Since I seem to be not so good at finding time for blog updates recently, this update probably covers a greater timespan than it should, and some of this is already old news ;-)
Already quite some time ago, but in case you didn't already notice: with the mesa 11.1 release, freedreno now supports up to (desktop) gl3.1 on both a3xx and a4xx (in addition to gles3). Which is high enough to show up on the front page at glxinfo. (Which, btw, is a useful tool to see exactly which gl/gles extensions are supported by which version of mesa on various different hw.)
A couple months back, I spent a bit of time starting to look at performance. On master now (so will be in 11.3), we have timestamp and time-elapsed query support for a4xx, and I may expose a few more performance counters (mostly for the benefit of gallium HUD). I still need to add support for a3xx, but already this is useful to help profile. In addition, I've cobbled together a simple fdperf cmdline tool:
I also got around to (finally) implementing hw binning support for a4xx, which for *some* games can have a pretty big perf boost:
I've also made some improvements in ir3 (shader compiler for a3xx and later) so the code it generates is starting to be pretty decent. The immediate->const lowering that I just pushed helps reduce register pressure in a lot of cases. We still need support for spilling, but at least now shadertoy (which is some sort of cruel joke against shader compiler writers) isn't a complete horror show:
In other cool news, in case you had not already seen: Rob Herring and John Stultz from linaro have been doing some cool work, with Rob getting android running on an upstream kernel plus mesa running on db410c and qemu (with freedreno and virtgl), and John taking all that, and getting it all running on a nexus7 tablet. (And more recently, getting wifi working as well.) I had the opportunity to see this in person when I was at Linaro Connect in March. It might not seem impressive if you are unfamiliar with the extent to which android device kernels diverge from upstream, but to see an upstream kernel running on an actual device with only ~50patches is quite a feat:
The UI was actually reasonably fast, despite not yet using overlays to bypass GPU for composition. But as ongoing work in drm/kms for explicit fencing, and mesa EGL_ANDROID_native_fence_sync land, we should be able to get hw composition working.
Already quite some time ago, but in case you didn't already notice: with the mesa 11.1 release, freedreno now supports up to (desktop) gl3.1 on both a3xx and a4xx (in addition to gles3). Which is high enough to show up on the front page at glxinfo. (Which, btw, is a useful tool to see exactly which gl/gles extensions are supported by which version of mesa on various different hw.)
A couple months back, I spent a bit of time starting to look at performance. On master now (so will be in 11.3), we have timestamp and time-elapsed query support for a4xx, and I may expose a few more performance counters (mostly for the benefit of gallium HUD). I still need to add support for a3xx, but already this is useful to help profile. In addition, I've cobbled together a simple fdperf cmdline tool:
I also got around to (finally) implementing hw binning support for a4xx, which for *some* games can have a pretty big perf boost:
- glmark2 'refract' bench (an extreme example): 31fps -> 124fps
- xonotic (med): 44.4fps -> 50.3fps
- supertuxkart (new render engine): 15fps -> 19fps
I've also made some improvements in ir3 (shader compiler for a3xx and later) so the code it generates is starting to be pretty decent. The immediate->const lowering that I just pushed helps reduce register pressure in a lot of cases. We still need support for spilling, but at least now shadertoy (which is some sort of cruel joke against shader compiler writers) isn't a complete horror show:
In other cool news, in case you had not already seen: Rob Herring and John Stultz from linaro have been doing some cool work, with Rob getting android running on an upstream kernel plus mesa running on db410c and qemu (with freedreno and virtgl), and John taking all that, and getting it all running on a nexus7 tablet. (And more recently, getting wifi working as well.) I had the opportunity to see this in person when I was at Linaro Connect in March. It might not seem impressive if you are unfamiliar with the extent to which android device kernels diverge from upstream, but to see an upstream kernel running on an actual device with only ~50patches is quite a feat:
The UI was actually reasonably fast, despite not yet using overlays to bypass GPU for composition. But as ongoing work in drm/kms for explicit fencing, and mesa EGL_ANDROID_native_fence_sync land, we should be able to get hw composition working.
So SailfishOS or Plasma Mobile running on Nexus 7 natively without libhybris and using newest kernel now looks like a good possibility? I'd be interested in something Wayland based rather than Android.
ReplyDeletenice thing is a sane kernel, and drm/kms + mesa gfx stack. So I think weston or any of the wayland compositors, etc, should not be so hard to get running. Not too familiar w/ SailfishOS or Plasma mobile but I guess if they run without libhybris that should be a possibility. (Or, well, I guess you could even use them with libhybris, but that would seem a bit funny)
DeleteI see. Will Linaro developers be able to push those remaining patches in the upstream kernel, or they'll have to maintain them?
DeleteI believe the intention is to upstream them all. The goal is to get to the point where it is easier to validate that upstream kernel changes don't break android on form-factor device(s), rather than the current state where you find out that you broke something 10 kernel versions ago when android rebases.
DeleteImpressive work!
ReplyDelete