[Bug 85696] r600g+nine: Bioshock shader failure after 7b1c0cbc90d456384b0950ad21faa3c61a6b43ff

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Wed Nov 19 17:17:54 PST 2014


https://bugs.freedesktop.org/show_bug.cgi?id=85696

David Heidelberg (okias) <david at ixit.cz> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
           Keywords|bisected, regression        |
            Summary|[regression] r600g+nine:    |r600g+nine: Bioshock shader
                   |Bioshock shader failure     |failure after
                   |after                       |7b1c0cbc90d456384b0950ad21f
                   |7b1c0cbc90d456384b0950ad21f |aa3c61a6b43ff
                   |aa3c61a6b43ff               |

--- Comment #4 from David Heidelberg (okias) <david at ixit.cz> ---
It's bug in Nine.

Instead of one available ADDR[0], we try use DCL ADDR[0..1].

ADDR[0] is allocated by LOOP (for counter purposes) and then later is allocated
ADDR[1].

0 is the address register (already allocated by LOOP, but in this case unused)
1 is UBO index register (misused by location for MOVA (coverted)-> ARR)
2 is sampler index register (not used, correctly).

Axel had idea we could do something like:

. if wants to use rL to index constant register
. . if a0 is used somewhere in the shader
. . then copy the content to temp. load rL to a0. do the op. restore a0
. . else copy rL to a0 and use it
. else do nothing particular

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