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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<jekstrand>
I love how long a full panvk CTS run takes...
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<jekstrand>
I'm gonna land some panvk patches... \o/
* jekstrand
does a little happy dance
<HdkR>
\o/
<jekstrand>
They're all 1-2 liners but it's a start.
<jekstrand>
And compute should land soonish
<jekstrand>
bbrezillon: Is there anything especially hard about texture buffers on panfrost? They should be mostly like 1D textures, right?
<jekstrand>
I might hook up VkBufferView next.
<jekstrand>
Also, I should look at secondaries again. Sorry.
<jekstrand>
Also, index buffer support would be good to hook up at some point. I've seen a lot of crashes around that.
<jekstrand>
In case anyone randomly wants to write panvk patches. :)
<HdkR>
I look forward to all the features getting written in panvk so I can run Half-Life: Alyx on it :)
<jekstrand>
lol
<jekstrand>
That's gonna be a great VR experience. Make sure you have a bucket handy.
<HdkR>
hehe
<jekstrand>
I should really figure out some good exclude lists so we can cut down these CTS runtimes. 37 hours is nuts
<HdkR>
Those are some spicy CTS runs
<jekstrand>
Lots of crashes means lots of restarting dEQP. It's a bit of a pig.
<jekstrand>
bbrezillon: Oh, ok. I'll maybe try to find that one and land it then.
<bbrezillon>
jekstrand: Re: sec-cmdbuf, that'd be great!
<jekstrand>
bbrezillon: Going to try to finish reviewing compute. Then read the IMG uAPI and then secondaries. That's my list for today.
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<jekstrand>
bbrezillon: Why is ATTRIBUTE_BUFFER_CONTINUATION_3D not part of ATTRIBUTE_BUFFER? Are there cases where you only need ATTRIBUTE_BUFFER and you only need the second one when you're dealing with more complicated stuff?
<bbrezillon>
yep, some descriptors require 2 slots
<jekstrand>
Kinda neat, actually.
<jekstrand>
Intel could learn a thing or two from that.
<jekstrand>
bbrezillon: What's up with the separation between emit_compute_job and CmdDispatch?
<jekstrand>
bbrezillon: At first brush, it doesn't seem like that's really saving anyone anything to copy things into a temp struct and call a thing in a different file.
<jekstrand>
I mean, it works, but it seems unnecessary
<jekstrand>
I guess the prepare -> dispatch.foo = pattern is kind of nice
<icecream95>
jekstrand: About texture buffers, you *did* notice my MR changing them to be 2D textures, didn't you?
<jekstrand>
icecream95: Nope
<jekstrand>
icecream95: I'm not following especially closely.
<jekstrand>
icecream95: I did write that MR for Intel once, though. (-:
<jekstrand>
icecream95: Did you make them Nx1 2D textures or "real" 2D textures?
<icecream95>
nir_unpack_32_2x16
<icecream95>
(to split the coordinates to make them 2D)
<jekstrand>
icecream95: Why? To increase the texture size limit?
<icecream95>
Yup
<jekstrand>
Makes sense. How did you handle bounds checking?
<icecream95>
Loading the texture size and doing umin..
<jekstrand>
But the texture size is now 2D
<icecream95>
I load the texture size while it is still 1D :)
<jekstrand>
Oh
<jekstrand>
this sounds like some fun trickery
<jekstrand>
Is the dimensionality of the texture part of the shader then? On Intel, it's part of the descriptor.
<icecream95>
It's set in the shader.. which caused a problem with Nine as it tried using a 1D texture instruction with a 2D texture, which causes GPU faults
<jekstrand>
Sure
<jekstrand>
Trade-offs
<jekstrand>
But it does mean tricks like that are possible which is really neat
<icecream95>
On the topic of tricks, I'm still trying to find a use for the 3 bits-per-pixel (no alignment!) texture support
<jekstrand>
Oh, that's wonderful. By which I mean I'm going to try to forget you ever said that!
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<icecream95>
kernel hacks were successful, I can now read the CSF registers from userspace..
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* robmur01
wonders how hard it would be to build /dev/mem as a module