Otherwise, the second half isn't written, and we end up reading back
black.
Fixes the remaining junk drawn in glsl-max-varyings, and will likely
help with a number of large real-world shaders.
* spilling within a thread.
*/
if (intel->gen >= 6) {
- dest = retype(brw_null_reg(), BRW_REGISTER_TYPE_UW);
+ dest = retype(vec16(brw_null_reg()), BRW_REGISTER_TYPE_UW);
send_commit_msg = 0;
} else {
- dest = retype(brw_vec8_grf(0, 0), BRW_REGISTER_TYPE_UW);
+ dest = brw_uw16_grf(0, 0);
send_commit_msg = 1;
}