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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