nvc0/ir: treat FMA like MAD for operand propagation

Helps mainly Feral-ported games, due to their use of fma()

shader-db changes:
total instructions in shared programs : 3901147 -> 3842505 (-1.50%)
total gprs used in shared programs    : 471258 -> 467359 (-0.83%)
total local used in shared programs   : 27405 -> 27361 (-0.16%)
total bytes used in shared programs   : 35749888 -> 35214176 (-1.50%)

                local        gpr       inst      bytes
    helped          17        1829        4091        4091
      hurt           4          44           3           3

Signed-off-by: Karol Herbst <karolherbst@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: mesa-stable@lists.freedesktop.org
(cherry picked from commit 09f16de7e624938d46a63b8285fc5b21050962e9)
diff --git a/src/gallium/drivers/nouveau/codegen/nv50_ir_target_nvc0.cpp b/src/gallium/drivers/nouveau/codegen/nv50_ir_target_nvc0.cpp
index 8a67b0a..ae1a0f7 100644
--- a/src/gallium/drivers/nouveau/codegen/nv50_ir_target_nvc0.cpp
+++ b/src/gallium/drivers/nouveau/codegen/nv50_ir_target_nvc0.cpp
@@ -105,6 +105,7 @@
    { OP_MAX,    0x3, 0x3, 0x0, 0x0, 0x2, 0x2 },
    { OP_MIN,    0x3, 0x3, 0x0, 0x0, 0x2, 0x2 },
    { OP_MAD,    0x7, 0x0, 0x0, 0x8, 0x6, 0x2 | 0x8 }, // special c[] constraint
+   { OP_FMA,    0x7, 0x0, 0x0, 0x8, 0x6, 0x2 | 0x8 }, // keep the same as OP_MAD
    { OP_SHLADD, 0x5, 0x0, 0x0, 0x0, 0x4, 0x6 },
    { OP_MADSP,  0x0, 0x0, 0x0, 0x0, 0x6, 0x2 },
    { OP_ABS,    0x0, 0x0, 0x0, 0x0, 0x1, 0x0 },