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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#c3">Comment # 3</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:mattst88@gmail.com" title="Matt Turner <mattst88@gmail.com>"> <span class="fn">Matt Turner</span></a>
</span></b>
<pre>(In reply to Tapani Pälli from <a href="show_bug.cgi?id=86469#c2">comment #2</a>)
<span class="quote">> (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.</span >
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</pre>
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