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authorMatt Turner <mattst88@gmail.com>2013-03-28 10:57:34 -0700
committerMatt Turner <mattst88@gmail.com>2013-03-29 10:13:27 -0700
commit414ea2f5609cbe1d03cb8acdeee05eda03f9a1c5 (patch)
treecac67d3a825d99a32ef8db6d5a6f38c1a46f164a
parentad4507b355a1cf817a0d280625f485bb1856c65c (diff)
i965/fs: Add LRP instruction latency.
Set its latency to what happens to be the default floating-point instruction latency. One day we may want to handle latency based on register bank information. Reviewed-by: Eric Anholt <eric@anholt.net>
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs_schedule_instructions.cpp26
1 files changed, 26 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs_schedule_instructions.cpp b/src/mesa/drivers/dri/i965/brw_fs_schedule_instructions.cpp
index d2420cd08c6..ec558e385d6 100644
--- a/src/mesa/drivers/dri/i965/brw_fs_schedule_instructions.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs_schedule_instructions.cpp
@@ -140,6 +140,32 @@ schedule_node::set_latency_gen7(bool is_haswell)
latency = is_haswell ? 16 : 17;
break;
+ case BRW_OPCODE_LRP:
+ /* 2 cycles
+ * (since the last two src operands are in different register banks):
+ * lrp(8) g4<1>F g2.2<4,1,1>F.x g2<4,1,1>F.x g3.1<4,1,1>F.x { align16 WE_normal 1Q };
+ *
+ * 3 cycles on IVB, 4 on HSW
+ * (since the last two src operands are in the same register bank):
+ * lrp(8) g4<1>F g2.2<4,1,1>F.x g2<4,1,1>F.x g2.1<4,1,1>F.x { align16 WE_normal 1Q };
+ *
+ * 16 cycles on IVB, 14 on HSW
+ * (since the last two src operands are in different register banks):
+ * lrp(8) g4<1>F g2.2<4,1,1>F.x g2<4,1,1>F.x g3.1<4,1,1>F.x { align16 WE_normal 1Q };
+ * mov(8) null g4<4,4,1>F { align16 WE_normal 1Q };
+ *
+ * 16 cycles
+ * (since the last two src operands are in the same register bank):
+ * lrp(8) g4<1>F g2.2<4,1,1>F.x g2<4,1,1>F.x g2.1<4,1,1>F.x { align16 WE_normal 1Q };
+ * mov(8) null g4<4,4,1>F { align16 WE_normal 1Q };
+ */
+
+ /* Our register allocator doesn't know about register banks, so use the
+ * higher latency.
+ */
+ latency = 14;
+ break;
+
case SHADER_OPCODE_RCP:
case SHADER_OPCODE_RSQ:
case SHADER_OPCODE_SQRT: