blob: e39daafcc1fe0ea41c0865de56b4ad38a60c950a [file] [log] [blame]
/*
* Copyright © 2025 Valve Corporation
*
* SPDX-License-Identifier: MIT
*/
#include "helpers.h"
using namespace aco;
BEGIN_TEST(lower_branches.remove_block.single_linear_succ_multiple_logical_succs)
if (!setup_cs(NULL, GFX12))
return;
while (program->blocks.size() < 7)
program->create_and_insert_block();
Block* if_block = &program->blocks[0];
Block* then_logical = &program->blocks[1];
Block* then_linear = &program->blocks[2];
Block* invert = &program->blocks[3];
Block* else_logical = &program->blocks[4];
Block* else_linear = &program->blocks[5];
Block* endif_block = &program->blocks[6];
if_block->kind |= block_kind_branch;
then_logical->kind |= block_kind_uniform;
then_linear->kind |= block_kind_uniform;
invert->kind |= block_kind_invert;
else_logical->kind |= block_kind_uniform;
else_linear->kind |= block_kind_uniform;
endif_block->kind |= block_kind_uniform | block_kind_merge | block_kind_top_level;
/* Set up logical CF */
then_logical->logical_preds.push_back(if_block->index);
else_logical->logical_preds.push_back(if_block->index);
endif_block->logical_preds.push_back(then_logical->index);
endif_block->logical_preds.push_back(else_logical->index);
/* Set up linear CF */
then_logical->linear_preds.push_back(if_block->index);
then_linear->linear_preds.push_back(if_block->index);
invert->linear_preds.push_back(then_logical->index);
invert->linear_preds.push_back(then_linear->index);
else_logical->linear_preds.push_back(invert->index);
else_linear->linear_preds.push_back(invert->index);
endif_block->linear_preds.push_back(else_logical->index);
endif_block->linear_preds.push_back(else_linear->index);
/* BB0 has a single linear successor but multiple logical successors. try_remove_simple_block()
* should skip this.
*/
//>> ACO shader stage: SW (CS), HW (COMPUTE_SHADER)
//! BB1
//! /* logical preds: BB0, / linear preds: BB0, / kind: uniform, */
//! s1: %0:s[0] = s_mov_b32 0
//! BB6
//! /* logical preds: BB1, BB0, / linear preds: BB1, / kind: uniform, top-level, merge, */
//! s_endpgm
bld.reset(if_block);
bld.sop1(aco_opcode::s_mov_b64, Definition(exec, s2), Operand::c64(1));
bld.branch(aco_opcode::p_cbranch_z, Operand(exec, s2), then_linear->index, then_logical->index)
.instr->branch()
.never_taken = true;
bld.reset(then_logical);
bld.sop1(aco_opcode::s_mov_b32, Definition(PhysReg(0), s1), Operand::c32(0));
bld.branch(aco_opcode::p_branch, invert->index);
bld.reset(then_linear);
bld.branch(aco_opcode::p_branch, invert->index);
bld.reset(invert);
bld.sop2(aco_opcode::s_andn2_b64, Definition(exec, s2), Definition(scc, s1), Operand::c64(-1),
Operand(exec, s2));
bld.branch(aco_opcode::p_cbranch_z, Operand(exec, s2), else_linear->index, else_logical->index);
bld.reset(else_logical);
bld.branch(aco_opcode::p_branch, endif_block->index);
bld.reset(else_linear);
bld.branch(aco_opcode::p_branch, endif_block->index);
bld.reset(endif_block);
bld.sop1(aco_opcode::s_mov_b64, Definition(exec, s2), Operand::c64(-1));
finish_lower_branches_test();
END_TEST
BEGIN_TEST(lower_branches.remove_block.update_preds_on_partial_fail)
if (!setup_cs(NULL, GFX12))
return;
while (program->blocks.size() < 7)
program->create_and_insert_block();
//>> BB0
//! /* logical preds: / linear preds: / kind: top-level, */
//! s_cbranch_scc0 block:BB5
bld.reset(&program->blocks[0]);
bld.branch(aco_opcode::p_cbranch_nz, Operand(scc, s1), 2, 1);
program->blocks[1].linear_preds.push_back(0);
program->blocks[2].linear_preds.push_back(0);
bld.reset(&program->blocks[1]);
bld.branch(aco_opcode::p_branch, 3);
program->blocks[3].linear_preds.push_back(1);
//! BB2
//! /* logical preds: / linear preds: BB0, / kind: */
//! s_cbranch_scc1 block:BB6
bld.reset(&program->blocks[2]);
bld.branch(aco_opcode::p_cbranch_nz, Operand(scc, s1), 6, 3);
program->blocks[3].linear_preds.push_back(2);
program->blocks[6].linear_preds.push_back(2);
/* BB3 has BB1 and BB2 as predecessors. We can replace BB1's jump with one to BB5, but not BB2's
* because we can't fallthrough from BB2 to BB5. If we skip removing a predecessor from BB3, we
* should still update BB3's linear predecessor vector. */
//! BB3
//! /* logical preds: / linear preds: BB2, / kind: */
//! s_branch block:BB5
bld.reset(&program->blocks[3]);
bld.branch(aco_opcode::p_branch, 5);
program->blocks[5].linear_preds.push_back(3);
//! BB4
//! /* logical preds: / linear preds: / kind: uniform, */
//! s_endpgm
//! BB5
//! /* logical preds: / linear preds: BB3, BB0, / kind: uniform, */
//! s_endpgm
//! BB6
//! /* logical preds: / linear preds: BB2, / kind: uniform, */
//! s_endpgm
finish_lower_branches_test();
END_TEST