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authorTom Stellard <thomas.stellard@amd.com>2014-06-17 16:53:04 +0000
committerTom Stellard <thomas.stellard@amd.com>2014-06-17 16:53:04 +0000
commit8942276a2a2ffc485ed0ea34ad197dc2619aecab (patch)
treed12c8c1365226d24811abe703eedcdad0f3c7385 /clang/lib/Frontend/CompilerInvocation.cpp
parent61d7f97000e8bfe48789b59b1cd778b63b4ded4b (diff)
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R600/SI: Re-initialize the m0 register after using it for indirect addressing
We need to store a value greater than or equal to the number of LDS bytes allocated by the shader in the m0 register in order for LDS instructions to work correctly. We always initialize m0 at the beginning of a shader, but this register is also used for indirect addressing offsets, so we need to re-initialize it any time we use indirect addressing. llvm-svn: 211107
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