It is a reduced instruction set computing isa of course. It shouldn't really have instructions for every edge case.
I only use it for microcontrollers and it's really nice there. But yeah I can imagine it doesn't perform well on bigger stuff. The idea of risc was to put the intelligence in the compiler though, not the silicon.
> It shouldn't really have instructions for every edge case.
Depends on what the instruction does. If it goes through a four-loads-four-stores chain that VAXen could famously do (with pre- and post-increments), then sure, this makes it impossible to implements such ISA in a multiscalar, OOO manner (DEC tried really, really hard and couldn't do it). But anything that essentially bit-fiddles in funny ways with the 2 sets of 64 bits already available from the source registers, plus the immediate? Shove it in, why not? ARM has bit shifted immediates available for almost every instruction since ARMv1. And RISC-V also finally gets shNadd instructions which are essentially x86/x64's SIB byte, except available as a separate instruction. It got "andn" which, arguably, is more useful than pure NOT anyway (most uses of ~ in C are in expressions of "var &= ~expr..." variety) and costs almost nothing to implement. Bit rotations, too, including rev8 and brev8. Heck, we even got max/min instructions in RISC-V because again, why not? The usage is incredibly widespread, the implementation is trivial, and makes life easier both for HW implementers (no need to try to macrofuse common instruction sequences) and the SW writers (no need to neither invents those instruction sequences and hope they'll get accelerated nor read manufacturers datasheets for "officially" blessed instruction sequences).
As proven by x86/x64 and ARM evolution, being all in into pure RISC doesn't pay off, because there is only so much compilers can do in a AOT deployment scenario.
> The idea of risc was to put the intelligence in the compiler though, not the silicon.
Itanium did this mistake. Sure, compilers are much better now, but still dynamic scheduling beats static one for real-world tasks. You can (almost perfectly) statically schedule matrix multiplication but not UI or 3D game.
Even GPUs have some amount of dynamic scheduling now.