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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