[Mesa-dev] [PATCH] r600g: avoid shader needing too many gpr to lockup the gpu v2

2012-10-30 Thread j . glisse
From: Jerome Glisse jgli...@redhat.com On r6xx/r7xx shader resource management need to make sure that the shader does not goes over the gpr register limit. Each specific asic has a maxmimum register that can be split btw shader stage. For each stage the shader must not use more register than the

Re: [Mesa-dev] [PATCH] r600g: avoid shader needing too many gpr to lockup the gpu v2

2012-10-30 Thread Marek Olšák
This looks good to me. Thank you. Marek On Tue, Oct 30, 2012 at 11:04 PM, j.gli...@gmail.com wrote: From: Jerome Glisse jgli...@redhat.com On r6xx/r7xx shader resource management need to make sure that the shader does not goes over the gpr register limit. Each specific asic has a maxmimum

Re: [Mesa-dev] [PATCH] r600g: avoid shader needing too many gpr to lockup the gpu

2012-10-27 Thread Marek Olšák
FWIW, instead of putting the discard_draw flag in r600_context, it would be cleaner to have r600_adjust_gprs return false if drawing should be skipped, then r600_update_derived_state would return false and draw_vbo would skip rendering. That way you wouldn't have to add any comments in draw_vbo,

Re: [Mesa-dev] [PATCH] r600g: avoid shader needing too many gpr to lockup the gpu

2012-10-27 Thread Alex Deucher
On Fri, Oct 26, 2012 at 10:01 PM, j.gli...@gmail.com wrote: From: Jerome Glisse jgli...@redhat.com On r6xx/r7xx shader resource management need to make sure that the shader does not goes over the gpr register limit. Each specific asic has a maxmimum register that can be split btw shader

[Mesa-dev] [PATCH] r600g: avoid shader needing too many gpr to lockup the gpu

2012-10-26 Thread j . glisse
From: Jerome Glisse jgli...@redhat.com On r6xx/r7xx shader resource management need to make sure that the shader does not goes over the gpr register limit. Each specific asic has a maxmimum register that can be split btw shader stage. For each stage the shader must not use more register than the

Re: [Mesa-dev] [PATCH] r600g: avoid shader needing too many gpr to lockup the gpu

2012-10-26 Thread Jerome Glisse
On Fri, Oct 26, 2012 at 10:01 PM, j.gli...@gmail.com wrote: From: Jerome Glisse jgli...@redhat.com On r6xx/r7xx shader resource management need to make sure that the shader does not goes over the gpr register limit. Each specific asic has a maxmimum register that can be split btw shader