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> mrfixit2001: make sure you're using latest mesa from git master
<mrfixit2001> anarsoul always :) those results were from last week's mesa commit. Will test again with very latest if you think there's been some big fixes since then
<anarsoul> yes, we have depth reload since then
<mrfixit2001> Will try and squeeze that update in tonight then, depending on when the wife starts complaining
<anarsoul> mrfixit2001: btw check that gta is working on other arm devices (e.g. with panfrost) with the same build
<anarsoul> I doubt that it does collision detection basing on framebuffer
<mrfixit2001> anarsoul I tested it on panfrost as well. All of the textures show up correctly in tekken, but there's a massive glitch in the middle of the screen that makes all games unplyable. Similar missing objects issue in gta. Here's what tekken looked like with panfrost: https://drive.google.com/open?id=1KmLwh0DpaRx7f6r_FIrXmGwgZKLzaDxo
<anarsoul> mrfixit2001: then likely gta issue is not related to gpu
<anarsoul> btw you can check whether you see the issue with llvmpipe :)
<mrfixit2001> Just to be clear though - nothing else has changed in the build besides the kernel and mesa instead of libmali. Of course, that doesn't mean the issue is directly with lima or panfrost - could easily be something in a supporting driver as well - since both lima and panfrost share the same issue with some missing objects.
<mrfixit2001> also to be clear - tekken "works" in both lima and panfrost - the characters can fight and impose damage on eachother correctly
<mrfixit2001> would be happy to try and provide further diag detail if you can give me more instruction. Not familiar with using llvmpipe.
<anarsoul> just set LIBGL_ALWAYS_SOFTWARE=1
<anarsoul> everything will be slow, but rendering should be correct
<anarsoul> if it's not - there's a bug in ppsspp
<mrfixit2001> anarsoul just finished testing a few things with the latest commit in the mesa repo and with the emulators all at a lower resolution. Sorry to say that the lower resolutions don't actually help all that much in most cases like they did with the blob.
<mrfixit2001> with LIBGL_ALWAYS_SOFTARE=1, ppsspp doesn't run, it segfaults :(
<anarsoul> likely because bottleneck is somewhere else
<mrfixit2001> Interestingly, for approximately 3 seconds all textures showed up in tekken and then disappeared. Can't seem to reproduce it.
<mrfixit2001> of course as soon as I finish typing that - it happens again. At this exact moment I am seeing all textures rendering in tekken perfectly.
<mrfixit2001> full gameplay working as well as can be expected and the game is fairly playable.
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<anarsoul> ppsspp crashes for me
<anarsoul> shortly after starting a game
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<anarsoul> mrfixit2001: I recompiled ppsspp with gles2 and it works for me
<anarsoul> GTAViceCityStories works for me
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<mrfixit2001> anarsoul I will finish some of the tweaks on my mainline recalbox test build and push it so that you can try it out. I am also using GLES2, here's my PPSSPP conf flags:
<mrfixit2001> anarsoul any word on when Lima will support multisampling?
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<anarsoul> we definitely need to figure out why Xorg hits sw fallback with glamor
<anarsoul> if that's solved that should improve x11 performance considerably
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<enunes> did some progress on ppir scheduler/combine/splling rework, so much time goes debugging corner cases... anyway spilling integrated with scheduler now seems to work, so I can go back to experimenting with combining
<anarsoul> cool
<anarsoul> hm, glamor hits sw fallback in glamor_put_image_gl() because format != ZImage