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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - r600_shader_from_tgsi - GPR limit exceeded - shader requires 360 registers"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105371#c7">Comment # 7</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - r600_shader_from_tgsi - GPR limit exceeded - shader requires 360 registers"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105371">bug 105371</a>
from <span class="vcard"><a class="email" href="mailto:amonpaike@gmail.com" title="amonpaike <amonpaike@gmail.com>"> <span class="fn">amonpaike</span></a>
</span></b>
<pre>(In reply to Gert Wollny from <a href="show_bug.cgi?id=105371#c6">comment #6</a>)
<span class="quote">> I've pushed the series, so this might be fixed (although I've seen new
> piglits that fail with the same error also with this array split patch
> series applied.</span >
hi, I wanted to tell you that with these last patches many of the problems in
the new blender 2.8 I had announced here
<a class="bz_bug_link
bz_status_NEW "
title="NEW - BLENDER 2.8 principled BSDF shader and shadow are broken in EEVEE on mesa gallium r600g gpu"
href="show_bug.cgi?id=107454">https://bugs.freedesktop.org/show_bug.cgi?id=107454</a>
they have been solved, but some have remained in particular the subsurface
scattering translucency and the use of multiple shader mixes ...
blender 2.8 is in the alpha phase but the advanced management of the shaders is
stable enough you could try yourself to download the latest build here along
with some demos scroll down the page at this link <a href="https://www.blender.org/2-8/">https://www.blender.org/2-8/</a>
will find both the link to the download of the last builds and the demo files.
the wasp_bot demo for example, it is one of those that shows problems on the
surface
I also believe that these demos can give you some indications on the
performances
the gpu I tested was a radeon hd 7670m
thanks for the great work</pre>
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