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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* alyssa should get back to Valhall upstreaming, probbably
<alyssa> so many things to do~
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<alyssa> 6 files changed, 30 insertions(+), 76 deletions(-)
<alyssa> Oops I went deleting again
<jekstrand> hehe
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<Pu244> I thought the phrase the kids these days used was "yeeting" when heaving code out of the boat?
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<macc24> yeeting?
<macc24> o_o
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<Pu244> "To lob, as though off a cliff"?
<Pu244> Dunno.
<Pu244> Terms I've heard.
<Pu244> Took me a while to work them out too.
<macc24> oh that meaning
* icecream95 gets back to trying to implement function call support
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<alyssa> jekstrand: ^^
<icecream95> Hmm.. Unhandled Page fault in AS0 at VA 0x0000080006036000
* jekstrand is trying to figure out WTF this test is bonkers
<icecream95> This instruction (the first non-NOP in the clause) looks odd: +IADD.s32 r20:t1, r25, t
<icecream95> Looks like RA didn't solve that node: br21 = IADD.s32 br23, 155
<icecream95> alyssa: On the topic of RA, are you actually going to look at my RA speedup branch sometime?
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<icecream95> alyssa: It appears that Bifrost support for nir_op_pack_32_2x16 is buggy. I wonder who implemented that?...
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<icecream95> Hmm.. pack_32_2x16 *does* work correctly, but only because the vecN code ends up implementing it as just a 32-bit move
<icecream95> I'm wondering whether to fix it properly (make it handle swizzles) or just do a MOV explicitly... swizzles do not seem to be valid for the opcode
* icecream95 notices UCP lowering and starts compiling Neverball
<alyssa> icecream95: Looking through that MR is on my (long) todo list
<alyssa> What's wrong with nir_op_pack_32_2x16 support?
<alyssa> Oh. Swizzles. I see.
<icecream95> The instruction gets lowered for GLSL anyway
<alyssa> er, nir_op_pack_uvec[24]_to_uint I assume you mean
<icecream95> Swizzles are broken for those as well
<icecream95> (Well, "unsupported")
<alyssa> I'm not seeing what's wrong with nir_op_pack_32_2x16
<alyssa> unless er this is some confusion over _split vs not _split
<icecream95> pack_32_2x16 has a dest size of 32-bit, so the bi_make_vec_to is 32-bit
<alyssa> right ok.
<icecream95> (But arguments are 16-bit components in a single source)
<alyssa> so it should actually just become a swz_*? or a move if no swizzle?
<icecream95> Hmm.. though swizzles are not used, I think that vectorisation can end up putting a swizzle on it?
<icecream95> (pack_32_2x16 on vec2(b, a) if a single instruction is vectorised to return (a, b))
<alyssa> right
<alyssa> 22:40 * icecream95 notices UCP lowering and starts compiling Neverball
<alyssa> let me know how neverball is on g72 with !16173
<alyssa> there's still an issue with it on g57 but that might be a valhall specific bug
<alyssa> (possibly relating to clipping/culling of large points)
<icecream95> See !16181, though I may also fix pack_uvec instructions in that MR after getting pack from focusing on OpenCL
<icecream95> Oohh.. large point clipping, I may get to put some of my knowledge of the tiler heap format to use
<alyssa> Hehe
<alyssa> I don't think the issue happens on my Midgard laptop
<alyssa> and I don't remember seeing it on Bifrost
<icecream95> I wonder if newer GPUs can support larger points, a size of 4095.9375 seems a little small /s
<icecream95> Need to be able to actually see the points on your 32K screens
<alyssa> Lol
<icecream95> Are we and radeonsi the only drivers to actually set POINT_SIZE_GRANULARITY correctly? I don't believe that any hardware would actually have a granularity of 0.1
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<icecream95> Hmm?
<alyssa> I remember sitting in the library writing that. Temporary bandaid that wasn't so temporary I guess.
<icecream95> Running neverball over VNC is not fast.. but at least it seems to be rendering better than it ever has
<icecream95> alyssa: What's the problem with neverball on valhall?
<alyssa> stars rendering that shouldn't be
<alyssa> e.g. on the very first level (easy 1), there's a star sticking out of the floor at the beginning
<icecream95> You *still* haven't managed to finish that level? :P
<alyssa> Lol
<alyssa> my guess is "game quirk masked by clipping on conformant drivers"
<icecream95> Everything seems to work well enough here, except for running at 1 FPS
<icecream95> (are you sure that you aren't using LLVMPipe?)
<icecream95> I see output from BIFROST_MESA_DEBUG=shaders, so it isn't swrast
* icecream95 wonders if SSA RA would make function support easier or hader
<alyssa> Probably easier in some ways and harder in others.
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<alyssa> jekstrand has been talking about what has to happen in common code for backends to support functions nicely
<alyssa> I'd rather not maintain the first guinnea pig backend for the new shiny %_%
<alyssa> TBH I don't expect util/ra vs LCRA vs tree scan would make a big difference for function call support