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authorEric Anholt <[email protected]>2018-08-02 11:12:37 -0700
committerEric Anholt <[email protected]>2018-08-06 13:03:23 -0700
commit50a8713d4f90a6c70a23f9f5871420371df283a7 (patch)
treec1b9e4c06fd15a06cf9fff865c753cf5c19fb355 /src
parentf2c0d310d6efe560de8192ab468ba02d50c9ac1e (diff)
v3d: Avoid spilling that breaks the r5 usage after a ldvary.
Fixes bad rendering when forcing 2 spills in glxgears. Cc: "18.2" <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/broadcom/compiler/vir_register_allocate.c9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/broadcom/compiler/vir_register_allocate.c b/src/broadcom/compiler/vir_register_allocate.c
index bc34f68e59a..accc07a3a33 100644
--- a/src/broadcom/compiler/vir_register_allocate.c
+++ b/src/broadcom/compiler/vir_register_allocate.c
@@ -94,6 +94,15 @@ v3d_choose_spill_node(struct v3d_compile *c, struct ra_graph *g,
}
}
+ /* Refuse to spill a ldvary's dst, because that means
+ * that ldvary's r5 would end up being used across a
+ * thrsw.
+ */
+ if (inst->qpu.sig.ldvary) {
+ assert(inst->dst.file == QFILE_TEMP);
+ BITSET_CLEAR(c->spillable, inst->dst.index);
+ }
+
if (inst->is_last_thrsw)
started_last_seg = true;