bool ir3_a6xx_fixup_atomic_dests(struct ir3 *ir, struct ir3_shader_variant *so);
/* register assignment: */
-struct ir3_ra_reg_set * ir3_ra_alloc_reg_set(struct ir3_compiler *compiler);
+struct ir3_ra_reg_set * ir3_ra_alloc_reg_set(struct ir3_compiler *compiler, bool mergedregs);
int ir3_ra(struct ir3_shader_variant *v, struct ir3_instruction **precolor, unsigned nprecolor);
/* legalize: */
compiler->dev = dev;
compiler->gpu_id = gpu_id;
- compiler->set = ir3_ra_alloc_reg_set(compiler);
+ compiler->set = ir3_ra_alloc_reg_set(compiler, false);
if (compiler->gpu_id >= 600) {
+ compiler->mergedregs_set = ir3_ra_alloc_reg_set(compiler, true);
compiler->samgq_workaround = true;
}
struct fd_device *dev;
uint32_t gpu_id;
struct ir3_ra_reg_set *set;
+ struct ir3_ra_reg_set *mergedregs_set;
uint32_t shader_count;
/*
struct ir3_ra_ctx ctx = {
.v = v,
.ir = v->ir,
- .set = v->ir->compiler->set,
+ .set = (v->ir->compiler->gpu_id >= 600) ?
+ v->ir->compiler->mergedregs_set : v->ir->compiler->set,
.scalar_pass = scalar_pass,
};
int ret;
* really just four scalar registers. Don't let that confuse you.)
*/
struct ir3_ra_reg_set *
-ir3_ra_alloc_reg_set(struct ir3_compiler *compiler)
+ir3_ra_alloc_reg_set(struct ir3_compiler *compiler, bool mergedregs)
{
struct ir3_ra_reg_set *set = rzalloc(compiler, struct ir3_ra_reg_set);
unsigned ra_reg_count, reg, base;
* And finally setup conflicts. Starting a6xx, half precision regs
* conflict w/ full precision regs (when using MERGEDREGS):
*/
- if (compiler->gpu_id >= 600) {
+ if (mergedregs) {
for (unsigned i = 0; i < CLASS_REGS(0) / 2; i++) {
unsigned freg = set->gpr_to_ra_reg[0][i];
unsigned hreg0 = set->gpr_to_ra_reg[0 + HALF_OFFSET][(i * 2) + 0];