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<jenatali> Damn, DOOM 2016 requires GL4.3
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<jenatali> Lol I wonder...
<imirkin> but does it _really_ use every single feature of GL 4.3?
<imirkin> maybe there's some corner that it doesn't make use of, e.g. ARB_texture_view? :)
<jenatali> Doubt it. Probably just compute. But it fails to init because it requests 4.3 :(
<imirkin> MESA_GL_VERSION_OVERRIDE=4.3 MESA_GLSL_VERSION_OVERRIDE=430
<imirkin> try that
<jenatali> Ooh, I forgot about those, been so long since I used 'em
<jekstrand> Bah... stupid matrix...
<jenatali> Requires GL_ARB_clip_control too. Lovely :P
<imirkin> that should hopefully be easy
<imirkin> presumably D3D12 supports the D3D viewport convention? would be odd if it didn't :)
<jenatali> It does :P just have to figure out how to hook it up
<imirkin> if you have to determine zmin/zmax, make sure you take the clip_halfz setting into account. there's a util_viewport_zmin_zmax() helper which ... helps with that
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<jenatali> Oh I see it, we're using nir_lower_clip_halfz
<jenatali> Just gotta make that conditional
<imirkin> not sure what that does...
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<jenatali> Well D3D doesn't support the non-D3D depth range, so it converts [-1, 1] into [0, 1]
<imirkin> oh, i see
<imirkin> so then just "don't do that"
<jenatali> Yep. Just make it conditional
<imirkin> still have to be careful with zmin/zmax. but perhaps that's auto-computed somewhere?
<imirkin> on hardware, you tend to program the literal zmin/zmax float values which are then used for clamping
<jenatali> I'll double-check, could be some viewport calculation needs to be updated too. That's the last extension before it launches though, so that's cool
<imirkin> the piglits are fairly good, i think
<imirkin> if they pass, you're probably good
<jenatali> Cool. Made it to a loading screen before I hit a crash :P
<imirkin> iirc it wasn't exactly the definition of perfection
<imirkin> it did lots of weird stuff
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<jenatali> Yeah, I'm mainly just looking for anything to showcase the work I've been doing
<imirkin> glxinfo!
<imirkin> what could be more visually compelling...
<imirkin> on a more serious note ... Unreal used to have a lot of linux demos
<imirkin> which had GL 4.3 modes (using compute and such)
<imirkin> e.g. Unreal Elemental was a neatly done demo
<imirkin> caught a ton of integer bugs in nouveau too :)
<imirkin> some RA issues too
<jenatali> Heh, I'm very familiar with Elemental. We used that as a showcase for D3D12 during its development
<imirkin> anyways, that one has a GL 3.2 and GL 4.3 mode
<jenatali> Looks like my crash is calling into a null function. Figuring out what that function was supposed to be is going to be... fun
<imirkin> unigine heaven has configurable tessellation modes
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<jenatali> Thanks :)
<imirkin> if you see blue, you've messed up your tess
<imirkin> definitely not speaking from experience...
<imirkin> and if you see white squares, then you're not flushing denorms
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<jenatali> Found the nullptr, apparently they also require ARB_texture_barrier, but don't check the extension string :)
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<HdkR> Always fun :D
<jekstrand> Who needs to check extension strings?
<jenatali> Not id, that's for sure
<HdkR> I've definitely written applications that don't check the extensions being available.
<HdkR> Although known environment and won't ever be executed elsewhere, so it's fine :P
<jekstrand> It's ok, they don't check for depthBounds in Vulkan either for that same game. :)
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<jenatali> That's awful
<HdkR> lol
<jenatali> I at least got a warning about not having the GL extension for depth bounds... just not for texture barriers
<jekstrand> The best part is that the game totally works without it. I think they do call vkCmdSetDepthBounds() but there's no render corruption.
<jekstrand> I suspect it's just an optimization for them. I've never tried to get ahold from anyone at id and ask.
<jenatali> Theoretically I could probably do that if I needed to... considering we bought them lol. But yeah I don't think it's that important
<jekstrand> hehe
<jekstrand> I'm well enough connected that I probably know someone there or at least adjacent so I could find out if I cared enough.
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<imirkin> jenatali: pretty sure it doesn't require EXT_depth_bounds. it does use it if available though.
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<jenatali> Yeah I saw it was optional
<jekstrand> Not in Vulkan. (-:
<imirkin> jekstrand: i think with usual usage it's just a perf optimization
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<imirkin> i.e. it's stuff that would have been clipped off / discarded anyways
<imirkin> just gets done sooner
<imirkin> (that doesn't _have_ to be the case, but i think it tends to be)
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<maxzor> <airlied> amdkfd was probably a bad idea in hindsight since they tried to move away from the fd model to a process vm model so multiple GPUs could share a process VM and have the kernel manage it all
<maxzor> Would you care to elaborate on why you think now that amdkfd was a bad idea?
<maxzor> Trying to get up to speed: is the "vm model" of amdkfd that you described orthogonal to the Heterogeneous Memory Management / Shared Virtual Memory facility?
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<marex> sravn: thanks !
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<sravn> marex: np
<sravn> dianders: Can I convince you to update ti-sn65dsi86 to the new atomic world? Seems counter productive to add hacks because the bridge driver is not fully updated
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<MrCooper> ajax: pretty sure there are apps relying on OML_swap_method, possibly via WGL/Wine; it shouldn't be that hard to make work correctly?
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<linkmauve> “02:52:47 jenatali> Well D3D doesn't support the non-D3D depth range, so it converts [-1, 1] into [0, 1]”, isn’t the loss of precision pretty bad for games which make use of it?
<linkmauve> I remember many issues coming from that in Dolphin.
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<marex> oh wow ... the NXP LCDIF IP has a CRC register which calculates CRC of the scanned out data, that's useful and could help me debug this odd image shift I keep seeing with it
<marex> if only they also documented how the CRC is calculated, or which polynomial it uses, that would be very nice
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<marex> oh ... poly=edb88320 with __constant_bitrev32 applied on the crc32 register value ... that poly sounds familiar
<marex> (yes , brute force ftw)
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<sravn> marex: https://en.wikipedia.org/wiki/Cyclic_redundancy_check says this is CRC-32 - so it makes sense..
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<marex> sravn: of course, however, one might expect that Freescale/NXP might actually document that in the manual :-E
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<marex> hm, if I have drm_plane_helper_funcs .atomic_update in a driver, I extract gem object from the drm_plane state which has a PA and a VA, PA goes into hardware ... can I retain that object until the next interrupt from the hardware (or later?) so that I can check the CRC of the framebuffer ?
<marex> since the gem object framebuffer content is likely changing, I can't pre-calculate the crc in the atomic_update
<marex> hum, another core could update the framebuffer while the IRQ handler is running too
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<sravn> dianders: I have typed a few patches for ti-sn65dsi86. Will send them out later today.
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<marex> aaargh, with non-zero data, the crc calculation result does not match, so there must be some frobbing with the input data too
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* marex bangs head into iMX8M ... the input data are bit-reversed too
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<marex> is there some way to test vblank enable/disable while fbdev is attached ?
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<marex> seems modetest does more than I want
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<javierm> marex: https://git.ideasonboard.org/fbdev-test.git has a vblank on/off option if you want to test that
<marex> javierm: at this point, I am willing to test anything ... no matter how far fetched the test might be
<marex> the damned LCDIF is refuses to behave
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<gawin> anholt: I forgot to ask, but from where is code in this issue? https://gitlab.freedesktop.org/mesa/mesa/-/issues/5766 Looks super similar to my issue (which is closed now).
<gawin> I mean issue closed by last Pavel's commit.
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<javierm> can drivers in drivers/gpu/drm/tiny have more than 1 file ?
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<dianders> sravn: LOL, I was wondering if anyone would ask me to do the switch to atomic. I was hoping not to since I was already ignoring my other tasks by rejiggering for debugfs. I spent ~30 minutes looking at ages ago (when Rob's patch got rejected) and I seemed to remember it wasn't obvious, but that could just be because I didn't understand that part of drm well enough. Happy to test/review patches, though!
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<marex> well damn ... reading eMMC with large blocks into /dev/null and saturating USB ethernet with iperf , the display gets shifted
<marex> that means when LCDIF starves, it triggers this effect AND it does not update the CRC_STAT register and it does not toggle UNDERFLOW IRQ
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<marex> that is such a great controller, can't be better really
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<sravn> javierm: They are supposed to be single file, less than 1000 loc
<sravn> javierm: There are guidelines, and there are exceptions
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<javierm> sravn: that's what I thought and hence my question. Andy asked me to make the ssd1307x driver more easy to extend to support different buses
<sravn> dianders: The only tricky thing is how to look up the bpc. I coded something that looks up a connector, but I am not sure if I have a valid connector when the code gets called
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<javierm> sven: but to make it clean I will probably need a ssd130x-{core,i2c,spi}.c files and headers to declare the exported symbols
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<javierm> sravn: so I wonder if instead should add a driver/gpu/drm/ssd130x dir instead of using tiny
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<dianders> sravn: Huh. I must have misunderstood Laurent back in the day. I could have sworn that the whole bpc thing was supposed to be magically fixed by switching to atomic...
<sravn> javierm: in fbtft there are 6 drivers for various solomon devices, so what about a drm/solomon/ dir where you may have something that turns out to be common for the solomon drivers
<dianders> sravn: In <https://lore.kernel.org/all/YUvN3j0v+8NMjNte@pendragon.ideasonboard.com/> Laurent was suggesting deriving the bpp from the bus format in the bridge state...
<dianders> ...which I guess you get for free when you use the atomic versions?
<sravn> dianders: I have the bus format, but then need something to convert the bus format to bpc. Was ponderign to do a media_but_format_to_bpc() or some such
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<javierm> sravn: that makes a lot of sense. Thanks for the suggestion, I'll add a solomon dir for v3
<dianders> sravn: yeah, I guess you'd need something like that. In theory you could also be less general since you can limit it to just MIPI formats that are supported by this bridge, but if you code up something general then that would likely be useful elsewhere...
<sravn> dianders: In the same driver we already use mipi_dsi_pixel_format_to_bpp() but that is something a bit different if I understand it correct
<dianders> sravn: but if you have that, why do you need to look up a connector? Rob's initial patch looked up a connector...
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<sravn> dianders: But that connector was created by the bridge driver, I think the display driver may postpone the connector creation until prepare are done
<sravn> Which is why I think may current code is busted
<sravn> On top of this I am trying to re-fresh my memory about bus format negotiation - I think we needs this also to have a bridge driver with everything we need
<sravn> javierm: I am very happy to see all the progress on these small displays and like how the work you do end the end will make it easier for the next person.
<dianders> sravn: mipi_dsi_pixel_format_to_bpp() ah, right. That's the bpp on the MIPI side. Not necessarily the same as the bpp on the eDP side.
<dianders> sravn: In this case we're trying to get the bpc on the eDP side...
<dianders> sravn: I think ti_sn_bridge_get_bpp() in the current driver is only ever called as a result of enable()...
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<sravn> dianders: Yep, enable, not prepare. Will take a closer look tomorrow. I kinda like the media_bus_format_to_bpc() idea as it is fast and general and we avoid the connector detour
<javierm> sven: agreed, that's why I'm doing this effort more than to support this specific display
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