<austriancoder>
marex: I added some comments to your v3
<marex>
austriancoder: thanks
<marex>
austriancoder: there was some discussion in dri-devel, alyssa/kusma mentioned that just dropping the PIPE_CAP_POINT_SPRITE didnt work well and I ran into trouble with that too
<marex>
austriancoder: also, I still need that for the TGSI part
<marex>
... or does the ST magically optimize the TGSI part too then ?
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<agx_>
flto: thanks - lynxeye is that code around somewhere? Would be keen to check if it makes 4K@60Hz DCSS plug mxsfb 720x1440 workable.
<austriancoder>
marex: nowadays the path is: glsl -> nir ->tgsi (if tgsi is preferred) so yes it does magically optimize the TGSI part too
<marex>
austriancoder: is there still any reason why the etnaviv tgsi is in place ?
<marex>
austriancoder: btw this is fixed pipeline stuff, so no glsl, right ?
<austriancoder>
marex: there are reasons and I am working on them.. there are regressions, crashes and miss optimizations
<marex>
austriancoder: is there a list or somesuch ?
<austriancoder>
no..
<austriancoder>
I tackled almost all but upstreaming takes longer
<marex>
I have no idea how to eliminate the glTexCoord while keeping the glPointCoord in the compiled NIR shader
<cphealy>
agx: I don't have any comment on the state of DEC400 patches for upstream. I've worked with various stacks that do have DEC400 enabled and can state that this does help with the 4K60 DCSS use case. For a demo I was working with, it was possible to hit 4K60 rendering (though this was with the GPU overclocked to 1GHz from 800MHz and a pretty optimal 2D GUI with embedded video.)
<cphealy>
Due to the architecture of DEC400 compression (like with other vendor frame buffer compression algorithms, if you have tiles that are solid color, the compression ratio can be very efficient, like instead of any pixel data being transferred for a tile from DRAM to the display controller, it can be completely skipped and just the small amount of tile metadata shared between DRAM and display controller.