On 20.04.2014 03:02, Marek Olšák wrote:
It looks like the check is not needed with SB, because SB performs
register allocation. What happens if you comment out the conditional
which fails?
SB takes the machine code generated by the "classic" compiler as input,
so the check is still needed. The best solution for this problem would
be to integrate Vadim's tgsi-to-sb branch, which goes directly from TGSI
to SB's internal representation, without the classic compiler as a
middle man.
As far as I know, even with SB there is no spilling implemented, but it
should only be a problem with really crazy shaders. SB optimizes
register usage quite well.
Grigori
Marek
On Sun, Apr 20, 2014 at 1:30 AM, Marcello Maggioni <haya...@gmail.com> wrote:
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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