Hello, I realized while playing Diablo III on my machine that some shaders seem to run out of available GPRs using r600g with my Macbook Pro with a HD6750m. If the driver tries to do something to handle this case, but I couldn't find any part inside the code that has to do with "spilling".
There are some register related passes in SB, but none seems to be related to possible spilling (anyway, the failing I get is in r600_shader.c:2148 inside "r600_shader_from_tgsi()" which makes shader compiling failing altogether skipping SB). How does r600g handle out of register situations? If it doesn't there are plans to add this? Cheers, Marcello
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