broadcom/compiler: don't allocate spill base to rf0 in V3D 7.x
Otherwise it can be stomped by instructions doing implicit rf0 writes. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25450>
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@@ -582,7 +582,8 @@ interferes(int32_t t0_start, int32_t t0_end, int32_t t1_start, int32_t t1_end)
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}
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static void
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v3d_spill_reg(struct v3d_compile *c, int *acc_nodes, int spill_temp)
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v3d_spill_reg(struct v3d_compile *c, int *acc_nodes, int *implicit_rf_nodes,
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int spill_temp)
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{
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c->spill_start_num_temps = c->num_temps;
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c->spilling = true;
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@@ -594,8 +595,20 @@ v3d_spill_reg(struct v3d_compile *c, int *acc_nodes, int spill_temp)
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spill_offset = c->spill_size;
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c->spill_size += V3D_CHANNELS * sizeof(uint32_t);
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if (spill_offset == 0)
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if (spill_offset == 0) {
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v3d_setup_spill_base(c);
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/* Don't allocate our spill base to rf0 to avoid
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* conflicts with instructions doing implicit writes
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* to that register.
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*/
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if (!c->devinfo->has_accumulators) {
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ra_add_node_interference(
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c->g,
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temp_to_node(c, c->spill_base.index),
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implicit_rf_nodes[0]);
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}
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}
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}
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struct qinst *last_thrsw = c->last_thrsw;
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@@ -1346,7 +1359,7 @@ v3d_register_allocate(struct v3d_compile *c)
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int node = v3d_choose_spill_node(c);
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uint32_t temp = node_to_temp(c, node);
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if (node != -1) {
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v3d_spill_reg(c, acc_nodes, temp);
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v3d_spill_reg(c, acc_nodes, implicit_rf_nodes, temp);
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continue;
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}
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}
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@@ -1363,7 +1376,7 @@ v3d_register_allocate(struct v3d_compile *c)
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enum temp_spill_type spill_type =
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get_spill_type_for_temp(c, temp);
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if (spill_type != SPILL_TYPE_TMU || tmu_spilling_allowed(c)) {
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v3d_spill_reg(c, acc_nodes, temp);
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v3d_spill_reg(c, acc_nodes, implicit_rf_nodes, temp);
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if (c->spills + c->fills > c->max_tmu_spills)
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goto spill_fail;
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} else {
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