We need a MOV to replicate g0.0<0,1,0> to all 8 channels. Since the
message payload is a single register, MOV seemed more sensible than
LOAD_PAYLOAD. However, MOV cannot be CSE'd, while LOAD_PAYLOAD can.
All input loads can use the same header - we don't need to re-expand
g0 every time. CSE accomplishes this, saving instructions.
shader-db statistics for files containing tessellation shaders:
total instructions in shared programs: 186923 -> 184358 (-1.37%)
instructions in affected programs: 30536 -> 27971 (-8.40%)
helped: 226
HURT: 0
total cycles in shared programs:
1009850 ->
1005356 (-0.45%)
cycles in affected programs: 168206 -> 163712 (-2.67%)
helped: 226
HURT: 0
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
fs_inst *inst;
if (indirect_offset.file == BAD_FILE) {
/* Replicate the patch handle to all enabled channels */
+ const fs_reg srcs[] = {
+ retype(brw_vec1_grf(0, 0), BRW_REGISTER_TYPE_UD)
+ };
fs_reg patch_handle = bld.vgrf(BRW_REGISTER_TYPE_UD, 1);
- bld.MOV(patch_handle, retype(brw_vec1_grf(0, 0), BRW_REGISTER_TYPE_UD));
+ bld.LOAD_PAYLOAD(patch_handle, srcs, ARRAY_SIZE(srcs), 0);
inst = bld.emit(SHADER_OPCODE_URB_READ_SIMD8, dest, patch_handle);
inst->mlen = 1;