On Wednesday, May 11, 2016 1:19:01 PM PDT Juan A. Suarez Romero wrote:
> On Fri, 2016-04-29 at 14:23 +0200, Juan A. Suarez Romero wrote:
> > On Fri, 2016-04-29 at 11:15 +0200, Ian Romanick wrote:
> > >
> > > The driver supports up to 16 vertex attributes.
> > > >
> > > > ARB_vertex_attrib_64bit
>
On Fri, 2016-04-29 at 14:23 +0200, Juan A. Suarez Romero wrote:
> On Fri, 2016-04-29 at 11:15 +0200, Ian Romanick wrote:
> >
> > The driver supports up to 16 vertex attributes.
> > >
> > > ARB_vertex_attrib_64bit
> > > states that attribute variables of type dvec3, dvec4, dmat2x3,
> > > dmat2x4,
On Fri, 2016-04-29 at 11:15 +0200, Ian Romanick wrote:
> The driver supports up to 16 vertex attributes.
> > ARB_vertex_attrib_64bit
> > states that attribute variables of type dvec3, dvec4, dmat2x3,
> > dmat2x4,
> > dmat3, dmat3x4, dmat4x3, and dmat4 *may* count as consuming twice
> > as
> > many
On Fri, 2016-04-29 at 11:15 +0200, Ian Romanick wrote:
> I don't see where you get 19. I get 3 array elements * 2 matrix
> columns
> * 2 for value0, 2 array elements * 3 matrix columns * 2 for value1,
> and
> 1 for piglit_vertex. That's 25.
>
> This overcounts because by naive doubling the dmat2
On Thu, 2016-04-28 at 15:29 +0200, Ian Romanick wrote:
> On 04/28/2016 01:40 PM, Antia Puentes wrote:
> >
> > From: "Juan A. Suarez Romero"
> >
> > Even when the number of vertex attributes is under the limit, for
> > shaders that use a high number of them, we can quickly exhaust the
> > number
On 04/29/2016 09:32 AM, Juan A. Suarez Romero wrote:
> On Thu, 2016-04-28 at 15:29 +0200, Ian Romanick wrote:
>> On 04/28/2016 01:40 PM, Antia Puentes wrote:
>>>
>>> From: "Juan A. Suarez Romero"
>>>
>>> Even when the number of vertex attributes is under the limit, for
>>> shaders that use a high
On 04/28/2016 01:40 PM, Antia Puentes wrote:
> From: "Juan A. Suarez Romero"
>
> Even when the number of vertex attributes is under the limit, for
> shaders that use a high number of them, we can quickly exhaust the
> number of hardware registers.
Were you able to construct a case where this act
From: "Juan A. Suarez Romero"
Even when the number of vertex attributes is under the limit, for
shaders that use a high number of them, we can quickly exhaust the
number of hardware registers.
In this case, just abort the linking.
---
src/mesa/drivers/dri/i965/brw_fs.cpp | 6 ++
1 file chan