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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<alyssa> tomeu: BTW, if you need a break from Bifrost, something we'll need on Midgard is fp16 varyings
<alyssa> (And on Bifrost too, of course)
<alyssa> I need to figure out the exact compiler ABI for that, but conceptually if a varying is read as fp16/mediump from the fragment shader OR written as such in the vertex shader, the effective precision is only fp16
<alyssa> so the varying itself can be done in fp16, which saves memory / bw
<alyssa> Already we have pan_format_from_glsl but that's broken if one side does fp32 and the other does fp16
<alyssa> since varyings are linked between stages
<alyssa> (It also fails to recognize a lot of varyings could be fp16.)
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<alyssa> Unrelated, but I have derivatives essentially working
<alyssa> The big outstanding problem is that MSAA isn't wired up so those tests fail. But the rest are ok, with the caveat that the cont/last flags are hacked on
<alyssa> Doing this the right way takes some more data flow analysis.
<alyssa> (To figure out if the thing we're differentiating is itself the result of a texture.)
<alyssa> Actually, texture(S, texture(T, uv).xy) is enough to repro the same bug- basically we need to keep helper invocations alive long enough
<alyssa> icecream95: ^^
<alyssa> More topically, my fp16 branch is cleaned up and just cleared CI, so yay.
<alyssa> Still more opts to do before it can be landed w/o regressing cycle count
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<alyssa> Turns out folding conversions in *correctly* is hard