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rellla>
anarsoul: why is your guess, that undefs are optimized out with phis lowered?
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anarsoul>
rellla: because if we lower phis to scalar it allows optimizations on components of return values
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anarsoul>
so
*sometimes* it helps
<
anarsoul>
but in general it's a bad idea for PP
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anarsoul>
since it's vec4 architecture
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anarsoul>
enunes: I think I know how to workaround issues with spilling vec2/vec3
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anarsoul>
vec2/vec3 regs never cross vec4 boundary
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anarsoul>
so we can store them as vec4 (there's no need to create another instruction if there's a slot in current instruction)
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anarsoul>
and for loading we'll need to create an instruction with load temporary and mov
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anarsoul>
we just need to make sure to use correct swizzle for pipeline register in this mov
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anarsoul>
bshah: I briefly looked into your virt-keyboard-qmlscene.trace and I don't see anything too complex in it
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anarsoul>
my guess is that blending is broken in lima
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anarsoul>
bshah: could you add traces to lima_blend_factor() and lima_blend_func() to the place where they return -1?
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anarsoul>
and check whether you actually hit it
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anarsoul>
see "glBlendFunc(sfactor = GL_ONE, dfactor = GL_ONE_MINUS_SRC_ALPHA)" in trace
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anarsoul>
Utgard doesn't support GL_ONE_MINUS_SRC_ALPHA)"
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anarsoul>
hm, however it does, it doesn't support GL_ONE_MINUS_SRC1_ALPHA
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bshah|matrix>
anarsoul: so, do I still add a trace?
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anarsoul>
yeah, you can try
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anarsoul>
just wondering if everything is OK there
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anarsoul>
make sure you're using mesa master
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anarsoul>
a good number of changes has landed there since you tried it last time :)
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bshah|matrix>
Right, I had tried it last week though. I should probably update the trace
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anarsoul>
I expect trace to be the same
<
bshah|matrix>
Okay
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anarsoul>
bshah|matrix: please also capture lima dump (set LIMA_DEBUG=dump)
<
anarsoul>
I wonder if anything's wrong with textures
<
anarsoul>
you may need to build mesa with debug enabled
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