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RA: Adds RIP when a block panic spills
I find myself adding this every time I find a game that panic spills. Let's just print it out.
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002ca360f8
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@ -295,6 +295,8 @@ namespace {
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uint32_t FindSpillSlot(IR::NodeID Node, FEXCore::IR::RegisterClassType RegisterClass);
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bool RunAllocateVirtualRegisters(IREmitter *IREmit);
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uint64_t OriginalRIP;
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};
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ConstrainedRAPass::ConstrainedRAPass(FEXCore::IR::Pass* _CompactionPass, bool _SupportsAVX)
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@ -1227,7 +1229,7 @@ namespace {
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if (!CurrentNodes.contains(InterferenceNode)) {
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InterferenceIdToSpill = InterferenceNode;
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LogMan::Msg::DFmt("Panic spilling %{}, Live Range[{}, {})", InterferenceIdToSpill, InterferenceLiveRange->Begin, InterferenceLiveRange->End);
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LogMan::Msg::DFmt("[RIP: 0x{:x}] Panic spilling %{}, Live Range[{}, {})", OriginalRIP, InterferenceIdToSpill, InterferenceLiveRange->Begin, InterferenceLiveRange->End);
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return true;
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}
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return false;
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@ -1446,6 +1448,8 @@ namespace {
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auto IR = IREmit->ViewIR();
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auto HeaderOp = IR.GetHeader();
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OriginalRIP = HeaderOp->OriginalRIP;
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SpillSlotCount = 0;
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Graph->SpillStack.clear();
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