Kenneth Graunke <kenn...@whitecape.org> writes:
> Amnesia: The Dark Descent hits this case: a texturing instruction
> (4 components) gets rewritten to the gl_FragData output register
> (which was 4*3 = 12 components), causing the register allocator to
> hit the "we rely on split_virtual_grfs" assertion.
>
> This makes it possible to play Amnesia.
>
> NOTE: This is a candidate for stable release branches.

No particular reason to, since the register allocation changes that make
this necessary aren't on release branches.

other than that,

Reviewed-by: Eric Anholt <e...@anholt.net>

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