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<clever> libv: oh, do you know about tiled 3d engines?
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<libv> clever: not terribly much, apart from having REed the lima :)
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<libv> and i'm not far enough along with the pcx2
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<clever> libv: the 3d core on the rpi has proper docs and is tile based
<clever> in this image, i hadnt realized that the shader code must be correctly aligned
<clever> each tile with no polygons just did the background fill and it went on to the next
<clever> then it hit a tile with the edge of a polygon, malfunctioned due to a mis-aligned shader, and hung
<clever> but also, the tile rendering order, is under my control
<clever> the binning step, will auto-generate a 2d array of bytecode
<clever> the rendering step must then call that generated code like a function, but the bytecode lacks for loops
<clever> so you just unroll the entire loop!
<clever> 313 says where to draw the next tile in the framebuffer, 318 calls the generated bytecode for that tile, and 324/327 will either flush it to the framebuffer, or flush and signal completion
<anarsoul> clever: tile rendering order is also in our control in lima, and we use hilbert curve order
<clever> anarsoul: what benefits are there to changing the tile order?
<anarsoul> clever: better cache hit rate
<anarsoul> IIRC libv experimented with it, so he should know details better
<clever> ah
<clever> and now that i look at a hilbert curve, that looks almost identical to the wonky tile format the hw needs!
<clever> anarsoul: https://docs.broadcom.com/doc/12358545 page 106
<clever> all textures are laid out in that manner, so texture fetches have a higher hit chance
<libv> hilbert is what arm used, and it makes sense, and it's a known public algorithm
<clever> one sec
<clever> on the left, i told the closed firmware to just render a linear raster as a linear raster
<clever> on the right, is a partially, oh thats the boring version
<clever> on the right, is the same linear raster image, but i told the firmware to treat it as a t-format image
<clever> i then iteratively made the code match the docs, with that scrambled view slowly unscrambling to confirm i was doing it right
<clever> oh, and there is cache hit/miss counters
<clever> so i could easily implement rendering in hilbert order, and say if its better or worse, for a given frame
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