ChanServ changed the topic of #lima to: Development channel for open source lima driver for ARM Mali4** GPUs - Kernel driver has landed in mainline, userspace driver is part of mesa - Logs at https://oftc.irclog.whitequark.org/lima/
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<anarsoul>
next thing to implement is instancing :) we can definitely do it more efficiently than an app
<anarsoul>
idea is to try using stride = 0 for divisor = 0
<anarsoul>
for attributes
<anarsoul>
or rather stride = 0 for divisor != 0
<anarsoul>
so idea is following: for each instance: setup vertex shader for 1 instance, for divisor != 0 set stride for attributes to 0 and adjust attribute pointer according to the instance, so it doesn't advance, add gl_VertexID and gl_InstanceID built-in attributes, offset outputs for each instance
<anarsoul>
that's for vs and plbu
<anarsoul>
since attributes buffers will be essentially the same (or very similar) for every instance it should have good cache-hit rate
<anarsoul>
for fs we can just use concatenated vs output as input :)
<anarsoul>
benefits: it'll save some memory and memory bandwidth (once L2 cache is populated)
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<rellla>
anarsoul: great, the unknown bits become less :)
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<rellla>
i'm chasing after the 4 deqp bias fails, but i could only make them pass when setting the bit i mentioned. but as you said, we should not set it, as long as we know, what it does.
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<rellla>
i wonder, why dEQP-GLES2.functional.shaders.texture_functions.fragment.texture2dproj_vec3_bias passed before. i couldn't find any critical change in how nir/ppir handles it yet. except that we don't lower anymore...
<rellla>
ah, there are 3 bias fails, the cube ones pass.
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