broadcom/compiler: disable TMU pipelining if we fail to register allocate
TMU pipelining can severely reduce our capacity to emit TMU spills, causing us to fail to compile a shader we may otherwise be able to compile. This is because pipelining extends the liveness of TMU sequences by posponing the thread switch and LDTMU until a result is needed, and we can't emit TMU spills while in the middle of a TMU sequence. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8825>
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@@ -627,6 +627,12 @@ struct v3d_compile {
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*/
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bool fallback_scheduler;
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/* Disable TMU pipelining. This may increase the chances of being able
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* to compile shaders with high register pressure that require to emit
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* TMU spills.
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*/
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bool disable_tmu_pipelining;
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/* State for whether we're executing on each channel currently. 0 if
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* yes, otherwise a block number + 1 that the channel jumped to.
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*/
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