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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