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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<imirkin> is it legal to not bind an attribute to a (vertex) shader input?
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<HdkR> imirkin: Yes, you'll then get default values which are defaulted to vec4(0, 0, 0, 1)
<HdkR> I believe you can change that default value with the non-array attribute value functions? glVertexAttrib?
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<imirkin> HdkR: and then the million dollar question ... how does that come through gallium? :)
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<HdkR> imirkin: No idea :D
<jekstrand> imirkin: Magic!
<imirkin> basically i'm questioning the current handling of double-slot attribs
<imirkin> since it's based on the list of vertex bindings
<imirkin> and the list of shader inputs
<imirkin> which might not be the same list.
<imirkin> but perhaps the list of vertex elements is guaranteed to match what's in the shader, and then it's all fine
<jekstrand> imirkin: It looks like iris will do 0, 0, 0, 1 if you give it PIPE_FORMAT_NONE
<jekstrand> But I don't know if that's intentional behavior or not. It also wouldn't have correct int vs. float behavior
<imirkin> also that relies on the element being there, i guess? i need to re-check how all that stuff works, it's a bit abstract in my memory
<imirkin> for some reason it's a bit of gallium that never sticks -- i re-learn it every time i have to deal with some new and improved bug
<imirkin> and then promptly re-forget
<imirkin> time to do that again, i guess
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<mareko> imirkin: it's guaranteed to match the shader
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<mareko> imirkin: radeonsi rejects draw calls where num_inputs > num_velements
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<mareko> because we would hang otherwise
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<imirkin> mareko: ah ok, cool
<imirkin> mareko: so on binding a new shader (e.g. one with explicit locations set), a new list of vertex elements is generated?
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<alyssa> 16 files changed, 179 insertions(+), 65 deletions(-)
<alyssa> on one hand this seems excessive to sneek into 20.3
<alyssa> otoh this is... essentially entirely obscure bug fixes that /do/ need to be backported...
<alyssa> 4 distinct bugs fixed here relating to AFBC.
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<alyssa> 21.3, sorry
<kisak> sneaking anything into 20.3 at this point is excessive :P
<alyssa> kisak: pandemic isn't over yet! :-p
<alyssa> it will still be 2020 until the mask mandates get lifted :-p
<alyssa> we are all in 2020 on this blessed day
<kisak> when mesa 20.14 is released I guess I'm buying the alcohol
<alyssa> lol
<kisak> joke aside, any bugfixes that make your life a little easier should definitely land in stable releases, especially 21.3 since it's still in pre-release testing
<alyssa> yeah, this MR was supposed to go in before the 21.3 branchpoint but then uni deadlines happened
<alyssa> (Fix a bunch of bugs affecting systems on 21.2, and then "just" delete some code to make the newer systems significantly faster)
<alyssa> Read: major optimization got disabled in 21.2 but only on the architecture we do CTS runs on ;-)
<alyssa> tomeu: also added Piglit to our CI so now I'm forced to not break piglits, and the "turn the opt on" MR found a bunch of piglit regressions (even once CTS was clean) that presumably affect the older hw shipping in prod now...
<alyssa> tomeu: how could you ;-p
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<HdkR> Does anyone have a CPU profiling tool that can collapse duplicated symbol names? I find that perf top just..doesn't
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<mareko> imirkin: yes
<alyssa> ....Yikes.
<alyssa> Gallium allocates a resource as PIPE_R16G16B16_FLOAT
<alyssa> It then creates a surface with that resource interpreted as PIPE_R16G16B16X16_UNORM and renders to it.
<alyssa> => MMU fault.
<alyssa> (in piglit ./bin/arb_texture_view-rendering-formats)
<alyssa> PIGLIT: {"subtest": {"render to GL_RGB16F as GL_RGB16" : "fail"}}
<alyssa> on a driver that has RGB16F renderable but RGB16 not
<alyssa> which is admittedly a stupid thing for a driver to advertise, heh
<alyssa> oh but mesa/st actually asks for RGBX_UNORM16 for GL_RGB16. uh.
<alyssa> (Admittedly also a
<alyssa> stupid test/spec)
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<alyssa> freedreno solves this by not allowing rendering or sampling for any 48-bit formats.
<alyssa> ("solves", but if it passes the tests..")
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<imirkin> alyssa: you should assume that RGB formats don't work
<imirkin> no hardware supports them, so the software isn't ready for it either
<alyssa> imirkin: Got it.
<alyssa> our hw 'can' support them but I am totally good with "just don't advertise support" as a solution
<imirkin> yeah, same with adreno hw
<imirkin> which can texture but not render
<imirkin> but at that point, you run into problems of "i allocated a texture, and expected GL_RGB16 to be renderable, whaaaa"
<mareko> npot bpp screws up tiling
<alyssa> imirkin: yep yep
<imirkin> yeah, there are practical reasons why it's not a good idea either :)
<alyssa> mareko: the mali hw can chew through it. I shudder to imagine the perf implications
<imirkin> RGB32 is supported for PIPE_BUFFER only
<imirkin> and i suspect someone at some point has made RGB8 semi-work
<mareko> a pixel of npot bpp can also straddle 2 cache lines, which I can imagine would be pretty annoying from the hw design perspective
<alyssa> at any rate this is unrelated to my AFBC issues :|
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