<div dir="ltr">Hi Marek,<div><br></div><div>I tried doing what you suggested and the game runs , but when the offending shader is loaded the game FPS drop to like 0.1 making everything unplayable. Other parts of the game (that don't make use of that shader, like menus and most of the levels) are fine though.</div>
<div><br>With the check in place instead the performance is acceptable (I guess because the shader that fails to compile is not run altogether)</div><div><br></div><div>Marcello</div></div><div class="gmail_extra"><br><br>
<div class="gmail_quote">2014-04-20 2:02 GMT+01:00 Marek Olšák <span dir="ltr"><<a href="mailto:maraeo@gmail.com" target="_blank">maraeo@gmail.com</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
It looks like the check is not needed with SB, because SB performs<br>
register allocation. What happens if you comment out the conditional<br>
which fails?<br>
<br>
Marek<br>
<div><div class="h5"><br>
On Sun, Apr 20, 2014 at 1:30 AM, Marcello Maggioni <<a href="mailto:hayarms@gmail.com">hayarms@gmail.com</a>> wrote:<br>
> Hello,<br>
><br>
> I realized while playing Diablo III on my machine that some shaders seem to<br>
> run out of available GPRs using r600g with my Macbook Pro with a HD6750m.<br>
> If the driver tries to do something to handle this case, but I couldn't find<br>
> any part inside the code that has to do with "spilling".<br>
><br>
> There are some register related passes in SB, but none seems to be related<br>
> to possible spilling (anyway, the failing I get is in r600_shader.c:2148<br>
> inside "r600_shader_from_tgsi()" which makes shader compiling failing<br>
> altogether skipping SB).<br>
><br>
> How does r600g handle out of register situations? If it doesn't there are<br>
> plans to add this?<br>
><br>
> Cheers,<br>
> Marcello<br>
><br>
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</blockquote></div><br></div>