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<maxzor> Do you know about good reads on DMA_BUF fences, for someone whom only knows old-school semaphores?
<maxzor> are fences mature? there seem to be quite some complexity
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<cheako> Hi, I'm trying to write a vklayer in rust... I got to the part where I call into a rust library and it calls my `PFN_vkGetInstanceProcAddr` looking for `vkGetInstanceProcAddr`. I'm unable to parse `VkLayerInstanceLink` for a usable value.
<cheako> `0x7fffffffca60: [2f, 0, 0, 0, 0, 0, 0, 0, 30, ca, ff, ff, ff, 7f, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 70, 2d, df, f7, ff, 7f, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 11, 29, e0, f7, ff, 7f, 0, 0]` This gives the address of this struct: `0x7ffff7df2d70`, right?
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<imirkin> uhm ... this is probably a stupid question, but ... where's the amber branch with i965 and such?
<airlied> 21.3?
<imirkin> yeah, i mean i know where i can find it. but i thought there was going to be a maintained thing
<airlied> not sure we have had a reason to, but I think the plan was to use the 21.3 branch
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<daniels> maxzor: jekstrand’s talk from Linux Plumber’s Cont this year (GPU miniconf, towards the end, on YouTube) is the only one I can think of
<daniels> 5:35 AM <daniels> going to do a GitLab security update shortly; should only be a very brief blip
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<cheako> https://paste.debian.net/1229542/ I'm doing well enough for the other layers.
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<cheako> I'm looking for debug symbols for vulkan-loader Debian package.
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<MrCooper> cheako: libvulkan1-dbgsym
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<maxzor> daniels, thank you!
<daniels> np
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<maxzor> if there was a table to be found listing interops combinations that have been or not solved that would be nice
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<marex> sravn: I would like one more AB/RB on that patch, since I helped develop it ;-/
<marex> sravn: would you give it a once-over and add AB/RB ?
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<javierm> daniels: didn't padovan have a nice talk about implicit vs explicit fences ?
<javierm> marex, daniels: this is the one I was thinking about https://www.youtube.com/watch?v=2l3699AkfuU
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<javierm> maxzor: ^
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<daniels> javierm: yeah, there was that series, but then it misses out drm_syncobj
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<maxzor> what i took from Jason's talk and the following chat was that user-space fences are the "future" and backward compat is a mess ':)
<maxzor> thank you javierm
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<maxzor> how did early linux manage to never break userspace? where there not changes in cpu designs of magnitude similar to those of current gpu designs?
<daniels> I think 'everything is bad' is a reasonable summary
<javierm> maxzor: that's the takeaway from padovan's talk :)
<javierm> I tried once to add implicit fences support to v4l2/media, it didn't end well
<daniels> javierm: I hear modifiers are coming to V4L2 any decade now
<emersion> … can't wait
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<javierm> daniels: yeah...
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<javierm> daniels: IIRC the probelm with implicit fences and v4l2 was that user-space was unaware that a DQBUF was waiting for a fence and tried to QBUF again the same buffer causing a deadlock
<javierm> so it wasn't possible to make it unaware of the implicit fences. With explicit fences you could signal user-space and only then queue the buffer again
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<daniels> eugh
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<javierm> tzimmermann, sravn: hmm, I just noticed that patman (the tool I use to post patches) adds a "no changes since v1" if I don't specify the changes for individual commits...
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<javierm> tzimmermann, sravn: this is related to the ssd130x v2, the changelog is in the cover letter. I put it there because there were just too many changes and would add noise to the patches :)
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<marex> javierm: are you happy with patman ?
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<cheako> https://github.com/KhronosGroup/Vulkan-Loader/blob/v1.2.198/loader/loader.c#L5381 <--- segfault here? I don't get what I did, gdb says all those were optimized out. ptr_instance/i/ptr_instance->icd_tramp_list/ptr_instance->icd_tramp_list.count/ptr_instance->icd_tramp_list.scanned_list.
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<cheako> Does it matter if another address is used for `*vkInstance`?
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<sravn> javierm: np
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<alyssa> iris-apl-egl flake
<alyssa> dunno who to poke for that one
<zmike> I've seen a few of those the past week
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<anholt> alyssa: you could just put up the MR adding it to the flakes and then someone would merge it, instead of waiting?
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<daniels> ^ yeah, unless an iris person is going to bottom it out and land a fix in the next couple of hours, adding it to flakes is going to win
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* alyssa went off to do other things
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<graphitemaster> Friday's are great because when the unit test fails you can just comment them out and push the code, forget about it come Monday after a weekend long binge of malt whiskey and no one is the wiser. My motto has always been "what good is a unit test unless it actually affects someone". Has Mesa tried this with DEQP / CTS?
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<imirkin> graphitemaster: yes. that's why we have the fails files.
<imirkin> just put a test in there, and no one will ever know.
<jenatali> There we go, GL4.2 :)
<imirkin> woohoo!
<imirkin> what's missing for 4.3? something like stencil texturing?
<imirkin> 4.4 has qbo, which will be a happy fun time...
<graphitemaster> imirkin, It'll start getting suspicious when that directory gets larger and the success one approaches empty.
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<graphitemaster> That dude's shorts are way too short. Also who wears socks and work boots in shorts. Someone teach this man a thing about drip. That crocheted sweater is from like the 70s. This just looks like depression ngl XD
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<imirkin> i see you latched onto the most important bit of that poster...
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<jenatali> imirkin: Texture format casting
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<jenatali> I think we've talked about it, we can only cast by class, but GL requires casting by size
<imirkin> jenatali: i thought texture views were GL 4.2...
<jenatali> Nope, 4.3
<jenatali> Well at least according to Mesa's versioning logic :)
<imirkin> yeah, that's right. my memory was off.
<imirkin> i thought they came at the same time as images. but they did not.
<graphitemaster> This is the problem with posters, if you want your messaging to land you have to nail the photograph too, especially if you're going to violate simple photographic principles like the rule of thirds, white balance, and the distinctive lack of three point lighting on your subject (natural light is a meme)
<jenatali> No, but they did come with compute
<imirkin> graphitemaster: it's not the best photo. they have some other posters which really nail the image part.
<graphitemaster> Aside; what is a qbo? Query buffer object?
<imirkin> graphitemaster: like "incompetence" or "disloyalty"
<imirkin> yes, qbo = query buffer object
<graphitemaster> Those are GL 4.3? things
<imirkin> 4.4
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<imirkin> (well, core in 4.4)
<jenatali> I think qbos will be easy enough, but I haven't looked too closely
<graphitemaster> We should commission a disloyalty poster for everyone who non-ironically prefers Vulkan to Modern OpenGL (DSA)
<imirkin> iirc radeon had to resort to compute shaders to implement qbo
<imirkin> and for nvidia i had to write some ... uh ... creative macros
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<graphitemaster> I feel like QBOs could just be emulated with an SSBO and some shader injection
<graphitemaster> Even something like samples passed is just an increment in the fragment shader right :P
<imirkin> graphitemaster: well, you can emulate them by ignoring the spirit of the qbo
<imirkin> but the spirit of the qbo is that it's async
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<graphitemaster> Anything can be made async with some frames of latency
<imirkin> heheh
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<graphitemaster> Are there any Objective C toolchains for Linux that have the Metal API headers for cross compiling
<graphitemaster> Also, how come there are no memory barriers needed for indirect buffers in OpenGL
<graphitemaster> Like, there's no GL_DRAW_INDIRECT_BARRIER_BIT, or GL_DISPATCH_INDIRECT_BARRIER_BIT
<graphitemaster> Do draws and dispatches implicitly do memory barriers for those?
<graphitemaster> Oh there is a GL_COMMAND_BARRIER_BIT
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<graphitemaster> I was missing so many barriers lol
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<graphitemaster> Mind you GL_COMMAND_BARRIER_BIT says only for Draw*Indirect, there's no comment about DISPATCH_INDIRECT or glDispatchIndirect
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<libv> chat.fosdem.org is live
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<maxzor> What is the relation between {GL,Vulkan} barriers and dma fences? Where do fences stand in the synchronization primitives? https://en.wikipedia.org/wiki/Synchronization_(computer_science)
<imirkin> jenatali: what's up with this? spec/!opengl 4.2/required-sized-texture-formats: fail
<jenatali> It's a D3D limitation. We've since relaxed it and it passes for me locally, but the CI machine's using an old OS/D3D
<imirkin> ah cool
<jenatali> D3D required top mips of block-compressed textures to be 4-pixel aligned, for no good reason since lower mips didn't have to be aligned
<imirkin> ha ok
<imirkin> so that means you're just not allowed to use compression for 18-px-wide images?
<jenatali> You'd have to pad it and put a manual gutter on it, yeah
<imirkin> or you have to have all kinds of fixup internally to remember to ignore the last 2 pixels?
<jenatali> Like I said, no good reason
<imirkin> and this is at at the D3D level? not in WARP or whatever?
<jenatali> Yep
<jenatali> The API disallows it
<imirkin> harsh.
<imirkin> i guess most compressed textures i've seen are POT, so *4 isn't such a big deal
<jenatali> Yeah, exactly. But GL needed it. That was the one feature we added to D3D to support GLOn12 :)
<linkmauve> Oh, so this is why this Unity game’s data uses BGRA8888 instead of BC7 for non-multiple-of-4 textures!
<imirkin> ahaha
<linkmauve> TIL.
<imirkin> "well, i know how to solve this problem..."
<jenatali> Damn, DOOM still doesn't work even at 4.2. Looks like Mesa's missing a WGL extension it requires
<ajax> please don't say OML_swap_method please don't say OML_swap_method
<imirkin> doom 3, presumably?
<imirkin> (doom 2 came out ... late 90's, so can't need too high a GL version... and doom was pre-GL)
<jenatali> ajax: Swap_tear_control
<jenatali> imirkin: DOOM 2016
<imirkin> right
<jenatali> We've been able to run DOOM 3 for a while now, that's only 3.3 I think
<imirkin> oh wait, doom 3 != doom 2016
<imirkin> i got my dooms off-by-one
<imirkin> i forgot about doom 3, i guess. and assumed the recent one *was* doom 3
<imirkin> i had already stopped playing video games and hadn't started hacking on graphics :)
<jenatali> The recent one is Eternal :P
<cheako> This is more a comment on vulkan, but create_device has no direct access to the instance.
<jenatali> And Eternal is Vulkan-only, so none of my GL work is going to make that work :D
<imirkin> sigh. i guess 2016 isn't recent anymore.
<imirkin> feels recent.
<imirkin> wasn't that like last year?
<mattst88> imirkin: all those prepandemic years basically run together at this point
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<graphitemaster> Doesn't the driver already pad textures anyways for GOBs
<graphitemaster> I never understood the limitations on POT textures actually, from a hardware perspective.
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<imirkin> well, e.g. when you hit the border
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<graphitemaster> Because padding of the texture data is needed regardless of if it's POT or not since everything works in what ever tile size is.
<imirkin> depends on the width of the texture
<imirkin> not the GOB alignment
<graphitemaster> If there's a good resource on that I'd like to read up on it.
<imirkin> as for POT, earlier GPUs only supported POT textures to make minification simpler, i guess
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<graphitemaster> I always assumed it had something to do with border color
<graphitemaster> Or wrapping behavior
<graphitemaster> And maybe the interpolator being 24.8 bit, which it still is _shrug_
<imirkin> just makes minifcation simpler
<graphitemaster> Aside, is there any hardware that has more a precise texel interpolator, maybe exposed with an extension or something. I could really use something like that over the absolute mess which is my custom bilinear filtering
<graphitemaster> a/has more a/has a more
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<imirkin> graphitemaster: the nvidia sampler descriptor has a lot of bits about this stuff
<graphitemaster> > Given the improvements in global memory atomic performance, many atomics can be performed on devices of compute capability 3.x nearly as quickly as memory loads
<imirkin> but we don't really expose them, at least in nouveau
<graphitemaster> :|
<sravn> marex: Took a closer look as the patch and sent my r-b so go ahead
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<imirkin> graphitemaster: the other thing is that doing "swizzled" addressing is a lot simpler with POT
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<alyssa> midgard is so cute
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<cheako> I got my layer working!
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<emersion> daniels: damn, i should try haircuts too
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