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<alyssa> Transientification is terminating. Memory reductions in progress. Beeeeep.
alyssa changed the topic of #panfrost to: Panfrost - FLOSS Mali Midgard & Bifrost - https://gitlab.freedesktop.org/panfrost - Logs https://freenode.irclog.whitequark.org/panfrost - https://panfrost.freedesktop.org/building-panfrost-mesa.html - Transientification is terminating. Memory reductions in progress.
alyssa changed the topic of #panfrost to: Panfrost - FLOSS Mali Midgard & Bifrost - https://gitlab.freedesktop.org/panfrost - Logs https://freenode.irclog.whitequark.org/panfrost - Transientification is terminating. Memory reductions in progress.
<alyssa> Transientification complete.
<alyssa> Which wins us a substantial memory reduction
<HdkR> :D
<alyssa> Next up is setting GROW_ON_GPF for the right buffers which should lead to another substantial reduction
<alyssa> Yeah, now this is in the ballpark I'd like us to be
<alyssa> es2gears now consumes 5% of my RAM
<alyssa> Instead of 50%
<alyssa> According to top
<alyssa> I do have some regressions to deal with, blah
<alyssa> I wonder if varyings should share the transient pool
<alyssa> (Should shave another 64MB from the upfront RAM cost)
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<alyssa> Woo, another regression
<alyssa> HdkR: Don't merge the thing
<alyssa> :P
<HdkR> Wasnt planning on it yet. there were a few comments I wanted to make on it anyway
<HdkR> definitely not getting as mich done today as I wanted. had to do stuff outside the apartment
<alyssa> +1
<alyssa> I like comments ^^
<alyssa> Fixed
<alyssa> Terrible. Truly, terrible
<alyssa> I can now run panfrost-demos inside panfrost-sway
<alyssa> How?
<alyssa> Fake framebuffer via Xlib, tunneled inside Xwayland!
<alyssa> It's turtles all the way down!
<alyssa> Hello from Pidgin inside sway/Panfrost inside x11 lol
<TheCycoONE> \o/
<alyssa> \o/
<Ashy> \o/
<alyssa> \o/
* alyssa fails to resist urge to implement drop shadows in sway
<Ashy> worthy of another blog post?
<Ashy> I found panfrost from one of your blog posts, maybe we'll recruit more peeps
<Ashy> still havent got past this yet: meson.build:1313:4: ERROR: Native dependency 'wayland-egl-backend' not found
<Ashy> is wayland-egl-backend a binary on $PATH on everyone elses machines?
<urjaman> [root@veyron urjaman]# pacman -Qo /usr/lib/pkgconfig/wayland-egl-backend.pc
<urjaman> /usr/lib/pkgconfig/wayland-egl-backend.pc is owned by wayland 1.16.0-1
<Ashy> oh, there's no package called wayland on ayufan ubuntu
<Ashy> maybe ubuntu in general
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<Ashy> well, i already have libwayland-egl1-mesa installed but there's no wayland-egl-backend.pc on my system at all
<urjaman> maybe it's in a -dev (or -devel) package for that?
<Ashy> the package seems to exist for cosmic but not bionic
<Ashy> trying an upgrade to cosmic now
<Ashy> wonder how much this will break ayufan's image, heh
<alyssa> Ashy: Not yet, alas. Maybe after some more stuff this break
<HdkR> I see some state management for midgard is leaking in to "common" code atm
<HdkR> Will need to clean that up as time goes
<HdkR> Been a while since I've worked in just C rather than C++
<alyssa> Sorry? :P
<alyssa> HdkR: Which part are you referring to
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<HdkR> alyssa: pan_assemble.c for example seems to be referring to midgard specific things
<HdkR> Could just be names leaking and doesn't really matter
<alyssa> I mean
<alyssa> kinda
<alyssa> The properties "midgard1" are for stuff in the midgard cmdstream
<alyssa> bifrost has its own dance there
<HdkR> That's what I figured :P
<alyssa> Okay but
<alyssa> pan_assemble is the LEAST of your worries
<alyssa> Seriously uh
<alyssa> Focus on codegen
<alyssa> :P
<alyssa> You're getting waaaay ahead of yourself
<HdkR> What can I say. I love pain
<alyssa> Like, do a standalone compiler
<alyssa> Midgard started as a standalone compiler and is still supported that way (so you can use that for reference)
<HdkR> Yea, that's actually what I'm doing. I was looking at how it was hooked up in the rest of the code as well
<alyssa> Oh, well, try not to worry too much about that
<alyssa> The hooking-up part is really simple and you'll probably do your own thing anyway (pan_bifrost_assemble.c or whatever)
<alyssa> Do whatever interface is comfortable
<alyssa> (IIRC some of the stuff we report Bifrost doesn't need, e.g. work register count)
<HdkR> Sure :)
<Ashy> woo, meson finally succeeded
<Ashy> ninja install running now
<alyssa> Yum
<Ashy> heh, apparently i can never get markdown hyperlink syntax right
<Ashy> if this successfully builds i'll turn it into an ansible playbook
<Ashy> and then eventually get lava set up similar to kernelci.org
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<HdkR> I think I'm going to continue writing most of this code on my TR system. I'm a bit spoiled by how quickly it can compile mesa
<HdkR> and distcc can't quite compete
<HdkR> real 0m20.601s # 2990WX
<HdkR> real 4m15.515s # distcc to 2990WX
* HdkR waits for board itself to compile
<HdkR> real 9m56.157s # Board by itself
<alyssa> Blop
<alyssa> HdkR: There's little reason to do on-board compiles if you're doing a standalone compiler, hint hint
<HdkR> I know. I was just testing that I could have the thing compile there :P
<HdkR> Multitasking and whatnot
<HdkR> I was hoping the 4xA73 + 2xA53 combo was a bit faster
<HdkR> Very well could be bottlenecked by either network or USB3 storage. Not sure how these things are arranged on the SoC's bus
<alyssa> Poking at the Kodi text issue
<Ashy> :O
<Ashy> mesa compiled, and es2gears is currently running
<Ashy> \o/
<Ashy> (i think it's using panfrost...)
<alyssa> Ashy: how many windows are open?
<alyssa> Re Kodi text: things we know:
<alyssa> - The vertex shader is outputting to the right positions at least
<alyssa> - As-is, text is invisible
<alyssa> - If we force a REPLACE blend mode, we can see black boxes where letters should be
<alyssa> I'm assume it's 'carving out' the letters in the alpha channel
<alyssa> Prompting us to wonder, why is the alpha channel all zero?
<alyssa> Unless textures-with-alpha are broken.. still
<alyssa> Direct link?
<Ashy> got a preferred image host?
<alyssa> That's.. not Panfrost, sorry to say
<Ashy> damn
<alyssa> If it's rendering into the window it's supposed to, it's either swrast or the blob
<alyssa> (This is what es2_info is good for)
<alyssa> llvmpipe
<alyssa> DId you make sure your LD_LIBRRAY_PATH is right? ANd you set the prefix the same? etc
<Ashy> envvar echoed at the bottom
<alyssa> Ashy: Missed the aarch64-linux-gnu
<Ashy> ooh that looks different, multiple windows
<Ashy> gears are missing though, might try in lxde instead of i3
<alyssa> That would be panfrost then, yeah :P
<alyssa> Gears are... missing?
<alyssa> Check dmesg
<alyssa> Also, fullscreen the window, and if not that one, try the other window
<Ashy> yeah still missing in both windows in fullscreen
<Ashy> nothing new prints in dmesg when starting
<alyssa> Hm.
<alyssa> https://rosenzweig.io/shader.txt looks fine to me
<alyssa> So I'm guessing this isn't a shader issue
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<Ashy> here's the output of es2gears on my rockpro64: http://dpaste.com/3WSW688
<Ashy> both windows are still blank currently
<Ashy> not sure if there's anything obvious in the output there
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<sphalerite> Ashy: if you make one of the windows big enough you should see the gears
<Ashy> i've maximized both to no avail so far
<Ashy> just testing an ansible playbook now to go from base ayufan bionic image to fully built mesa repo so it's reproducible at least
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<Lyude> HdkR: lemme know if you need help getting cross compiling working
<Lyude> I do all my work with cross compiling stuff nowadays
<Lyude> Also: icecream > distcc
<Lyude> But your distributed compiling setups will always be limited by the speed at which the host is able to distribute jobs to workers, so slow arm systems don't go much faster even with distcc
<alyssa> " XIO: fatal IO error 11 (Resource temporarily unavailable) on X server ":0.0" after 856 requests (725 known processed) with 0 events remaining."
<alyssa> Ashy: ^ That's suuuuper suspect
<alyssa> What even
<alyssa> Kodi investigations continued... it's not the framebuffer missing alpha, nor is it an improper blend code
<alyssa> Without the ability to directly change code easily, this is kind of annoying to debug but I digress
<alyssa> I've resorted to editing NIR ops directly based on shoddy heuristics... it works :p
<alyssa> It's like regex for your IR!
<alyssa> Oh I bet
<alyssa> Shenanigans
<alyssa> I think the issue is the varying colour input being wrong
<alyssa> But the vs is really simple so ultimately that means the attribute is wrong
<alyssa> ?
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<alyssa> (Since in replace mode, the outputs are black. But the blend mode is a _multiply_ by src-alpha, so even if the alpha is perfect, it's still going to be.. wrong)
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<alyssa> Oh I uh
<alyssa> guess I can edit shaders the right way lol
<alyssa> They're loaded from /usr/share
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<alyssa> Okay, so from the shader
<alyssa> m_coord0.y does the right thing
<alyssa> m_coord0.x also does the right thing
<alyssa> So this is progress
<alyssa> The texture read, however, is returning all zeroes it looks like
<alyssa> Which could mean any one of a number of issues
<anarsoul|2> are texture dimensions correct?
<alyssa> Yea
<alyssa> (2048x64, mm?)
<alyssa> Aaaaaaa
<alyssa> We sent the swizzle
<alyssa> 0, 0, 0, R
<alyssa> We needed the swizzle
<alyssa> 0, 0, 0, A
<alyssa> Since it's an alpha-only texture
<alyssa> Wonder how that got bucked up
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<HdkR> Lyude: No problem. I have it working well enough that it doesn't matter
<Lyude> Cool
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