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authorEric Anholt <[email protected]>2012-07-06 17:18:35 -0700
committerEric Anholt <[email protected]>2012-07-18 12:30:06 -0700
commita40c1f95229915214be061fbbf9a02e5225fbf01 (patch)
tree2797b0d558c8f00054c47cf3e3c74ed24d0b3aa7 /src/gallium/drivers
parenta454f8ec6df9334df42249be910cc2d57d913bff (diff)
i965/fs: Make register spill/unspill only do the regs for that instruction.
Previously, if we were spilling the result of a texture call, we would store all 4 regs, then for each use of one of those regs as the source of an instruction, we would unspill all 4 regs even though only one was needed. In both lightsmark and l4d2 with my current graphics config, the shaders that produce spilling do so on split GRFs, so this doesn't help them out. However, in a capture of the l4d2 shaders with a different snapshot and playing the game instead of using a demo, it reduced one shader from 2817 instructions to 2179, due to choosing a now-cheaper texture result to spill instead of piles of texcoords. v2: Fix comment noted by Ken, and fix the if condition associated with it for the current state of what constitutes a partial write of the destination. Reviewed-by: Kenneth Graunke <[email protected]> (v1)
Diffstat (limited to 'src/gallium/drivers')
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