Mesa (master): v3d: Do uniform rematerialization spilling before dropping threadcount
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Tue Mar 5 20:59:01 UTC 2019
Module: Mesa
Branch: master
Commit: 1e98f02d887dada530595bc0c74292d4678c5e1a
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=1e98f02d887dada530595bc0c74292d4678c5e1a
Author: Eric Anholt <eric at anholt.net>
Date: Tue Feb 26 10:49:25 2019 -0800
v3d: Do uniform rematerialization spilling before dropping threadcount
This feels like the right tradeoff for threads vs uniforms, particularly
given that we often have very short thread segments right now:
total instructions in shared programs: 6411504 -> 6413571 (0.03%)
total threads in shared programs: 153946 -> 154214 (0.17%)
total uniforms in shared programs: 2387665 -> 2393604 (0.25%)
---
src/broadcom/compiler/vir_register_allocate.c | 18 ++++++++++--------
1 file changed, 10 insertions(+), 8 deletions(-)
diff --git a/src/broadcom/compiler/vir_register_allocate.c b/src/broadcom/compiler/vir_register_allocate.c
index ae71e502494..78f59f84744 100644
--- a/src/broadcom/compiler/vir_register_allocate.c
+++ b/src/broadcom/compiler/vir_register_allocate.c
@@ -586,16 +586,18 @@ v3d_register_allocate(struct v3d_compile *c, bool *spilled)
bool ok = ra_allocate(g);
if (!ok) {
- /* Try to spill, if we can't reduce threading first. */
- if (thread_index == 0) {
- int node = v3d_choose_spill_node(c, g, temp_to_node);
+ int node = v3d_choose_spill_node(c, g, temp_to_node);
- if (node != -1) {
- v3d_spill_reg(c, map[node].temp);
+ /* Don't emit spills using the TMU until we've dropped thread
+ * conut first.
+ */
+ if (node != -1 &&
+ (vir_is_mov_uniform(c, map[node].temp) ||
+ thread_index == 0)) {
+ v3d_spill_reg(c, map[node].temp);
- /* Ask the outer loop to call back in. */
- *spilled = true;
- }
+ /* Ask the outer loop to call back in. */
+ *spilled = true;
}
ralloc_free(g);
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