schedule_node *chosen = NULL;
int chosen_time = 0;
- foreach_list(node, &instructions) {
- schedule_node *n = (schedule_node *)node;
+ if (post_reg_alloc) {
+ /* Of the instructions closest ready to execute or the closest to
+ * being ready, choose the oldest one.
+ */
+ foreach_list(node, &instructions) {
+ schedule_node *n = (schedule_node *)node;
+
+ if (!chosen || n->unblocked_time < chosen_time) {
+ chosen = n;
+ chosen_time = n->unblocked_time;
+ }
+ }
+ } else {
+ /* Before register allocation, we don't care about the latencies of
+ * instructions. All we care about is reducing live intervals of
+ * variables so that we can avoid register spilling, or get 16-wide
+ * shaders which naturally do a better job of hiding instruction
+ * latency.
+ *
+ * To do so, schedule our instructions in a roughly LIFO/depth-first
+ * order: when new instructions become available as a result of
+ * scheduling something, choose those first so that our result
+ * hopefully is consumed quickly.
+ *
+ * The exception is messages that generate more than one result
+ * register (AKA texturing). In those cases, the LIFO search would
+ * normally tend to choose them quickly (because scheduling the
+ * previous message not only unblocked the children using its result,
+ * but also the MRF setup for the next sampler message, which in turn
+ * unblocks the next sampler message).
+ */
+ for (schedule_node *node = (schedule_node *)instructions.get_tail();
+ node != instructions.get_head()->prev;
+ node = (schedule_node *)node->prev) {
+ schedule_node *n = (schedule_node *)node;
+
+ chosen = n;
+ if (chosen->inst->regs_written() <= 1)
+ break;
+ }
- if (!chosen || n->unblocked_time < chosen_time) {
- chosen = n;
- chosen_time = n->unblocked_time;
- }
+ chosen_time = chosen->unblocked_time;
}
/* Schedule this instruction. */