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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Unreal Engine demo doesn't run"
href="https://bugs.freedesktop.org/show_bug.cgi?id=86469#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Unreal Engine demo doesn't run"
href="https://bugs.freedesktop.org/show_bug.cgi?id=86469">bug 86469</a>
from <span class="vcard"><a class="email" href="mailto:lemody@gmail.com" title="Tapani Pälli <lemody@gmail.com>"> <span class="fn">Tapani Pälli</span></a>
</span></b>
<pre>(In reply to Kenneth Graunke from <a href="show_bug.cgi?id=86469#c1">comment #1</a>)
<span class="quote">> This should actually be pretty easy to fix. Sandybridge has more than 16
> MRFs, so we could just adjust the spilling code to use the higher numbered
> ones which aren't used for anything else.
>
> The check also seems a bit heavy handed...it may not actually conflict...</span >
I've checked that Effects works on SNB by simply setting spill_base_mrf 15 (as
14 is used). I did not find documentation that would indicate more than 16 MRFs
available though. Docs indicate there are 16 from which 1 .. 15 can be used.</pre>
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