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<KungFuJesus>
alyssa: the -n2 is also the SBC I was using with that cursor bug
<KungFuJesus>
well, "bug", more like quirky behavior I guess
<KungFuJesus>
So just curious, how much performance is left on the table? How much more can GLX improve for the G52? I have a desktop GL game that seems to struggle with simple the "fixed function" lighting effects in early GL calls
<macc24>
KungFuJesus: which game?
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<KungFuJesus>
doomlegacy
<KungFuJesus>
basically has GL code from 1998, so yeah a lot of glLight, glVertex, etc
<HdkR>
One thing to note is that it isn't GLX being an issue. It's the GL behaviour
<macc24>
KungFuJesus: LIBGL_ALWAYS_SOFTWARE?
<KungFuJesus>
engine itself is artificially limited to 35fps but yeah it dips below that target, especially around coronas
<KungFuJesus>
lord no, it'd be awful with llvmpipe, ha
<macc24>
it's 1998 video game
<KungFuJesus>
oh it runs pretty terribly with llvmpipe, I briefly tried that when "fbturbo" was the only option
<macc24>
oh
<KungFuJesus>
(I'm playing at 1080p, that matters a bit)
<KungFuJesus>
basically the visplanes are converted to textures wrapped on polygons and things are trilinear upsampled. Sprites are mostly 2dish
<KungFuJesus>
there are probably source ports that have native OpenGL ES renderers but I do like hacking on this source port more. It has better multiplayer and less complexity to mess with than something like GZDoom
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<icecream95>
KungFuJesus: doomlegacy is CPU-bound for me
<macc24>
icecream95: you use a laptop with high-end mali gpu
<icecream95>
macc24: I don't think it's *that* much more high-end
<macc24>
icecream95: dude(?), it's so much faster than t760 without any optimizations in panfrost
<KungFuJesus>
That's...odd. CPU utilization for the game seems low for me, perf top shows very few functions really spiking from that process > 2% process wide. Did you launch with -opengl?
<KungFuJesus>
append -opengl to the launch parameters, set your resolution to 1920x1080, bit depth to 32 bit, trilinear filtering. Though, the latter 2 aren't needed to see the frame dips
<KungFuJesus>
if you're using the first doom wad, you should see the dips happen by the time you reach the stairs in e1m1, where the two lamp posts corona effects happens
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<narmstrong>
alyssa: no idea since we don’t have accelerated desktop support on these bifrost chips.
<narmstrong>
KungFuJesus: yes seeking is one of the remaining issues
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<icecream95>
Ugh, don't tell me that doomlegacy uses the GL_CLAMP wrap mode…
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<sigmaris>
I've found that software decoding on Kodi 19 GBM causes a lot of kernel warnings, on an RK3399. this might be related to panfrost but I'm not sure
<sigmaris>
Kodi recently started using DMA-buf import to textures for software decoding and that's when the issue started
<sigmaris>
AIUI Kodi uses the DMA-buf heaps feature to allocate DMA-bufs, SW-render video into them, then import them as textures for display
<sigmaris>
this is similar to the rendering path for HW decoding, though on my setup HW decoding works fine, and it doesn't involve the texture import step - the HW decoded frame gets displayed on a DRM plane directly.
<sigmaris>
anyway, when SW decoding the performance is quite bad and there are many repeated WARNINGs like that in the kernel log. I thought it's worth reporting here, though again I'm not exactly sure it's a "panfrost" kernel issue
<icecream95>
sigmaris: I can't be bothered building Kodi myself, can you send binaries?
<sigmaris>
To reproduce I think you'll need to chmod /dev/dma_heap/* to be r/w by the user running kodi, if its not root, and enable the DRM PRIME video decode options in settings - can't remember if that's the default
<chewitt>
sigmaris have a look at the patch-set that LibreELEC is using .. I'm not tracking our RK images but you may find not-yet-upstream goodies that fix issues
<alyssa>
KungFuJesus: quite a bit of bifrost performance is on the table and coming :)
<chewitt>
sigmaris: feel free to flag it to "knaerzche" in the LE forums, he's the most active maintainer right now, and he'll be interested
<chewitt>
not sure he'll know what the answer is either :) .. but good to have issues "known"
<chewitt>
jernej might be interested too since our Allwinner and RK stuff has a lot in common
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<alyssa>
I keep wishing C had an implication operator =>
<alyssa>
so I can write assert(a => b)
<alyssa>
[Expanding to !a || b]
<amonakov>
'a <= b' works though (fails iff a is true and b is false)
<alyssa>
right but that means the converse of a => b
<alyssa>
(and if the converse is equivalent, I'd just use a == b)
<amonakov>
yeah, I'm aware of the difference :)
<alyssa>
true, unironically saying "iff" outs you as a mathematician <3
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<robmur01>
sigmaris: TBH I'd be inclined to point the initial finger at the dma-buf heap or userspace (not sure off-hand who's in charge of vma flags in this case) - I believe panfrost's involvement here is entirely via generic DRM helpers
* alyssa
overhauling the RMU code in Midgard
<alyssa>
which will unblock an equivalent optimization in Bifrost
<chewitt>
robmur01 oouor devs have the opinion it's driver side :)
<chewitt>
our
<chewitt>
it's tripped in Kodi if you enable DRMPRIME rendering and select EGL output (not direct to plane)
<robmur01>
right, my guess from skimming that code was that for an imported object it's expecting the exporter to have set it, but I wasn't sure whether that's expected to be done unconditionally or based on some aspect of the mmap call itself - from what you say I guess it must be the former
<robmur01>
paging jstultz :)
<alyssa>
why is this broken
<alyssa>
edit: it works
<alyssa>
Running through shader-db now, a little scared
<KungFuJesus>
alyssa: that's good news, I hope collabora continues funding your work well into the future
<alyssa>
:)
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<KungFuJesus>
icecream95: I take it GL_CLAMP implementation for textures is a bit hacky on panfrost at the moment?
<alyssa>
KungFuJesus: Only natively supported on Midgard, and even then the hw is buggy
<KungFuJesus>
I mean, it seems to be rendering correctly on the game, at least. It is a little bit stuttery though
<alyssa>
zmike has been working on lowering but that's.. a bit slow
<alyssa>
(for zink but it will work for us too)
<KungFuJesus>
speaking of zink - the G52 is vulkan capable, in theory, right?
<macc24>
KungFuJesus: yes
<macc24>
few midgards are vulkan capable too iirc
<alyssa>
HdkR: ok, I see
<alyssa>
the new opt itself is a small win (register pressure and cycle count both helped by 1% or so)
<alyssa>
but the implementation is layered on top of some new feature work which regressed cycle count by 2%
<alyssa>
so we come out behind, but fixing the first feature's regression shouldn't be too bad
<HdkR>
Also the problem when stacking work and comparing :D
<alyssa>
unfortunately a lot of the loss is... baffling
<alyssa>
ok, implemented some indirect UBO stuff so, together with a NIR patch, there's no loss on instruction count and we come out ahead overall with the lowering alone
<alyssa>
erm
<alyssa>
was reading the wrong line ;p
<alyssa>
instructions are helped but cycle count is hurt..
<alyssa>
a mystery for tomorrow
<icecream95>
TIL that we are apparently the only hardware driver in Mesa supporting RGB8 for textures
<macc24>
icecream95: rgb888 or rgb800?
<HdkR>
That would be RGB888 according to GL naming