08:18llyyr: can llvmpipe support larger 2d texture than 16k? i understand with gpus there's hardware limits, but that shouldn't be the case for llvmpipe right
08:25pendingchaos: karolherbst: yes
08:25pendingchaos: for two variables to alias, it needs to know that two invocations are not going to each use one of the variables simultaneously
08:27pendingchaos: "shared uint var0, var1; if (invocation_id == 0) {if (subgroup_id == 0) {var0 = 42; use(var0);} else {var1 = 10; use(var1);}}" is a simple case where they can't alias
09:22karolherbst: pendingchaos: right... the pattern I'm seeing is: loop { use var_a ....} .... loop { use var_b } .... and to make this sound I _could_ insert a barrier between the loops e.g. and then your MR would be able to alias them, right? Not sure if that's really worth it though..
09:27karolherbst: though looking at the shader more closely, the first loop does have a barrier after the last use
09:27karolherbst: but inside the loop
09:28pendingchaos: I think a barrier would let it alias them
09:28pendingchaos: depending on what invocations enter those loops and how the variables are accessed, a barrier might be necessary to alias them safely
10:15karolherbst: pendingchaos: mhh okay soo I'm convinced that in my example I don't need an additional barrier: "loop { ... if (...) break; use var_a; barrier() } ... use var_b" is kinda the structure here
10:21karolherbst: but I'm also not seeing a simple way to identify that pattern.. but the break statement should really be at the end of the loop...
10:21karolherbst: didn't we had an optimization for that somewhere?
14:33karolherbst: I'm a little scared to mark my softfloat fix Cc: stable https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/41252 but I also need it for a bug fix that's hitting ubsan in CI without that...
19:59akhilpo: the AI review tool seems to be down - https://lore.gitlab.freedesktop.org/drm-ai-reviews/ 20:01HdkR: Oh no, what a shame.
20:15shivamklr: Hi
20:25akhilpo: can we try turning it off and on again? :)
20:26shivamklr: XD