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> robclark: here's hoping :p
<alyssa> it's still named "sgx" in the dt so idk
<macc24> alyssa: iirc some bifrost in android is named "mali-midgard"
<alyssa> macc24: yeah, bifrost is midgard with the ISA swapped out :p
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<macc24> alyssa: so bifrost is basically midgard, but with most of midgard swapped out for bifrost parts?
<HdkR> Yes, the ISA :P
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<icecream95> macc24: I already have tracing set up on CrOS, including for dEQP
* alyssa doesn't have tracing anywhere since she broke her setup whoops
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<icecream95> alyssa: You Won't Believe These Two Simple Tricks For Increasing A Piglit drawoverhead Subtest's Draws/Second By 17%
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<macc24> icecream95: ok, so i won't rush getting cros kernel to compile and boot on duet haha
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<kinkinkijkin> i too love making new gpus by simply changing the native isa of an existing gpu and saying the gpu is different now
<kinkinkijkin> technically correct, the best correct
<kinkinkijkin> i have an x86_64 laptop now but it lacks a charger and is likely slower than my duet
<kinkinkijkin> but It'll Run Video Games Natively so enh
<kinkinkijkin> intel graphics 4400
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<orkid> and by the way, thanks for all the work on the drivers. :)
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<alyssa> icecream95: Graphics Driver Developers Hate Them!
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<macc24> kinkinkijkin: what are specs of it?
<kinkinkijkin> an ultra-low voltage i3 and aforementioned intel gpu
<kinkinkijkin> 4gb ddr3
<kinkinkijkin> and a spinning rust disk
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<macc24> oh god
<macc24> i played video games on slower computers
<kinkinkijkin> i currently play video games on a slower computer
<kinkinkijkin> my mother's desktop
<kinkinkijkin> only thing that'll run trackmania
<kinkinkijkin> pentium dual-core E5200 and an NVIDIA GT 220 GAMING GRAPHICS GPU UNIT CARD
<kinkinkijkin> and 3gb ddr2
<kinkinkijkin> well correction, the duet runs trackmania wii at half speed fine
<kinkinkijkin> that's the catch though, half speed
<kinkinkijkin> and i dont remember dolphin still having frameskip
<kinkinkijkin> in fact i pretty explicitly remember it being removed like 7 years ago
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<alyssa> icecream95: Could you send your magic 2x compression function?
<alyssa> Thanks
<kinkinkijkin> oh by the way, i thought id drop this in here, with PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT, i was able to get dolphin running out-of-box with a git build on my duet, and it can get full-speed during cpu video decode as long as there's nothing going through the gpu
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<kinkinkijkin> as soon as you render something 3d and game-like it drops speed fast
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<alyssa> COHERENT should be ok for Mali
<alyssa> and PERSISTENT should also be ok
<alyssa> but the interaction of the two is bad news for us
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<alyssa> coherency only applies at job buffer boundaries
<macc24> kinkinkijkin: i bet gt220 is faster than ironlake graphics haha
<alyssa> Doing PERSISTENT+COHERENT on mali might have subtle deviance from the spec if you update a resource CPU side while the GPU is using it
<macc24> minecraft should run comfortably on that box at lowest settings
<alyssa> but I'm not sure how this is specced exactly
<macc24> terraria too
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<kinkinkijkin> the gpu in the desktop being slightly faster doesn't really matter much when the cpu is so slow it can't even saturate it
<macc24> my t400 had p8600. it was my gaming rig for a while.
<kinkinkijkin> alyssa idk i havent had any unique bugs since enabling it, and have used dolphin extensively (which uses ARB_buffer_storage, which requires this)
<kinkinkijkin> macc24 again the desktop has a pentium e5200
<kinkinkijkin> 2008 bottom-end cpu
<macc24> kinkinkijkin: pentium e5200 is almost the same in performance as p8600
<kinkinkijkin> oh dang
<macc24> p8600 is a dualcore 2008 laptop chip
<kinkinkijkin> same struggle, same struggle
<kinkinkijkin> though this desktop is running windows 10 because my mother uses windows
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<macc24> oh god
<kinkinkijkin> the laptop i can put linux on though
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<macc24> there's ##panfrost-offtopic btw
<kinkinkijkin> fun thing in trackmania is when your cpu is so slow that in order to speed up the framerate you need to switch to nice shaders so that drawcall count is cut down
<kinkinkijkin> there is?
<macc24> yes
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<paulk-leonov> uit
<paulk-leonov> oops
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<bbrezillon> alyssa: hm, looks like nir_lower_ssbo() is generating 64b ALUs (load_ssbo_address + ssbo_offset)
<bbrezillon> I wonder why it didn't show up with the SSBO tests
<alyssa> paulk-leonov: hullo there :)
<alyssa> bbrezillon: That's expected
<paulk-leonov> alyssa: o/
<alyssa> bbrezillon: But then lower_int64 and friends lower it away so it's fine.
<alyssa> Possibly that patch hasn't merged yet for Bifrost
<bbrezillon> oh, looks like ssbo is GLES 3.1
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<alyssa> bbrezillon: Yeah, icecream95's opencl branch has all of that working though
<bbrezillon> tried with all int64 lowering enabled, but the assert() in bi_alu_src_index() fails
<bbrezillon> alyssa: ack, I'll try it out
<alyssa> there's one patch blocked but that's blocked on clover bug
<alyssa> the rest can land now
<italove2> When I was trying to run msaa tests this was one of the things I had to change, weirdly, is this a bug? https://elixir.bootlin.com/mesa/latest/source/src/gallium/drivers/panfrost/pan_mfbd.c#L421
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<italove> I mean, is it supposed to be >= ?
<alyssa> italove: That's supposed to be >=, yes.
<alyssa> I think icecream95 has an MR open fixing that.
<italove> hm ok
<bbrezillon> alyssa: it was me :)
<bbrezillon> well, it was a fix on top of icecream95's MR
<bbrezillon> italove: feel free to send a separate MR for that one
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<dschuermann> alyssa: are 16bit vec2 shifts also broken for you? how do you deal with them having 32bit shift operands?
<alyssa> dschuermann: I haven't fully debugged int16 yet since I was busy rushing some hw bringup through the branch point (and even as-is, vec2 is one of my 6 side projects for when I get frustrated with scheduling/RA stuff :p)
<alyssa> But -
<alyssa> Bifrost takes an 8-bit shift regardless of the other operand size.
<alyssa> The hardware semantic is to ignore all but the bottom log2(other_operand_size) bits, effectively doing a bitwise AND.
<alyssa> I believe that matches the NIR semantic.
<alyssa> The upshot is we can totally ignore the NIR bit size when emitting a shift and always do an implicit downcast to 8-bit.
<alyssa> At least, that should be conformant. It does unfortunately have two bad cases for perf:
<alyssa> - if the app does a 16-bit shift at the GLSL level, NIR will insert a u2u32 which our backend isn't smart enough to see through (maybe a peephole opt pass?)
<alyssa> - if the app does a shift by a multiple 8 on the shift operand, we could do that for free by picking the appropriate 8b lane (as opposed to always taking the bottom 8bits)... this seems like a _seriously_ obscure pattern
<alyssa> also, depending on how aggressive nir_opt_vectorize is, the calculation of the shift might be needlessly scalarized
<alyssa> Given that all of this is broken right now, I haven't been too perf worried :p
<alyssa> TL;DR kinda annoying that NIR forces 32-bit but doesn't break anything
<alyssa> I don't remember off-hand what the semantic is on Midgard
<alyssa> ok, this is getting ridiculous, how hard can it be to decouple the panwrap build from the rest of mesa
<alyssa> HdkR: ~~if only to get you to valhall~~
<HdkR> wah?
<HdkR> gimme it
<alyssa> HdkR: IIRC you were blocked on panwrap being totally broken build system
<alyssa> that's also screwing me up for bifrost so... yeah, probably a good idea to shave that yak
<alyssa> panwrap source does need to live in mesa but it should be totally self-contained
<HdkR> ah
<HdkR> I forgot about that
<macc24> what is panwrap
<alyssa> er, *pandecode
<alyssa> macc24: pandecode is our home grown debugger, ingesting GPU memory and pretty-printing everything
<alyssa> powers PAN_MESA_DEBUG=trace
<alyssa> panwrap is the glue code to use pandecode on the blob
<alyssa> pandecode was sort of obsoleted by GenXML since we can autogenerate most of it nowadays
<alyssa> HdkR: Ideally just the XML definitions, a Python file, and some supporting C code should be it, no external deps
<alyssa> Particularly if you don't want to link the disassemblers
<HdkR> Guess that might work. I believe I was just caught up on the android build system problems though
<alyssa> Getting close, I uh hope
<dschuermann> alyssa: what I meant was that you also get 32bit vec2 operands. do you repack that in the backend?
<alyssa> dschuermann: Oh.. haven't come across those yet..
<alyssa> er-
<alyssa> shoot
<alyssa> I think I specifically scalarized shifts to deal with that
<alyssa> yeah, this is totally broken for us too :)
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<alyssa> Update: I have a PoC decoupling pandecode + bifrost disasm from the rest of mesa
<alyssa> so I can now build that on HdkR's bifrost board
<alyssa> ==> I have access to blob traces again
<HdkR> :)
<alyssa> HdkR: That also means you can start hacking on Valhall without fighting android build system 😇
<alyssa> Since there's no more dependencies on any mesa or anything
<alyssa> It's just good old-fashioned C99 and the stdlib
<HdkR> Very nice
<alyssa> I have to run now but can dump the list o' links in a bit :)
<icecream95> alyssa: I removed the global binding commit from my MR, so it can be merged now
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<alyssa> icecream95: Ack, I missed that, sorry!
<alyssa> Marge'd
<alyssa> Thanks ^^
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<icecream95> (spec-violating variant doesn't work on Bifrost, untested on Midgard)
<alyssa> authored Jan 19, 2021
<alyssa> you're from the future :o
<alyssa> oh wait we already knew that :p
<icecream95> Oops: compressed to 100.813481% (saved -896 bytes)
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<alyssa> icecream95: rip
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