<div dir="ltr">Hello,<div><br></div><div>I realized while playing Diablo III on my machine that some shaders seem to run out of available GPRs using r600g with my Macbook Pro with a HD6750m.</div><div>If the driver tries to do something to handle this case, but I couldn't find any part inside the code that has to do with "spilling".</div>
<div><br></div><div>There are some register related passes in SB, but none seems to be related to possible spilling (anyway, the failing I get is in r600_shader.c:2148 inside "r600_shader_from_tgsi()" which makes shader compiling failing altogether skipping SB).</div>
<div><br></div><div>How does r600g handle out of register situations? If it doesn't there are plans to add this?<br><br>Cheers,</div><div>Marcello</div></div>