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<dv_>
hey, I could use some suggestions. in a computer vision project, I am facing the problem that the AI engine that gets DMA buffers (with rendered content inside) delivered from the imx8m board via PCIe expects 24-bit BGR data.
<dv_>
and, of course, vivante GPUs don't do 24-bit GBR.
<dv_>
I think I could do RGBA -> BGR conversions in a pixel shader with a little bit of double texel fetching trickery. the bigger problem is the row size of a texture.
<dv_>
so for example I let opengl think that this is an RGBA texture, but internally, in the pixel shader I write it as [RGBR] [GBRG] [BRGB] ... and ad the very end, there may be no room for one full RGB triplet
<dv_>
one solution would be to create a 1-scanline texture. so, <total pixel amount> x 1. but can the vivante GPU even handle something like that? and if not, are there any vivante GPU specific tricks that could be done to achieve RGBA -> BGR ?
<dv_>
oops, made a mistake. I meant a renderbuffer & EGLImage, not a texture. as said, the output goes as DMA buffer to the AI engine over PCIe. so, i create an FBO, attach a renderbuffer to it, and that renderbuffer uses an EGLimage, which in turn has a DMA-BUF FD as backing store.
<dv_>
can I use a 1-scanline EGLimage like that?
<lynxeye>
dv_: the BLT engine on the GC7000 should support packed RGB, so you could maybe do a blit from the render target to a RGB buffer. But I don't think there is any easy way to use this capability exposed, yet.
<dv_>
is BLT exposed as G2D in vendor kernels?
<lynxeye>
dv_: I don't think so. The BLT can't do all the composition ops that are exposed via G2D normally.
<dv_>
hmm. and is BLT available on imx8m? I don't recall what GPU the imx8m has. I do know that G2D is not available on imx8m, only on imx8m mini.
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<dv_>
ah, it seems to be the GC7000 Lite
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<Marex>
flto: so this float_dynamic_vertex_read is broken on gc3000 too
<Marex>
austriancoder: ^
<Marex>
flto: and the binary_operator stuff too
<austriancoder>
Marex: more details please
<Marex>
austriancoder: run the gles2 deqp and you'll see it
<Marex>
austriancoder: with mesa master
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<austriancoder>
k
<Marex>
austriancoder: do you need the specific test which fails ?
<Marex>
-n dEQP-GLES2.func*binary_oper* should fail
<Marex>
and also s@binary_oper@float_dynamic_vertex_read@
<austriancoder>
Marex: with tgsi the binary_ops stuff passes 100% - with nir I get the first assertion with dEQP-GLES2.functional.shaders.operator.binary_operator.div.lowp_int_vertex
<Marex>
austriancoder: jupp
<Marex>
austriancoder: it's been broken for a while
<Marex>
austriancoder: on gc7000l too
<austriancoder>
that might be one of the reasons that the nir compiler is not the default
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<Marex>
austriancoder: nir works on everything but gc3000/gc7000l though ? :)
<austriancoder>
it works but has some rough edges
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<Marex>
mntmn: hey uh, I recall you had problems with glclear
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<mntmn>
Marex: yep
<Marex>
mntmn: do you know any details ?
<Marex>
mntmn: I am trying to debug another problem introduced by flto in 64c7cdcae51 ("etnaviv: add missing formats")
<flto>
austriancoder, Marex: its supposed to pass all of dEQP-GLES2.functional.shader.* so its a regression somewhere
<Marex>
flto: RGB10A2/RGB10X2 is not GLES2 format
<Marex>
so of course it passes
<flto>
talking about the deqp fails, not your RGB10A2/RGB10X2-related issue
<Marex>
flto: oh right, that one crashes on binary_operations, which I think isn't in the functional.shader group
<mntmn>
Marex: no, also i'm not sure if the glClear problem still exists. back when i had the problem, it would corrupt textures or something
<mntmn>
Marex: so when just removing it, things would start to work (for example xwayland). but i believe there was also a fix for it in mesa
<mntmn>
my memory is bad
<Marex>
is it possible that the RGB10A2/RGB10X2 is completely broken on everthing ?
<Marex>
sigh, GLES3 dEQPs for rgb10a2 keep crashing
<flto>
Marex: it was working on GC3000 and GC7000L - I never ran GLES3 tests on GC2000
<Marex>
flto: this fails on at least GC880 and GC3000
<flto>
IIRC some of the GLES2 tests actually test RGB10A2 (available in GLES2 as an extension)
<Marex>
flto: I literally have mesa/master on gc3000 here, now, and it fails
<flto>
I haven't worked on etnaviv for 2 months now so I haven't tried it recently..
<Marex>
it was broken ever since your patch though
<Marex>
flto: that's how this issue was found, it was functionaly that was used and it suddenly didn't work
<Marex>
flto: git bisect pointed that patch out
<flto>
I understand the patch enabled the format and broke an application that started trying to use it. but GC3000/GC7000L should definitely be passing the tests for those formats, if the tests are not working then another patch broke it
<Marex>
flto: which test tests those formats ?
<Marex>
flto: it seems like if the RGB10A2 is source buffer for texture sampler, the result is just black frame ; the other way around, if it's destination, nothing is rendered
<flto>
there should be same under functional.texture.*rgb10_a2* and functional.fbo.*rgb10_a2* (or maybe its not exactly rgb10_a2 but a different name)