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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