intel/fs: Simplify compute_start_end().
Now that we have moved the screening up, we can simplify the code. No change in shader-db steam performance, n=10. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24702>
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@@ -236,23 +236,16 @@ fs_live_variables::compute_start_end()
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{
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foreach_block (block, cfg) {
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struct block_data *bd = &block_data[block->num];
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unsigned i;
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for (int w = 0; w < bitset_words; w++) {
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BITSET_WORD livedefin = bd->livein[w];
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BITSET_WORD livedefout = bd->liveout[w];
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BITSET_WORD livedefinout = livedefin | livedefout;
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while (livedefinout) {
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unsigned b = u_bit_scan(&livedefinout);
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unsigned i = w * BITSET_WORDBITS + b;
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if (livedefin & (1u << b)) {
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start[i] = MIN2(start[i], block->start_ip);
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end[i] = MAX2(end[i], block->start_ip);
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}
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if (livedefout & (1u << b)) {
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start[i] = MIN2(start[i], block->end_ip);
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end[i] = MAX2(end[i], block->end_ip);
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}
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}
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BITSET_FOREACH_SET(i, bd->livein, (unsigned)num_vars) {
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start[i] = MIN2(start[i], block->start_ip);
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end[i] = MAX2(end[i], block->start_ip);
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}
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BITSET_FOREACH_SET(i, bd->liveout, (unsigned)num_vars) {
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start[i] = MIN2(start[i], block->end_ip);
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end[i] = MAX2(end[i], block->end_ip);
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}
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}
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}
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