alyssa changed the topic of #panfrost to: Panfrost - FLOSS Mali Midgard & Bifrost - https://gitlab.freedesktop.org/panfrost - Logs https://freenode.irclog.whitequark.org/panfrost - <daniels> avoiding X is a huge feature
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<chewitt> alyssa reading the backlog .. few people actually ship LE on hardware (some x86/64 and Raspberry Pi vendors mostly) but some of the Amlogic SBC vendors have lots of users
<chewitt> the main one for S912 users is Khadas, with their VIM2 board
<chewitt> and you wouldn't be the first to confuse LibreELEC with LibreComputer :)
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<jernej> alyssa: just checking, have midgard_alu_op_ibitcount8 and midgard_alu_op_imov same op code? This patch here has two 0x7b opcodes: https://lists.freedesktop.org/archives/mesa-dev/2019-April/217593.html
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<urjaman> https://www.youtube.com/watch?v=NAEQhoIh8x0 neverball actually runs quite nicely (under sway, the only thing i've done myself is disabling buffer_age ...)
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<alyssa> chewitt: Good to know
<alyssa> jernej: Uh, no, I probably made a typo, thank you for pointing out!
<alyssa> urjaman: Indeed it does, it's one of my favourite time wasters on a panfrost laptop ;)
<alyssa> Personally I have to prefer STK to Neverball as far as gameplay goes, but performance is much better on the latter so
<alyssa> jernej: Rechecking notes, it should've been 0x7A
<alyssa> Thank you for noticing :)
<jernej> no problem :)
<alyssa> urjaman: It's good to know I haven't broken T760 support yet ;)
<urjaman> i'll try and tell you once you do :P
<urjaman> https://urja.dev/whodunthat.txt anyone have an idea on what bit of code would say '*** Caught unhandled unknown exception; terminating'? (kicad is based on wxGTK...)
<urjaman> i guess i'll just need to get compiling kicad and springle it with a bunch of printfs :P
<urjaman> *sprinkle
<alyssa> urjaman: :)
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<ente> https://paste.xinu.at/VVZdC2/ rare footage of urjaman sprinkling printfs over a project
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<urjaman> GL_MAX_COLOR_ATTACHMENTS
<urjaman> is 1 whilst kicad needs 3
<alyssa> urjaman: Don't even think about it :P
<HdkR> MRT woo
<urjaman> i think this is actually (one) of the same things that made the nouveau driver for the FX5200 (ancient geforce FX) to be unable to run the kicad gal ... but that had bigger problems too (like npot textures...)
<alyssa> urjaman: MRT is introduced in ES 3.0
<HdkR> ^
<alyssa> Panfrost is still hacking at ES 2.0
<alyssa> ES3 is a moonshot at this point
<alyssa> If I had an extra 40h/week, it'd be a different story :P
* urjaman has had consistently bad luck trying to run a darn pcb design software accelerated on anything that's not new & x86 ...
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<alyssa> urjaman: That statement is so ominous :P
<urjaman> oh well, the list is just FX5200, the pandora (well, on that i had software trouble enough that i couldnt get it built non-accelerated for the ancient linux it has), the C201 with gl4es (couldnt deal with the shaders kicad has, among probly more things) ...
<urjaman> and panfrost as it is now :P
<alyssa> Pah
<HdkR> Eventually ;P
<urjaman> yeah atleast this time it should eventually be possible (just feels kinda wrong... always like "yeah a bunch of games work" "okay how about this thing that just draws lines onto 2D planes" "uhh nope")
<alyssa> Hehe
<alyssa> urjaman: If it requires MRT, it's definitely not "just" drawing lines
<urjaman> yeah i was checking what it uses it for (and since i'm not very into GL things, also what does that even do...)
<urjaman> the 2 target buffers it makes on initialization are called mainBuffer and overlayBuffer
<HdkR> I guess it is using a combined shader that does the main rendering and overlay at the same time?
<urjaman> yeah afaik it only has one shader
<HdkR> Bit silly since in the end it is going to have to blend together anyway
<HdkR> but w/e
<urjaman> one vertex shader and one fragment shader that is
<urjaman> and yeah the final operation is splatting one buffer to the output, then the other one on top of it and done... atleast in the case with no anti-aliasing
<HdkR> yep
<urjaman> there seems to be some code for a SMAA mode that i didnt read much
<HdkR> Probably just applies SMAA to the main output and then puts the overlay on top of the SMAA output
<HdkR> Since you don't want a post processed AA on your HUD elements
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