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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#c4">Comment # 4</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 Matt Turner from <a href="show_bug.cgi?id=86469#c3">comment #3</a>)
<span class="quote">> (In reply to Tapani Pälli from <a href="show_bug.cgi?id=86469#c2">comment #2</a>)
> > (In reply to Kenneth Graunke from <a href="show_bug.cgi?id=86469#c1">comment #1</a>)
> > > 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...
> >
> > 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.
>
> SNB PRM Vol4 Part2's "Table 5-4. MRF Registers Available in Device Hardware"
> says "Number per Thread" - "24 registers"
>
> This would be an easy experiment for someone with a Sandybridge -- modify
> the fs_visitor::spill_reg() function in
> src/mesa/drivers/dri/i965/brw_fs_reg_allocate.cpp</span >
Yep, I saw this but bspec states that it might not be safe to use MRFs other
than 1 .. 15. It feels a bit risky to go change this just because of one demo.</pre>
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