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Commit 871ad3f0 authored by Matt Turner's avatar Matt Turner
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i965/fs: Use fs_inst::overwrites_reg() in saturate propagation.


This is safer and matches the conditional_mod propagation pass.

Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: default avatarIan Romanick <ian.d.romanick@intel.com>
parent bf3389ec
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......@@ -64,10 +64,10 @@ opt_saturate_propagation_local(fs_visitor *v, bblock_t *block)
bool interfered = false;
foreach_inst_in_block_reverse_starting_from(fs_inst, scan_inst, inst, block) {
if (scan_inst->dst.file == GRF &&
scan_inst->dst.reg == inst->src[0].reg &&
scan_inst->dst.reg_offset == inst->src[0].reg_offset &&
!scan_inst->is_partial_write()) {
if (scan_inst->overwrites_reg(inst->src[0])) {
if (scan_inst->is_partial_write())
break;
if (scan_inst->saturate) {
inst->saturate = false;
progress = true;
......
......@@ -353,3 +353,43 @@ TEST_F(saturate_propagation_test, intervening_saturating_copy)
EXPECT_EQ(BRW_OPCODE_MOV, instruction(block0, 2)->opcode);
EXPECT_FALSE(instruction(block0, 2)->saturate);
}
TEST_F(saturate_propagation_test, intervening_dest_write)
{
fs_reg dst0 = v->vgrf(glsl_type::vec4_type);
fs_reg dst1 = v->vgrf(glsl_type::float_type);
fs_reg src0 = v->vgrf(glsl_type::float_type);
fs_reg src1 = v->vgrf(glsl_type::float_type);
fs_reg src2 = v->vgrf(glsl_type::vec2_type);
v->emit(BRW_OPCODE_ADD, offset(dst0, 2), src0, src1);
v->emit(SHADER_OPCODE_TEX, dst0, src2)
->regs_written = 4;
v->emit(BRW_OPCODE_MOV, dst1, offset(dst0, 2))
->saturate = true;
/* = Before =
*
* 0: add(8) dst0+2 src0 src1
* 1: tex(8) rlen 4 dst0+0 src2
* 2: mov.sat(8) dst1 dst0+2
*
* = After =
* (no changes)
*/
v->calculate_cfg();
bblock_t *block0 = v->cfg->blocks[0];
EXPECT_EQ(0, block0->start_ip);
EXPECT_EQ(2, block0->end_ip);
EXPECT_FALSE(saturate_propagation(v));
EXPECT_EQ(0, block0->start_ip);
EXPECT_EQ(2, block0->end_ip);
EXPECT_EQ(BRW_OPCODE_ADD, instruction(block0, 0)->opcode);
EXPECT_FALSE(instruction(block0, 0)->saturate);
EXPECT_EQ(SHADER_OPCODE_TEX, instruction(block0, 1)->opcode);
EXPECT_FALSE(instruction(block0, 0)->saturate);
EXPECT_EQ(BRW_OPCODE_MOV, instruction(block0, 2)->opcode);
EXPECT_TRUE(instruction(block0, 2)->saturate);
}
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