On Thu, Jun 18, 2015 at 12:04 PM, Rob Clark <robdcl...@gmail.com> wrote:
> It is only vaguely an issue at the moment
> because the priority-queue scheduler that replaced what is on master
> does very badly with wide/shallow shaders, ie. like
> glsl-fs-convolution-1... ie. shaders with a lot of instructions at
> minimum depth.. (but I have some ideas to fix that)
>

P.S. what does your heuristic currently look like? I was working on
i965 scheduling, and after some discussion, this is what I did:

http://cgit.freedesktop.org/~cwabbott0/mesa/commit/?h=i965-sched&id=2d46e424327082bbc67758d05e6e102cbcd56d89

it's called "delay" in that code for some reason instead of "depth"
(or, even better, critical path length), but you should get the
idea... choose the earliest thing we can schedule, and then among
those pick the thing with the largest depth.
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