On Wednesday, July 30, 2014 10:50:59 PM Eric Anholt wrote: > Connor Abbott <cwabbo...@gmail.com> writes: > > > Before, we would only consider nodes for spilling if they were > > optimistically pushed onto the stack. But the logic for this was > > complicated, and duplicated some things; also, we might want to spill > > nodes that are not optimistically colored if our heuristic says we > > should. This becomes a problem especially after the next commit, where > > duplicating the current behavior of only spilling optimistically colored > > nodes can sometimes leave the backend in a position where it has no > > registers to spill. So just drop the original logic, and consider > > everything that has its spill cost set for spilling. > > > > HURT: shaders/steam/dungeon-defenders/5008.shader_test SIMD8: 434 -> 439 > > (1.15%) > > > > total instructions in shared programs: 4547617 -> 4547622 (0.00%) > > instructions in affected programs: 434 -> 439 (1.15%) > > GAINED: 0 > > LOST: 0 > > Interesting. Is this our only shader that's spilling in the db? > (though, also, something spilling that's only 434 instructions long? I > don't think I've ever seen that. Wow.).
It's doing 32 texture lookups, and appears to keep at least some of those values alive for quite a while. We could likely do better, but I could definitely see this triggering spilling.
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