if (!is_uniform) {
uint32_t spill_offset = c->spill_size;
- c->spill_size += 16 * sizeof(uint32_t);
+ c->spill_size += V3D_CHANNELS * sizeof(uint32_t);
if (spill_offset == 0)
v3d_setup_spill_base(c);
* conformance tests to make sure that spilling works.
*/
int force_register_spills = 0;
- if (c->spill_size < 16 * sizeof(uint32_t) * force_register_spills) {
+ if (c->spill_size <
+ V3D_CHANNELS * sizeof(uint32_t) * force_register_spills) {
int node = v3d_choose_spill_node(c, g, temp_to_node);
if (node != -1) {
v3d_spill_reg(c, map[node].temp);
ralloc_free(g);
- if (V3D_DEBUG & V3D_DEBUG_SHADERDB) {
- fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d spills\n",
- vir_get_stage_name(c),
- c->program_id, c->variant_id,
- c->spills);
-
- fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d fills\n",
- vir_get_stage_name(c),
- c->program_id, c->variant_id,
- c->fills);
- }
-
return temp_registers;
}