Dear all, (and specifically to Dave Arlie),
when looking at the TGSI code of shaders that fail on r600g because of too many temporaries used, I notes that often their lifetime is very short, like just assigned in one line and read the only time in the next line. Looking on the register-renaming code in mesa/st/st_glsl_to_tgsi.cpp I also notes that the register life time estimation is very conservative, i.e. registers that are assigned and used within a loop get a life time over the whole loop range. Because of this, and also because I'm new to mesa development and would like to get a bit more knowledge about the mesa code base, I thought about re-implementing the register renaming. My plan is to do a complete rewrite that can be run instead of the current implementation like by setting an environment variable, I'd also like to propose a proper patch for the UE4 editor problem I could only solve with a rather hackish solution [1] :) Now, I've seen that you, Dave, are already working on code related to st_glsl_to_tgsi, so in order not to interfere with your work, or duplicate it, I wanted to inquire whether you are already working or planning to work on the register renaming part? many thanks, Gert [1] https://patchwork.freedesktop.org/patch/158872/ _______________________________________________ mesa-dev mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
