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<alyssa>
Given mali-400 doesn't support fp32 in fragment shaders, are there rendering issues with certain glmark scenes on lima (and/or the blob)?
<alyssa>
Terrain is the most broken, but I recall mali-400 can't run terrain at all
<alyssa>
loop, function, conditionals might still have an overflow for suffiiently high resolutions? I don't know how mali-400 handles infinity in shaders (on Midgard and Bifrost, the driver configures whether infinity is preserved or clamped to MAX_FLOAT)
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<anarsoul>
alyssa: none I'm aware of
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<alyssa>
anarsoul: Interesting. Do you know if frag shaders clamp infinity to MAX_FLOAT then?
<anarsoul>
alyssa: no idea
<alyssa>
Alright
<alyssa>
Possibly there's an RSW bit for it.
<anarsoul>
alyssa: what's expected behavior for gles2?
<alyssa>
implementation-defined
<alyssa>
iirc
<anarsoul>
so I assume shaders shouldn't rely on it
<alyssa>
AFAIK, it's impl-defined on gles2 but strict on gles3, and the midg blob switches modes based on the #version of the shader
<anarsoul>
and there's no deqp test to validate it