alyssa changed the topic of #panfrost to: Panfrost - FLOSS Mali Midgard & Bifrost - Logs https://freenode.irclog.whitequark.org/panfrost - <daniels> avoiding X is a huge feature
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<raster> fascinating... with linux-next and some patches to stop some kernel hangs... nd performance has dropped by like ~20%
<raster> i was getting like 850-880 fps now down to about ~670
<raster> (glmark2)
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<tomeu> alyssa: bbrezillon submitted this change to CI by mistake, and I'm surprised that the rk3288 is much slower with it, but none of rk3399, h6 nor s912 are
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<daniels> raster: which kernel version did you come from?
<tomeu> bbrezillon: robher robmur01: any ideas on when could this happen? 2019-12-16T14:40:19 [ 76.402612] panfrost ffa30000.gpu: gpu sched timeout, js=0, config=0x3306, status=0x8, head=0x24bb200, tail=0x24bb200, sched_job=7c2625a8
<tomeu> 2019-12-16T14:40:19 [ 76.451669] panfrost ffa30000.gpu: AS_ACTIVE bit stuck
<robher> tomeu: That seems bad...
<tomeu> we seem to still have something quite wrong with respect to error handling
<tomeu> when we reset the gpu, etc
<tomeu> I may be still missing some patches, not sure
<robher> tomeu: was this after a reset?
<robher> or a reset didn't fix it?
<tomeu> robher: well, gpu sched timeout caused a reset, and then we got the AS_ACTIVE bit stuck
<tomeu> wonder if we got a page fault while the gpu was being reset
<robher> tomeu: it wouldn't surprise me if the the gpu can hang (either itself or a bus) and it's not recoverable.
<robher> Simply doing a memory access to a location that doesn't generate a response is enough from what I remember on AXI buses. And it's all async, so you might not hang until some number of transactions later.
<tomeu> hmm
<tomeu> I think what happens is that we run a test that is a know failure and that causes a gpu reset that leaves things in a state bad enough to disrupt other tests after
<tomeu> but things eventually recover
<tomeu> it's just that a bunch of tests that normally pass started failing
<bbrezillon> tomeu: memset of the entire buf
<bbrezillon> but I don't know why it doesn't impact rk3399, h6 and s912
<tomeu> bbrezillon: you mean that the AS_ACTIVE bit stuck could be caused by the memset?
<tomeu> that was a separate run without the memset
<tomeu> and on rk3399
<tomeu> so probably totally unrelated things
<bbrezillon> no no, I was replying to the first question => why it's slower on rk3288
<bbrezillon> don't know what's the problem with the AS_ACTIVE bit
<tomeu> ah, ok
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<alyssa> urjaman: "we report the actual device in glxinfo" Yeah, I landed that on Friday since I figured it'd be helpful :)
<alyssa> icecream95: Sounds like snafu to me..
<alyssa> Firefox WebGL is very low performance on Panfrost right now, since it has a questionable path for copying the 3D results onto the 2D canvas (glReadPixels, which forces flushes and software detiling which is extra slow)
<alyssa> Chromium has a faster path for that but Chromium has other issues right now, hence why it's disabled
<alyssa> Xalius|PBP: I have anecdotally heard that the RK RGA isn't suitable for general composinting for X, hence why no such stack exists
<alyssa> I use glamor myself (on my personal laptop; my dev laptop runs whatever I need at the moment but usually Weston) but YMMV
<alyssa> tomeu: I mean, that memset is all software ... rk3288 is a 32-bit CPU, the others in CI are 64-bit so maybe have a faster path for that?
<alyssa> Other than that I got nothing
<tomeu> oh, right, good point
<raster> daniels: sorry - was out. linux-next (so 5.5 rc1)
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* alyssa poking at shader-db
<alyssa> which has quickly led me to discover we expose shadow samplers
<alyssa> So I guess I should bang out some support for that.
<alyssa> Nothing to RE, just some code to hookup
<alyssa> Set the `shadow` flag on the texture and route through the shadow coordinate and that should be it, in theory
<alyssa> I think there are deqp-gles3 tests for this
<alyssa> Yeah, here. Let's go.
<alyssa> Just trying to figure out how to RA this well.
<Lyude> while I'm not working on anything panfrost related atm, it is very nice to keep seeing panfrost all over in igt's source :)
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<alyssa> Lyude: \o/
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<alyssa> master with shader-db's GLSL 1.20 collection takes ~34s
<alyssa> but if I change the uniform/work threshold, 99.95% of spilling disappears and it takes ~17s instead, half that
<alyssa> In the latter case, about 24% of our time is spent computing liveness info
<alyssa> 6% solving lcra equations
<alyssa> wait, no, 1.5% solving lcra
<alyssa> 20% of our time validating NIR shaders (this is gone in release builds)
<alyssa> 15% of our time adding lcra interference constraints, though -- this is a tad surprising? but I can look into it
<alyssa> 6% scheduling
<alyssa> lcra_add_node_intererence and mir_bytemask_of_read_components are surprisingly bottlenecks
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