Mesa (master): freedreno/a3xx/compiler: avoid negative register ids
Rob Clark
robclark at kemper.freedesktop.org
Sun Mar 30 14:35:41 UTC 2014
Module: Mesa
Branch: master
Commit: 83808a90bea75598a279ae45d96e55c562ad58e4
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=83808a90bea75598a279ae45d96e55c562ad58e4
Author: Rob Clark <robclark at freedesktop.org>
Date: Sat Mar 29 14:32:38 2014 -0400
freedreno/a3xx/compiler: avoid negative register ids
In some cases, we need a register to be assigned up to three components
before the base. Since we can't have negative register #'s, just shift
everything up. May increase register usage for trivial shaders, but I
don't think we are shader limited in those cases. A proper solution is
going to require a better register assignment algorithm (which is on the
TODO list), this is just a hack to get us by until then.
Signed-off-by: Rob Clark <robclark at freedesktop.org>
---
src/gallium/drivers/freedreno/a3xx/ir3_ra.c | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/src/gallium/drivers/freedreno/a3xx/ir3_ra.c b/src/gallium/drivers/freedreno/a3xx/ir3_ra.c
index d926483..4e48ede 100644
--- a/src/gallium/drivers/freedreno/a3xx/ir3_ra.c
+++ b/src/gallium/drivers/freedreno/a3xx/ir3_ra.c
@@ -104,8 +104,8 @@ static int output_base(struct ir3_ra_ctx *ctx)
*/
if (ctx->type == SHADER_FRAGMENT) {
if (ctx->half_precision)
- return ctx->frag_face ? 1 : 0;
- return ctx->frag_coord ? 6 : 2;
+ return ctx->frag_face ? 4 : 3;
+ return ctx->frag_coord ? 8 : 4;
}
return 0;
}
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