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<
mariogrip >
anarsoul: Thanks! that did fix the issue :D
01:24
<
mariogrip >
(you'r patch on mesa that is, sorry wrong replied room)
01:24
<
mariogrip >
(your patch on mesa that is, sorry wrong replied room)
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09:01
<
MoeIcenowy >
anarsoul: maybe the fix to sun4i-drm will fix real-world problems?
09:02
<
MoeIcenowy >
okay, lemme try
09:04
<
anarsoul >
that's easy to fix if you have few hours to work on it
09:05
<
MoeIcenowy >
ah I don't know well about the pipes
09:05
<
MoeIcenowy >
although I may have enough time
09:05
<
anarsoul >
you don't need to
09:05
<
anarsoul >
the problem is that pipe_context can be freed earlier than pipe_surface
09:06
<
anarsoul >
currently you'll hit assert in lima_context_destroy() at assert(!_mesa_hash_table_num_entries(ctx->plb_pp_stream)); when that happens
09:06
<
anarsoul >
and if you have release build you'll get use-after-free and crash somewhere
09:07
<
anarsoul >
solution is to improve plb stream caching
09:07
<
anarsoul >
(and likely get rid of reference counting)
09:09
<
MoeIcenowy >
how to reproduce this?
09:45
<
MoeIcenowy >
anarsoul: so should we bind pp_plb_stream to surface rather than context?
09:52
<
MoeIcenowy >
(or maybe it should be bound to the whole library?
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13:59
<
enunes >
anarsoul: btw I noticed that the shader from that trace does use multiple writes to the same reg in different blocks
13:59
<
enunes >
I think we have to roll back to the previous algorithm for non-ssa registers
14:00
<
enunes >
which I think is to just find the first write and last read and just have a big live range across blocks?
14:01
<
enunes >
there must be another solution but more complicated and definitely not before 20.0 branch
14:05
<
enunes >
I think that's not too bad if the improved results from the new algorithm for ssa registers still improve regalloc enough so we can compile the glamor shaders
15:03
<
MoeIcenowy >
anarsoul: do we still have mipmap issue?
15:03
<
MoeIcenowy >
on SuperTuxKart some grass is misrendered
15:03
<
MoeIcenowy >
a simple analyze of the apitrace shows that the grass is mipmapped
15:18
<
MoeIcenowy >
oh seems not mipmap issue... some covered object failed to be drawn
15:25
<
MoeIcenowy >
maybe blend or depth issue
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17:39
<
MoeIcenowy >
this program currently misbehaves on Lima
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18:14
<
anarsoul >
enunes: yeah, sonds good
18:14
<
anarsoul >
MoeIcenowy: I think I know what's wrong
18:15
<
anarsoul >
let me try something
18:21
<
anarsoul >
MoeIcenowy: yeah
18:23
<
anarsoul >
aux0 bit9 is early-z
18:23
<
anarsoul >
looks like we have to disable it if shader contains discard
18:23
<
anarsoul >
let me fix that...
18:26
<
MoeIcenowy >
oops, I hadn't checked limadriver.org for a long time...
18:26
<
MoeIcenowy >
since it's down
18:28
<
anarsoul >
almost done
18:37
<
MoeIcenowy >
anarsoul: it works in STK
18:37
<
anarsoul >
some screenshots? :)
18:38
<
MoeIcenowy >
ah in fact I am replaying my trace
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