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>
Thanks, that's good to know. It would be nice to shave off some few ms when uploading 1920x1080 textures. Such assets are already retrieved/decoded asynchronously, the animation system accounts for that. And it can easily wait a frame or two longer.
<sarbes>
We are doing lord knows what in our main (rendering) thread. So a bit of relief is most welcome.
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<sarbes>
Anyway, I'm out for the night. I would really appreciate some more input, I'll be reading the log. Thanks a bunch!
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<sarbes>
tomeu: Nothing wild as far as I can see. The AFBC path should be chosen most often, blitting the application supplied texture to a staging texture. When unmapping, the actual AFBC texture is created. I guess 1) won't be much slower than blitting. So far so good.
<sarbes>
What I'm struggling with is to see how different glBufferData usage hints get through. One could assume that GL_STREAM_DRAW would use linear textures, GL_DYNAMIC_DRAW would use tiled textures and GL_STATIC_DRAW would use AFBC textures
<alyssa>
stepri01: Do we have a real use case for devfreq with multiple supplies?
<alyssa>
AFAIK, that necessarily requires vendor-specific coupling code
<alyssa>
historically that's been shoved in a kbase vendor folder (downstream of downstream...) but that's not necessarily a pattern for us to emulate
<alyssa>
MediaTek needs multiply supplies (and carries a pile of kbase vendor code for devfreq)
<alyssa>
A colleague of mine is working on an alternative approach, where soc/mediatek gains a special driver to couple the extra sram supply to the main mali supply, and then panfrost uses the regular 1-supply code without any special considerations
<alyssa>
I don't know if that's better or worse, but it gets vendor code out of my subsystem ;-)