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> Interesting
<alyssa> when texturing Z24_S8 as depth, we use "Z32_UNORM" ... this can't be right, since it's actually Z24_S8
<alyssa> when .... stencil, the blob uses RGBA8UI.a001 -- so literally swizzling out the high byte. so that confirms it's actually Z24_S8 internally, not some conversion
<alyssa> so it's really Z24_UNORM, I guess
<alyssa> There might also be Z32_UNORM for desktop GL but we don't have visibility into that
<alyssa> Though evidently there's an extension for it
<alyssa> um
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<alyssa> but if I remove Z32_UNORM support, glmark breaks. ij,
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<alyssa> oh gosh
<alyssa> It's worse than "blend shader register count is bounded by the fs count"
<alyssa> the blend shaders literally share registers 100% with the fs
<alyssa> This explains how the passthrough works - and also how to do dual source blending! - but also why all my MRT blending is broken
<alyssa> and explains why the blob blend shaders often spill despite tiny register pressure
<alyssa> HdkR: ^
<alyssa> I'm not entirely sure how we want to handle this, spilling in the blend shader seems really silly
<alyssa> Keying for "MRT && blend shader" is an option
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<alyssa> bbrezillon: also, ^^ for the riddle in 079135af288087ab3cbbcd37c05f11b2a96f430a :-(
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<HdkR> alyssa: Makes sense, just means the blend shaders also need to understand register pressure :)
<alyssa> HdkR: Bwah.
<HdkR> bwah indeed
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