This sounds like a very sensible solution if the direction the driver wants
to go is having SB as the only backend
Marcello
On Sunday, 20 April 2014, Grigori Goronzy wrote:
> On 20.04.2014 03:02, Marek Olšák wrote:
>
>> It looks like the check is not needed with SB, because SB performs
>> regis
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. Th
Hi Marek,
I tried doing what you suggested and the game runs , but when the offending
shader is loaded the game FPS drop to like 0.1 making everything
unplayable. Other parts of the game (that don't make use of that shader,
like menus and most of the levels) are fine though.
With the check in pla
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?
Marek
On Sun, Apr 20, 2014 at 1:30 AM, Marcello Maggioni wrote:
> Hello,
>
> I realized while playing Diablo III on my machine that some shaders se
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