[Mesa-dev] The way r600g handles shaders that use more than available GPRs
Marek Olšák
maraeo at gmail.com
Sat Apr 19 18:02:15 PDT 2014
It looks like the check is not needed with SB, because SB performs
register allocation. What happens if you comment out the conditional
which fails?
Marek
On Sun, Apr 20, 2014 at 1:30 AM, Marcello Maggioni <hayarms at gmail.com> wrote:
> Hello,
>
> 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.
> 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".
>
> 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).
>
> How does r600g handle out of register situations? If it doesn't there are
> plans to add this?
>
> Cheers,
> Marcello
>
> _______________________________________________
> mesa-dev mailing list
> mesa-dev at lists.freedesktop.org
> http://lists.freedesktop.org/mailman/listinfo/mesa-dev
>
More information about the mesa-dev
mailing list