Closed
Description
The DirectX backend doesn't currently describe register types and call computeRegisterProperties
, so when passes look up cost heuristics for registers they get odd values which can cause passes to do weird things.
For example @farzonl observed loop unrolling happening or not depending on if the underlying register weights were zero-initialized or garbage-initialized. Obviously not great.
AC:
- create one register type and set its cost to 1
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