[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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