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<icecream95> Is there a NIR pass that removes unreachable blocks?
<icecream95> For example in: loop { if ssa_1 { continue } else { break } /* unreachable: */ r1 = mov ssa_0 }
<alyssa> I.. think so
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<pendingchaos> you can't remove the block, but I think nir_opt_dead_cf() removes the mov
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<airlied> uggh llvmpipe has one pixel depth buffer invariance fail with lowp on float16, no idea why
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<pepp> karolherbst: oops. What is the issue? nv30 can't draw with an index buffer?
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<karolherbst> pepp: well.. we have emulation for most cards. There is a small range of nv4x cards which can do it, but yeah.. generally we have to emulate this feature
<karolherbst> so this being enabled for all draws does degrade perf for us as we end up uploading to GPU and then mapping on the CPU side again and reading it out
<karolherbst> but the problem wasn't your code, just the nv30 index buffer emulation code got broken in the meantime (or always was) https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12054/diffs
<karolherbst> this also fixes some old bugs we never got fixed :O
<karolherbst> so maybe it was a good thing it broke so generally
<bbrezillon> danvet: I skimmed through your "drm/sched" series at all panfrost changes look good to me, but you already had Steven's R-b, so I'm not sure mine is super useful
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<glennk> anyone else bumped into libclc.pc having incorrect include/libexecdir paths?
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<pepp> karolherbst: is there a CAP describing this? (the display list code could be adapted to avoid uploading the IB to the GPU in this case)
<karolherbst> pepp: that was removed
<karolherbst> I think...
<karolherbst> let me see
<karolherbst> pepp: anyway, maybe it makes sense to add a CAP for that now or maybe there never was.. not sure
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<karolherbst> ehh.. how can I launch csgo from the command line? I need to debug it and gdbserver is so slow it's no fun
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<HdkR> karolherbst: There's a couple of ways you can launch it with gdb
<HdkR> Easiest way is likely just changing the launch arguments in steam to `DEBUGGER=gdb %command%` and launch through steam. It'll then be captured in gdb inside your terminal
<alyssa> cmutt
<karolherbst> HdkR: huh? mhh
<karolherbst> interesting idea
<HdkR> This only works in this regard because the csgo launch script understands that environment variable
<karolherbst> yeah, I know
<HdkR> Wrapping other games now can be a bit of a pain since Steam now sticks a "reaper" process between steam and the game launch. So you can't do game args as just `gdb --args %command%` anymore. It'll just capture the reaper program instead
<HdkR> Not sure how to get around that one
<karolherbst> HdkR: most games have shell wrappers anyway
<karolherbst> HdkR: edit those shell wrappers? :p
<HdkR> For those ones yes. I have quite a few games that just launch eg `dowser` which is an elf, and if you rename it to insert a script then it gets angry
<karolherbst> ahh
<karolherbst> ...
<karolherbst> HdkR: "DEBUGGER=gdb /home/whatever/scripts/your_awesome_steam_gdb_script %command%"
<karolherbst> maybe like that
<HdkR> Hm. Maybe, I'll have to try something like that
<HdkR> No wait, that would still capture reaper
<HdkR> ...I think
<karolherbst> reaper should be on the outer side
<karolherbst> what is reaper doing anyway?
<HdkR> It's a lightweight application that is doing `prctl(PR_SET_CHILD_SUBREAPER)` to capture things trying to unparent themselves
<karolherbst> ahh
<HdkR> Fairly new thing. Was surprised when I noticed it just working under FEX :D
<HdkR> "What is this new process stealing 128TB of VA?"
<karolherbst> I guess game launchers to the unparent stuff like origin and so on?
<karolherbst> *do
<karolherbst> but that's usually wine domain
<HdkR> I think the main thing that happens is an application's parent thread crashes, leaving some child processes that were reparenting to init and Steam couldn't track them anymore
<karolherbst> mhh
<karolherbst> maybe that as well
<HdkR> Which I've seen happen all the time with steamwebhelper crashing. Maybe it needs to be wrapped in the reaper as well :P
<karolherbst> :D
<karolherbst> okay nice.. I can even launch games thoruhg ssh :)
<HdkR> With x forwarding or something?
<karolherbst> nope
<karolherbst> just "DISPLAY=:0 steam 'steam://run/730'"
<HdkR> oh right
<karolherbst> and in the second shell I launched steam and get my gdb console :)
<karolherbst> I only have one mouse/keyboard pair, but with multiple connection profiles. so I just wanted to remove the step of having to use the mouse on the other machine and stuff
<HdkR> Not sure if there is an easy way to set launch options without the GUI
<karolherbst> well.. changing the options isn't the issue, so much I can do without it getting annoying :D
<karolherbst> relaunching games is just annoying
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<alyssa> Incidentally I had a nightmare last night involving the Utgard renderer state word from lima
<alyssa> anarsoul: ^^
<HdkR> That's a horror
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<karolherbst> HdkR: whelp... it messes up stdin :/
<HdkR> oh, hah.
<karolherbst> but it seems like the first launch is _okay_
<karolherbst> so worst case I just retart steam
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<karolherbst> HdkR: turns out.. my high CPU usage under gdbserver might be my fault afterall :D
<karolherbst> but this way I can actually restart the app from within gdb
<HdkR> oops?
<karolherbst> well...
<karolherbst> gdbserver makes it worse
<karolherbst> but I also use very annoying breakpoints
<karolherbst> I get like 5 fps, with gdbserver I got like 5 spf
<imirkin_> admittedly it's a GeForce 6200, so...
<karolherbst> ehh no
<karolherbst> it's on a gm206 now :)
<karolherbst> I have a conditional breakpoint in a function which should get called like millions of times per frame or so...
<karolherbst> :D
<HdkR> oh jeez
<karolherbst> maybe not that often.. but a lot
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<karolherbst> :O
<karolherbst> :)
<karolherbst> :O
<jekstrand> karolherbst: What? It's indented? How do I do that?
<karolherbst> I have no idea
<karolherbst> :O
<karolherbst> it just started to look like that
<jekstrand> Nice!
<jekstrand> If you ever figure out what you did, let me know.
<jekstrand> Or maybe you just updated GDB?
<karolherbst> I guess google knows
<karolherbst> HdkR: :D
<danylo> `set print pretty on` ?
<karolherbst> danylo: that seems to be it
* karolherbst opens .gdbinit...
<karolherbst> :D
<karolherbst> maybe there is a shortcut I pressed by accident or so
<jekstrand> my .gdbinit appears to be python
<karolherbst> it is
<karolherbst> gdb.execute('set print pretty on')
<jekstrand> Ah
<karolherbst> I have asan and tsan helpers :)
<karolherbst> there might be a more python like way of setting such options, but in doubt use gdb.execute :D
<HdkR> inside gdbinit you don't need to do gdb.execute for set
<jekstrand> One of these days, I'm going to write a NIR extension for gdb
<karolherbst> well, if it's python you have to
<karolherbst> jekstrand: :D
<HdkR> I just have two set lines which seems to work for me?
<karolherbst> HdkR: sure, but I and I guess jekstrand as well, have python scripts for .gdbinit
<jekstrand> HdkR: Mine starts with "python" so maybe it checks for that and decides whether to handle it as an ini file or a python script?
<karolherbst> yeah
<jenatali> Does GDB do NatVis or is that only VS/WinDbg?
<HdkR> ah
<jekstrand> jenatali: GDB has python-based extensions which can give you better pretty-print of stuff.
<jenatali> Ah looks like someone wrote an extension for parsing natvis, that's cool
<jekstrand> jenatali: Qt has support for it so all their base container types print nicely.
<jekstrand> UE4 also has extensions, aparently.
<jenatali> Yeah, on the Windows side of things, WinDbg can do C++ and Javascript extensions, and VS has its own extension mechanism, but they both now also support NatVis, which is an XML pretty-print description
<jenatali> The nice thing about NatVis is that you can embed it in your code's debug symbols and the debugger will automatically load it
<jekstrand> Oh, that's neat
<jenatali> So if I was being selfish I'd say we should do NIR debugger pretty print stuff in that so we can share it cross-plat :P
<jenatali> But if it's not well-supported by gdb it's probably not the right thing to do
<jekstrand> Yeah, I doubt natvis would get enough use that people would notice when it breaks.
<jenatali> Too bad
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<anarsoul> alyssa: hehe, is it that different from later malis? :)
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<alyssa> anarsoul: the rsw/rsd gets redesigned every gen
<alyssa> valhall finally threw it out
<anarsoul> so what kind of descriptor is it in valhall? :)
<alyssa> split up into like 6 descriptors
<alyssa> shader program desc, depth stencil desc, ...
<alyssa> each desc locally looks like bifrost/midgard/utgard though :-p
<anarsoul> I guess few more gens and they will reintroduce rsw
<anarsoul> and the circle of gpu designs gets closed :)
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<alyssa> dschuermann: Does NIR have a pass to shrink the load in "vec4 foo; .... foo.y" to load 32-bits (&foo + 4) instead of 64-bits &foo and then swizzle the y?
<alyssa> opt_shrink_vector in the other direction, I guess
<jekstrand> alyssa: We have an intel-specific pass: brw_nir_lower_mem_access_bit_sizes().
<jekstrand> alyssa: I don't think there's a super-generic one.
<jekstrand> The brw_nir_* pass does have some cleverness that could probably be turned into something generic, though.
<alyssa> jekstrand: Gotcha.. I see `load_offset` in there, am I missing out on NIR for that too?
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<alyssa> I see both global_constant and global_consant_offset so I guess we don't have global_offset
<alyssa> (both valhall and agx let you add a constant offset with global load/store ... I could scalar_chase through 64-bit iadds at codegen time but that seems uncomfortable)
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<jekstrand> alyssa: There's a load_global_constant_offset() which uses a 64+32 address format.
<jekstrand> We get some small benefit from using that
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<dcbaker> alyssa: I had to pick over your "pan/mdg: Garbage collect silly quirk" to get jekstrand's "nir/lower_tex: Rework invalid implicit LOD lowering" to compile on 21.2, is that okay?
<alyssa> dcbaker: Those two commits should be squashed together, we realized it was cherrypicked incorrectly when marge was about to merge it
<alyssa> and didnt' think of implications for stable
<dcbaker> no worries, it was easy enough to figure out, I just wanted to make sure there wasn't some bigger rework I was missing
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<alyssa> no, pan/mdg was just my fix for jekstrand's patch
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<zackr> i had to cherry-pick a fix to drm-misc-next-fixes and during dim push it apparently didn't apply cleanly to drm-tip and broke it. it's resolved and it was broken for only about a minute, but just in case any CI's catch it my apologies
<alyssa> jekstrand: load_global_constant_offset() seems to be a flavour of load_constant
<jekstrand> alyssa: It is
<alyssa> emersion: uhhh
<alyssa> emersion: i thought i already acked that
<emersion> alyssa: you R-b it, but making sure you're fine with me pressing the button
<alyssa> or do you need push access?
<alyssa> yeah of course
<emersion> cool, thx!
<alyssa> "yssa , could you assign the merge-bot?" Oh, oops, I didn't see that
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<jekstrand> Why is chanserve re-topicing all the channels?
<alyssa> jekstrand: So we don't forget what to talk about? 😋
<jekstrand> lol
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<HdkR> Now thems some problems!
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<kisak> so, rolling restart of the servers?
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<sarnold> re-hubbing the EU servers
<sarnold> we can do quiter replacements of leaves but hubs are harder :(
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