}
if (!ra_allocate_no_spills(g)) {
+ /* Failed to allocate registers. Spill a reg, and the caller will
+ * loop back into here to try again.
+ */
+ int reg = choose_spill_reg(g);
+ if (reg == -1) {
+ fail("no register to spill\n");
+ } else {
+ spill_reg(reg);
+ }
ralloc_free(g);
- fail("No register spilling support yet\n");
return;
}
ralloc_free(g);
}
+void
+vec4_visitor::evaluate_spill_costs(float *spill_costs, bool *no_spill)
+{
+ float loop_scale = 1.0;
+
+ for (int i = 0; i < this->virtual_grf_count; i++) {
+ spill_costs[i] = 0.0;
+ no_spill[i] = virtual_grf_sizes[i] != 1;
+ }
+
+ /* Calculate costs for spilling nodes. Call it a cost of 1 per
+ * spill/unspill we'll have to do, and guess that the insides of
+ * loops run 10 times.
+ */
+ foreach_list(node, &this->instructions) {
+ vec4_instruction *inst = (vec4_instruction *) node;
+
+ for (unsigned int i = 0; i < 3; i++) {
+ if (inst->src[i].file == GRF) {
+ spill_costs[inst->src[i].reg] += loop_scale;
+ if (inst->src[i].reladdr)
+ no_spill[inst->src[i].reg] = true;
+ }
+ }
+
+ if (inst->dst.file == GRF) {
+ spill_costs[inst->dst.reg] += loop_scale;
+ if (inst->dst.reladdr)
+ no_spill[inst->dst.reg] = true;
+ }
+
+ switch (inst->opcode) {
+
+ case BRW_OPCODE_DO:
+ loop_scale *= 10;
+ break;
+
+ case BRW_OPCODE_WHILE:
+ loop_scale /= 10;
+ break;
+
+ case VS_OPCODE_SCRATCH_READ:
+ case VS_OPCODE_SCRATCH_WRITE:
+ for (int i = 0; i < 3; i++) {
+ if (inst->src[i].file == GRF)
+ no_spill[inst->src[i].reg] = true;
+ }
+ if (inst->dst.file == GRF)
+ no_spill[inst->dst.reg] = true;
+ break;
+
+ default:
+ break;
+ }
+ }
+}
+
+int
+vec4_visitor::choose_spill_reg(struct ra_graph *g)
+{
+ float spill_costs[this->virtual_grf_count];
+ bool no_spill[this->virtual_grf_count];
+
+ evaluate_spill_costs(spill_costs, no_spill);
+
+ for (int i = 0; i < this->virtual_grf_count; i++) {
+ if (!no_spill[i])
+ ra_set_node_spill_cost(g, i, spill_costs[i]);
+ }
+
+ return ra_get_best_spill_node(g);
+}
+
+void
+vec4_visitor::spill_reg(int spill_reg_nr)
+{
+ assert(virtual_grf_sizes[spill_reg_nr] == 1);
+ unsigned int spill_offset = c->last_scratch++;
+
+ /* Generate spill/unspill instructions for the objects being spilled. */
+ foreach_list(node, &this->instructions) {
+ vec4_instruction *inst = (vec4_instruction *) node;
+
+ for (unsigned int i = 0; i < 3; i++) {
+ if (inst->src[i].file == GRF && inst->src[i].reg == spill_reg_nr) {
+ src_reg spill_reg = inst->src[i];
+ inst->src[i].reg = virtual_grf_alloc(1);
+ dst_reg temp = dst_reg(inst->src[i]);
+
+ /* Only read the necessary channels, to avoid overwriting the rest
+ * with data that may not have been written to scratch.
+ */
+ temp.writemask = 0;
+ for (int c = 0; c < 4; c++)
+ temp.writemask |= (1 << BRW_GET_SWZ(inst->src[i].swizzle, c));
+ assert(temp.writemask != 0);
+
+ emit_scratch_read(inst, temp, spill_reg, spill_offset);
+ }
+ }
+
+ if (inst->dst.file == GRF && inst->dst.reg == spill_reg_nr) {
+ dst_reg spill_reg = inst->dst;
+ inst->dst.reg = virtual_grf_alloc(1);
+
+ /* We don't want a swizzle when reading from the source; read the
+ * whole register and use spill_reg's writemask to select which
+ * channels to write.
+ */
+ src_reg temp = src_reg(inst->dst);
+ temp.swizzle = BRW_SWIZZLE_XYZW;
+ emit_scratch_write(inst, temp, spill_reg, spill_offset);
+ }
+ }
+
+ this->live_intervals_valid = false;
+}
+
} /* namespace brw */