ChanServ changed the topic of #lima to: Development channel for open source lima driver for ARM Mali4** GPUs - Kernel has landed in mainline, userspace driver is part of mesa - Logs at https://people.freedesktop.org/~cbrill/dri-log/index.php?channel=lima and https://freenode.irclog.whitequark.org/lima - Contact ARM for binary driver support!
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<anarsoul> MoeIcenowy: it depends on workload
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<MoeIcenowy> anarsoul: a strange hang occured when playing assaultcube and try to fire
<MoeIcenowy> a segfault occurs in lima_update_gp_attribute_info
<MoeIcenowy> attaching gdb on it shows that res is NULL
<MoeIcenowy> the whole game is just strange -- it doesn't even start on my i965!
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<MoeIcenowy> ooooops finally caught a apitrace
<MoeIcenowy> the sh*thole of the GL1.x
<MoeIcenowy> it uses glBegin()/glEnd(), glMultiDrawArraysEXT(), glDrawElements() and glDrawRangeElementsEXT()
<MoeIcenowy> I had lost sanity.
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<MoeIcenowy> the game doesn't start on i965 is false alert
<MoeIcenowy> but it doesn't start on llvmpipe -- it's so strange
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<MoeIcenowy> it seems to be bug in lima_set_vertex_buffers
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<anarsoul|c> MoeIcenowy: file an issue on gitlab
<anarsoul|c> mesa/mesa
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<MoeIcenowy> anarsoul|c: why should I only file a issue when I had found the root cause? :-)
<MoeIcenowy> but to be honest the CI result shows that this is not related to GLES at all
<anarsoul|c> Fair enough
<MoeIcenowy> maybe partial update of vertex buffer is only needed in complex situation
<MoeIcenowy> I triggered the bug in glDrawRangeElementsEXT(), because it specifies a small range but start at a high count
<anarsoul|c> I see
<anarsoul|c> No deqp fixes?
<MoeIcenowy> then mesa internally fetched the vertices bound to the range (to reduce the data amount to upload)
<MoeIcenowy> no
<MoeIcenowy> at least no "unexpected pass"
<MoeIcenowy> nothing unexpected
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<warpme_> guys: we (mythtv) want to start write shader transforming nv12m->rgb required for lima to operate with amlogic vdec. Should we assume lima is: gles2 or gles3 ?
<anarsoul|c> Gles2
<anarsoul|c> Also note that mali400 does calculations in fp16
<anarsoul|c> So if you do any calculations on texture coords you'll get only 10 bit precision
<rellla> ...and it hasn't reached full conformance yet
<anarsoul|c> So make sure you pass varying directly as coordinates for sampler
<warpme_> anarsoul|c: rellla : thx!
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