<JohnnyonFlame>
(ignore gistfile 1 to 3, that gist is where I'm keeping historic performance data etc)
<JohnnyonFlame>
it seems like the application has no idea the compilation failed either
<austriancoder>
JohnnyonFlame: is a known issue
<JohnnyonFlame>
alrite, thank you
<austriancoder>
too many shader instructions
<austriancoder>
btw. there is an alternative nir based compiler: ETNA_MESA_DEBUG=nir
<JohnnyonFlame>
I tried enabling it, but ETNA_MESA_DEBUG seems to not be doing anything here- I'm not sure how to check it
<JohnnyonFlame>
IIRC that flag is by default enabled here due to a system flag, let me reboot to check
<JohnnyonFlame>
gcw0:~ $ echo $ETNA_MESA_DEBUG
<JohnnyonFlame>
nir
<JohnnyonFlame>
running the application with $ LIBGL_DRIVERS_PATH=$(pwd) ./glmark2 --data-path=. -bterrain still results in the same error messages
<JohnnyonFlame>
running "OpenGL ES 2.0 Mesa 20.1.1 (git-1602ffbdb0)"
<pcercuei>
run with ETNA_MESA_DEBUG=''
<pcercuei>
for TGSI
<JohnnyonFlame>
pcercuei: I set compiler_msgs,linker_msgs on that run
<JohnnyonFlame>
so that should've disabled nir
<pcercuei>
yes
<JohnnyonFlame>
iirc I did export ETNA_MESA_DEBUG='' at one point due to frustration
<JohnnyonFlame>
> Creating 4.0 filesystem on /content/buildroot-gcw0/output/gcw0/images/rootfs.squashfs, block size 131072.
<JohnnyonFlame>
sorry wrong channel
tlwoerner has quit [Quit: Leaving]
<flto>
terrain scene isn't going to work on pre-GC3000, there's just not enough room for the shader (and NIR backend isn't good enough to make a small enough shader.. maybe if it was perfect it could, IIRC it was close)
<pcercuei>
What's the max number of instructions?
<cphealy>
512
<cphealy>
With GC3000 and newer it's "unlimited"
<pcercuei>
How can it be unlimited?
<pcercuei>
it has a MMU? :D
<cphealy>
Well, not really unlimited but a lot.
<cphealy>
And yes, the GPU has an MMU and starting with the GC3000 it's a improved MMU design which supports PPA (per process address space.)
<cphealy>
Actually, according to NXP, the GC3000 supports "1 Million shader instructions (with I-Cache) per shader type"
<pcercuei>
That's a lot
<pcercuei>
So the 512 instructions on older GCs is a hard limit?