
- anv uses stateless messages for the buffer device address feature.
- nir_opt_large_constants generates stateless messages.
- XeHP curbe setup can generate stateless messages.

So counting stateless messages is not accurate.  Instead, we move the
spill/fill accounting to the register allocator, as it generates such
things, as well as the load/store_scratch intrinsic handling, as those
are basically spill/fills, just at a higher level.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16691>
2022-05-25 06:56:01 +00:00
2022-05-24 08:32:43 +00:00
2022-05-16 07:03:39 -04:00
2022-01-19 15:17:17 +00:00
2022-04-12 10:42:31 +00:00

`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


Source
------

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Other repositories are likely forks, and code found there is not supported.


Build & install
---------------

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Meson (`docs/meson.rst <https://mesa3d.org/meson.html>`_):

.. code-block:: sh

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