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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<HdkR> macc24: Sounds like you want mesh shaders then :P
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<macc24> HdkR: it was easier for me to write a doom-style ray marching renderer than get anything opengl working
<HdkR> Sounds reasonable
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<robmur01> "are you saying you would rather have t620 drivers than drivers for the mt8192?"
* robmur01 approves :P
<macc24> robmur01: for the sake of "every midgard and bifrost mali supported" :P
* robmur01 goes off to order some "Make Juno great again" hats...
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<rasterman> valhall support will come ... it is the sound of inevitability...
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<HdkR> I'm looking forward to that :)
<macc24> i'm looking forward to seeing mainline linux run on mt8192 somewhat usably :D
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<alyssa> bbrezillon: currently adding valhall support to the blitter
<alyssa> Valhall doesn't have RSDs, instead it has much smaller shader descriptors and separate depth/stencil and blend descriptors and a ton of state in the draw call descriptor
<alyssa> so looking at the functions to get RSDs
<alyssa> I see that, not only do we cache blit shaders, but also cache blit RSDs on top of that
<alyssa> I assume this was performance minded?
<alyssa> I'm wondering
<alyssa> 1) whether rebuilding the RSD is actually more expensive than rebuilding and hashing the key
<alyssa> 2) whether it matters at all
<alyssa> on one hand, RSDs are quite large
<alyssa> on the other hand, the issues with rebuilding RSDs come when issues tens of thousands of draws per second
<alyssa> for GLES, the blit infrastructure is only used for preframe shaders, i.e. constant in the number of render pass submissions (the overhead head is dominated by the kernel submission)
<alyssa> for VK, it's used in full so presumably panvk is much more sensitive to the overhead
<bbrezillon> alyssa: I don't recall if blitter RSD are put in GPU buffers directly, or if it's just a template that needs to be copied to the descriptor pool
<bbrezillon> if this is the latter, then I guess rebuilding the RSD is not a big deal, since I suspect most of the time is spent writing to this uncached memory buffer anyway
<bbrezillon> but it's things are prepared once in GPU mem, and re-used when we hit a cache entry, the cost is likely to be higher (for both memory and CPU usage)
<bbrezillon> alyssa: IIUC, you'd still benefit from re-using the shader descriptor if the blit shader already exists in the blitter cache, even for valhall, right?
<bbrezillon> or is the shader descriptor directly embedded in job?
<alyssa> bbrezillon: Fair enough
<alyssa> Reusing the shader descirptor would benefit on Valhall, yes
<alyssa> but the logical place to cache that is the blit shader cache, not the blit RSD cache
<bbrezillon> guess you can add an extra 'sd' (shader descriptor) field to the blit_shader_data struct so that you save a hash_table search when arch==valhall
<bbrezillon> actually, all you'll need is the shader descriptor in that case, so you can even re-use pan_blit_shader_data.address
<alyssa> ah true
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<alyssa> making progress on the valhall port of pan_blitter
<alyssa> admittedly e getting pretty messy :|
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