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alyssa >
icecream95: Didn't I already say that yes, I'd include the names from now on? :P
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icecream95 >
alyssa: I know how short-term your memory is :P
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alyssa >
Hnggggggggh
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<
alyssa >
You got me there...
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bbrezillon >
alyssa: thanks for the ufind_msb() patch. Still trying to find a way to get rid of the 64b divs in split_div(), but no success so far :-/
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icecream95 >
It might be easiest if you just cherry-pick those commits. That way, they'll actually get tested before merge :)
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<
icecream95 >
"clause ending up with 8 or fewer quardwords." 8 * 16 = 128, so the max clause size is equal to the prefetch buffer size, which makes sense
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alyssa >
ah, yes, magic numbers
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HdkR >
That's some dense Panfrost usage!
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macc24 >
mali 400 never dies
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HdkR >
In the year 3000 we will still be talking about Utgard being around in fossilized space ships
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macc24 >
not fossilized, those that are still in service
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alyssa >
bbrezillon: Well, talk me through it - what are the 64b divs for?
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bbrezillon >
alyssa: implementing panfrost_compute_magic_divisor()
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<
amonakov >
bbrezillon: can you give me a link for context, I've studied something related recently
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<
bbrezillon >
the dividend is a 64b number which happens to also be a power of 2
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bbrezillon >
the divisor is a 32b number
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amonakov >
bbrezillon: thanks, I read that and panfrost.h, but I don't quite get what's split_div and what's the issue you're facing. what am I missing?
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amonakov >
s/panfrost/&_job/
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bbrezillon >
it's just easier to read in C :)
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alyssa >
bbrezillon: Starting to agree the 64b div is required after all, this is a shame
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alyssa >
Playing with the algebra now but this is..awkward
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alyssa >
I do have an idea, though
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cwabbott >
iirc i ran an indirectdraw test with the blob once and the shader was absolutely massive
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cwabbott >
the compute shader to generate the job descriptor, that is
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cwabbott >
don't think there's a way around it
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alyssa >
cwabbott: Yeah, doesn't mean we need to be sloppy about it on top of it.
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alyssa >
bbrezillon: Ignore my comment about 64b div though, it's going to suck regardless, the good news is it doesn't really matter.
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alyssa >
cwabbott: Run a test with indirect draw + transform feedback + geometry shader + tessellation, if you want to see the DDK cry
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alyssa >
and make sure you have some blend shaders in there for good measure