anv: remove descriptor array bounds checking
We cannot find anything in the Vulkan spec requiring this. D3D12 [1]
says it's undefined as long as it doesn't crash the OS :
"Out of bounds indexing of any descriptor table from the shader
results in a largely undefined memory access, including the
possibility of reading arbitrary in-process memory as if it is a
hardware state descriptor and living with the consequence of what
the hardware does with that. This could produce a device reset, but
will not crash Windows."
[1] : https://learn.microsoft.com/en-us/windows/win32/direct3d12/advanced-use-of-descriptor-tables#out-of-bounds-indexing
Found 2 titles affected by this change
Some pretty good results on Cyberpunk 2077 :
Totals from 10285 (100.00% of 10285) affected shaders:
Instrs: 7638709 -> 7517360 (-1.59%); split: -1.64%, +0.05%
Cycles:
148047414 ->
148470916 (+0.29%); split: -0.83%, +1.12%
Subgroup size: 112544 -> 112576 (+0.03%); split: +0.04%, -0.01%
Spill count: 98 -> 90 (-8.16%)
Fill count: 90 -> 82 (-8.89%)
Max live registers: 495274 -> 479502 (-3.18%); split: -3.21%, +0.03%
Max dispatch width: 87824 -> 91168 (+3.81%); split: +4.10%, -0.29%
Gaining 297 shaders in SIMD16/32, loosing 16 SIMD32 shaders
Some not so good results on Strange Brigade :
Totals from 4027 (100.00% of 4027) affected shaders:
Instrs: 2080355 -> 2013880 (-3.20%); split: -3.20%, +0.01%
Cycles:
25405149 ->
25170579 (-0.92%); split: -1.37%, +0.45%
Max live registers: 167303 -> 168958 (+0.99%)
Max dispatch width: 33264 -> 32496 (-2.31%)
Loosing 96 SIMD16 shaders.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Ivan Briano <ivan.briano@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17545>