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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<bylaws>
airlied: I very much wish that was legally possible :(
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<HdkR>
bylaws: Tell Google to host a shader cache just like Valve does. Any device manufacturer that is Google Play certified taking advantage of it :P
<HdkR>
Certainly Big Goog has enough resources to make that happen
<bylaws>
That's a great idea and sounds totally viable
<bylaws>
That sounds like something that must have been considered at some point
<bylaws>
I suppose issue would be security though, how does valves impl protect against someone uploading a malicious shader?
<HdkR>
Correctness in numbers. Shaders get validated against other users results before ever getting shipped to other users
<HdkR>
Also you could likely get your account banned doing malicious things once that system flags an account doing that
<bylaws>
That's more simple than I expected...
<bylaws>
I suppose that also means there's zero possibility of abuse for non shaders
<HdkR>
It's likely more complex than I made it out to be. Not like I know the inner gubbins
<bylaws>
Since a single uploader won't be able to get their file back unless n others do so
<bylaws>
Someone really should get Google on that... Maybe QCOM will with their new gaming stuff
<HdkR>
Theres of course the idea of a concerted effort causing problems, but with all the analytics this software has, you can likely easily detect that
<bylaws>
Do steam game Devs explicitly have to hook their caches into the steam API?
<bylaws>
Or is it automatic
<airlied>
steam supplies the driver caches
<HdkR>
Automatic. Steam pulls and fills the driver caches by itself
<bylaws>
Through some vulkan layer or hooks or something?
<HdkR>
Nope. Concerted effort between Valve and driver makers to provide the driver caches in ways that be picked up in an automated fashion
<bylaws>
Wow
<bylaws>
*is jealous*
<bylaws>
Where's the Mesa code for that?
<bylaws>
Or is it literally just the normal pipeline cache code
<HdkR>
It's the normal cache code
<bylaws>
Neat
<bylaws>
Yet another example of why steam is better ;)
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<zf>
1748
<zf>
oops, wrong window :-)
<zf>
443
<zf>
gah :-/
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<airlied>
anholt: your g41 list has spec@arb_vertex_buffer_object@vbo-subdata-many can you confirm those fail? both passing for me on my 965G machine
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<airlied>
jenatali: fyi 13681 caused a regression on crocus
<airlied>
I think it should be fixed by reverting that and fixing it in the primconvert caller to add things to src like the non-primconvert caller
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<jenatali>
Huh ok
<jenatali>
airlied: I can try taking a look at that tomorrow
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<airlied>
jenatali: thanks!
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<jenatali>
airlied: What's the regression look like? Which tests / paths are broken?
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<airlied>
jenatali: any path taking that route
<airlied>
crocus calls that fn via the non primconvert path
<jenatali>
I see
<anholt>
jenatali: not sure if you've seen, but there's manual CI available for crocus now if you need to test the change for it.
<jenatali>
anholt: Ooh, I did forget that. airlied do you know if the error's picked up in that? I assume it'd be baselined if it is, but seeing a fix would be helpful
<airlied>
jenatali: yes thats how i spotted it
<jenatali>
Great
<airlied>
jenatali: all the prim restart fails in the crocus ci list are from this
<airlied>
the problem is the fixes adds draw->start to the common path
<airlied>
but the crocus path already adds that
<airlied>
the primconvert path should probably have been fixed to do it instead of the common code