https://llvm.org/bugs/show_bug.cgi?id=30894

            Bug ID: 30894
           Summary: Tonga Unreal elemental bad rendering since AMDGPU:
                    Default to using scalar mov to materialize immediate
           Product: libraries
           Version: trunk
          Hardware: PC
                OS: Linux
            Status: NEW
          Severity: normal
          Priority: P
         Component: Backend: AMDGPU
          Assignee: unassignedb...@nondot.org
          Reporter: adf.li...@gmail.com
                CC: llvm-bugs@lists.llvm.org
    Classification: Unclassified

Created attachment 17546
  --> https://llvm.org/bugs/attachment.cgi?id=17546&action=edit
bdd shaders bz2

R9285 since below commit unreal elemental demo has some rendering artifacts in
the form of some of the scene having square blocks flashing. Not all scenes
affected, only a small percentage of affected scenes (eg.the first one) have
the squares.

Attaching good and bad R600_DEBUG=vs,ps,fs


commit e9a23c4c57a235ead3003196c1ae1de05aa79fc6
Author: Matt Arsenault <matthew.arsena...@amd.com>
Date:   Tue Nov 1 22:55:07 2016 +0000

    AMDGPU: Default to using scalar mov to materialize immediate

    This is the conservatively correct way because it's easy to
    move or replace a scalar immediate. This was incorrect in the case
    when the register class wasn't known from the static instruction
    definition, but still needed to be an SGPR. The main example of this
    is inlineasm has an SGPR constraint.

    Also start verifying the register classes of inlineasm operands.

    git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@285762
91177308-0d34-0410-b5e6-96231b3b80d8

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