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dalek | arVM/even-moar-jit: 40add84 | brrt++ | src/jit/ (4 files): Take register allocation out of code generation Trying to do online (i.e. without lookahead) register allocation was a poor idea (complex, ineffiicent, incorrect results). So it is moved to a separate step, and will be developed more further. As a result, allocating 'scratch' registers in tiles must be removed as well. |
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MoarVM/even-moar-jit: c9bf2fc | brrt++ | src/jit/ (2 files): | |||
MoarVM/even-moar-jit: Remove register locking logic | |||
MoarVM/even-moar-jit: | |||
MoarVM/even-moar-jit: Because we can't allocate scratch registers anyway, this is no | |||
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brrt | so, that is at least a bit of progress; my hypothesis is that by slowly moving bits into their right places, i can start working on a real, more complex and correct, allocator | 20:07 | |
i.e. kill all the dumb decisions and simplify things first, then build it out | 20:11 | ||
timotimo | neat | 20:34 | |
jnthn | brrt++ | 20:54 | |
TimToady | we prefer convergence on a correct solution even it gives the appearance of divergence occasionally :) | 21:02 | |
timotimo | i just finished the paper on mementos, btw | 21:24 | |
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timotimo | it doesn't give implementation advice, though. like for how the memento map should look, or the allocation site data structure, really | 21:28 | |
they also have static frames be movable by the GC, which forced v8 to get a "zombie" state in which static frames survive an additional collection to keep heap integrity | |||
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jnthn | Yes, most papers leave the reader with some amount of figuring out to do in terms of the details :-) | 21:45 | |
timotimo | aye | 21:54 | |
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