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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<robclark> alyssa: huh, I call dcd devcoredump (also if you can get useful state out of the gpu, devcoredump is a thing I highly recommend wiring up on the kernel side to make gpu hangs more debuggable)
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<bbrezillon> alyssa: yes, it's a bit annoying to have to rebase and amend commits to add tags (I wish Marge could automate that somehow), but it's also not the end of the world, and when you're a reviewer it also helps sorting the commits that still need to be reviewed and those that are ready (assuming a multi-round review here)
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<alyssa> bbrezillon: Oh, that's true.
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<bbrezillon> daniels: wicast is having problems with panvk + wayland-WSI, maybe you'd be able to help
<bbrezillon> IIUC, drm_handle_format() and/or dmabuf_handle_modifier() never gets called, but it's not clear why
<wicast> at wsi_common_wayland.c:435 branch#panvk, my `display->drm.wl_drm` is empty, so the display->formats stay unfilled.
<wicast> I'm checking how wl_drm is empty.
<wicast> I get it...
<wicast> at `registry_handle_global()`, my `interface` is `wl_compositor` not `wl_drm` or `zwp_linux_dmabuf_v1`
<daniels> wicast: which compositor are you using?
<daniels> note that registry_handle_global() will be called many times, one per extension
<daniels> you can also start your client with WAYLAND_DEBUG=client to get a full protocol dump including the advertised extensions
<wicast> sorry, I just too rush, just like you said it has several extersions. I'm doing a full check.
<daniels> which compositor you're using is an important question
<wicast> I use waston, boot with sddm
<daniels> and weston's log shows it using GL? with the Panfrost driver?
<daniels> (it logs this to stdout)
<wicast> 'DISPLAY' environment variable not set... skipping surface info
<wicast> WARNING: panvk is not a conformant vulkan implementation, testing use only.
<wicast> ERROR at /build/vulkan-tools/src/Vulkan-Tools-1.2.172/vulkaninfo/vulkaninfo.h:24
<wicast> 8:vkGetPhysicalDeviceSurfaceFormatsKHR failed with ERROR_SURFACE_LOST_KHR
<wicast> that's vulkaninfo's output
<wicast> dump of WAYLAND_DEBUG
<wicast> I have `zwp_linux_dmabuf_v1`
<wicast> but `display->wsi_wl->wsi->supports_modifiers` is false
<daniels> not supporting modifiers is fine, but I don't understand how you have zwp_linux_dmabuf_v1 without wl_drm
<daniels> wl_drm should be provided by eglBindWaylandDisplayWL() called by Weston
<daniels> is it pure upstream Weston with no patches? can you please provide the stdout log from when Weston starts up?
<wicast> I use manjaro-arm and this package is from alarm directly.
<wicast> where can i get weston's log
<daniels> it depends on how it's started, but probably journalctl
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<wicast> looks like it get a wrong dri driver or I forget to build it? https://gist.github.com/wicast/3fabbb26fbacc23b03c4a5b18c3df305
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<daniels> wicast: you need to build with the 'kmsro' gallium driver as well
<daniels> (llvmpipe is the Mesa software renderer)
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<wicast> That's my falut(
<wicast> I just found it in panfrost.rst
<macc24> does anyone know how cursed is exynos 5420?
<macc24> as cursed as other exynos chips or less cursed?
<daniels> macc24: less than 5250, more than 5422/5800
* macc24 noted
<daniels> progression through the 5xxx series is in fact monotonic
<alyssa> daniels: kmsro isn't needed in meson anymore, I made it automatic
<alyssa> never bothered submitting a doc patch whoops
<daniels> alyssa: ... if you're running master :P
<alyssa> well. yes.
<macc24> why would i /not/ run master?
<alyssa> I think it made it in for the 21.1 branchpoint
<macc24> alyssa: did bifrost optimizations make it to 21.1?
<alyssa> shrug
<alyssa> macc24: bifrost is 3x harder to compile for than midgard
<alyssa> midgard is 3x harder than agx
<macc24> so valhall will be 3x harder than bifrost?
<alyssa> unclear
* macc24 noted
<alyssa> probably much much easier
<macc24> \o/
<alyssa> but without r/e and/or docs, who knows
<macc24> i wonder how fast would valhall be
<robmur01> daniels: I think 5433 spoils your monotonic property, although I'm not really sure which way... ;)
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<alyssa> fp16 is such a can of worms
<macc24> so i should be glad that i'm not doing graphics drivers
<macc24> ? ;)
<wicast> I get coredump again(
<wicast> trying with release build
<macc24> wicast: can you run it with gdb and get backtrace?
<wicast> later
<daniels> robmur01: heh, I was never quite blessed enough for Exynos 7
* macc24 waits for $15 exynos chromebook to show up
<wicast> debug build is slow to test, I'm building with debugoptimized
<wicast> I should buy an ssd, vim3's sdcard reader is much slower than I expect
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<alyssa> This was so satisfying.
<bbrezillon> alyssa: hehe, it was on my TODO, glad you did it! :-)
<anholt> blend colors in shader keys? ouch.
<bbrezillon> the other option I had in mind was to reserve 4 push constants when compiling blend shaders, so we can pass them to the blend shader this way
<bbrezillon> but that means reserving those push constants without being sure they'll even be used, unless we keep frag shader variants for the blend_shader case
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<alyssa> anholt: It's not as bad as it looks -- that's the key for the blend shader, which is only for the blend CSO
<alyssa> the same blend shader is used for all the frag shaders
<alyssa> so that means not nearly as many variants, and more importantly bounded shader size (and a single basic block, no spilling, etc -- basically the cheapest shader compileable)
<alyssa> Like, it still sucks, but I've never seen blend shader recompiles actually make a blip in profiles.
<anholt> yeah, but the blend constants are supposed to be effectively uniforms.
<anholt> so when some app uses them as factors to do some smooth blend transition in an animation, now you have a giant pile of these shaders
<alyssa> "supposed to" is a funny word in GL..
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<alyssa> I get it, it's really not ideal. But we've had far bigger fires to fight, and handling this optimally is seriously nontrivial.
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<alyssa> It's worth noting the DDK works the same way.
<alyssa> (as Panfrost, I mean0
<alyssa> admittedly the DDK isn't, er, known for CPU side performance or low memory usage...
<alyssa> When Panfrost only supported Midgard, we played tricks where we compile an inline vec4(0.0) constant, and just patched the shader binary at draw time if needed.
<alyssa> That doesn't work on Bifrost because Bifrost's constant packing is ludicrous and so minimally we'd need to do a full repack of the shader, and patch the backend IR directly (with different paths for Midgard vs Bifrost)
<alyssa> It was easier to just do the key in NIR and forget about it.
<alyssa> If it makes you feel better, for AGX I'll use actual uniforms :p
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