Tom Stellard 41bfd7846b 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.

git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@211107 91177308-0d34-0410-b5e6-96231b3b80d8
2014-06-17 16:53:04 +00:00
..
2014-06-16 16:41:00 +00:00