The if (!allocated_without_spills) block is an obvious spot for this
performance warning message.
In the Vec4 backend, scratch is also used for indirect access of
temporary arrays. The FS backend doesn't implement that yet, but
if it did, this message would be inaccurate, since scratch access
wouldn't necessarily mean spilling. Moving it preemptively fixes that.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
if (dispatch_width == 16) {
fail("Failure to register allocate. Reduce number of "
"live scalar values to avoid this.");
+ } else {
+ perf_debug("Fragment shader triggered register spilling. "
+ "Try reducing the number of live scalar values to "
+ "improve performance.\n");
}
/* Since we're out of heuristics, just go spill registers until we
/* Scratch space is used for register spilling */
if (c->last_scratch) {
- perf_debug("Fragment shader triggered register spilling. "
- "Try reducing the number of live scalar values to "
- "improve performance.\n");
-
c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch);
brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,