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

2014-04-20 Thread Grigori Goronzy
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. The

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

2014-04-20 Thread Marcello Maggioni
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 g...@chown.ath.cx wrote: On 20.04.2014 03:02, Marek Olšák wrote: It looks like the check is not needed with SB, because SB

[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 Marek Olšák
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 haya...@gmail.com wrote: Hello, I realized while playing Diablo III on my machine that

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

2014-04-19 Thread Marcello Maggioni
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