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aco: calculate all p_as_uniform and v_readfirstlane_b32 sources in WQM

Rhys Perry requested to merge pendingchaos/mesa:aco_valhalla_hang_fix into master

We should avoid a situation where a v_readfirstlane_b32 is in WQM but it's source is calculated in Exact.

Fixes hang when running Assassin's Creed: Valhalla benchmark.

fossil-db (GFX10.3):

Totals from 1021 (0.70% of 146267) affected shaders:
CodeSize: 7835228 -> 7842992 (+0.10%); split: -0.00%, +0.10%
Instrs: 1519208 -> 1521149 (+0.13%); split: -0.00%, +0.13%
SClause: 78921 -> 78920 (-0.00%)
Copies: 44456 -> 45421 (+2.17%); split: -0.05%, +2.22%
Branches: 12987 -> 13933 (+7.28%)
PreSGPRs: 47599 -> 47813 (+0.45%)
Cycles: 10037540 -> 10045304 (+0.08%); split: -0.00%, +0.08%
VMEM: 538381 -> 538777 (+0.07%); split: +0.11%, -0.03%
SMEM: 84553 -> 84554 (+0.00%); split: +0.01%, -0.01%

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