Lionel Landwerlin dc70519c8a nir/lower_shader_calls: rematerialize values in more complex cases
Previously when considering whether to rematerialize or spill/fill
ssa_1954, we would go for a spill/fill :

   vec4 32 ssa_388 = (float32)txf ssa_387 (texture_handle), ssa_86 (coord), ssa_23 (lod), 0 (texture), 0 (sampler)
   ...
   vec1 32 ssa_1953 = load_const (0xbd23d70a = -0.040000)
   vec1 32 ssa_1954 = fadd ssa_388.x, ssa_1953
   vec1 32 ssa_1955 = fneg ssa_1954

This is because when looking at ssa_1955 the first time, we would
consider ssa_388 unrematerialiable, and therefore all values built on
top of it would be considered unrematerialiable as well.

The missing piece when considering whether to rematerialize ssa_1954
is that we should look at filled values. Now that ssa_388 has been
spilled/filled, we can rebuild ssa_1955 on top of the filled value and
avoid spilling/filling ssa_1955 at all.

This requires a bit more work though. We can't just look at an
instruction in isolation, we need to go through the ssa chains until
we find values we can rematerialize or not.

In this change we build a list of all ssa values involved in building
a given value, up to the point there we find a filled or a
rematerializable value.

In this particular case, looking at ssa_1955 :

   * We can rematerialize ssa_388 from its filled value

   * We can rematerialize ssa_1953 trivially

   * We can rematerialize ssa_1954 because its 2 inputs are rematerializable

   * We can rematerialize ssa_1955 because ssa_1954 is rematerializable

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16556>
2022-10-26 12:53:25 +00:00
2022-10-25 10:06:45 +00:00
2022-10-12 19:26:01 +00:00
2022-10-20 22:52:06 +00:00
2022-09-12 05:58:12 +00:00
2022-01-19 15:17:17 +00:00
2022-10-01 03:17:33 +00:00
2022-08-03 17:16:14 +00:00

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