Complicated CFG and lots of SALU can cause this to take an extremely long
time to finish.
Fixes
dEQP-VK.graphicsfuzz.cov-value-tracking-selection-dag-negation-clamp-loop
and Monster Hunter Rise demo compile times.
fossil-db (gfx1100):
Totals from 57 (0.04% of 134574) affected shaders:
Instrs: 170919 -> 171165 (+0.14%)
CodeSize: 860144 -> 861128 (+0.11%)
Latency: 961466 -> 961505 (+0.00%)
InvThroughput: 127598 -> 127608 (+0.01%)
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8153
Fixes:
5806f0246fd ("aco/gfx11: workaround VALUPartialForwardingHazard")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20941>
(cherry picked from commit
bfd4ac4581bae0d36b2c58524131f91c7c0d27ce)
"description": "aco: limit VALUPartialForwardingHazard search",
"nominated": true,
"nomination_type": 1,
- "resolution": 0,
+ "resolution": 1,
"main_sha": null,
"because_sha": "5806f0246fdeba22eba4fcf2d1b4cfa03b33e886"
},
enum VALUPartialForwardingHazardState state = nothing_written;
unsigned num_valu_since_read = 0;
unsigned num_valu_since_write = 0;
+
+ unsigned num_instrs = 0;
+ unsigned num_blocks = 0;
};
bool
if (block_state.num_vgprs_read == 0)
return true; /* All VGPRs have been written and a hazard was never found. */
+ block_state.num_instrs++;
+ if (block_state.num_instrs > 256 || block_state.num_blocks > 32) {
+ /* Exit to limit compile times and set hazard_found=true to be safe. */
+ global_state.hazard_found = true;
+ return true;
+ }
+
return false;
}
global_state.loop_headers_visited.insert(block->index);
}
+ block_state.num_blocks++;
+
return true;
}