diff --git a/src/panfrost/midgard/lcra.c b/src/panfrost/midgard/lcra.c index d86c35ffe09..f5e2ff2d8fe 100644 --- a/src/panfrost/midgard/lcra.c +++ b/src/panfrost/midgard/lcra.c @@ -201,7 +201,7 @@ lcra_count_constraints(struct lcra_state *l, unsigned i) signed lcra_get_best_spill_node(struct lcra_state *l) { - signed best_benefit = INT_MIN; + float best_benefit = -1.0; signed best_node = -1; for (unsigned i = 0; i < l->node_count; ++i) { @@ -209,14 +209,10 @@ lcra_get_best_spill_node(struct lcra_state *l) if (l->class[i] != l->spill_class) continue; if (l->spill_cost[i] < 0) continue; - /* Compute the benefit of spilling a node as the number of - * constraints on the node plus the number of slots it occupies - * minus a multiple of the cost. TODO: Come up with a formula - * whose use I can justify beyond "it makes my shaderdb look - * happy" */ - - signed benefit = lcra_count_constraints(l, i); - benefit -= l->spill_cost[i] * 2; + /* Adapted from Chaitin's heuristic */ + float constraints = lcra_count_constraints(l, i); + float cost = (l->spill_cost[i] + 1); + float benefit = constraints / cost; if (benefit > best_benefit) { best_benefit = benefit;