ChanServ changed the topic of #lima to: Development channel for open source lima driver for ARM Mali4** GPUs - Kernel has landed in mainline, userspace driver is part of mesa - Logs at https://people.freedesktop.org/~cbrill/dri-log/index.php?channel=lima and https://freenode.irclog.whitequark.org/lima - Contact ARM for binary driver support!
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<rellla> anarsoul: not so cool :p
<rellla> i think i will drop my efforts to solve this, because for me it seems to be a hardware bug.
<rellla> iirc GL_DECR_WRAP for fine, but we cannot just replace GL_DECR with GL_DECR_WRAP because we have wrong results, when the stencil value is 0...
<rellla> i can't think of any workaround in the driver except of tracking all the stencil values with a shadow buffer, but i guess this would be an overkill - if this will work at all
<rellla> so i guess i will take another task :)
<anarsoul> I see
<anarsoul> rellla: well, it's not a critical issue, I don't think we've seen any bugs due to stencil
<rellla> anarsoul: indeed. using GL_DECR with a writemask is a crazy thing anyway which i can't imagine any usecase for
<rellla> do we have any low hanging fruits left :) ?
<anarsoul> nothing I'm aware of
<anarsoul> however
<anarsoul> shader cache would be useful, see vc4 for the reference
<anarsoul> it's not so low hanging, but not a hard task
<anarsoul> another one is blitter optimization
<anarsoul> we can skip vertex shader if we implement blitter optimization (same as we do for reloading the buffer)
<anarsoul> and fragment shader compilation
<anarsoul> (but PLBU and PP jobs will need to run anyway)
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