so uh, if you have 500+ registers and for each spill, you loop over them to pick the cheapest it's.... slow. not that I'd know about this
@FioraAeterna Only for a fixed limit on # of threads. If you can have arbitrarily many threads it's O(n_registers).
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@RichFelker of course, but GPUs have a fixed number of warps per shader core!Thanks. Twitter will use this to make your timeline better. UndoUndo
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