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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<anholt> deqp-runner 0.12.0 is out with the vk-gl-cts 1.3 parsing fix (and some other fun stuff)
<anholt> I'll be putting together the 1.3 cts uprev.
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<hakzsam> anholt: seems deqp-runner 0.12.0 is fixed, thanks!
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<cheako> I've been working with no man's sky and noticed it did a lot of unnecessary destroy/create(s) in response to suboptimal present. This came with a randomization or frame rate, I hope you'll remember my video.
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<cheako> https://gitlab.com/cheako/vk-layer-cache/-/commit/e6494497c041210d664f6edd8f4dd821ab96cb1f I just tested for like 10 minuets with this semaphore caching layer and it feels like things are more stable.
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<cheako> It's sometimes difficult to trigger, so this could be that I didn't try hard enough. Though is it possible something in semaphore creation is wrong, like an alignment problem?
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<cheako> I'm caching both some memory and all semaphores, it is clear when testing with just memory caching there is no measurable change.
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<jani> ajax: re topic, there's a patch with title "don't treat small BAR as an error" :)
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<zmike> anholt: I'm again looking at https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11134 ; do I really need perf data for an ergonomics change here? these functions do crash otherwise
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<tzimmermann> javierm, thanks for reviewing
<javierm> tzimmermann: yw. I have also in my queue to review https://www.spinics.net/lists/dri-devel/msg332296.html
<javierm> tzimmermann: but need to get more familiar with defio, dirty pages and damage are calculation to be able to review properly
<zmike> jenatali: how are you handling xfb for converted primitive draws? is that in your geometry shader thing?
<tzimmermann> ok, np
<javierm> tzimmermann: from a first read and with my limited knowledge it looks like an amazing series and a nice optimization
<jenatali> zmike: We write the xfb data into a separate buffer, and then minify it to copy it back into the user's buffer
<jenatali> It's not perfect though, we don't recover original position data and queries are busted
<tzimmermann> javierm, then get hyped for my next patchset
<javierm> tzimmermann :)
<zmike> jenatali: where is this happening?
<jenatali> zmike: In the driver, I'll send you a code link
<zmike> 🤔
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<tzimmermann> javierm, the mmap page tracking for fbdefio includes an unnecessary bubble sort...
<tzimmermann> epic overhead
<zmike> jenatali: oh wow
<javierm> tzimmermann: ohh
<jenatali> I recently switched it to compute
<danvet> tzimmermann, not sure it's doable, but did you look into whether we could test all the defio stuff?
<danvet> igts accessing /dev/fb/* and checking crc on the kms side is probably not good enough
<danvet> at least not until vkms does updates only for the damage rect
<tzimmermann> danvet, we have the fbdev tests in igt, which catched quite a few bugs. javierm uses geerd's tests, which we coul dintegrate as well. what *is* hard to test is the correctness of the final output
<tzimmermann> i don't have a solution for that
<tzimmermann> except for watching closely
<tzimmermann> in the igt tests, we could fill the video memory with colors and slowly scroll the screen. tests could at least observe the output
<tzimmermann> s/tests/testers
<tzimmermann> or use vkms...
<zmike> jenatali: ah, I see, and this interacts with your internal geometry shader thing, which is why it's only enabled with gs
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<danvet> tzimmermann, yeah the problem is that the damage spec in kms is that the driver is always allowed to scan out more
<jenatali> zmike: Yeah, and this is only for cases of points->tris, and tris->lines
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<danvet> so we can't just put garbage outside and make sure it's still giving us the right crc back
<danvet> tzimmermann, javierm and yeah maybe integrating some more of the fbdev tests in igt would be neat
<danvet> if they test useful stuff
<jenatali> zmike: We also use the internal GS thing for poly->tris and fan->tris with edge flags, but that doesn't need xfb modifications
<jenatali> Er, nvm it does, that's the tris->lines case
<zmike> ergh this is pretty gross haha
<tzimmermann> danvet, the fbdev damage handling is fairly coarse-grained anyway.
<danvet> yeah we bake it down to just one rect
<tzimmermann> it takes pages and converts them to areas on the screen. then squashes all areas into one
<jenatali> zmike: Yup
<jenatali> And it only needs to get grosser to fix position (for point->tris) and queries...
<demarchi> tzimmermann: any chance we are having a backmerge in drm-misc soon? I have a series of helpers (yesno/onoff/etc) to apply in drm-misc, but it needs a backmerge
<tzimmermann> demarchi, backmerge into drm-misc-next?
<tzimmermann> mlankhorst ^
<demarchi> yes, it's stil on 5.16
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<mlankhorst> Oh sure!
<mlankhorst> On it
<demarchi> mlankhorst: tzimmermann thanks
<zmike> jenatali: so after a not-super-deep review I'm imagining this would ideally be parachuted into mesa/st
<jenatali> zmike: Yeah the entire GS variant seems like it could be moved up a level I suppose
<zmike> the gs variant stuff is beyond what I'm looking at for now since that's way more complex
<zmike> but ideally I guess yes so that edge flags could be supported
<zmike> and hw primitive conversion
<zmike> but mostly it would have to be in mesa/st because that's the only place the original prim type is known
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<jenatali> Yep
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<zmike> and can cleverly ignore any dlist stuff since surely nobody will be insane enough to use compat for xfb
<jenatali> I'm happy to help make that happen, but FYI I'll be disappearing any day now with a baby on the way so I'm not sure when I can realistically help
<zmike> sure, sure
<zmike> I'll probably take a look at the streamout parts
<jenatali> Sounds good, feel free to ping me if you want reviews or anything
<zmike> I've got less than 40 tests remaining for GL46 conformance and xfb is about 10% of them, so fixing this is going to happen sooner or later
<jenatali> Sweet
<mlankhorst> demarchi: pushing, enjoy!
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<demarchi> mlankhorst: \o/
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<Kayden> looks like CI's hitting a unexpected pass in dEQP-GLES31.functional.draw_buffers_indexed.random.max_implementation_draw_buffers.7 on panfrost-t860?
<anholt> Kayden: grab another log from that job, see if it was passing then or something strange has happened on your MR, and if you literally haven't touched any core code, then mark it as a flake (and maybe include a little info from the .xml of the job that failed if you want to be kind)
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<alyssa> how do people feel about nir_builder_init_simple_shader setting internal=true?
<alyssa> that matches the way it's overwhelmingly used (blit shaders etc)
<anholt> +1
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<alyssa> [The flip side is that a few users like ttn would want to set internal=false explicitly for the old behaviour.]
<anholt> just make sure prog_to_nir, atifs_to_nir clear it
<alyssa> ^^yeah
<alyssa> might be starting a project to Clean Up Panfrost's Blitter
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<Kayden> that sounds like a great plan
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<cheako> Any advice for remoting a layer? I'd spit off a thread and sit on a socket? Using Rust's Mutex so concurrency should be less of an issue. Looking for a way to turn on/off caching(keeping destroyed semaphores until they are created again).
<alyssa> wrong channel?
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<marex> when is mesa going to be rewritten to rust anyway ? the kernel already started on that ...
<cheako> I mean for Vulkan on Linux/Mesa, found a driver bug and have been working it for weeks. I think I've narrowed it down to semaphore creation, but more concrete data would be nice.
<cheako> It should be on topic to discuss vklayer construction?
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<cheako> I did a thing, Science! https://gitlab.com/cheako/vk-layer-cache/-/commit/ae2da468b663a87b703c5aad3d1ba68fb3fb2d48 I got inconclusive results, I think my own basis is getting in the way.
<cheako> I get two frame rates, not the random I was expecting. After clearing the cache I get 9FPS, then when "activating" it jumps up to 16 to 18FPS. Further re-activations result in 16FPS consistently. Then clear the cache and get 9FPS for one "try".
<cheako> I can't get the 30 to 37FPS I was rarely getting in prior test runs, but I think I have to be super lucky to get those and with the caching I'm unable to generate enough tries to pigeonhole them.
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<zmike> imirkin: ping re: translate_sse since I see you were the last person to successfully edit this
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<jekstrand> I kinda want to use the kernel's PTR_ERR and ERR_PTR macros in Mesa....
<alyssa> jekstrand: I'd settle for BIT in mesa
<anholt> I will be hard NAKing it unless you have a separate type for the unioned ptr/error type.
<alyssa> jekstrand: I have fantasized about doing an s/BITFIELD_BIT/BIT/g on the tree but never had the nerve to submit
<anholt> worst mistake in the kernel.
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<jekstrand> Ok, then. :)
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<jekstrand> Is it really worse than checking for NULL?
<jenatali> So eventually I'm going to implement GL4.3 support for the d3d12 driver, but it's going to be conditional on features exposed by the underlying D3D driver. I'm wondering if there's any way I should end up marking things like features.txt to denote that. It's not as simple as hardware generation like you might mention for other drivers
<bnieuwenhuizen> I think that it is counterintuitive is bad enough, especially when debugging and you can't rely on null checks anymore
<jenatali> I figure zmike might have an opinion as another layered driver author :)
<alyssa> jekstrand: Why not rewrite Rust in Mesa? ;-p
<alyssa> er
<alyssa> other way
<zmike> jenatali: there's docs for this in zink
<jenatali> Ah that's a good way to do it
<zmike> but features.txt I just mark as "supported" because it's not my problem if drivers can't handle how awesome we are
<jenatali> Cool, I'll follow suit then
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<Kayden> anholt: hey, would you mind sanity checking a ci commit? https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14916 - it's adding a new flakes.txt file, I wasn't sure if those were automatically noticed, or if I had to list them somewhere
<anholt> Kayden: yep, they are! rbed.
<Kayden> thank you!
<anholt> I made them get automatically noticed because we kept making mistakes
<Kayden> Yeah, I thought they must be, since I didn't see a list anywhere
<Kayden> and, that makes sense, I would totally forget to add them sometimes
<cheako> alyssa: Rust IMHO isn't ready... That's what I run into on every project, if your project is not following the Rust trail you can expect to find a lack of documentation and nobody in chat has any idea how Rust blazes a new trail.
<cheako> I can imagine trying to perform ioctl(s) in Rust as not well-supported, could even be a nightmare where the only solution is to write a C library.
<qyliss> ioctls in Rust are fine —if they weren't you wouldn't see all the new KVM userspaces being written in it, for example
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<anholt> Kayden: flake regex worked! unfortunately, flake regex didn't match the name of the piglit test's top level result, so the top-level fail made things overall a fail
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<Kayden> so just add another line with the top-level test? and, probably also to amly?
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<Kayden> (not sure how that didn't hit us on amly)
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<Kayden> anholt: new version look okay? I added just the top-level regexp to flakes on kbl, whl, cml, and updated amly to use it as well. left the current fails in place (which are only on kbl)
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<Kayden> anholt: thank you!
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