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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<tomeu> alyssa: any ideas regarding the min/max indexes in vbos? when using stk's gles3 renderer, 50% of the time in mesa is spent iterating through the vertices to compute those
<tomeu> alyssa: guess we could create a cached BO for buffers, then copy on submission to a WC one
<alyssa> tomeu: I'm not positive... you think the issue is caching?
<alyssa> but yes I noticed that stk spends an absurd amount of time in that routine :\
<tomeu> alyssa: well, the issue is the lack of caching, because we read a lot of uncached data
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<tomeu> alyssa: or well, if you have any ideas on how we can avoid the driver having to read all the vbo...
<alyssa> tomeu: Not sure.
<alyssa> I mean, the correct solution is for the app to use glDrawRangeElements and specify the values themselves
<alyssa> but evidently stk does not
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<alyssa> tomeu: If the issue really is reading/caching, the answer is *not* to cache it ourselves
<alyssa> Rather patching Gallium to compute the min/max indices on upload time, if that's possible
<alyssa> So if you do it right, you save the read entirely
<alyssa> Right now the flow is, you know
<alyssa> Gallium reads app user indices --> writes to BO ---> Panfrost reads BO for indices
<alyssa> that could be hacked to
<alyssa> Gallium reads app user indices and updates min/max --> writes to BO
<alyssa> This is on the assumption that the memory traffic really is the bottleneck, anyhow.
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<robmur01> +1 to that
<robmur01> reminds me of the microscopy thing I once wrote where images had to be moved from a capture buffer to a storage buffer anyway, so the "copy" operation also took care of both min/max and axis flipping :)
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<anarsoul> alyssa: please make this optimization generic so lima can also benefit from it
<alyssa> anarsoul: of course :)
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<MastaG> but the most important question would be.. can it run Crysis?
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<alyssa> MastaG: Does that even build for arm gnu/linux?
<alyssa> Or OpenGL at all?
<alyssa> So I'll have to say, probably not ;)
<HdkR> I'm sure wine can handle the D3Dd translation bit
<HdkR> Just need an x86 recompiler faster than qemu
<HdkR> time for a Vulkan driver to go the vkd3d path? :D
<MastaG> yeah I was just trying to be unny
<MastaG> *funny even
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<HdkR> How soon until an ARM CPU has the single threaded performance of a 5Ghz Coffee Lake CPU that can actually handle Crysis 1 at this point? :P
<HdkR> Crysis 1 is a monster lightly threaded app
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<MastaG> lol
<MastaG> that's actually a shame.. you guys are doing such a wonderful job getting the graphics drivers up to the latest GL spec
<MastaG> but there's not so many A++ games that run on arm
<MastaG> retroarch, kodi, supertuxkart and the countless of quake-engine ports
<MastaG> unreal engine 4 could be a possibility since it was ported to openpower as well: https://www.raptorengineering.com/TALOS/op_ue4_gl.php
<HdkR> Pretty much every engine supports ARM. That's how you get Switch and Android ports :P
<MastaG> I know.. but I was thinking of linux on arm
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<MastaG> Switch is awesome btw.. I compiled this yuzu emulator and it actually runs mario odyssey
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<MastaG> but for Android everything is stuffed with in-app purchases and adware
<HdkR> eh, that bit is just an ecosystem problem
<HdkR> Whales are easier to exploit than sales volumes
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<marex-cloud> MastaG: Android is Linux on ARM :)
<HdkR> hehe
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