[Mesa-dev] The way r600g handles shaders that use more than available GPRs

2014-04-19 Thread Marcello Maggioni
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

Re: [Mesa-dev] The way r600g handles shaders that use more than available GPRs

2014-04-19 Thread Marcello Maggioni
ent 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 seem > to > > run out of available GPRs using r600g with m

Re: [Mesa-dev] The way r600g handles shaders that use more than available GPRs

2014-04-20 Thread Marcello Maggioni
SB optimizes register > usage quite well. > > Grigori > > 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 seem >>

[Mesa-dev] A question about r600/evergreen documentation

2011-05-31 Thread Marcello Maggioni
Hello, I was studying the anisotropic filtering patch that was posted on this list the 6th of May in order to understand better how the r600g drivers work, but while reading the patch I noticed that the documentation about r600 I have seems to miss some key information. First of all the documentat

Re: [Mesa-dev] A question about r600/evergreen documentation

2011-05-31 Thread Marcello Maggioni
e ANISO registers have been > figured out, like S_03C000_ANISO you mentioned. > > Marek > > On Tue, May 31, 2011 at 1:34 PM, Marcello Maggioni wrote: >> Hello, I was studying the anisotropic filtering patch that was posted >> on this list the 6th of May in order to understan