<alyssa_>
anarsoul: random drive by comment but `texture2D(recttexture, v_coord)` can be lowered to texture2D(recttexture, rect_coord)` where `rect_coord = v_coord * scale_factor` as computed in the VS, hence varying high-precision path?
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<anarsoul>
alyssa_: that's possible but difficult and can be only done when fragment and vertex shader are linked
<anarsoul>
alyssa_: it's way easier to add support for it into cogl
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<MoeIcenowy>
anarsoul: so pp does fp32 on varying, but fp16 on numbers native to pp ?
<anarsoul>
MoeIcenowy: not exactly
<anarsoul>
MoeIcenowy: if we load varying directly (not from register) into discard register (reg 15) to use it in sampler then it's high precision
<anarsoul>
if we load varying into register and then use register (through another load varying op) in sampler then it's fp16
<anarsoul>
basically that's the only exception for pp
<anarsoul>
for everything else it uses fp16
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* rellla
triggered piglit with cubemap branch now
<plaes>
o_O
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<mardestan>
with plaes it is easy, he fights for estonia and everything is forgatten, if you do not want to fight for escaped porn heros projecting their stuff to known sportsmen than you fight for Kristjan Palusalu, cause this is what i do.
<mardestan>
No fucking foregin chimp comes to tell me that i can not respect my own as well as i do not make sense
<mardestan>
as you are black haired, but still white estonian , you can fight for Raimond Valgre or Daniel Mäng
<mardestan>
I think we both and all estonian men have to prove what wood are we made of!
<mardestan>
chipsies and portuguease do not come to tell things to us!
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<mardestan>
i was the most potential guy, but along the road everything was taken from me, and i do not have much envy to estonians in contrast to you plaes
<mardestan>
i love my father with all my heart, and even though i do not participate in big events like i was suppose to
<mardestan>
i love magnus kirt the black haired javelin thrower
<mardestan>
as well as ott tänak
<mardestan>
before you betraye an estonian, like another one like me, you have to think about it, is it worth it
<mardestan>
frankly most of the cases it never is, cause the ones that did it to me, were bad persons, plaes are you a bad person, do you feel like sleeping good when you betray an estonian?
<mardestan>
with all that said, i'd like and love to see you doing progress, and I even sometmes advise
<mardestan>
no matter how bad i look those days , I as a big as expert as i always was
<mardestan>
this lunatic abortion leftover wants to show ones cluelessness again
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<Tofe>
ah, great, thanks!
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<anarsoul>
you may want to retry with updated branch that Connor pushed today
<anarsoul>
there's some fixes
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<Tofe>
will do, thanks
<Tofe>
nope, same thing
<Tofe>
I'll try to debug that a bit further tomorrow; I'll probably be able to catch the moment when the "const" op node is created...
<armessia>
rellla: tnx for the hint on the assertion failure
<armessia>
Now glsl-fs-texturecube and glsl-fs-texturecube-2 pass :-)
<anarsoul>
armessia: btw you also need to handle tiled case for cubemaps
<anarsoul>
and mipmapping
<armessia>
anarsoul: I already put should_tile to through at some point and it still seemed to work, will double check though, also with piglit
<armessia>
Didn't test mipmapping yet
<anarsoul>
armessia: do you align cube faces at tile boundary?
<anarsoul>
(you probably need it)
<armessia>
anarsoul: would have to check if the cube faces are properly aligned, I didn't have to change anything so far in lima_resource, depth handling was already present
<anarsoul>
OK
<armessia>
Force pushed my branch again. Did some clean-up of debugging messages and got rid of the extra ppir_op
<armessia>
What piglit test set do you guys run? If I run the gpu set I have more than 26000 tests, the test set in the reports of rellla seems much smaller..
<armessia>
Most of them are skipped and some get stuck
<anarsoul>
0x400000 is LIMA_GP_IRQ_PTR_ARRAY_OUT_OF_BOUNDS and I have no idea what it means
<anarsoul>
I wonder what array it refers to
<enunes>
I think for plbu we allocate a dynamic buffer?
<enunes>
in user space
<anarsoul>
enunes: I'm pretty sure that PLBU_OUT_OF_MEM is used to signal that it ran out of heap. ARM kernel driver uses it to grow heap and resume the job
<anarsoul>
and in lima we allocate 1mb for heap
<enunes>
unless I misunderstood we use the dynarray stuff to assemble it and then move it to u_upload_alloc which is resizable
<anarsoul>
oh, you referring to PTR_ARRAY_OUT_OF_BOUNDS
<enunes>
it's LIMA_GP_IRQ_PLBU_OUT_OF_MEM
<anarsoul>
then see ARM kernel driver
<anarsoul>
also you can easily verify if it ran out of heap, just increase heap size in lima
<anarsoul>
change gp_tile_heap_size to 2mb
<enunes>
I tried it now, even at 8mb the example triggers the gp error
<enunes>
maybe it's a good stress, let me try more
<anarsoul>
and it's 0x4?
<anarsoul>
that's weird
<enunes>
yeah at 64mb I don't trigger it anymore
<anarsoul>
that's a lot
<anarsoul>
guess we can put this test aside for now?
<anarsoul>
since we have no way to predict plbu heap size
<enunes>
sure, I was just running those demos to see if something interesting shows up
<anarsoul>
unless you're interested in implementing heap bo in kernel driver :)
<anarsoul>
IIRC panfrost folks already have it
<anarsoul>
probably not merged yet
<enunes>
I think the 0x400000 error is more interesting to track down first
<anarsoul>
definitely
<anarsoul>
it's a show stopper
<enunes>
I just wish we had a simpler reproducer for it
<anarsoul>
sway is pretty simple
<anarsoul>
IIRC it doesn't use any fancy shaders
<enunes>
indeed, I got an apitrace with a few frames from it and I can reproduce it
<anarsoul>
I wonder if the fix will be another 1-liner :)