ChanServ changed the topic of #panfrost to: Panfrost - FLOSS Mali Midgard & Bifrost - Logs https://oftc.irclog.whitequark.org/panfrost - <macc24> i have been here before it was popular
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<tolszak> Hello there, how to report a bug on Odroid N2+ using mesa 21.0.2? There seems something wrong with shader handling I think. Simple scaling done by Qt (using shader internally) behaves strangely, it looks like it confuses coordinated on some scale range. E.g. for 5104x3920 image it "distorts" an image from scale 5 to 12
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<urja> .... that's a big image. (But nah i dont have anything insightful to add)
<tolszak> urja: On smaller images it does the same just scale needs to be bigger
<tolszak> e.g. for 1920x1080 the issues happens from 16 to ~30
<HdkR> Make sure to also test with latest mesa versions. The issue could have already been fixed
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<tolszak> HdkR: It still happens with 21.2.4
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<macc24> tolszak: can you try with main branch of mesa?
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<tolszak> macc24: I can easily test it with yocto hardknott so perhaps I can try to build 21.3.0-rc2. Is it enough?
<macc24> tolszak: try to aim for as new as it can possibly be
<tolszak> macc24: The newest tarball is 21.3.0-rc2 on https://archive.mesa3d.org/. YOcto hardknott recipe is pretty easy to modify and use such bit. Incorporating crosscompilation on host and deployment to device is probably a work for a few hours so will first give a try tarball.
<tolszak> macc24: Perhaps I can use this one too. thanks
<macc24> tolszak: if you can capture an apitrace and if apitrace can replicate the bug i can try replicating it on my G72 machine, if i can find my usb-c - usb-a adapter
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<tolszak> macc24: Will try to do it, thanks. Although I've never used apitrace. But I'm sure I figure it out. Thank you for guides.
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<tolszak> macc24: Have the apitrace *.trace file
<tolszak> macc24: I forgot to mention that I don't use X11 just plain writing to egl display with Qt's eglfs platform plugin
<macc24> tolszak: can you see the bug with LIBGL_ALWAYS_SOFTWARE=1 in your environment?
<tolszak> Yes
<tolszak> macc24: But I use GLES
<tolszak> I don't know if the same var is responsible for that
<macc24> tolszak: so if it still replicates with software rendering then it's not panfrost bug
<tolszak> Is the LIBGL_ALWAYS_SOFTWARE variable used in non debug builds?
<macc24> it's then *checks backlog* meson_drm bug
<macc24> tolszak: yes, it forces software rendering
<tolszak> Great to know that.
<tolszak> macc24: Thanks for narrowing down the issue!
<macc24> tolszak: sure no prob
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<alyssa> macc24: ❤️
<alyssa> I love problems that solve themselves 😋
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<macc24> alyssa: gotta love being "jack of all trades" lol
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<alyssa> pipewire of all trades now
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<macc24> imagine using pipewire, L // this post was made by the alsa gang
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<alyssa> cphealy: if you have an Android DDK lying around, https://rosenzweig.io/wat.c might do something
<alyssa> +# GPU support for AFBC 1.0
<alyssa> +# GPU support for AFBC 1.1 block split
<alyssa> +# GPU support for AFBC 1.1 wide block
<alyssa> +# GPU support for AFBC 1.2 tiled headers
<alyssa> I suppose those defines are the useful part of that commit, not the dlopen stuff
<alyssa> Midgard can't do wide blocks or split blocks, so I guess that means it's AFBC 1.0
<alyssa> that makes sense, it's the first gen with AFBC
<alyssa> G72 can do wide blocks and split blocks but not tiled headers, so that means it's AFBC 1.1
<alyssa> and G76 can do tiled headers, it's AFBC 1.2
<alyssa> So I guess in practice, the magic table is
<alyssa> "v4 = no afbc, v5 = AFBC 1.0, v6 = AFBC 1.1, v7 = AFBC 1.2"
<alyssa> Idk if there's an AFBC 1.3 but that would be Valhall I guess
<alyssa> ah, yep
<alyssa> "The new features in Valhall through AFBC 1.3. include support for 2-plane YUV, improved support for front-buffer rendering, support for separate depth/ stencil encoding (a better match for Vulkan) and opacity/ transparency hints"
<alyssa> "v4 = no afbc, v5 = AFBC 1.0, v6 = AFBC 1.1, v7 = AFBC 1.2, v9 = AFBC 1.3"
<alyssa> So there you have it
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