list_for_each_entry(struct ir3_block, __block, __list, node)
#define foreach_block_safe(__block, __list) \
list_for_each_entry_safe(struct ir3_block, __block, __list, node)
+#define foreach_block_rev(__block, __list) \
+ list_for_each_entry_rev(struct ir3_block, __block, __list, node)
/* iterators for arrays: */
#define foreach_array(__array, __list) \
}
}
+/* Here we workaround the fact that kill doesn't actually kill the thread as
+ * GL expects. The last instruction always needs to be an end instruction,
+ * which means that if we're stuck in a loop where kill is the only way out,
+ * then we may have to jump out to the end. kill may also have the d3d
+ * semantics of converting the thread to a helper thread, rather than setting
+ * the exec mask to 0, in which case the helper thread could get stuck in an
+ * infinite loop.
+ *
+ * We do this late, both to give the scheduler the opportunity to reschedule
+ * kill instructions earlier and to avoid having to create a separate basic
+ * block.
+ *
+ * TODO: Assuming that the wavefront doesn't stop as soon as all threads are
+ * killed, we might benefit by doing this more aggressively when the remaining
+ * part of the program after the kill is large, since that would let us
+ * skip over the instructions when there are no non-killed threads left.
+ */
+static void
+kill_sched(struct ir3 *ir, struct ir3_shader_variant *so)
+{
+ /* True if we know that this block will always eventually lead to the end
+ * block:
+ */
+ bool always_ends = true;
+ bool added = false;
+ struct ir3_block *last_block =
+ list_last_entry(&ir->block_list, struct ir3_block, node);
+
+ foreach_block_rev (block, &ir->block_list) {
+ for (unsigned i = 0; i < 2 && block->successors[i]; i++) {
+ if (block->successors[i]->start_ip <= block->end_ip)
+ always_ends = false;
+ }
+
+ if (always_ends)
+ continue;
+
+ foreach_instr_safe (instr, &block->instr_list) {
+ if (instr->opc != OPC_KILL)
+ continue;
+
+ struct ir3_instruction *br = ir3_instr_create(block, OPC_BR);
+ br->regs[1] = instr->regs[1];
+ br->cat0.target =
+ list_last_entry(&ir->block_list, struct ir3_block, node);
+
+ list_del(&br->node);
+ list_add(&br->node, &instr->node);
+
+ added = true;
+ }
+ }
+
+ if (added) {
+ /* I'm not entirely sure how the branchstack works, but we probably
+ * need to add at least one entry for the divergence which is resolved
+ * at the end:
+ */
+ so->branchstack++;
+
+ /* We don't update predecessors/successors, so we have to do this
+ * manually:
+ */
+ mark_jp(last_block);
+ }
+}
+
/* Insert nop's required to make this a legal/valid shader program: */
static void
nop_sched(struct ir3 *ir)
*max_bary = ctx->max_bary;
block_sched(ir);
+ if (so->type == MESA_SHADER_FRAGMENT)
+ kill_sched(ir, so);
nop_sched(ir);
do {