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 -- You are receiving this mail because: You are on the CC list for the bug.
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