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<alyssa> ...Okay, why am I getting crtc_state->mode that isn't drm_mode_equal to anything I specified in get_modes ...
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<alyssa> I guess I need to be using mode_valid or something
<alyssa> (but only with Xorg)
<vsyrjala> get_mods is just so you can report a "these are somewhat guaranteed to work" mode list to userspace. but userspace is free to ignore those and pull a mode out of a hat
<alyssa> Awful. thanks.
<alyssa> so I need mode_valid regardless
<alyssa> (relatedly, why does Xorg default to 1024x768 on my 4k monitor? actually I'd rather not know)
<imirkin> alyssa: 1024x768 is the default resolution for kms too
<imirkin> (can anyone even imagine a resolution larger than 1024x768?)
<vsyrjala> no. vesa says we should default to 640x480
<alyssa> "Refresh rate 289.73 Hz" ... ok I'm going to need to debug that too. fun.
<imirkin> i mean, there's VGA (640x480) and SVGA (800x600), so 1024x768 must be even more super than super-VGA
<imirkin> how much more super do you need it??
<alyssa> ultra-VGA
<imirkin> you joke, but all these various names have increasingly ludicrous names
<vsyrjala> wyxzsvga
<imirkin> these various *modes*
<alyssa> extra-VGA
<alyssa> uber-VGA
<alyssa> mega-VGA
<imirkin> basically. but they like to combine the words together
<imirkin> so not as straightforward :)
<imirkin> 1920x1200 = WUXGA. lol
<alyssa> "Widescreen Super Extended Graphics Array Plus"
<alyssa> 1680x1050. so super extended plus
<imirkin> not to mention widescreen
<imirkin> XGA is 1024x768 :)
<imirkin> someone had a good time putting that table together
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<alyssa> okay why does modetest think thi has a refresh rate of 60 kHZ and not 60Hz
<imirkin> stuff is in khz
<imirkin> so make sure your math takes that into account
<alyssa> uhhhhh alright
<alyssa> in that case I guess I found a bug in drm simple-framebuffer
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<imirkin> unlikely...
<imirkin> when i said "stuff" i meant more like pixclk
<imirkin> which is part of the modeline
<imirkin> obviously vrefresh is not in khz
<imirkin> in fact that might be in milli-hz
<vsyrjala> there is no vrefresh
<imirkin> not anymore :)
<imirkin> _someone_ deleted it
<imirkin> but presumably there's still a helper which computes it
<vsyrjala> yeah. that's in hz
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<alyssa> imirkin: drm simple fb does 'clock = width * height * 60'
<alyssa> which is wrong, then. would give a refresh rate of 60khz
<jenatali> I'd buy that monitor
<alyssa> jenatali: sounds like driver hell
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<imirkin> alyssa: ah, that does sound off
<imirkin> jenatali: and then complain that you can't get 4k@60*k*hz? :)
<jenatali> Yep exactly
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<Kayden> is there a way I can download the kernel images used in the gitlab CI?
<Kayden> in the logs for my failing run I'm seeing kernel stack traces about not being able to allocate pages
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<emersion> does somebody need a drm-misc review for something?
<emersion> i need one, and would like to trade
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<gawin> in case of nir optimizations how do you test/deal if there's overflow?
<gawin> for example sqrt(a) < x can be converted to a < x * x, but what x * x gonna be inf or int overflow?
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<JoshuaAshton> gawin: then a would already be inf or overflowed
<gawin> wait, maybe I explained this in wrong way
<gawin> `if (sqrt(a) < x)` can be converted to `if (a < x * x)`
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<gawin> overall, but doesn't work if x is represented by finite number of bits like in IE754
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<gawin> so the question is: how to use this optimization in a safe way with NIR?
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<alyssa> gawin: 1. you don't
<alyssa> 2. if you do you mark it inexact with a ~ at the start so it doesn't apply to spir-v that needs correct numerical behaviour, but still applies to opengl which already has broken numerical support so doesn't mind
<alyssa> (('~flt', ('fsqrt', a), b), ('flt', 'a', ('fmul', b, b)))
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<gawin> thanks, now I think I understand
<gawin> inexact optimizations like this are wanted in mainline code?
<daniels> Kayden: ofc
<alyssa> gawin: meh, opinions may vary
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<alyssa> this is really the sort of optimization the app should be doing itself since it's unsafe for the compiler
<daniels> emersion: empty leases? I'll swap you that for us metaphorically locking ourselves into a room until we come out with dmabuf-hints :)
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<daniels> Kayden: the job definition at https://gitlab.freedesktop.org/kwg/mesa/-/jobs/13875937#L40 gives you the url to the kernel & base rootfs which you can pull directly
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<FLHerne> I thought nir had some range analysis, so the compiler might know that x can't overflow
<FLHerne> or is that only used for loops?
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<pendingchaos> mostly comparing a value with zero
<pendingchaos> limited range analysis
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<Kayden> daniels: awesome, thank you
<daniels> Kayden: np!
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<daniels> Kayden: it's a bit intimidating at first, but after a while you're Keanu Reeves
<daniels> Kayden: another thing which is helpful to walk back is to go to the pipeline view, select the 'job dependencies' view, then enable 'show dependencies'
<daniels> you ... might need a rather tall monitor, but it can be helpful to trace back how the jobs flow into each other
<Kayden> ah, yep, I did that earlier
<Kayden> it's a pretty nice feature :)
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<emersion> daniels: ahah, alright! lemme read again the pending items in the protocol MR
<daniels> emersion: <3
<daniels> emersion: I'll have a quick pass this afternoon in between other stuff, but will have to be during the weekend for a longer/dedicated review
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<nroberts> lynxeye, I wonder if you have any thoughts on this MR https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12869
<nroberts> I am asking because I think you added a call to screen->resource_changed for imported EGLimages https://gitlab.freedesktop.org/mesa/mesa/-/commit/501d0edeca321637b20a0ad1b9d476e6919131c3
<nroberts> but as far as I can tell, unlike with GLX, EGL doesn’t need to rebind the texture if it detects damage on the pixmap (although to be honest I’m not 100% sure…)
<nroberts> so maybe calling resource_changed doesn’t make sense?
<nroberts> in v3d it currently does a similar thing with a shadow texture and it just updates it whenever the texture is used, regardless of whether resource_changed is called
<nroberts> I think that is probably technically more correct for EGL, even though it is really inefficient
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<tlwoerner> mripard: your xdc talk was very interesting!
<tlwoerner> mripard: i want to point out that yocto has a recipe for igt-gpu-tools, so if you're using yocto to build your images, cross-compiling igt is trivial
<tlwoerner> mripard: yesterday, for fun, i built and ran igt-gpu-tools-tests on ~half-a-dozen boards
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<tlwoerner> danvet: recovation?
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<Kayden> anholt_: so I was finally able to reproduce some failures on the dEQP multithread tests on my local Apollolake. The tests run for 10 seconds and if they haven't finished, they assert fail the dEQP process out of existence.
<Kayden> anholt_: I'm pretty sure that my patch is causing some of these to go from 9.9s to 10.1s or something silly like hat
<Kayden> not because it's doing anything less efficient, but just because Things Have Changed in the driver
<anholt_> Kayden: which set of tests is that?
<anholt_> (can I get a regex?
<anholt_> by assert fail, I think you mean the "dEQP error: what(): Runtime check failed: '!m_requiresRestart' at teglGLES2SharingThreadedTests.cpp:2271"?
<Kayden> Yeah
<Kayden> dEQP-EGL.functional.sharing.gles2.multithread.*
<anholt_> that seems to be one of the classes of failure in your log
<Kayden> Yeah, that's based on a "Didn't finish in 10 seconds" check
<anholt_> the other is the multithread test just segfaulting
<Kayden> I haven't been able to reproduce that yet
<Kayden> I suppose I can raise the timeout locally and keep poking at it
<Kayden> obviously can't use valgrind because, well...slow...so timeouts
<anholt_> can I see a job log where you split reset tests out?
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<Kayden> that's one where I just blacklisted reset tests - I think we probably ought to do the freedreno trick for a proper solution, but I hadn't typed that up yet
<anholt_> if you crash, you probably don't have qpa contents
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<anholt_> also, things that aren't dEQP-GL* or VK* are not great at logging
<Kayden> right
<anholt_> but this case looks like just no test result
<Kayden> wondering if something about the way that it shuts down due to the m_requiresRestart timeout is causing it to skip that test and have no result
<Kayden> i.e. it's not getting run again or reported?
<anholt_> seems very likely
<Kayden> oh, also, I'm able to hit this timeout running dEQP-EGL.*multithread* in a single process non-concurrently.
<Kayden> so running a number of tests concurrently would probably make it even more likely
<Kayden> (it usually gets 2/3 of the way through the suite before hitting that, but...)
<anholt_> ok, so going back to your "just before the bad commit" pipeline (https://gitlab.freedesktop.org/kwg/mesa/-/jobs/13840609), your slowest test was 10 seconds before.
<anholt_> (but that was in parallel with GPU hang tests)
<Kayden> oh, cool, I hadn't spotted that
<Kayden> so that was just barely on the threshold
<Kayden> it seems like it's pretty random which tests end up hitting the timeout
<Kayden> I kind of hate using dEQP-EGL.functional.sharing.gles2.multithread.* as a skip regexp, since that could lose us a lot of coverage
<Kayden> maybe there's a way to speed these up...
<anholt_> in a quick test of an rgba8888_window one on freedreno, it looks like papercuts.
<Kayden> hmm, then again, dEQP-EGL.functional.sharing.gles2.multithread.random_egl_sync.textures.texsubimage2d.11 is taking 0.214s in a debug build here
<anholt_> yeah, I was looking at one of those here, too, also very fast
<Kayden> and that was the one that failed due to the timeout in my local run-all-the-multithread-tests run
<anholt_> and your slowest tests are now *really* slow
<Kayden> yeah, so, I'm kind of skeptical that any of these should be hitting the 10s timeout...that's pretty absurdly slow
<Kayden> some of them run a bit longer, and maybe with concurrency, but...still seems off
<danvet> tlwoerner, should get removed from program as soon as daniels gets around to this ...
<anholt_> Kayden: deqp-egl: page allocation failure: order:0, mode:0x800(GFP_NOWAIT), nodemask=(null),cpuset=/,mems_allowed=0 also in the log. so, are we leaking memory?
<Kayden> anholt_: I'm definitely not seeing that on my kernel, and yeah, the kernel backtraces are really concerning
<anholt_> unless contexts are tremendously heavyweight to allocate?
* Kayden looks for leaks
<Kayden> they shouldn't be - we allocate one per GL context
<Kayden> so this is just one more, total, across the entire app
<anholt_> ah, and a multithread test like this should already be many contexts. yeah.
<Kayden> also the fact that it's a kernel allocation failing is suspect
<Kayden> there have been kernel leaks relating to syncobjs in the past
<Kayden> but I think the version you have has the fixes that I'm aware of
<zmike> where does driconf matching against process name happen?
<anholt_> zmike: xmlconfig.c
<zmike> driParseConfigFiles?
<anholt_> Kayden: I feel like I kind of want to printf at screen create/destroy, and make sure that something about their multithread tests or something isn't making us leak screens
<anholt_> zmike: seems straightforward to trace what's happening from the process references in that file
<Kayden> good idea
<anholt_> really grasping at straws here, this is very strange.
<Kayden> bingo
<Kayden> iris_screen_create gets called for every test
<Kayden> iris_screen_destroy is never called
<anholt_> and no destroy?
<anholt_> rude.
<zmike> anholt_: it does, but somehow it's not working right for #5380, so I'm trying to figure it out
<anholt_> Kayden: I see matching create/destroy screen per test on freedreno
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<Kayden> Yeah, we have...refcounting that I don't really understand
<anholt_> hmm, that's surfaceless, though
* Kayden looks at it
<Kayden> wow, there's a lot of screen refcounting going on
<Kayden> wow
<Kayden> yeah, this is completely broken, glxgears isn't even freeing the screen
<anholt_> someone made manywin work? I thought we had collectively decided that manywin was Wrong.
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<Kayden> I want to say there was some Red Hat bug where some real app also hit the manywin problem
<Kayden> (which may also be the app being wrong, but alas)
<anholt_> does screen creation allocate a resource by chance?
<Kayden> yes
<anholt_> so you've got circular references
<ajax> manywin is definitely doing something insane.
<Kayden> hmm...maybe it doesn't, I should check that
<ajax> and yes, real app behaviour, that
<airlied> Kayden: yeah it allocs the workaround bo
<Kayden> that's what I was thinking of but it's not a resource
<Kayden> (I had patches to make it one, but those never landed)
<airlied> oh yeah it's just a bo
<anholt_> well, once Kayden allocates a context in the screen, that will definitely make some resources, right?
<Kayden> oh, yep, that's exactly what's happening.
<Kayden> screen -> aux_context -> u_upload_mgr -> resource
<anholt_> this encourages me to go get all of us asanned in pre-merge. would have led us to the answer much faster.
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<zmike> anholt_: !12982 if you get a min
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<Kayden> I could probably make resources for u_upload_mgrs or other internal allocations not ref the screen
<Kayden> or I could...make the screen record the refcount after aux_context creation, and have iris_pscreen_unref call iris_screen_destroy when it hits that number instead of 0. which is...super gross, but maybe the least likely to break in the future? :/
<anholt_> trusting aux_context to hold the same number of resources forever sounds very fragile
<Kayden> good point, it will accumulate more over time
<anholt_> using resources across screens sounds so incredibly invalid to me
<Kayden> I agree
<anholt_> like, if you want to make dri3 work for this, then dedup screen creation
<anholt_> I think you want the fd dedupe thing in freedreno_drm_winsys.c, then revert that.
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<anholt_> (or, to be more clear: I think you want to hoist that up to some common code used by the pipe loader because augh why are we all having to do this?)
<Kayden> apparently nouveau also refcounts their screens
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<jenatali> FWIW, in D3D-land we solve this with 2 refcounts - anything allocated by an app gets a public refcount which keeps the device (i.e. screen) alive, anything that might be owned by a screen/context gets an internal refcount which doesn't
<jenatali> Anytime the public refcount goes from 1 -> 0, we release the extra ref on the device, which can then cascade and clean up all the internal objects
<daniels> danvet: I’ve asked for it to be updated a few hours ago
<Kayden> dj-death: I remember we tried dedup'ing screen creation to solve the manywin problem...but I don't remember why we didn't do that or it didn't work
<Kayden> do you remember anything about this? it's been a year...
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<pcercuei> sravn_: could you merge the "yellow tint fix" patch? Otherwise just ack it and I'll merge it.
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<anholt_> bnieuwenhuizen, danylo: would be nice to get radv/tu acks on https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12967 -- jekstrand would like to merge this one soon
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<Kayden> anholt_: I'm a bit puzzled by the freedreno_drm_winsys code. fd_drm_screen_create take a file descriptor, "fd", and looks in the table for a matching screen. If there isn't one, it makes a new freedreno device which sets dev->fd = os_dupfd_cloexec(fd). It makes a screen with that dup'd fd. It then inserts the screen into the hash table...using dev->fd...the dup'd one...as the key
<Kayden> (there is a line, int fd = fd_device_fd(dev), which makes a local "fd" variable that shadows the function parameter "fd")
<Kayden> in other words...look up in table based on original FD...insert into table based on dup'd FD
<Kayden> how can lookup ever succeed?
<anholt_> Kayden: the trick is the hash key computation
<anholt_> util_hash_table_create_fd_keys does the thing you need
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<Kayden> oh, that's right.
<alyssa> seems.. magical.
<Kayden> right, the actual unix fstat and comparison of the fds is done in u_hash_table.c
<Kayden> I am becoming a fan of handling this in pipe_loader if only to try and eliminate how much baklava there is
<alyssa> anholt_: nice to see vulkan getting cleaned up :]
<Kayden> so many layers that all try and solve a problem and you can't tell what's happening without looking at all of them at once
<Kayden> and everybody's solution is a different homebrew layer combo
* alyssa should really stop her recursive procrastinating
<anholt_> Kayden: and for bonus points none of it's got a clear explanation of what the code does or why it's there in particular.
<Kayden> yes!
<Kayden> out of morbid curiosity, does manywin actually work on freedreno?
<Kayden> (for some definition of "work")
<Kayden> it seems like it ought to
<anholt_> looks like yes
<anholt_> complete with ubwc it seems
<Kayden> sweet
<anholt_> so, vulkan video extensions have been released, but there's no CTS for them that I can find?
<HdkR> Still provisional apparently
<bnieuwenhuizen> anholt_: provisional only, no? Or did they recently release the final spec?
<anholt_> ah, "provisional"
<alyssa> the CTS consists of watching the entirety of Star Wars on your driver, your boss can't argue with that
<HdkR> alyssa: What did I do to deserve this punishment? :(
<airlied> anholt_: there is an internal MR
<kisak> alyssa: Which one? -> The good one
<alyssa> HdkR: Did I say Star Wars? I meant the prequal.
<airlied> but for basics only
<ccr> not Lord of the Rings Extended Edition? :O
<airlied> anholt_: dm'ed it to you
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<Kayden> so many hours of panning footage of New Zealand
<Kayden> "I'm sorry but there was a blocky temporal artifact at 13 hours, 25 minutes, and 17 seconds, please try and reproduce"
<Kayden> :D
<Kayden> *throws driver into Mt. Doom*
<Sachiel> "And it doesn't happen when playing from the last keyframe, only when playing the whole thing from the beginning"
<ccr> :D
<HdkR> Reminds me of tracking down a crash that only occurred if you left the application running overnight
<HdkR> I don't want to do that again :P
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<robclark> Kayden: if it makes you feel better, I'm trying to track down a (seemingly kernel caused) iova fault that happens at a rate of once per ~1000 hrs ;-)
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<bnieuwenhuizen> robclark: how do you even debug that?
<ccr> gotta love issues like those. easily becomes a problem of proving if it's been even fixed afterwards.
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<robclark> bnieuwenhuizen: wait until series I just posted to add more smmu and pgtable state to gpu devcore dumps trickles out to enough users, and hopefully find a clue in crash.corp ;-)
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<Kayden> robclark: oh, man. that's the absolute worst
<robclark> I guess the glass-half-full side is that is the majority of our gpu crashes.. but yeah, I'm pretty puzzled over that and haven't been able to figure it out so far with the crash dumps we have
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<alyssa> once per ~1000 hrs means with 100k users you get hundreds per day I hope? 🤔
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<HdkR> Just need to wait until 1000 hours after the update rolls out ;)
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<robclark> alyssa: you might need to check your maths.. :-P
<Sachiel> looks like perfectly fine PM math to me
<robclark> lol
<alyssa> robclark: what am i supposed to be a math major here
<alyssa> ...wait do you mean it only occurs after 1000 hrs of /continuous/ use?
<robclark> not actually sure what you are majoring in (but then again I jumped around a few times before landing in CS)
<alyssa> not just randomly at an expected rate of once per ~1000 hrs?
<robclark> yeah
<alyssa> yikes T_T
<robclark> there is a CPMH metric.. crashes per million usage platform hours
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