<alyssa>
Core transform feedback is working now. Still have to implement GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN before I can start passing any deqp tests
<alyssa>
I think that's something i just keep track of myself in the driver since it's statically calculable (we don't spport geom shaders... yet... )
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<HdkR>
Whoa, transform feedback, how fun
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<alyssa>
So, got XFB sort of working with 1 draw
<alyssa>
Multiple draws and it's no happy
<alyssa>
Guess I'm missing an offset.. somewhere...
<alyssa>
ACtually I guess _I_ need to provide the offset
<alyssa>
(I just "fixed" a bug that regressed all of the once-working XFB tests... that's how it goes smoetimes)
<raster>
XFB?
<raster>
u making x work?
<alyssa>
raster: transform feedback
<raster>
oh
<raster>
btw
<alyssa>
There's no hw support for it in Midgard, and it's kind of a checkbox feature at this point but I mean
<alyssa>
I like anything trans* \shrug/
<raster>
thanks for the perf discussion - i found some royal stupidity in efl/e that was proabbly huritng us
<alyssa>
Nice :)
<raster>
we created 91 textures then deleted them... per frame we rendered
<alyssa>
O_O
<raster>
with just a glmark window going
<raster>
yes...
<alyssa>
I don't suppose you're seeing a perf boost with other drivers too then?
<raster>
well just fixed it and teste don intel
<raster>
got about 8% up on there
<raster>
still behind weston
<raster>
i'm not going ot see what it does on panfrost
<raster>
my guess is it'll have a much bigger impact.
<alyssa>
:)
<raster>
we still have blend mode enabled tho thanks to other optimizations that kidn of assumed this use case was for small regions
<raster>
so it tries not to switch blend mode on/off so it can merge triangle "meshes" into single drawarrays better
<raster>
makes sense if you are drwoing 200 buttons where the edges are "alpha" like a bevel and shadow
<raster>
but the middle bit is solid
<raster>
makes less sense for big fat window surfaces where the middle bit is solid with a surrounding CSd frame
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<raster>
(it just so happens glmark's frame is nil/empty)
<alyssa>
Well, glad I can help stuff run better on E.. i know it can be a hard transition...
<raster>
that nil frame also triggered another "slow path" where we drew the wallpaper below as we didnt "cut out" that opaque region becuase the borders were all 0's
<raster>
and thus we went "oh all 0's - turn this feature off"
<raster>
:)
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<raster>
and well that didnt help at all...
<alyssa>
0 my
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<raster>
... panfrost slowed down too
<raster>
so... wtf?
<raster>
i was going much faster yesterday ... i havent changed kernel or mesa... ugh.
<raster>
yeah
<raster>
322 today
<raster>
got 458 yesterday...
<raster>
oooh i think i see where the perf diff will be
<raster>
westonis using efl syncs
<raster>
we're not
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<daniels>
we only use them for logging, they're not adding any additional sync
<daniels>
it's all just implicit sync still
<alyssa>
My code quality is decreasing by the second
<alyssa>
Why won't you work dangit
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* alyssa
got it
<alyssa>
Well, next up is XFB on anything besides points...
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<alyssa>
Passed: 378/378 (100.0%)
<alyssa>
^^ For transform_feedback.basic_types.* :D
<alyssa>
It... took me a disturbingly long time but whatever, it's working now
<HdkR>
Nice
<anarsoul>
congrats :)
<alyssa>
HdkR: Granted there are like 700 other xfb tests in GLES3 alone
<alyssa>
3.0
<alyssa>
anarsoul: You gonna add xfb to Utgard? :^)
<alyssa>
*lima
<anarsoul>
isn't it 3.0 thing?
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<alyssa>
anarsoul: Yes, and?
<anarsoul>
Utgard is GLES2.0 GPU
<alyssa>
Y'all could probabbly support ES3.0 if you wanted to
<alyssa>
anarsoul: So is Midgard, tbqh
<alyssa>
;P
<anarsoul>
alyssa: I wish I had enough time to get cf support wired into our ppir compiler
<alyssa>
Yes, higher prio that
<alyssa>
transform feedback: Midgard doesn't have hw support
<alyssa>
UBOs: I would assume Utgard can do them since generic I/O, or..?
<alyssa>
occlusion queries: there's an ES2 extension, maybe utg implements
<anarsoul>
I don't think Utgard can do UBOs
<alyssa>
instanced: easy enough to lower, Midgard has to on some models because errata
<HdkR>
precise occlusion queries?
<alyssa>
MRT: a royal pain in the butt to emulate, but Midgard before T760 didn't have support and they did it anyway
<HdkR>
There was never a public ES extension for precise occlusion queries. Nvidia is the only one to implement it in ES :P
<alyssa>
etc
<HdkR>
(Nvidia has a spec page internally that was never ratified as a real spec)
<alyssa>
array.* also passing 100%
<alyssa>
array_element.* is a mix
<anarsoul>
alyssa: oh, also vertex shader can't have more than 512 instructions :)
<alyssa>
anarsoul: ...Okay, that'll be the real limiting factor here... :)