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<
rellla >
anarsoul: btw, is there a way to workaround the 512 instructions limit of gp at all?
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anarsoul >
rellla: no, it's hard limit
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rellla >
anarsoul: ok. dEQP-GLES2.functional.shaders.indexing.tmp_array.vec4_dynamic_loop_write_static_read_vertex hits that limit, but the root cause isn't the 512 instr limit
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rellla >
... as an example.
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anarsoul >
yes, in this case it's compiler bug
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rellla >
we have an issue, if the vertex shader gets an int uniform ...
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anarsoul >
we talked with Connor about it few months ago
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anarsoul >
rellla: it's not about int uniform
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rellla >
what else?
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anarsoul >
you can change it to float and it'll be the same :) moreover all ints are lowered to floats
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rellla >
then it's about the uniform itself?
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anarsoul >
no, it's about limited number of loads/stores per instruction
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anarsoul >
i.e. more registers you use less likely scheduler will be able to schedule the program
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anarsoul >
I'd say it's regalloc/scheduler issue
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anarsoul >
IIRC we can store up to two vec4 regs and load 1 vec4
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anarsoul >
the problem is that GP is scalar and so are our regs
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anarsoul >
so in best case you can load 4 scalar regs, in worst - 1 (if all the regs are from different vec4)
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anarsoul >
rellla: but so far I haven't seen any real-world app that hits this bug
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rellla >
ok, thanks for the explanation
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anarsoul >
feel free to poke it, maybe you'll find an easy solution, but I doubt there's one :)
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rellla >
if so, i think i have to understand gp regalloc and scheduler first :)
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rellla >
GP is one part of lima, i never looked into before :p
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