This tells the scheduler it is better to increase SGPR register pressure
than VGPR register pressure. This could proably be made smarter in the
future, but this simple implementation yields fairly good results for a
large database of OpenGL shaders:
6462 shaders
Totals:
SGPRS: 320808 -> 300568 (-6.31 %)
VGPRS: 189928 -> 184176 (-3.03 %)
Code Size: 7047556 -> 7069532 (0.31 %) bytes
LDS: 83 -> 83 (0.00 %) blocks
Scratch: 1025024 -> 979968 (-4.40 %) bytes per wave
I'm not sure what this means.
Also you can move the VGPR test under the SGPR pressure set and remove the second if