From 18dcbd358f1d4fd5e4a40fa26c6d3bf99485884e Mon Sep 17 00:00:00 2001 From: Tom Stellard Date: Sun, 27 Mar 2011 01:17:43 -0700 Subject: [PATCH] prog_optimize: Fix reallocating registers for shaders with loops Registers that are used inside of loops need to be considered live starting with the first instruction of the outermost loop. https://bugs.freedesktop.org/show_bug.cgi?id=34370 NOTE: This is a candidate for the 7.9 and 7.10 branches. Reviewed-by: Eric Anholt --- src/mesa/program/prog_optimize.c | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) diff --git a/src/mesa/program/prog_optimize.c b/src/mesa/program/prog_optimize.c index 96971f2eda4..164297a3474 100644 --- a/src/mesa/program/prog_optimize.c +++ b/src/mesa/program/prog_optimize.c @@ -937,24 +937,35 @@ update_interval(GLint intBegin[], GLint intEnd[], GLuint index, GLuint ic) { int i; + GLuint begin = ic; + GLuint end = ic; /* If the register is used in a loop, extend its lifetime through the end * of the outermost loop that doesn't contain its definition. */ for (i = 0; i < loopStackDepth; i++) { if (intBegin[index] < loopStack[i].Start) { - ic = loopStack[i].End; + end = loopStack[i].End; break; } } + /* Variables that are live at the end of a loop will also be live at the + * beginning, so an instruction inside of a loop should have its live + * interval begin at the start of the outermost loop. + */ + if (loopStackDepth > 0 && ic > loopStack[0].Start && ic < loopStack[0].End) { + begin = loopStack[0].Start; + } + ASSERT(index < REG_ALLOCATE_MAX_PROGRAM_TEMPS); if (intBegin[index] == -1) { ASSERT(intEnd[index] == -1); - intBegin[index] = intEnd[index] = ic; + intBegin[index] = begin; + intEnd[index] = end; } else { - intEnd[index] = ic; + intEnd[index] = end; } } -- 2.30.2