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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<amazingfate> Hello, I'm trying to run kodi gbm on my rk3568 board running mainline kernel 5.18. I see this blog:https://blog.tomeuvizoso.net/2019/01/a-panfrost-milestone.html, which says kodi gbm can run with panfrost, but I when I run command kodi-standalone --windowing=gbm, I get a blackscreen, here is the kodi debug log: https://paste.kodi.tv/efuhurocep.kodi. It seems that kodi gbm is not running with panfrost, any ideas?
<amazingfate> Hello, I'm trying to run kodi gbm on my rk3568 board running mainline kernel 5.18. I see this blog:https://blog.tomeuvizoso.net/2019/01/a-panfrost-milestone.html, which says kodi gbm can run with panfrost, but I when I run command kodi-standalone --windowing=gbm, I get a blackscreen, here is the kodi debug log: https://paste.kodi.tv/efuhurocep.kodi. It seems that kodi gbm is not running with panfrost, any ideas?
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<daniels> amazingfate: you need a newer kernel for rk3568
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<amazingfate> daniels: I've already tried 5.18. Should I try linux-next?
<amazingfate> I can run x11 and wayland with panfrost now, and glmark2-es2-drm also runs well
<daniels> that's really odd then, if those all work fine with acceleration then it must be a kodi issue rather than a panfrost issue
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<alyssa> LD_VAR_BUF_IMM.f16.slot0.v4.src_f32.center.store.wait0126 @r0:r1, r61, index:0x0
<alyssa> arm sure likes modifiers
<alyssa> I am *so* glad I wrote that perf counter stats script
<alyssa> was, uh, benchmarking supertuxkart
<alyssa> $ ./panquick --json | python3 stats.py
<alyssa> revealed something interesting:
<alyssa> Blend shaders: 13542972
<alyssa> I-cache misses: 1910888
<alyssa> We were calling tons of blend shaders -- this is expected on Bifrost-era hardware due to FP16 blending
<alyssa> but those calls led to piles of i-cache misses due to the lack of locality
<alyssa> eliminating the blend shader calls eliminates the i-cache misses entirely
* alyssa adds to "blend shaders suck" column
<HdkR> No way for the hardware to prefetch them?
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<jekstrand> \o/ for data
<alyssa> jekstrand: :-D
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<icecream95> alyssa: What do you need JSON for?
<icecream95> Importing a 300 MB CSV file with per-job counters into SQLite works fine for me
<alyssa> Hmmmm :p
<icecream95> Next is getting pandecode to output SQL
<icecream95> (No I'm serious)
<alyssa> Why SQL and not CSV...?
<icecream95> * output CSV that can be imported into a SQL database
<alyssa> Ah
<alyssa> Yes, I'm a lot happier merging CSV dumps than SQL for obvious reasons :)
<icecream95> Hmm?
<icecream95> Oh you mean merging as in `git rebase`?
<icecream95> I thought you meant cat <(sqlite3 a.db .dump) <(sqlite3 b.db .dump)
<alyssa> Merging as in assigning to Magre
<alyssa> Marge
<icecream95> Magre the Ogre
<icecream95> Is the obvious reason that you've never bothered to learn SQL?
<alyssa> actually no [1]
<alyssa> just that it's a very large hammer to employ :)
* icecream95 wonders if Mesa could use in-memory SQL databases for various things
<icecream95> SELECT bo FROM Uses WHERE batch=$batch.seqnum;
<alyssa> this seems like something I'm supposed to nak but I like SQLite too much :-p
<icecream95> alyssa: I can't pull your branch bifrost/nodearray because I still have your branch 'bifrost'...
<alyssa> I deleted that remotely, uhh
<alyssa> git remote prune alyssa
<icecream95> Oh so you doubled memory bandwidth for nodearray? Lemme do some performance testing so I can NAK it better
<alyssa> if the goal is optimal perf of the RA algorithm ... decoupled register allocation is hard to beat.
<icecream95> alyssa: I thought the goal was optimal perf of the RA *implementation*?
<alyssa> that's what I meant just now, sorry, I realize that was ambiguous
<icecream95> alyssa: But what do you mean by "decoupled"?
<alyssa> Decoupled register allocations "decouple" spilling from register assignment.
<alyssa> Rather than
<alyssa> failure of the register assignment driving spilling in a loop,
<icecream95> Spilling isn't that expensive if you don't invalidate liveness
<alyssa> spilling is handled upfront based purely on the register demand of the program
<alyssa> (this also produces fewer spills/fills in a few cases)
<alyssa> but that's significantly more complicated.
<icecream95> After SIMDifying, the actual time spent in RA is pretty insignificant compared to calculating constraints for LCRA
<icecream95> (or interference, whatever term for it you are using now)
<alyssa> Okay
<icecream95> (Why? RA has much nicer memory access patterns, for one)
<icecream95> alyssa: Hmm... your nodearray change made compiling shaders/skia/781.shader_test take 0.3 seconds longer
<icecream95> But it still takes 27 seconds to compile, because you didn't include the liveness patches
<icecream95> For smaller shaders, it is half a percent slower
<alyssa> I'm happy to eat a half a percent of compile-time to not have to think about RA right now
<icecream95> alyssa: What's wrong with the vec8 patch I already wrote?
<icecream95> alyssa: If you are going to have a 64-bit sparse value, why not just give 32 bits to each component rather than making the value 16 bits?
<icecream95> Also, cleaning up all the magic values rather than s/uint32_t/uint64_t/ would probably have been better
<icecream95> alyssa: Oh and you broke the binary search as well
<icecream95> No wait you didn't, because you also forgot to remove `assert(key < (1 << 24))`
<icecream95> alyssa: Even if you don't merge SIMD, the lcra_solution_mask stuff makes a big impact, so you should take what you can from the patch