Comments (4)
error: register operand 0 (8.y) index exceeds limit of 8.
at line 0 mov ft8.y, fc0.x
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Sometimes the optimizer fails to do a good job allocating temporary registers and you will get that error. Tweaking the GLSL is probably the easiest way of working around that problem, but if you post the full contents of the shader I can have a look to see if the optimizer could be improved to support it
from glsl2agal.
the code is this
http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
from glsl2agal.
Looks like the recent changes have improved register allocation enough to allow the fragment shader to fit within the limits, I've added it as a regression test: tests/regression_000009.fs
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Related Issues (20)
- Flascc compiler error? (java.lang.NullPointerException) HOT 1
- Swizzling not working like in AGALMiniAssembler HOT 5
- Any plan to reduce register usage? HOT 3
- Instruction node present twice in ir tree HOT 2
- Possible to overwrite existing GLSL functions, end up with invalid AGAL
- Combining multiple non-vec4 constants HOT 2
- Multiple y per register? HOT 1
- Using dot production results in unexpected AGAL code HOT 1
- In Stage3d the only way to configure the sampler seems to be through agal. How do we deal we that ? HOT 3
- Code generation problem HOT 1
- Feature request: Support for AGAL MRT HOT 3
- Possible sat optimisation?
- Many matrix operations are translated into illegal AGAL code
- Optimization throws exception
- length, distance, normalize return wrong result for certain vectors.
- Can't compile shader with struct uniform
- conditional branching
- floor() seems to be broken as well
- vertex attribute order be changed
- Is this fork still active?
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