diff options
author | Eric Anholt <[email protected]> | 2018-08-01 17:38:25 -0700 |
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committer | Eric Anholt <[email protected]> | 2018-08-06 13:03:23 -0700 |
commit | f9d54dc3cf45ba6f15f74627b8ec527975ce5297 (patch) | |
tree | e864030d62daf5ad329f01e83b7ed2fd90fcb65d /src/broadcom/compiler/vir_register_allocate.c | |
parent | aaa41cd297f91583f0e5bddb11b736c0d03e333d (diff) |
v3d: Add some debug code for forcing register spilling.
This is useful for periodically testing out register spilling to see how
it goes on simple shaders, rather than only failing on insanely
complicated ones.
Diffstat (limited to 'src/broadcom/compiler/vir_register_allocate.c')
-rw-r--r-- | src/broadcom/compiler/vir_register_allocate.c | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/src/broadcom/compiler/vir_register_allocate.c b/src/broadcom/compiler/vir_register_allocate.c index 5a856acd7ed..598c4085235 100644 --- a/src/broadcom/compiler/vir_register_allocate.c +++ b/src/broadcom/compiler/vir_register_allocate.c @@ -520,6 +520,20 @@ v3d_register_allocate(struct v3d_compile *c, bool *spilled) } } + /* Debug code to force a bit of register spilling, for running across + * conformance tests to make sure that spilling works. + */ + int force_register_spills = 0; + if (c->spill_size < 16 * sizeof(uint32_t) * force_register_spills) { + int node = v3d_choose_spill_node(c, g, temp_to_node); + if (node != -1) { + v3d_spill_reg(c, map[node].temp); + ralloc_free(g); + *spilled = true; + return NULL; + } + } + bool ok = ra_allocate(g); if (!ok) { /* Try to spill, if we can't reduce threading first. */ |