- Original Message -
> ureg_program is allocated on the heap so we can just bump the
> number of immediates that it can handle. It's needed for d3d10.
>
> Signed-off-by: Zack Rusin
> ---
> src/gallium/auxiliary/tgsi/tgsi_ureg.c | 2 +-
> 1 file changed, 1 insertion(+), 1 deletion(-)
>
Yes, they simply always behave as if they were accessed indirectly from our
code, but llvm seems to be pretty good at moving all of those accesses to
registers (aka. eliminating alloca's) if they're not actually indirectly
indexed, so it all ends up pretty.
z
- Original Message -
> Am
Am 05.02.2014 01:34, schrieb Zack Rusin:
> ureg_program is allocated on the heap so we can just bump the
> number of immediates that it can handle. It's needed for d3d10.
>
> Signed-off-by: Zack Rusin
> ---
> src/gallium/auxiliary/tgsi/tgsi_ureg.c | 2 +-
> 1 file changed, 1 insertion(+), 1 dele
On 02/04/2014 05:34 PM, Zack Rusin wrote:
ureg_program is allocated on the heap so we can just bump the
number of immediates that it can handle. It's needed for d3d10.
Signed-off-by: Zack Rusin
---
src/gallium/auxiliary/tgsi/tgsi_ureg.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
ureg_program is allocated on the heap so we can just bump the
number of immediates that it can handle. It's needed for d3d10.
Signed-off-by: Zack Rusin
---
src/gallium/auxiliary/tgsi/tgsi_ureg.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/gallium/auxiliary/tgsi/tgsi_u