alyssa changed the topic of #panfrost to: Panfrost - FLOSS Mali Midgard & Bifrost - https://gitlab.freedesktop.org/panfrost - Logs https://freenode.irclog.whitequark.org/panfrost - Discord Discard
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<chewitt> we found a workaround for the lima text rendering issue :)
<chewitt> proper fix will take a bit longer
<alyssa> chewitt: I still want to know why no text renders whatsoever on 'frost! :V
<alyssa> ...oh, it's doing actual vector rendering of the text. Lovely
<anarsoul> chewitt: if you're talking about https://gitlab.freedesktop.org/lima/mesa/commit/093b96111f93d710babc658e7f8b40339166378f it's proper fix
<alyssa> anarsoul: wait that looks like code I wrote, does that affect panfrost?
<anarsoul> alyssa: no idea?
<anarsoul> lima allocates "staging" buffer for tiling or untiling, but its stride and height is different from original texture
<alyssa> Ah
<alyssa> we don't do that iirc
<alyssa> But I haven't touched the tiling code in a bit
<anarsoul> you copy whole texture?
<alyssa> Yeah it's really bad :p
<anarsoul> it's slow
<alyssa> indeed
<anarsoul> chewitt: I see
<chewitt> nice to see a proper fix!
* alyssa wonders what happens to her Kodi if she disabled tiling
<anarsoul> it's gonna be slow?
<alyssa> it's already slow \o/
<anarsoul> slower
<anarsoul> however I'm not sure where your bottleneck is
<anarsoul> maybe it'll change nothing
<urjaman> between the bottle body and the cap, i would assume :P
<alyssa> okay both "force tiled" and "force untiled" work equally badly >_>
<urjaman> sorry, i'll just go back to whatever i was supposed to be doing :P
<alyssa> but force tiled -is- noticably slower
<alyssa> urjaman: lol
<anarsoul> alyssa: do you have anything like PLBU in midgard/bifrost?
<alyssa> PLBU?
<anarsoul> polygon list building unit
<alyssa> Maybe?
* alyssa reads lima code
<anarsoul> alyssa: see lima_draw.c, lima_update_pp_stream()
<anarsoul> read comment at the very beginning
<anarsoul> alyssa: honestly, I don't understand how PLBU works, so you may want to ask Qiang
<alyssa> no, I don't think we do
<alyssa> although maybe we do and I've just been misusing it the whole time -- I'd believe it :v
<hanetzer> remember, if it aint broke, then you don't know how to use it ;P
<anarsoul> alyssa: that would explain terrible performance
<anarsoul> well, I'm not sure if it's terrible to be honest
<anarsoul> haven't tried it yet
<alyssa> anarsoul: I'm itching to get access to the perf counters
<anarsoul> :)
<alyssa> But... I will note on purely GPU-bound workloads, we're... just under the blob in perf
<alyssa> anarsoul: btw, what do you guys need the untiling routines for?
<anarsoul> alyssa: in case if cpu wants to read texture back?
<anarsoul> i.e. transfer_map() untiles it into linear buffer ("staging buffer")
<alyssa> 1) Don't you keep an untiled copy around in CPU memory or anything?
<anarsoul> transfer_map() tiles it back
<anarsoul> alyssa: we keep untiled copy until transfer_unmap() is called
<alyssa> 2) ...fair enough, I guess. We have dedi hw for doing it but that's probably significantly slower than doing it in software given the roundtrip
<anarsoul> alyssa: well, we can sample tiled texture and render it into untiled fb, but I'm not sure how much faster it'll be
<alyssa> On that note... is there any logical way to get that file in common code? I'm not sure where that would go but I want to keep down minimising
<anarsoul> alyssa: I think so. Whoever merges last will have to figure that out
<alyssa> lol
<anarsoul> yeah, that's gonna be lima
<alyssa> Depends what happens with this kernel~
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<urjaman> okay lol^2
<urjaman> i did a really quick(TM) hack of making pan_nondrm.c talk to the new kernel module ... I was expecting this to crash, but instead es2_info has allocated 1 GB of memory so far :P
<urjaman> okay, and it eventually printed the info strings and quit lol
<alyssa> urjaman: Pretty sure we allocate like 2GB of memory regardless
<alyssa> That's So We Don't Run Out (TM)
<urjaman> i _have_ 2GB of memory
<urjaman> it runs a bit faster once i closed firefox so it doesnt need to push it entirely into swap before doing anything, but yeah i kinda missed half of the problem :P (es2gears says "Error submitting" ... aka i forgot that file also uses ioctls :P)
<urjaman> ok, now es2gears was "running" at something 50-100fps range (without anything on the screen) whilst dmesg got flooded with gpu page faults
<urjaman> i'll take a look at this (more indepth than just squishing the square peg in the round hole ;p) after I've slept
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<Lyude> urjaman: it did the sam thing for me
<Lyude> *same thing
<Lyude> but I suspect it's because if we're freeing resources and we don't have the ioctls for that converted over, they'll just get ignored
<Lyude> because there isn't really much error handling anywhere in panfrost right now
<Lyude> although I have at least hooked up the resource allocator in my branch (which I'll post in a second), but not the deallocator. Whereever that happens to be
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<urjaman> yeah lmk when you've also done the pan_context.c part :P (or i'll take a look at it later lol)
<Lyude> will do
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<alyssa> Lyude: freeing resources? We don't do that!
<alyssa> ;)
<Lyude> alyssa: that's what I figured
<Lyude> alyssa: i'll add that as I go then :)
<alyssa> Good luck, I couldn't get it to work :P
<Lyude> alyssa: this is where my stubbornness comes in :D
<alyssa> :P
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