On Tue, Apr 2, 2013 at 4:48 PM, Eric Anholt <[email protected]> wrote:
> Matt Turner <[email protected]> writes:
>
>> The original goal of pre-register allocation scheduling was to reduce
>> live ranges so we'd use fewer registers and hopefully fit into 16-wide.
>> In shader-db, this change causes us to lose 30 16-wide programs, but we
>> gain 29... so it's a toss-up. At least by choosing instructions in a
>> better order all programs should be slightly faster.
>
> I think this will break the GLES3 test that we created this pass for.

It does, and I've been trying to figure out another way of solving it.

> I think we'll get the same performance benefit by round-robining our
> allocated registers instead of packing them in the low numbers, which is
> what that branch I had mentioned to you was for.

I don't think so, since the round-robin allocation would have helped
write-after-read stalls, but our hardware doesn't stall on
write-after-read.
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