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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<chewitt> alyssa: I'll have a play in the next day or so when I have a moment, thanks! :)
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<icecream95> alyssa: I'm seeing a memory leak of FBO BOs in glxgears: https://gitlab.freedesktop.org/snippets/1031
<icecream95> It seems that only depth BOs are being leaked, not colour ones
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<icecream95> tip: when your improvement makes things worse, try doing the exact opposite thing instead
<icecream95> shaderdb for my scheduling 'improvements': bundles in shared programs: 19694 -> 21809 (10.74%). With the opposite change, scheduling the 'worst' instructions first: 19694 -> 19609 (-0.43%)
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<alyssa> icecream95: Uh-oh.
<alyssa> Yeah, the way the scheduler works rn is... not good
<alyssa> the Right approach would be to optimize *first* for register pressure via something like Sarkar, which works on multiple instructions at a time
<alyssa> and then pattern matching that onto Midgard ALUs/etc
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<alyssa> which would give higher cycle count in a local sense but lower register pressure so you can schedule much more aggressively --> lower cycle count
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<alyssa> oh gosh
<alyssa> I just accidentally emitted the code sequence "if (x == 0) { jump_to(x); }"
<alyssa> and it... worked, no faults
<alyssa> (on bifrost)
<HdkR> Madness
<alyssa> so I guess bifrost really does have indirect jumps for who knows why *blinks*
<HdkR> Time to implement subroutines
<alyssa> and it interprets jumps to 0 as ... what, aborting the shader maybe?
<alyssa> otoh
<alyssa> wait
<alyssa> no
<alyssa> maybe
<alyssa> actually I thought branch offsets were from the start of the shader or something
<alyssa> so maybe it's just infinite looping instead
<alyssa> either way no faults :p
<HdkR> Indirect being absolute addresses wouldn't be unheard of. Allowing you to jump between programs :P
<alyssa> HdkR: That's horrifying.
<HdkR> Welcome to the magic of subroutines
<alyssa> HdkR: is that even supported in GL/CL/VK/CUDA?
<HdkR> GL and Cuda
<HdkR> I don't know about CL
<alyssa> big ouch, what GL ext?
<HdkR> It's core in some GL version
<HdkR> Mesa implements it as shader recompiles
<alyssa> Oof.
<HdkR> It's because no one sane is abusing it
<HdkR> and everyone else that does care about abusing it will only use Nvidia proprietary anyway :P
<alyssa> Heh