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After selecting the scheduling mode, do cmod prop again. It's possible that doing cmod prop between performing a schedule and trying to register allocate would cause a different scheduling mode to be selected. However, this would require fully restoring the pre-schedule set of instructions (via cloning). I have tried to implement this, and it's harder than it looks. :( v2: Delete unused variable `progress`. Noticed by Marge. shader-db: All Intel platforms had similar results. (Meteor Lake shown) total instructions in shared programs: 19967018 -> 19967006 (<.01%) instructions in affected programs: 10652 -> 10640 (-0.11%) helped: 4 / HURT: 0 total cycles in shared programs: 884129990 -> 884139590 (<.01%) cycles in affected programs: 20334512 -> 20344112 (0.05%) helped: 0 / HURT: 4 fossil-db: Lunar Lake Totals: Instrs: 924967191 -> 924963460 (-0.00%); split: -0.00%, +0.00% Cycle count: 105962414958 -> 105961925594 (-0.00%); split: -0.00%, +0.00% Spill count: 3423582 -> 3423564 (-0.00%); split: -0.00%, +0.00% Fill count: 4877121 -> 4876955 (-0.00%); split: -0.00%, +0.00% Totals from 2511 (0.12% of 2018786) affected shaders: Instrs: 12541707 -> 12537976 (-0.03%); split: -0.03%, +0.00% Cycle count: 4816359238 -> 4815869874 (-0.01%); split: -0.01%, +0.00% Spill count: 179536 -> 179518 (-0.01%); split: -0.03%, +0.02% Fill count: 279407 -> 279241 (-0.06%); split: -0.07%, +0.01% Meteor Lake, DG2, Tiger Lake, Ice Lake, and Skylake had similar results. (Meteor Lake shown) Totals: Instrs: 980252404 -> 980237686 (-0.00%); split: -0.00%, +0.00% Cycle count: 91758669556 -> 91764028404 (+0.01%); split: -0.00%, +0.01% Spill count: 3664771 -> 3664744 (-0.00%); split: -0.00%, +0.00% Fill count: 4962078 -> 4960482 (-0.03%); split: -0.04%, +0.01% Totals from 8472 (0.38% of 2251522) affected shaders: Instrs: 34977623 -> 34962905 (-0.04%); split: -0.04%, +0.00% Cycle count: 6251857553 -> 6257216401 (+0.09%); split: -0.04%, +0.13% Spill count: 480251 -> 480224 (-0.01%); split: -0.01%, +0.00% Fill count: 676539 -> 674943 (-0.24%); split: -0.28%, +0.05% Reviewed-by: Caio Oliveira <caio.oliveira@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38315> |
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`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library ====================================================== Source ------ This repository lives at https://gitlab.freedesktop.org/mesa/mesa. Other repositories are likely forks, and code found there is not supported. Build & install --------------- You can find more information in our documentation (`docs/install.rst <https://docs.mesa3d.org/install.html>`_), but the recommended way is to use Meson (`docs/meson.rst <https://docs.mesa3d.org/meson.html>`_): .. code-block:: sh $ meson setup build $ ninja -C build/ $ sudo ninja -C build/ install Support ------- Many Mesa devs hang on IRC; if you're not sure which channel is appropriate, you should ask your question on `OFTC's #dri-devel <irc://irc.oftc.net/dri-devel>`_, someone will redirect you if necessary. Remember that not everyone is in the same timezone as you, so it might take a while before someone qualified sees your question. To figure out who you're talking to, or which nick to ping for your question, check out `Who's Who on IRC <https://dri.freedesktop.org/wiki/WhosWho/>`_. The next best option is to ask your question in an email to the mailing lists: `mesa-dev\@lists.freedesktop.org <https://lists.freedesktop.org/mailman/listinfo/mesa-dev>`_ Bug reports ----------- If you think something isn't working properly, please file a bug report (`docs/bugs.rst <https://docs.mesa3d.org/bugs.html>`_). Contributing ------------ Contributions are welcome, and step-by-step instructions can be found in our documentation (`docs/submittingpatches.rst <https://docs.mesa3d.org/submittingpatches.html>`_). Note that Mesa uses gitlab for patches submission, review and discussions.