If you get your total GRF count wrong, you write over some other shader's g0, and the GPU fails shortly thereafter. --- .../drivers/dri/i965/brw_vec4_reg_allocate.cpp | 3 ++- 1 files changed, 2 insertions(+), 1 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp index 72e0c07..9fd4922 100644 --- a/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp +++ b/src/mesa/drivers/dri/i965/brw_vec4_reg_allocate.cpp @@ -216,7 +216,8 @@ vec4_visitor::reg_allocate() int reg = ra_get_node_reg(g, i); hw_reg_mapping[i] = first_assigned_grf + brw->vs.ra_reg_to_grf[reg]; - prog_data->total_grf = MAX2(prog_data->total_grf, hw_reg_mapping[i] + 1); + prog_data->total_grf = MAX2(prog_data->total_grf, + hw_reg_mapping[i] + virtual_grf_sizes[i]); } foreach_list(node, &this->instructions) { -- 1.7.5.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev