ChanServ changed the topic of #etnaviv to: #etnaviv - the home of the reverse-engineered Vivante GPU driver - Logs https://oftc.irclog.whitequark.org/etnaviv
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<heeen> Available names: fps frametime cpu cpu0 cpu1 cpu2 cpu3 samples-passed prims-generated draw-calls rs-operations hi-total-cycles hi-idle-cycles hi-axi-cycles-read-request-stalled hi-axi-cycles-write-request-stalled hi-axi-cycles-write-data-stalled pe-pixel-count-killed-by-color-pipe pe-pixel-count-killed-by-depth-pipe pe-pixel-count-drawn-by-color-pipe pe-pixel-count-drawn-by-depth-pipe
<heeen> sh-shader-cycles sh-ps-inst-counter sh-rendered-pixel-counter sh-vs-inst-counter sh-rendered-vertice-counter sh-vtx-branch-inst-counter sh-vtx-texld-inst-counter sh-plx-branch-inst-counter sh-plx-texld-inst-counter pa-input-vtx-counter pa-input-prim-counter pa-output-prim-counter pa-depth-clipped-counter pa-trivial-rejected-counter pa-culled-counter se-culled-triangle-count
<heeen> se-culled-lines-count ra-valid-pixel-count ra-total-quad-count ra-valid-quad-count-after-early-z ra-total-primitive-count ra-pipe-cache-miss-counter ra-prefetch-cache-miss-counter ra-pculled-quad-count tx-total-bilinear-requests tx-total-trilinear-requests tx-total-discarded-texture-requests tx-total-texture-requests tx-mem-read-count tx-mem-read-in-8b-count tx-cache-miss-count
<heeen> tx-cache-hit-texel-count tx-cache-miss-texel-count mc-total-read-req-8b-from-pipeline mc-total-read-req-8b-from-ip mc-total-write-req-8b-from-pipeline
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<heeen> dos anyone have performance numbers of wayland on imx6 quad
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<lynxeye> heeen: glmark2-es2-wayland -s 1280x800 should have a overall score of around 120-130. glmark2 overall score is not really a good benchmark, but it should give you an idea if your system performance is in the right ballpark.
<heeen> the image I got is rather limited, I do have an sdk sysroot but I fear it misses a lot of the headers and libs
<heeen> not sure if I can build mesa
<heeen> qt.scenegraph.general: R/G/B/A Buffers: 8 8 8 0
<heeen> qt.scenegraph.general: Depth Buffer: 24
<heeen> qt.scenegraph.general: Stencil Buffer: 8
<heeen> qt.scenegraph.general: Samples: 0
<heeen> qt.scenegraph.general: GL_VENDOR: etnaviv
<heeen> qt.scenegraph.general: GL_RENDERER: Vivante GC2000 rev 5108
<heeen> qt.scenegraph.general: GL_VERSION: OpenGL ES 2.0 Mesa 21.2.4.20211020-1
<heeen> hmm
<heeen> qt.scenegraph.time.renderloop: Frame rendered with 'basic' renderloop in 26ms, polish=0, sync=0, render=16, swap=0, frameDelta=33
<heeen> qt.scenegraph.time.renderer: time in renderer: total=16ms, preprocess=0, updates=0, binding=0, rendering=16
<heeen> qt.scenegraph.time.renderloop: Frame rendered with 'basic' renderloop in 26ms, polish=0, sync=0, render=16, swap=0, frameDelta=33
<heeen> qt.scenegraph.time.renderer: time in renderer: total=15ms, preprocess=0, updates=0, binding=0, rendering=15
<heeen> is there a way to disable VSYNC from an env variable
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<heeen> so I can see that when I reduce the wayland window size I can reach 60fps, which means its not some wayland buffer sync contention but rather an actual fill rate limitation
<lynxeye> heeen: The problem with real Wayland composition on i.MX6Q are the number of incompatible formats. Your client application renders as multi-supertiled, for sampling in the compositor this needs to be transformed into single-tiled, which is essentially a full buffer blit. Your compositor then again renders as multi-supertiled, which needs to be transformed into linear for display scanout, again a full blit. Combined with the low availab
<lynxeye> e memory bandwidth on those chips, this is going to kill your performance.
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