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);