ChanServ changed the topic of #panfrost to: Panfrost - FLOSS Mali Midgard + Bifrost + Valhall - Logs - I don't know anything about WSI. That's my story and I'm sticking to it.
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<q4a> cphealy: as far as I know, it's supported. Looks like it autogenerate bi_builder.h with bi_fma* functions from
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<cphealy> q4a: The reason I'm asking about this is Panfrost currently advertises support for GLSL 3.10 and from what I'm reading FMA is only available starting with GLSL 3.20.
<cphealy> Maybe the next question then is is there anything preventing Panfrost from advertising GLSL 3.20 even though the GLES level is 3.1?
<q4a> I know that biggest problem is geometry shaders
<q4a> mali gpus don't have hw support for it.
<HdkR> Nobody likes GS
<cphealy> Yea, geometry shader support is needed for GLES 3.2. I'm wondering though if GLSL can be bumped to 3.20 without GLES going to 3.2? The idea is I don't need geometry shader support, but I want to be able to have shader source that use FMA.
<q4a> I was wonder is it posibble to use/add software support for geometry shaders (like in llvmpipe/softpipe), but I still think, that much easier just add " MESA_GL_VERSION_OVERRIDE=4.1 MESA_GLSL_VERSION_OVERRIDE=410"
<alyssa> the problem is that there are real apps (e.g. blender) that use GS
<cphealy> Would the real apps have a problem though if GLSL version was 3.20 while GLES version is 3.1? This would indicate to the apps that geometry shaders are not supported, right?
<q4a> oh.. I don't know apps, that uses GS. Good to know about blender)
<HdkR> I'm surprised there's no pre-existing art in mesa for GS in compute-like environments still. RDNA2 mesh stage should be similar no? :P
<q4a> ok. I tried to run blrmder. Clean env: A graphics card and driver with support for OpenGL 3.3 or higher is required.
<q4a> MESA_GL_VERSION_OVERRIDE=3.3 MESA_GLSL_VERSION_OVERRIDE=330 blender: Error: maximum output vertices (2) exceeds GL_MAX_GEOMETRY_OUTPUT_VERTICES
<q4a> No big difference now)
<alyssa> HdkR: NGG is a lot more capable than bare compute
<alyssa> and tilers have extra snafu
<HdkR> alyssa: :<
<HdkR> Dang NGG being too good
<alyssa> bbrezillon: when you get bored with kernel space, please review !20837
<alyssa> thanks :-)
<HdkR> I'm still very sad that the ARM Mali GPU optimization manual stopped being so aggressive towards GS
<alyssa> oh, did they?
<HdkR> It still says "don't use this", but with less aggressive repeating
<alyssa> Awww
<alyssa> * Don't use geometry shaders with transform feedback
<alyssa> * Don't use geometry shaders with tessellation
<alyssa> * Don't use geometry shaders with geometry shader instancing
<alyssa> * Don't use geometry shaders
<alyssa> * Just, don't do it
<HdkR> :D
<HdkR> I'm surprised that more GPUs haven't taken the NGG path really. Just take all these terrible VS-style stages, merge them in to one or two compute-like stages and move on.
<alyssa> yeah...
<HdkR> I guess to be efficient you need a lot of on-die memory and that is expensive
<alyssa> in fairness if I were building a tiler I'm not sure I'd do things differently
<alyssa> you kinda have to roundtrip through memory anyway, so why not use compute for it? or something
<alyssa> the really nasty part is dynamic memory allocation
<alyssa> Mali and AGX both have solution sfor this and they both suck
<HdkR> Such a shame
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