nroberts changed the topic of #videocore to: Raspberry Pi Mesa drivers discussion - Logs http://freenode.irclog.whitequark.org/videocore
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<itoral> apinheiro[m]1: turns out that integer add/sub instructions can be emitted as either add or mul, so we can use that to improve merges at qpu scheduling time
<itoral> I thought that was not going to make a big difference becase integer arithmetic in shaders isn't nearly as common as float arithmetic, but.
<itoral> but it seems more useful than I thought:
<itoral> total instructions in shared programs: 13730763 -> 13695308 (-0.26%)
<itoral> instructions in affected programs: 3397144 -> 3361689 (-1.04%)
<itoral> HURT: 1535
<itoral> helped: 13155
<itoral> 13K shaders helped is a lot
<apinheiro[m]1> yes, seems nice
<apinheiro[m]1> itoral: btw, this brings back the how much updated our shader-db are
<apinheiro[m]1> I mean that it was done some years ago using as base some years ago apps/games
<apinheiro[m]1> although I guess that is the best we have (and probably that we could have)
<itoral> I think it is good enough... there are some UE4 shaders from the samples we have for example
<itoral> and when you override the GL/GLSL version I think we have over 100K shaders
<apinheiro[m]1> ah ok
<itoral> (including vc, vs_bin and fs)
<apinheiro[m]1> btw, now that we are talking about the ue4 shaders
<apinheiro[m]1> from the pipeline cache work, to test it I made a on-disk cache hack
<apinheiro[m]1> and I found curious the size for the different apps we use as reference:
<apinheiro[m]1> (those sizes running the gfx captures for those apps):
<itoral> making me wait for the numbers, uh? :D
<apinheiro[m]1> <itoral "making me wait for the numbers, "> C&P directly from libreoffice sheet was not IRC friendly, so I was formatting
<apinheiro[m]1> I found curious the small size for rbdoom-3-bfg
<itoral> couldn't tell if those are reasonable numbers or not to be honest :)
<itoral> maybe you can compare with anvil?
<apinheiro[m]1> not sure, as mentioned is a hack
<apinheiro[m]1> anv is using the real on-disk-cache
<apinheiro[m]1> that I think that it even do compression
<apinheiro[m]1> in any case, as mentioned I just found it curious
<apinheiro[m]1> for some reason I was expecting more shaders from the doom3
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<turol> is there a git wip branch somewhere with upcoming changes to the driver?
<turol> or is mesa master effectively the latest and greatest?
<nroberts> turol, yes, for the mesa side we contribute directly to mesa master, so that’s the best place to look for the latest stuff
<jasuarez> turol: you can also check the labels "vc4", "v3d" or "v3dv" in the Merge Requests to know which features / fixes are under review
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