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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<sarbes>
Hi there. I was wondering if you could answer me some questions around afbc/pbo/texture streaming.
<sarbes>
I'm in the process of modernizing Kodi's GUI engine. Currently, we do a lot of OpenGL 1.*/2.0-esque stuff, which I would like to replace with modern extensions.
<sarbes>
One issue in particular is that Kodi drops frames on low power systems when loading new assets on runtime (posters/fanart and the like). I'm suspecting that this is due to the synchronous nature of "normal" texture uploads. I have a prototype which avoids stalling the render thread by copying the texture in a separate thread, using a pbo and glMapBuffer().
<sarbes>
My questions would be:
<sarbes>
1) Does it make any sense to copy the texture this way, or is it not worth the hassle?
<sarbes>
2) Would it be preferable to stream such short lived textures via GL_PIXEL_UNPACK_BUFFER/GL_STREAM_DRAW, eating the higher BW cost by storing it linearly instead of risking a hiccup by tiling/compressing?
<sarbes>
4) From my limited understanding, fencing could be an option to check if a texture is available to the GPU to avoid implicit synchronization. Is this an option for Mesa/Panfrost?
<sarbes>
5) (Bonus) Are immutable textures/buffers faster/better with Panfrost?
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<robclark>
not sure about panfrost, but freedreno will shadow (create a new copy) if you upload to busy textures, so it shouldn't really matter one way or another