From: Dave Airlie <airl...@redhat.com> I found a shader with DCL TEMP[0], LOCAL DCL TEMP[1..256], ARRAY(1), LOCAL DCL TEMP[257..512], ARRAY(2), LOCAL DCL TEMP[513..768], ARRAY(3), LOCAL DCL TEMP[769], LOCAL
This would remap badly, as it would add up all the spilled sizes and subtract it from the temp for 0. If the current temp is less than the array start break out. Fixes: 1d871aa6 (r600g: Implement spilling of temp arrays (v2)) Signed-off-by: Dave Airlie <airl...@redhat.com> --- src/gallium/drivers/r600/r600_shader.c | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/gallium/drivers/r600/r600_shader.c b/src/gallium/drivers/r600/r600_shader.c index d9f0d653e9..f71f2c6983 100644 --- a/src/gallium/drivers/r600/r600_shader.c +++ b/src/gallium/drivers/r600/r600_shader.c @@ -927,6 +927,8 @@ static int map_tgsi_reg_index_to_r600_gpr(struct r600_shader_ctx *ctx, unsigned } } + if (tgsi_reg_index < ctx->array_infos[i].range.First) + break; if (ctx->spilled_arrays[i]) { spilled_size += ctx->array_infos[i].range.Last - ctx->array_infos[i].range.First + 1; } -- 2.14.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev