Kenneth Graunke <kenn...@whitecape.org> writes: > During code generation, we create tons of temporary variables, many of > which get immediately killed and are never used. Later optimization and > analysis passes, such as compute_live_intervals, loop over all the > virtual GRFs. By compacting them, we can save a lot of overhead. > > Reduces compilation time in L4D2's largest fragment shader from 10.2 > seconds to 5.2 seconds (50%). Drops compute_live_variables() from > 10-12% of another game's startup time to 8%.
Cool. I'd tried something similar before and not measured an improvement. I'm fully in favor. Reviewed-by: Eric Anholt <e...@anholt.net>
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