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<airlied> FLHerne: yes preferably :-)
<airlied> but before the OOM killer gets it
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<airlied> hmm we can burn GL_APPLE_object_purgeable to the ground
<HdkR> It's just a hint right? Just ignore the hint? :D
<airlied> well no driver even tries to implement it anymore, so I think we can totally lose it
<HdkR> Sounds reasonable. Especially in the face of SVM/HMM
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<airlied> tarceri: did the first one, the struct->union one scares me :-P
<tarceri> airlied: The original change is from like 5 or 6 years ago when I rewrote half the structs in mtypes to allows for the glsl cache. It was well tested but after committing it broke i915 as it was using some Frankenstein shaders that has asm and glsl data mixed together
<tarceri> oh and swrast was doing the same thing too
<airlied> tarceri: I added one other patch to 14074, I'm pretty done with it
<airlied> apart from killing purgeable all over, I think I've burned the easy bits of dd.h out
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<Kayden> airlied: dropping GL_APPLE_object_purgeable sounds good to me, I don't know of any programs that really use it, either, so I don't think it's really even worth supporting
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<mripard> danvet: hi, do you know who I should ask about how i915 deals with YUV output on HDMI?
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<daniels> mripard: probably vsyrjala
<danvet> yeah
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<mripard> thanks :)
<mripard> I'll ask him tomorrow, today is a holiday in Finland iirc
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<mmx_in_orbit> is there something like GL_BLACKHOLE_RENDER_INTEL but for other than intel?
<mmx_in_orbit> such as radeon
<mmx_in_orbit> or software renderers
<Ristovski> I don't think so, but I could be wrong
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<mmx_in_orbit> is there some way to disable all rendering universally regarding mesa
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<emersion> iirc there's a noop gallium driver
<glennk> radeonsi and panfrost support blackhole_render too afaik
<dj-death> it doesn't have much intel specific stuff, it was just easier to get out as a registered extension with a vendor name
<dj-death> we mostly use it for perf/debug
<MrCooper> it would be cooler if it could be used for rendering black holes :P
<HdkR> Does it count as a blackhole renderer if the driver bugs means it renders a black screen? ;)
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<dj-death> just one glEnable() from correctness
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<mmx_in_orbit> is there a way to disable all mesa extensions without having to type every single one out?
<mmx_in_orbit> via MESA_EXTENSION_OVERRIDE
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<alyssa> glennk: indeed.
<alyssa> mmx_in_orbit: ^ meaning if you use the _INTEL suffix on panfrost (and apparently radeonsi) it should just work
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<mmx_in_orbit> alyssa: i think my graphics card (Mobility Radeon HD 3650) is too old for radeonsi driver, right?
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<alyssa> no idea \shrug/
<alyssa> I just fo mali. and agx.
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<MrCooper> mmx_in_orbit: yep, your card is supported by r600g, not radeonsi
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<mmx_in_orbit> MrCooper: so is it possible still somehow to use radeonsi anyway?
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<MrCooper> no
<MrCooper> completely different HW architecture
<mmx_in_orbit> how about panfrost?
<MrCooper> it's for ARM GPUs in mobile devices
<zackr> danvet, maintainers: my employer disconnected the only non-oauth2 smtp server we had, so i need to use a different email to use git send-email. what's the sign-off procedure when using git send-email from a different email address than the one change was written with? do i sign-off each change with both addresses or is that silly since it will results in multiple my own sign-offs?
<MrCooper> I normally never use the address I'm sending from for S-o-b
<MrCooper> this has never come up as an issue
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<MrCooper> S-o-b should just match the Git commit author
<MrCooper> (or committer, if you're just passing on a patch from someone else)
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<zackr> MrCooper: thanks, that makes sense to me. i just didn't want someone to get upset that the sending email address is not among the s-o-b's
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<emersion> zackr: yea that should be completely fine
<mripard> zackr: kernel.org hosts an SMTP server as well
<emersion> this is for maintainers mostly
<zackr> thanks! fortunately, i have a @kde.org that i can use so that part is handled. my poor employer just doesn't have the same resources as a volunteer project to maintain a secure smtp ... =)
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<ajax> i see the great post-classic cleanup has begun, excellent
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<ajax> mmx_in_orbit: re disable mesa extensions: what exactly are you trying to do?
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<ajax> (probably not a completely terrible idea to teach extension-forcing about globs or regexes i suppose, but)
<imirkin> should just be able to set the max year, no?
<imirkin> to like ... 1000
<imirkin> ;)
<imirkin> GL was still new in the times of William the Conqueror, so not too many exts back then
<ajax> i think if by "mesa extensions" they mean things of the form GL_MESA_* then that might be a bit drastic
<imirkin> ah, that wasn't my reading of it
<imirkin> there are only a handful of GL_MESA_* exts no?
<imirkin> doesn't seem too bad to stick them in one-by-one
<ajax> istr there's some extremely stupid apps that think they mean they're running on a software renderer (and thus refuse to run)
<ajax> or at least i remember seeing some driconf default for those go by
<glennk> also aren't there various interposer libraries that can filter extensions?
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<glennk> imirkin, i think 1000ad may be IrisGL rather than OpenGL?
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<imirkin> :)
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<imirkin> anholt: based on your MR's, i'm guessing you're playing with nouveau + nir. just a heads-up that nv50 supports ES 3.1 as well. this support was added after the nir backend was done, so there could be some good-sized bits to deal with there.
<imirkin> (well, nva3+ exposes ES 3.1. i guess you're on a nva8 so you should have that there too)
<anholt> imirkin: yeah. was poking at "what's missing in nouveau NIR to see whether we should switch to NIR or switch to NTT with !8044"
<imirkin> the larger issue with either approach is that we don't have instruction scheduling
<imirkin> and nir likes to put all the constant loads up front
<imirkin> er, immediate loads
<imirkin> and stuff like that
<imirkin> this leads to higher register usage
<anholt> might be able to just toss nir_schedule at that problem.
<anholt> or nir_opt_sink
<imirkin> ah, i guess that's new?
<anholt> sink_movs?
<imirkin> or at least new-ish
<imirkin> iirc last time i asked the solution was "get an instruction scheduler"
<anholt> they're both a couple years old at this point, but :shrug:
<imirkin> ok. i don't ask very often ;)
<anholt> I could probably justify spending a couple weeks on nouveau nir if I could get a stable test environment. but that is proving challenging.
<imirkin> the deqp-supplied runners are (were?) pretty good
<imirkin> but yeah - just make sure there's no parallel anything anywhere
<ajax> meaning surfaceless with no display server?
<imirkin> oh, and i dunno if you started with the nva8 on purpose or that just happened to be the first nvidia gpu at the top of your closet, but the nir backend has been tested mostly with nvc0 rather than nv50
<imirkin> ajax: that's preferable. but if you're using X and the nouveau ddx, that's fine too generally (and how i test)
<imirkin> i would not advise to use modesetting ddx.
<anholt> this is the one I have out of (nv40, nv4b, nv50) I have that didn't require a new power supply in the particular system I'm stuffing it in.
<imirkin> (unfortunately, skeggsb has the inverse opinion and has landed a patch to Fedora and somehow Debian to make the X server prefer modesetting even if nouveau is there)
<imirkin> hehe, well good choice
<imirkin> you have an actual G80?
<anholt> I'm not great at these numbers, but I've labeled one as a g92.
<imirkin> oh. G92 is more reasonable
<imirkin> G80 is nv50
<imirkin> nv50 is both a family and an actual gpu code
<imirkin> the family includes your nva8 (GT218 probably?)
<anholt> yep
<imirkin> nv50 was the original G80 which was the first DX10 GPU ever. needless to say, it had some issues.
<imirkin> (i.e. GeForce GTS 8800 or whatever the marketing name was... 320MB VRAM -- wow!)
<anholt> yeah, don't seem to have any of those.
<imirkin> good.
<imirkin> keep it that way.
<imirkin> and the nv40/4b are served by the 'nv30' driver, not covered by 'codegen'
<imirkin> they're DX9 parts, vector ISA, etc
<imirkin> G92 should work fine (with a handful fewer features, nothing that matters in practice)
<anholt> oh wait. I *do* have power for these older cards.
<imirkin> for testing whether stuff works, the nva8 should be totally fine, and even preferable since it supports more stuff
<imirkin> so you get a wider testing base with the same backend
<anholt> great.
<imirkin> the xfb works somewhat differently, so if you were messing with that, you'd definitely want to be checking both
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<imirkin> (nva0+ supports pause/resume)
<imirkin> but that's all completely unrelated to the code generation
<Venemo> agd5f: Is it possible to add some more details to the kernel log message about GPU hangs?
<Venemo> What is currently there does not help at all with diagnosing the problems.
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<idr> Am I correct that the only way to build softpipe and other drivers with LLVM is to do two builds? First with llvm=disabled and second with llvm=enabled?
<anholt> you can run softpipe on your normal llvm build with just GALLIUM_DRIVER=softpipe
<anholt> (this is how we do our testing in CI, too)
<imirkin> note that "draw" will still use llvm
<imirkin> if you want to disable draw's use of llvm, also add DRAW_USE_LLVM=0
<imirkin> (draw is the pre-rast stuff)
<ajax> (and select and feedback but whatever)
<imirkin> hehe
<imirkin> everyone's favorite features.
<ajax> i kind of wish we had cs implementations of those instead
<anholt> right?
<imirkin> this comes up every so often
<anholt> ajax: yeah, needing draw to be able to interpret every driver's style of backend shaders is rough.
<alyssa> imirkin: and as usual the answer is "thanks for volunteering"
<ajax> or, as well. or do it in gs or xfb or whatever works and is supported on the most ancient of hardware
<imirkin> alyssa: exactly :)
<imirkin> ajax: there are some unfortunate interactions with ... clipping iirc? which makes it tricky
<ajax> which i'm sure i'll get to shortly after accelerated accumulation buffers
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<idr> ajax: I actually started a branch for that once. :)
<idr> But it was for i965 using blorp, so... yeah.
<alyssa> ajax: ES3.1 requires compute shaders but /not/ GS
<alyssa> so panfrost has CS but not GS
<imirkin> same with nv50 =]
<alyssa> (Panfrost also has XFB, that's ES3.0)
<imirkin> er wait
<alyssa> also, even if Panfrost gained GS support like the Arm driver has, performance would suck
<imirkin> nv50 has GS too, duh
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<anholt> well, that nva8 run was going great until a while into gles31 when I got the g84_fifo_chan_engine_fini splat again.
<alyssa> splat
<imirkin> anholt: boooo
<imirkin> anholt: i'm not _sure_ i ever ran the full suite against it? i don't remember anything hanging though
<imirkin> def some failures in the compute/graphics sync arena
<imirkin> and you should expect some texgather failures (since there's no support for the component being not-0)
<anholt> there are also lots of tlb flush idle timeout fails before that, so if tlb flushing is failing then it's not surprising to me that eventually things go really badly
<imirkin> tlb flush fail = gpu totally hung
<imirkin> like SUPER hung
<anholt> but presumably that's followed by some sort of reset? I see what looks like that and then presumably progress, a couple minutes before the splat
<anholt> I should probably head to the proper channel for this
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<imirkin> yes. it's followed by you pressing the reset button on your comp :)
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<ajax> gitlab's merge review sort field should include "number of patches" and "kloc changed"
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<ajax> idr: lmk if you don't want me bothering you about glx changes from a decade ago anymore
<imirkin> statute of limitations? :)
<idr> Lol
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<airlied> hmmm iris lava job looks to be timing out on 16458028, is the iris machines just stuck doing something else?
<daniels> airlied: oh grr
<daniels> the perf jobs are limited to a subset of the chromebooks (because not all of them are at all alike), and those are currently out for ... some reason
<daniels> I've poked internally to find out why
<daniels> airlied: itmt you can disable the specific perf job
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<airlied> daniels: oh actually that jobs turns into a warning if it times out by the looks of it
<airlied> which yay but :( for stalling things, so I'll comment it out
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<airlied> daniels: 14088
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<mmx_in_orbit> ajax: so i'm trying to make an application (this one called xemu, an original xbox emulator) get better frame rates and i don't need visuals/graphics at all
<mmx_in_orbit> better frame rates/as good of performance as possible with as little visual/graphical rendering as possible
<mmx_in_orbit> if any
<airlied> adding blackhole support to r600 is probably fairly simple job
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<Ristovski> mmx_in_orbit: wouldn't the easiest be to just comment out all the rendering code in xemu and compile it from source?
<mmx_in_orbit> Ristovski: i don't think i would know how to do that
<agd5f> Venemo, hard part is determining what else is useful to add.
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<HdkR> mmx_in_orbit: Reminder that disabling rendering temporarily can break graphical effects in a ton of games. Anything that prerenders "imposters" or spritesheets in to a texture and then uses it later :)
<HdkR> But if you're just wanting to use it for CPU benchmarking, a lot more interesting
<anholt> agd5f: I know this is ancient stuff, but do you have any tips on stabilizing deqp runs of r300 or r600, or know anyone who does? I'm getting GPU hangs where reset never recovers.
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<gawin> anholt: r300 has fencing issue (something is writing memory, as even tests like gl-1.0-logicop gl_clear or gl-1.0-blend-func are flaking), I wasn't been able to find anything yet (busy lately)
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<gawin> (imirkin pointed this out)
<imirkin> well ... it's just a guess
<imirkin> those aren't the types of tests that should falke
<imirkin> you either implement logic ops correctly or you don't :)
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<anholt> I haven't seen any flakes in deqp yet, just stable results or GPU wedges.
<gawin> btw which hardware do you use? r500 is in best condition (both kernel and mesa)
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<anholt> rv515
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<Venemo> agd5f: would be nice to distinguish whether the hang was due to a buggy shader or something else. Would be nice if it could say which hardware unit hanged.
<Venemo> Then we could at the very least more clearly separate display bugs from mesa bugs
<Venemo> Also would be nice to somehow distinguish power management bugs
<Venemo> agd5f: the problem is, even if we can reproduce these bugs, it's not at all obvious what's wrong
<imirkin> Venemo: also, i want a pony!
<Venemo> So, even if the user does his homework and collect all logs, there is exactly 0 useful info in there about what caused the hang
<airlied> Venemo: if you can reproduce them, it's nearly always not powermanagement :-P
<Venemo> imirkin: I'm sorry, I don't see how that helps
<imirkin> Venemo: i thought you were making a list of things you wanted but were impossible to get
<Venemo> imirkin: I don't see what you mean
<imirkin> nevermind.
<Venemo> airlied: not true I had very reproducible power management bugs in the past.
<imirkin> it was a joke. but also a minor point -- these things would all be nice, but they just aren't gonna happen
<Venemo> imirkin: it would be more helpful if you could elaborate on why you believe this can't happen and perhaps say what would be viable to happen
<imirkin> you have to make do with what you have
<airlied> like if you get a VM fault it's generally not power management related, but a bad shader
<imirkin> documentation for these things is non-public, and the people who have the docs are being paid to work on new things, not ancient ones. in some cases, the docs are just gone.
<airlied> but if you get an engine hang it's kinda hard to have any clue
<airlied> I'm not even sure how much the hardware knows in that case
<imirkin> yeah, that's the other point
<airlied> and it really comes down to does the hardware tell you much more
<imirkin> new hardware is pretty good at isolating the cause of the error
<airlied> we've had cases in the past of cascade fails as well
<imirkin> but older hardware is generally more like "aaaaah an error!"
<airlied> so one pieces hangs by the time you read the debug regs all the pieces have hung
<airlied> waiting for the first one
<airlied> but there's no real way to know who went first
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<anholt> best you can hope for for hw helping you debug I think is like what broadcom had: you send your trace to the guy who runs it through the fpga simulator and looks at what lines are busy and maybe instruments some more, and then tells you what's the source of the fail.
<airlied> yeah traces and simulators are kinda the crutch of debugging, and suck when it's real apps like games dying
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* kisak blinks at "Marge Bot marked this merge request as draft"
<imirkin> the bot knows all
<imirkin> iirc there was some thing with WIP?
<bnieuwenhuizen> mostly that is gitlab and not marge-bot that does that though
<Venemo> airlied: so RDNA2 doesn't have a capability to determine which part of it hung first?
<Venemo> Or are you just talking in general?
<Venemo> kisak: it marks your pull request based on some keywords from your commit messages, such as WIP
<kusma> dcbaker: not sure if my reply went through at first, but it looks good, r-b!
<kusma> Ah, yeah. I wasn't authenticated at first
<kusma> Anyway, great work!
<gawin> what about testing with "passed through" gpus? for example creating 2 or more flags (one for power management and one for mesa ), if you're doing something then the flag should be on. after crash it should become frozen state so you can check state of flags. theoretically it should work similar to idea with fpga simulator (though more false positives)