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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [radeonsi] playing back videos with VDPAU exhibits deinterlacing/anti-aliasing issues not visible with VA-API"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97988#c14">Comment # 14</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [radeonsi] playing back videos with VDPAU exhibits deinterlacing/anti-aliasing issues not visible with VA-API"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97988">bug 97988</a>
from <span class="vcard"><a class="email" href="mailto:deathsimple@vodafone.de" title="Christian König <deathsimple@vodafone.de>"> <span class="fn">Christian König</span></a>
</span></b>
<pre>(In reply to Marek Olšák from <a href="show_bug.cgi?id=97988#c13">comment #13</a>)
<span class="quote">> (In reply to Tom Stellard from <a href="show_bug.cgi?id=97988#c12">comment #12</a>)
> >
> > I think the best solution here would be to teach the backend how to do a
> > scalar select based on value of vccz.
>
> You are missing the point. The condition code (VCC) isn't the same across
> all threads. The problem is that the conditional assignment is transformed
> into a form that makes descriptor load addresses non-uniform (dependent on a
> VGPR). There is nothing the AMDGPU backend can do about it. It's not a
> problem in the backend.</span >
Well the backend could iterate over all the variants to handle that, but I have
strong doubts that this would result in optimal performance.
So I think the best solution for now would be to mark the texture intrinsic in
a way which disallows such optimizations.</pre>
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