For example,
result0 = texture(sampler[indexBase + 5], coords);
result1 = texture(sampler[indexBase + 0], coords);
result2 = texture(sampler[indexBase + 0], coords);
out_result0 = result0;
out_result1 = result1;
out_result2 = result2;
In this kind of case we need to insert an extra mov to the outputs
so that the result could be assigned to each register respectively.
Signed-off-by: Rob Clark <robdclark@gmail.com>
ir3_cp(ir, so);
+ /* Insert mov if there's same instruction for each output.
+ * eg. dEQP-GLES31.functional.shaders.opaque_type_indexing.sampler.const_expression.vertex.sampler2dshadow
+ */
+ for (int i = ir->noutputs - 1; i >= 0; i--) {
+ if (!ir->outputs[i])
+ continue;
+ for (unsigned j = 0; j < i; j++) {
+ if (ir->outputs[i] == ir->outputs[j]) {
+ ir->outputs[i] =
+ ir3_MOV(ir->outputs[i]->block, ir->outputs[i], TYPE_F32);
+ }
+ }
+ }
+
if (fd_mesa_debug & FD_DBG_OPTMSGS) {
printf("BEFORE GROUPING:\n");
ir3_print(ir);