This is used for a specific type of return to a shader part's
epilog code. Rename to try avoiding confusion from a true
call's return.
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@298452 91177308-0d34-0410-b5e6-96231b3b80d8
The sequence like this:
v_cmpx_le_f32_e32 vcc, 0, v0
s_branch BB0_30
s_cbranch_execnz BB0_30
; BB#29:
exp null off, off, off, off done vm
s_endpgm
BB0_30:
; %endif110
is likely wrong. The s_branch instruction will unconditionally jump
to BB0_30 and the skip block (exp done + endpgm) inserted for
performing the kill instruction will never be executed. This results
in a GPU hang with Star Ruler 2.
The s_branch instruction is added during the "Control Flow Optimizer"
pass which seems to re-organize the basic blocks, and we assume
that SI_KILL_TERMINATOR is always the last instruction inside a
basic block. Thus, after inserting a skip block we just go to the
next BB without looking at the subsequent instructions after the
kill, and the s_branch op is never removed.
Instead, we should remove the unconditional out branches and let
skip the two instructions if the exec mask is non-zero.
This patch fixes the GPU hang and doesn't introduce any regressions
with "make check".
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99019
Patch by Samuel Pitoiset <samuel.pitoiset@gmail.com>
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@292985 91177308-0d34-0410-b5e6-96231b3b80d8
Structure the definitions a bit more like the other classes.
The main change here is to split EXP with the done bit set
to a separate opcode, so we can set mayLoad = 1 so that it won't
be reordered before the other exp stores, since this has the special
constraint that if the done bit is set then this should be the last
exp in she shader.
Previously all exp instructions were inferred to have unmodeled
side effects.
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@288695 91177308-0d34-0410-b5e6-96231b3b80d8
Do most of the lowering in a pre-RA pass. Keep the skip jump
insertion late, plus a few other things that require more
work to move out.
One concern I have is now there may be COPY instructions
which do not have the necessary implicit exec uses
if they will be lowered to v_mov_b32.
This has a positive effect on SGPR usage in shader-db.
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@279464 91177308-0d34-0410-b5e6-96231b3b80d8