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authorNicolai Haehnle <nhaehnle@gmail.com>2016-09-03 12:26:32 +0000
committerNicolai Haehnle <nhaehnle@gmail.com>2016-09-03 12:26:32 +0000
commita246dccc26667ab8bf6b6b427d1384bb65828509 (patch)
tree60bbcd2916362880f1aca447c97d1b1e8067f387 /llvm/lib/Target
parentff94d2506346200edf61dd21c8040831ac0539c0 (diff)
downloadbcm5719-llvm-a246dccc26667ab8bf6b6b427d1384bb65828509.tar.gz
bcm5719-llvm-a246dccc26667ab8bf6b6b427d1384bb65828509.zip
AMDGPU: Fix an interaction between WQM and polygon stippling
Summary: This fixes a rare bug in polygon stippling with non-monolithic pixel shaders. The underlying problem is as follows: the prolog part contains the polygon stippling sequence, i.e. a kill. The main part then enables WQM based on the _reduced_ exec mask, effectively undoing most of the polygon stippling. Since we cannot know whether polygon stippling will be used, the main part of a non-monolithic shader must always return to exact mode to fix this problem. Reviewers: arsenm, tstellarAMD, mareko Subscribers: arsenm, llvm-commits, kzhuravl Differential Revision: https://reviews.llvm.org/D23131 llvm-svn: 280589
Diffstat (limited to 'llvm/lib/Target')
-rw-r--r--llvm/lib/Target/AMDGPU/SIInstructions.td1
-rw-r--r--llvm/lib/Target/AMDGPU/SIWholeQuadMode.cpp7
2 files changed, 1 insertions, 7 deletions
diff --git a/llvm/lib/Target/AMDGPU/SIInstructions.td b/llvm/lib/Target/AMDGPU/SIInstructions.td
index 9eb7a503a7c..60a571d51bf 100644
--- a/llvm/lib/Target/AMDGPU/SIInstructions.td
+++ b/llvm/lib/Target/AMDGPU/SIInstructions.td
@@ -1301,6 +1301,7 @@ def SI_RETURN : SPseudoInstSI <
let isReturn = 1;
let hasSideEffects = 1;
let hasNoSchedulingInfo = 1;
+ let DisableWQM = 1;
}
let Defs = [M0, EXEC],
diff --git a/llvm/lib/Target/AMDGPU/SIWholeQuadMode.cpp b/llvm/lib/Target/AMDGPU/SIWholeQuadMode.cpp
index c8bfc5aa460..03efd1f3326 100644
--- a/llvm/lib/Target/AMDGPU/SIWholeQuadMode.cpp
+++ b/llvm/lib/Target/AMDGPU/SIWholeQuadMode.cpp
@@ -219,13 +219,6 @@ char SIWholeQuadMode::scanInstructions(MachineFunction &MF,
markInstruction(MI, Flags, Worklist);
GlobalFlags |= Flags;
}
-
- if (WQMOutputs && MBB.succ_empty()) {
- // This is a prolog shader. Make sure we go back to exact mode at the end.
- Blocks[&MBB].OutNeeds = StateExact;
- Worklist.push_back(&MBB);
- GlobalFlags |= StateExact;
- }
}
return GlobalFlags;
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