<Lyude>
robclark: hm, alright. hoping to probably have part of the install on the emmc
<alyssa>
Slow day, huh
<alyssa>
So, it's writing out 0x7F60. Lovely
<alyssa>
(=nan)
<alyssa>
But... why
<alyssa>
Lovely, it's --deliberately-- writing the nan out. Okay.
<alyssa>
It's possible that we need to match a st_vary_16 with the fp16 varying but that seems... I'm sorry, that just seems improbable given that main varyings are already RGBA16F and that's fine
<alyssa>
Swizzle was wrong
<alyssa>
Aaand there we go :)
<alyssa>
gl_PointSize works now, nice nice
<alyssa>
Rather miffed I spent all day on this, but I digress
<alyssa>
Aaa seeing us actually pass some dEQP tests is nice :P
<alyssa>
HdkR: When we going to do regression testing? :P
<alyssa>
dEQP-GLES2.functional.rasterization.*
<alyssa>
Passing 35/52, failing 17/52
<alyssa>
Hardly something to be proud of but days ago we were failing 52/52 so :P
<HdkR>
alyssa: Hm. We either need to fix midgard first gen or I need to get some more rockpro boards
<alyssa>
Maybe both
<alyssa>
:p
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<alyssa>
Woaaaaah
<alyssa>
dEQP actually helped me identify and fix a bug?!
<alyssa>
Who'da thunk testing would actually be _useful_!
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<alyssa>
Up to an 8/10 pass rate on functional.rasterization.primitives.*
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<alyssa>
HdkR: gl_PointSize MR is sent off
<alyssa>
ezequielg: With that dealt with, taking a look at your patch
<HdkR>
alyssa: Do you know how points deal with clipping on Mali?
<alyssa>
HdkR: I didn't try..
<HdkR>
I wonder if Piglit has tests for it
<alyssa>
"fdph"... is this just a dot product?
<HdkR>
I don't remember if behaviour of point clipping is defined in GL anyway
<HdkR>
alyssa: Do we need to change the tracker state to show minimum/maximum point sizes?
<HdkR>
Bifrost vulkan driver claims to support point sizes from 1-1024 with a granularity of 0.0625
<HdkR>
Midgard is 1-64 with the same granularity
<HdkR>
Also. Is this for gl_PointSize or glPointSize? :P
<alyssa>
We probably do need to set some PIPE_CAPs, yeah
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<alyssa>
HdkR: If I really want to groan, I'd remember there's also gl_PointCoord..
<HdkR>
alyssa: I completely forgot about that
<alyssa>
I only discovered it existed today while reading the PointSize section of the spec
<alyssa>
HdkR: Do I handle it in this MR too?
<HdkR>
neh
<alyssa>
Aight
<alyssa>
In that case I think we're good to merge..?
<alyssa>
(Atm, we report a max point width of 255.0. I haven't actually tested so shrug)
<HdkR>
Probably. In the middle of cooking atm though :P
<alyssa>
Sure :P
<alyssa>
Oh, lovely, we have to do a fair bit of compute ourselves (like, in the shader) to do gl_PointCoord
<alyssa>
Never a dull moment
<HdkR>
It isn't commonly used so it makes sense to have to simulate it
<HdkR>
Biggest use case is simulation of point sprites
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<alyssa>
Mmyeah
<alyssa>
HdkR: Guess I'll push it off until we're actually dealing with an app that uses it, or we're doing well on conformance tests
<HdkR>
:P
<alyssa>
HdkR: What? Plenty of actual bugs to fix..
<HdkR>
I believe it is a good choice to skip it for now
<alyssa>
+1
* alyssa
really wants to squash some of these GNOME or STK related bugs but
<alyssa>
Not totally sure how to approach them
<alyssa>
I could just work on memory leak resolution etc but I'm pending on the DRM prep branch to be merged so I don't cause tomeu conflicts galore
<alyssa>
...Why do I have the scissor test disabled? :P
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<alyssa>
...Ugh, it looks like I'm going to need to do clipping plane lowering for desktop GL support
<alyssa>
The lack thereof is possibly (probably?) breaking STK/Neverball/etc
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<rtp>
anarsoul: yeah, even if I've noticed you on other chans. I've not been really active lately. btw, I thought you were playing with lima and not panfrost ? :)
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<HdkR>
Time for more on flight programming. Sadly won't be on panfrost
<shadeslayer[m]>
raster: hey, any progress on the mail I sent?
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<alyssa>
Hm?
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<alyssa>
ezequielg: I was talking to someone who pointed out why NV12's format code is probably 0xc
<alyssa>
Look at it in decimal! :P
<anarsoul|2>
12?
<alyssa>
anarsoul|2: Yup =P
<alyssa>
For NV12
<anarsoul|2>
coincidence?
<alyssa>
Possibly :P
<alyssa>
Or since the codes are arbitrary it was a helpful mnemonic for someone :P
<anarsoul|2>
btw, how do you test it?
<anarsoul|2>
i.e. how do you make blob to sample from nv12 texture?
<anarsoul|2>
kmscube won't work since blob doesn't have gbm_bo_map()
<alyssa>
anarsoul|2: EGLImages, practically, but we don't know of blobs that have that
<anarsoul|2>
right
<alyssa>
ezequielg: figured it out by bruteforce, but it's easy enough to test, since... you can't "accidentally" decode it correctly :p