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authorEric Anholt <[email protected]>2013-11-06 17:38:23 -0800
committerEric Anholt <[email protected]>2013-11-12 15:06:28 -0800
commite9daead784921e453906853a4a78a2f3135af2e0 (patch)
tree889cfdb316b7d80ea88bd56a1cdc3b721c172d02 /src/glsl/opt_redundant_jumps.cpp
parentfbd8303a943d0d491b7c2415eb237a0731c7dec5 (diff)
i965/fs: Try a different pre-scheduling heuristic if the first spills.
Since LIFO fails on some shaders in one particular way, and non-LIFO systematically fails in another way on different kinds of shaders, try them both, and pick whichever one successfully register allocates first. Slightly prefer non-LIFO in case we produce extra dependencies in register allocation, since it should start out with fewer stalls than LIFO. This is madness, but I haven't come up with another way to get unigine tropics to not spill while keeping other programs from not spilling and retaining the non-unigine performance wins from texture-grf. total instructions in shared programs: 1626728 -> 1626288 (-0.03%) instructions in affected programs: 1015 -> 575 (-43.35%) GAINED: 50 LOST: 0 Improves Unigine Tropics performance by 14.5257% +/- 0.241838% (n=38) Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=70445 Cc: "10.0" <[email protected]> Reviewed-by: Matt Turner <[email protected]>
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