<enunes>
GALLIUM_HUD has been broken since forever
<linkmauve>
Oh, great!
<anarsoul>
cool
<enunes>
this is still a hack but I finally figured out what seems to be the root cause so now I can work on a fix
<anarsoul>
enunes: I don't see an MR :)
<anarsoul>
so what was the issue?
<enunes>
the shaders in gallium hud are imported from tgsi and it seems to assume a different varying setup so we mess up the pp varying setup
<enunes>
this hacked version is using a modified tgsi shader to render the text that matches the varying setup that we assume
<anarsoul>
so it's a bug in lima after all?
<enunes>
I dont know, the tgsi shader is weird to me since when it is translated to nir the vec2 varyings are listed as vec4
<enunes>
so maybe I still need to investigate
<enunes>
but it took a lot of time to eliminate all the other possible stuff from what the gallium hud code does
<enunes>
maybe we are the only driver to hit it since I think the only other vec4 drivers are old intel ones that were not gallium drivers
<anarsoul>
oh
<anarsoul>
right
<linkmauve>
Would it make sense to eventually convert those to NIR, so that no translation would have to happen?
<enunes>
I think it would make sense and it might be possible that the are just still tgsi because nobody bothered to convert yet
<enunes>
but I just got it to work moments ago after hours staring at that code, now need to bo back and evaluate the options
<enunes>
another thing to consider is that bypasses the opengl layer so some things are skipped, in particular it reuses a vertex shader with more varyings than the fragment shader has
<enunes>
I think normally that would be resolved by link time optimization (?) but this seems to be skipped at this level