ChanServ changed the topic of #dri-devel to: <ajax> nothing involved with X should ever be unable to find a bar
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<pq> haasn, by "exact opposite" do you mean always "array of bytes" or something else? If array-of-bytes, it simply cannot represent any non-8-bit pixel formats which will only become more and more important in the future, e.g. 10 bits per channel. I suppose it will fall into the same inconsistency then as OpenGL, picking the problems of all format conventions.
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<pq> karolherbst, ISTR complaints in the past about Xwayland breaking lwjgl because the names for video modes didn't quite match the strings that Xorg used. Or maybe it was between Xorg video drivers... anyway, yeah, they at least used to do the bad thing.
<pq> haasn, anyway, the link you got to the pixel format guide or what was it called should be helpful. It's not only docs, but a tool you can use to translate from one format definition to another.
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<hch12907_> karolherbst: Hyrums Law strikes again! :P
<hch12907_> "all observable behaviors of your system will be depended on by somebody"
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<karolherbst> pq: it seems like that there are some games shipping only the java stuff and not the linux native binaries :/
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<karolherbst> or maybe it's a very old lwjgl
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<haasn> pq: no, it's reversed in the sense that it calls "rgb" what drm calls "bgr", for both packed and non-packed formats
<haasn> e.g. my rgb565 is DRM's bgr565, my rgb8 is DRM's bgr8
<haasn> I like my convention because it's consistent with memory order for byte-aligned formats and it's also consistent with little endian conventions
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<emersion> haasn: that doesn't seem right
<emersion> haasn: maybe have a look at the memory layout for DRM_FORMAT_RGB565 in https://afrantzis.com/pixel-format-guide/drm.html
<emersion> if your convention does not depend on system endianness, then you won't have an equivalent for DRM_FORMAT_RGB565
<mlankhorst> danvet: drm pull window is closed now right?
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<kusma> jenatali, daniels: Seems like we have an odd regression in the D3D12 driver on CI, that's causing some merge-grief for me... Two primitive-id-restart tests has started failing on CI, but since last time they passed, I can't see any relevant or suspicious changes...
<daniels> kusma: until we figure it out the right thing to do would just be to add it to skip/flake
<daniels> has the container been rebuilt recently? maybe we've got a new WARP?
<kusma> daniels: Good question... How do I check? :)
<kusma> The test doesn't seem to be a flake; re-running produced the exact same two failures.
<daniels> if you hit complete raw on the logs, the first couple of lines tell you which image it's using - which is the same here
<daniels> so it's not that, must be something in mesa itself
<kusma> Oh, OK.
<kusma> daniels: The only change between those two commits that isn't to unrelated drivers or platforms, is the change from my MR itself... But that makes very little sense to me, as we're not checking for point_tri_clip in the D3D12 driver, and we're not using the draw-module's clipper either...
<kusma> So, a change to mesa also doesn't seem right to me. Which leaves "it's ghosts" as the only viable option, I think.
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<HdkR> Ghost busting time
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<kusma> Yeah, now I also see it failing for another, unrelated MR: https://gitlab.freedesktop.org/mesa/mesa/-/jobs/12801288
<kusma> So, something broke. And I have no clue what ๐Ÿ˜“
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<jenatali> kusma: Could be something regressed it but didn't run those tests somehow?
<kusma> jenatali: Doesn't seem like it.
<jenatali> I'd expect anything that could regress it to run those tests before merge, but maybe not?
<kusma> As I said, there's seemingly no relevant changes between the last passing and the first failing commits. I'm trying to re-run the CI for the last passing commit now...
<kusma> Yeah, re-triggering it failed also: https://gitlab.freedesktop.org/mesa/mesa/-/jobs/12802006
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<kusma> So... Something outside of mesa has somehow regressed this.
<jenatali> :O
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<HdkR> Did the CI machine get hit with a Windows Update? ;)
<jenatali> That's the only explanation I can think of, but I don't think we would've pushed out any updates to this version of Server for WARP or D3D that would only impact primitive restart for line loops
<jenatali> Definitely ghosts
<jenatali> kusma: I guess let's just update the baseline for now to unblock people. Want to do that or want me to?
<kusma> Yeah, probably the right option. But ugh, trying to run this on Windows 11 shows that all primitive-id-restart tests fails to compile and validate the shaders...
<kusma> (pso is NULL)
<kusma> So it would seem like the validator has gotten stricter at some point, at least.
<jenatali> kusma: Oh wait... this is a change from an expected fail to a pass
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<kusma> Is it? I can't read these diffs...
<jenatali> The index.html uploaded from a failing log has it passing: https://mesa.pages.freedesktop.org/-/mesa/-/jobs/12801302/artifacts/summary/index.html
<kusma> Uh, yes.
<kusma> That's... I guess even more bizarre. Especially since I'm seeing these tests fail on Win 11 :P
<kusma> But, uh, somehow also good-ish? :P
<jenatali> Yeah. Let's just update the baseline and hopefully the ghosts don't flip-flop it back to broken at some point down the road
<kusma> Sure..
<kusma> BTW, it seems the error I'm getting is about a stream-output declaration element's semantic missing from the output signature.
<kusma> I'm a bit confused, as these tests are about primitive-restart, I'm confused why they use stream-out. But oh well.
<kusma> I did notice recently that we only ever declare outputs for a single output stream, that might be related.
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<jenatali> kusma: FWIW with my Win11 build, and an old version of Mesa I see those two line loop tests failing
<jenatali> Let me give it a quick rebuild and see if that fixes it...
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<kusma> Hmm, I might not be running on WARP, maybe that affects the code-path?
<kusma> Yeah, that made a difference.
<jenatali> Huh that's something we should dig into more ;)
<jenatali> The failure that seems to have disappeared is reporting too many primitives from a pipeline stats query apparently
<kusma> Aha, so we have some ghost primitives!
<jenatali> Huh... after a rebuild from main I reproduce that they are in fact fixed...
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<kusma> Uh, that's strange.
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<kusma> Especially since the CI showed them as passing and failing on the same commit...
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<jenatali> Which commit were you re-running?
<kusma> 4d9acfa5331be6140e84badff7a232dbf07b69b4
<jenatali> Definitely ghosts...
<jenatali> I'm doing a bit of a manual "bisect" to see if I can find a commit where it starts failing for me, and I'm already back a week and it's still passing
<kusma> Heh..
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<jenatali> Yeah I made it back to July and the test is still passing... I have no idea what happened but I'm just going to update the baseline
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<jenatali> I wonder if it's a combination of an underlying Windows Update plus a Mesa change somehow
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<danvet> mlankhorst, I'm assuming so
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<kusma> jenatali: For me, there's no amount of going back in time that fixes the issue...
<kusma> (or, introduces the failure on Win11)
<jenatali> kusma: weird...
<kusma> I mean, I "only" went back as far as first commit to the d3d12 driver after the upstreaming, but I doubt that makes a huge difference...
<kusma> before that, it gets a bit tricky to bisect etc
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<jenatali> Guess it is an external fix then. Oh well
<kusma> Yeah, I'll buy @daniels' "something change on the hosting end" explanation, even though I'm very much unhappy about it ;)
<pq> haasn, there are no non-packed formats in DRM. And rgb565 cannot be mapped to bgr565 by just byteswap or changing the array-of-bytes vs. bits-of-word.
<pq> haasn, if you byteswap rgb565, you get g3b5r5g3. Similarly for bgr565. Maybe you have a channel-order-reversal going on that is mistaken about pixel formats?
<pq> haasn, as said, an array-of-bytes representation convention cannot describe many of the pixel formats. 8 bits per channel is really just an unlucky special case, because it is the only set of formats that allows swapping a format code for another by simple (endianess) byteswap.
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<emersion> i'd describe it as a *lucky* special case :P
<danvet> airlied, jekstrand: kรถnig pushed it to drm-misc-fixes
<jekstrand> k
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<MrCooper> the order in which colour format components are written vs their order in memory / in a word is technically convention as well
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<alyssa> Context A writes to resource R, but does not flush it.
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<alyssa> Context B does a CPU read of resource R, forcing a flush.
<alyssa> Which context submits the work? Visible in the syncobj exposed from fence_create.
<alyssa> Or... neither?
<alyssa> Oh wait. fence_create is a panfrost internal thing used to implement flush(), not gallium. my bad.
<jenatali> alyssa: Are these two contexts on the same thread? Switching contexts should flush
<jenatali> If they're on separate threads... how did the app synchronize them?
<alyssa> jenatali: Two contexts on two threads.
<alyssa> and I don't know, I don't have an app in mind. Just have discovered that multithreading is very badly broken in panfrost and i'm trying to figure out how to fix it without locking literally everything
<jenatali> Oh, that just sounds invalid then
<alyssa> Hmm?
<zmike> > wolfenstein: the new order has entered the chat
<alyssa> /kick wolfenstein: the new order
<alyssa> jenatali: can i RiiR panfrost
<alyssa> memory safety is easy, thread safety is where it's at >_>
<jenatali> Uh RiiR?
<alyssa> jenatali: rewrite it in rust
<jenatali> Oh hah
<jenatali> Yeah ok
<alyssa> kinda debating switching from gcc to clang specifically for https://clang.llvm.org/docs/ThreadSafetyAnalysis.html
<alyssa> robclark: ^
<robclark> alyssa: I'm a fan of the thread safety annotations.. esp when you do threaded-context.. I do end up building with both clang and gcc (but mostly clang.. which is also what CrOS uses)
<alyssa> robclark: Ack..
<alyssa> My brain is turning into mush trying to understand this race.
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<jekstrand> LOCK ALL THE THINGS!!!
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<alyssa> * jekstrand has entered the chat
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<idr> So... make check fails in xmlconfig tests. :(
<idr> ../../SOURCE/master/src/util/tests/xmlconfig.cpp:97: Failure
<idr> Which is: 0
<idr> Expected equality of these values:
<idr> driQueryOptioni(&options, "vblank_mode")
<idr> 2
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<anholt_> it's passing in CI. Perhaps you have an env var set that's throwing it off?
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<idr> hrm...
* idr digs...
<imirkin> could be a LANG issue
<imirkin> (or one of its LC_* friends)
<idr> Interesting... the script I was using does set vblank_mode=0 at the top, but it has been like that since at least 2018 (because that's when I started tracking it with git).
<idr> And that matches the error.
<idr> Was that test added recently(ish)?
<idr> September 2020... that's... plausible.
<idr> I can definitely change my script, but that's an unfortunate way to make a unit test fail. I'm surprised nobody encountered this before.
<alyssa> ok, new plan -- easiest possible approach to make helgrind shut up, get the test to pass, and move on with the CTS go gogogo
<imirkin> someone who knows something about EGL and external images should have a look at https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12383
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* emersion looks
<ajax> the argument sounds right at least
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<alyssa> PSA: if your driver uses batch tracking and is not freedreno, it's broken..
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<imirkin> solution: rename your driver to freedreno, and all will be well
<alyssa> imirkin: Good plan ๐Ÿ‘
<jenatali> Is "batch tracking" an algorithmic approach or a utility library?
<alyssa> jenatali: Approach, I guess.
<alyssa> not flushing during set_framebuffer_state(), tracking dependencies of everything, and flushing only when needed
<jenatali> Got it
<robclark> jenatali: its the thing tilers need to do when apps do silly extra framebuffer switches (like at one point in time, stk would cycle thru all it's fbo's clearing them at the start of the frame)
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<jenatali> That makes sense
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<alyssa> oh and seqnums can overflow .. right ...
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<alyssa> and i've just introduced a deadlock. ugh...
<alyssa> helgrind is help
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<mattst88> anyone have any alternative suggestions for solving this MSVC compile error?
<mattst88> I just dropped the parens around the initializer, which allows me to pass a struct {...} initializer directly, but I find it a bit distasteful
<mattst88> I wish MSVC had statement expressions
<jekstrand> mattst88: ugh
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<mattst88> indeed
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<jekstrand> mattst88: Best suggestion would be wrap the whole u_dynarray_append in another macro. Something like this maybe? #define SET_EXPECTED(...) do { result_type res = {{ __VA_ARGS__ }}; u_dynarray_append(&expect, result_type, res); } while (0)
<mattst88> jekstrand: yeah, that seems reasonable
<mattst88> I'll give that a go
<jekstrand> You've basically built a meta-language so obviousness is already kind-of out the window
<mattst88> heh, yeah
<jekstrand> mattst88: Your use of overloading >> is simultaneously one of the best and worst uses of C++ operator overloading I think I've ever seen.
<mattst88> lol :)
<mattst88> yeah, for just about anything else I would *hate* it :)
<mattst88> I briefly tried to overload -> so I could basically just drop in a dot graph, but C++ (reasonably) requires that overloaded -> must still return a pointer to a member field :)
<ajax> i wish mesamatrix knew that there were gl versions before 3
<jekstrand> mattst88: Yeah, I thought about that too. :)
<ajax> anyone know what big-gl version you get on v3d?
<imirkin> ajax: i made this a long while ago, but it became too painful to maintain: https://people.freedesktop.org/~imirkin/glxinfo/
<imirkin> the trick was sourcing the actual data
<ajax> yeah
<ajax> no new drivers without enough drm-shim that you can fake out glxinfo
<ajax> new rule
<imirkin> well, drm-shim didn't exist at the time
<imirkin> (you can guess when i made it based on the versions available...)
<ajax> sure, not blaming you there
<ajax> looks like 2.1 is my answer
<imirkin> surprising that v3d doesn't have at least GL 3.1
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<ajax> this in re !12006 where i have to be Very Careful about which error i generate because glx is awful
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