alyssa changed the topic of #panfrost to: Panfrost - FLOSS Mali Midgard & Bifrost - - Logs - <daniels> avoiding X is a huge feature
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<alyssa> alyssa: texture.wrap.* failing due to lack of backbuffer blits after we flush from Readpixels
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<thefloweringash> I tried to run the panfrost kernel (88b124cd, with `DRM_PANFROST m`) on my kevin, but booting seemed to die around panfrost saying "failed to get regulator: 0", "regulator init failed -517", "Fatal error during GPU init". What'd I do wrong?
<HdkR> Probably something up with the DTS/DTB configuration but since I don't have a Kevin I don't know for sure :)
<thefloweringash> found a minor bug in the error reporting, it nulls the regulator and then attempts to read the error again, but those messages are likely harmless, and my error just happens around that time
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<thefloweringash> my kevin might have accidentally been trying to start X on panfrost, oops
<thefloweringash> boots enough to play with now, sorry for the noise
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<paulk-leonov> huhu looks like there are RK3
<paulk-leonov> RK3288 VR headsets*
<paulk-leonov> would be cool to get that running with mainline/panfrost :)
<paulk-leonov> there are some allwinner ones too but only with PowerVR GPUs sofar
<urjaman> welcome to literally nauseating driver bugs? :P
<paulk-leonov> :p
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* ente glitches
<daniels> paulk-leonov: hm, got a link?
<mmind00> all the vr hype seems to be centered around 2016 though
<daniels> AR is the new VR
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<paulk-leonov> apparently there's both a rk3288 and a rk3399 design out there
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<paulk-leonov> I think I'll get myself a rk3288 FHD one, it's < 100 $ anyway
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<alyssa> thefloweringash: X is very broken on Panfrost, sorry
<alyssa> urjaman: That's a liability I don't want ;P
<alyssa> daniels: Pirates' life for me.
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<bbrezillon> alyssa: I resumed my work on partial_update()/buffer_age() and I started to look at the u_blitter implem
<bbrezillon> If I understand correctly, you want to use util_blitter_blit() (or util_blitter_copy_texture()) to reload FB content into the tile buffer, is that correct?
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<alyssa> bbrezillon: Maybe? You will want to use u_blitter probably, but I haven't looked into that (if I had, presumably I'd've started working on using it.. ;) )
<anarsoul> I'm not sure if you want to leave it up to u_blitter. It's performance critical path, so it may be worth to use your own routines (and pre-compiled shader)
<alyssa> anarsoul: OK
<alyssa> What's the perf impact of u_blitt?
<alyssa> Presumably that's a pretty light wrapper..?
<anarsoul> does it pre-compile shader for you?
<alyssa> Not sure
<anarsoul> I haven't checked, but if it doesn't you'll be compiling vs/fs each time when you need to reload fb
<alyssa> That's no good
<anarsoul> I really hope it's smarter than I expect it to be :)
<alyssa> anarsoul: Looks like it has caching
<alyssa> So not precompile but compile-on-first-use..?
<HdkR> You can provide it custom shaders ala `util_blitter_custom_shader`
<HdkR> I don't see a problem with compile on first use
<anarsoul> alyssa: then maybe it's good enough
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