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<imirkin> zmike: all i can say is that stuff is super-subtle. i'll have a closer look at what the test is doing. do you believe the test is wrong or mesa is wrong (or some happy combination)?
<zmike> ccr: hey cool, will check tomorrow
<imirkin> fwiw the test does (did!) pass before. unfortunately the GPUs i have plugged in right now don't support per-texture seamless cubemap settings
<zmike> imirkin: pretty sure mesa's wrong
<zmike> the test does pass still
<zmike> but I don't know how it's passing for anyone
<zmike> it shouldn't
<imirkin> hehe ok
<imirkin> will try to have a closer look ... maybe later tonight, if the alcohol doesn't hit too hard
<zmike> I dug pretty deep and it looks like some weird conflation of "current" sampler and targeted sampler
<zmike> and that state isn't propagating
<zmike> yea sure, no rush
<zmike> I think you don't actually need a gpu that supports the feature to see the issue
<Sachiel> alcohol sounds like a great way to make cubes look seamless
<zmike> hahah
<zmike> if you enable the pipe cap you can just check the flag on the sampler state that gets bound and see that it's wrong
<imirkin> zmike: ok. both of the ones i have plugged in _do_ have seamless support. and i guess llvmpipe supports seamless too
<zmike> even easier
<imirkin> (fun fact - half of the nvidia tesla gen doesn't support seamless, and yet they advertise GL 3.3 on them)
<imirkin> (another fun fact -- trying to use texture() on a samplerCubeShadow with bias ends in a compile error with the nvidia blob. with nouveau we just ignore the bias)
<zmike> grimace
<imirkin> [on tesla gpu's that is... fermi+ it's all good]
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<imirkin> zmike: apologies for the idiotic question, but ... which draw is the 4th draw, per your bug?
<zmike> uhhhhhhhhh
<imirkin> you mean the literal 4th draw_quad() invoc?
<zmike> yeah
<imirkin> ok cool
<zmike> I was editing it as I went to debug
<imirkin> i see. and it's the first one after the previous one set the texparam to true
<imirkin> but the texparam is now false.
<imirkin> time to go rtfs (s = spec)
<imirkin> ok right. it works the way i thought. the global and per-texture thing is OR'd together
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<imirkin> (or at least is meant to be)
<zmike> that's my understanding too
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<zmike> but in this case the global state is false and the in-use texture unit was previously false, so no state change occurs
<zmike> but it still uses the state from the previously-used tex unit, which was true
<imirkin> yea, checking over that
<zmike> and thus...how does this work for anyone?
<imirkin> step 1 is for me to confirm your findings. if that pans out, could be the test isn't as sensitive as it could be
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<zmike> anholt: just put up a MR which may or may not greatly reduce zink ci time
<zmike> a real 🤔 moment
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<airlied> zmike: from memory the gles3 tests don't include gles2
<airlied> the runner runs both
<zmike> you sure? I was getting the same fails
<airlied> tripped me up when I went to get llvmpipe gles 3.2, and realised I had to pass gles2 first
<airlied> you dropped some dEQP-GLES2 fails from the fail list though
<zmike> I guess I'll check the mustpass lists tomorrow
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<zmike> yea I dropped tehm because they're the same
<airlied> yeah it also might have changed, but I ran into it before
<zmike> the only gles2 fails I have are also in the 3.x list
<airlied> I never worked out how to implement the other style of point clipping back then so I gave up my gles dreams
<zmike> points are the worst
<airlied> wtf is debian-vulkan build failing for everyone?
<HdkR> GLES only matters if you care about Android so it's fine right? ;)
<airlied> I only care about numbers getting higher on mesamatrix :-P
<airlied> ah musta been a once off rebuild seems fine
<airlied> bouncing to marge for another go
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<imirkin> zmike: so ... one observation about that test is that it uses glBegin/glEnd. this has funny effects on state management. could be a FLUSH_VERTICES missing somewhere
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<imirkin> also there appears to be some sort of batching thing going on. there are 16 draws in the program, but i only see draw getting called 8x. but i don't see how any such batching would be legal since the texture changes each time (even forgetting about the seamless flag)
<imirkin> both textures have the same data
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<imirkin> but it's not like the draw merge thing knows about that...
<imirkin> (but it explains why the test passes anyways)
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<imirkin> zmike: ok, so for reasons which aren't wholly clear to me, texture "1" is somehow invalid
<imirkin> this leads to all kinds of further shenanigans
<imirkin> at some point, the piglit framework sets up texture 1 as GL_TEXTURE_2D and i guess there's no way back
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<danvet> robclark, yeah I guess if all your de-dup needs are covered by the guest kernel handling duped imports then it should work
<danvet> probably needs a pretty huge uapi warning though since I'm sure people will see this and think it's cool and all :-)
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<emersion> seems like radv_stoney_vkcts (mesa-lava-collabora-hp-11A-G6-EE-grunt) is borked
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<dj-death> any clover dev around?
<dj-death> trying to make use of the printf pass in NIR
<dj-death> seems like the atomic counter at the beginning of the buffer is overwritten by the first printf data element
<dj-death> just wondering whether the problem exists in clover too or if I'm doing something wrong
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<daniels> emersion: yeah thanks for pointing out, I've got a fix to catch that and retry, just need to test and push
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<jenatali> dj-death: The result of the atomic on the counter is supposed to indicate where in the buffer to write. Sounds like your atomic is somehow returning 0?
<dj-death> jenatali: ah okay, so the buffer should be initialized with 4
<dj-death> jenatali: like put the data right after the atomic counter
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<jenatali> That sounds vaguely familiar
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<dj-death> alright, I can do that :)
<dj-death> it's all a bit weird with +1 string indices...
<jenatali> I don't remember why we did that. Been a long time since I wrote most of that code
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<bbrezillon> jekstrand: I'm trying to debug dEQP-VK.glsl.linkage.varying.struct.float, which wraps a float inside a struct and pass it from the VS to FS. AFAIU, the problem is that DXIL wants raw types (int/float vectors) for varyings
<calebccff> robclark: Hi, I've had another quick look at the A630 idling stability issues we dealt with a while ago, I think I've found a potential solution, would you mind takinga a look? https://github.com/aospm/linux/commit/34e5333314a0a6640c8772d7153969a9b8dc24a6
<bbrezillon> jekstrand: I thought nir_split_per_member_structs would do the trick, but it's only splitting blocks, not structs, and as you pointed out, I'd still have to split array of structs anyway
<calebccff> For context, with the logging enabled the idling behaviour looks like this whilst navigating UI: https://p.calebs.dev/17fa74
<jekstrand> bbrezillon: Does it allow arrays?
<robclark> calebccff: maybe we should just add min-idle-time to `struct adreno_info`? The one thing is we might want to do some delayed-work thing instead because if there isn't another active->idle transition nothing will reduce the freq until devfreq governor kicks in
<jenatali> bbrezillon: Is it trying to interpolate the float? Or just pass it flat? I got structs passing (just treating them as uint4s) for GL relatively recently, as part of the fp64 series
<calebccff> robclark: ah so just adjust the queue_work() call to have a 100ms delay for a630?
<robclark> yeah
<calebccff> looking at my logs again, you're right about idle not being called again :X
<calebccff> Thanks, I'll rework the patch
<robclark> np, thx for looking into that
<bbrezillon> jenatali: nir_to_dxil seems to treat the struct as an int (it doesn't seem to be split in basic elems)
<bbrezillon> and then apply an linear-interpolation
<bbrezillon> which is rejected
<calebccff> robclark: how would I go about pulling the struct adreno_info out of struct msm_gpu?
<jenatali> bbrezillon: so the shader is actually trying to interpolate the float?
<bbrezillon> interpolation == INTERP_MODE_NONE
<bbrezillon> which we map to LINEAR
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<robclark> calebccff: hmm, it is in adreno_gpu .. but maybe the idle-delay should just be copied into msm_gpu
<bbrezillon> don't know if it's allowed to have different interpolation on struct members though
<robclark> calebccff: also, did you see the gdsc delay patch? I was kinda wondering if something like that could be behind the a630 issue.. bamse looked at it a bit and I think one of the delay values was wrong, but maybe wasn't helping
<jenatali> bbrezillon: Not sure of that NONE -> LINEAR is the right mapping. If it is, maybe we say that flat structs are uints, and interpolated structs are floats? :)
<bbrezillon> jenatali: I've done https://gitlab.freedesktop.org/-/snippets/4522, but I'm not sure that's correct
<jenatali> Or maybe NONE -> LINEAR for floats, and NONE -> FLAT for structs or ints
<bbrezillon> so I was trying to split structs instead
<bbrezillon> what if you have floats inside the struct?
<jenatali> The tests/spec should be able to tell us (or maybe jekstrand just knows) whether floats in a struct can be interpolated. My guess is no, only top-level float vecs/arrays can be interpolated
<calebccff> robclark: huh i see, looks interesting... It does look like it could potentially be related to the issue. Thanks
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<jekstrand> floats in structs can get interpolated, I'm pretty sure.
<bbrezillon> yep, at least that's what they say for flat/no-perpective interp
<bbrezillon> linear interpolation is the default IIUC
<jekstrand> Right... I'm remembering now.
<jekstrand> Interpolation qualifiers can only go on the top-level block or on members of it. You can't decorate a sub-struct.
<jekstrand> spirv_to_nir will make a splittable variable and nir_split_per_member_structs will split it.
<jekstrand> The result is that the interpolation qualifier in NIR is per-variable.
<jekstrand> So, yeah, you can float/int the whole thing based on interpolation. That should be fine.
<bbrezillon> but what happens if you have linear interp on the struct, and this struct contains ints and floats
<HdkR> Watch out for interpolation qualifier inheritence. That'll bite you :)
<HdkR> Apple's OpenGL shader compiler does it wrong as an interesting point.
<bbrezillon> and by linear, I mean unspecified interpolation, since it seems to be the default
<jekstrand> Right... I think the ints are ignored, maybe.
* jekstrand reads the GLSL spec
<HdkR> inheritence rules. they'll have linear applied unless you explicitly override
* bbrezillon couldn't find anything clear in the GLSL spec :-/
<HdkR> Which of course results in compile error
<jekstrand> We're safe!
<jekstrand> "
<jekstrand> Fragment shader inputs that are, or contain, integral or double-precision floating-point types must be qualified with the interpolation qualifier flat.
<jekstrand> "
<jekstrand> That's GLSL, anyway
* jekstrand looks at Vulkan
<HdkR> ah, doubly resolves the issue :D
<bbrezillon> ok, that would definitely save us
<jekstrand> Vulkan also has a VU:
<jekstrand> VUID-StandaloneSpirv-Flat-04744
<jekstrand> Any variable with integer or double-precision floating-point type and with Input storage class in a fragment shader, must be decorated Flat
<bbrezillon> ok, so that means I should map structs to floats if interp == none
<jekstrand> Sounds like, yes.
<dj-death> jenatali: fun times, with the options->treat_doubles_as_floats
<dj-death> jenatali: because it leaves the arg size at 8bytes in the nir_printf_info::arg_sizes
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<jenatali> Yep, I'm aware. It was a bit of a hack
<dj-death> I guess the intrinsic could take a const offset
<dj-death> for the string id
<dj-death> jenatali: does that sound crazy?
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<jenatali> dj-death: sounds fine I think
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<JoniSt> I'm looking through u_threaded_context at the moment and I'm a bit confused... What stops tc_batch_flush from just filling the entire batch/buffer ring buffers when tc_add_sized_call gets called a lot?
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<dj-death> jenatali: well hang on, it's writing 4bytes for doubles but offsetting at 8 ;)
<jenatali> Right. My goal was to eliminate the float -> double casts and just write the float directly
<jenatali> If you only support floats, it's simple enough to set that bit and parse %f as a float with 4 bytes of padding. Otherwise all %f will be doubles
<dj-death> well not really it seems
<dj-death> because the write offsets are based of doubles
<dj-death> but the writing uses floats
<dj-death> oh sorry
<jenatali> Yeah, it's like a union { float f; double d; }; where the f is written
<dj-death> I missed your 4 bytes of padding
<dj-death> yeah I need to did into what's wrong
<dj-death> because floats are messing up the next string id in the buffer
<jenatali> dj-death: I don't think clover ever sets that bit today. That lowering pass is also used for CLOn12 which uses a different path to get at the compiler and data
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<JoniSt> Ah, nevermind, I figured it out. Looks like the threaded_context u_queue size is limited so that the batch ring buffer is just big enough. Tricky stuff...
<bbrezillon> jenatali, jekstrand: thanks for your help, I have all the dEQP-VK.glsl.linkage.varying.* tests passing now
<jenatali> bbrezillon: \o/
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<cmarcelo> gallium and two vulkan drivers (anv, v3dv) use the "vec3 is vec4 aligned" layout for shared memory. spirv_to_dxil and other vulkan drivers (radv, lvp, tu) don't use this restriction.
<cmarcelo> as part of making helper for this, I'm trying to figure if we can live with one layout (the same as gallium) for everyone, or is better have 2 helpers, one for each behavior.
<cmarcelo> (right now each driver has a helper of their own locally defined)
<calebccff> robclark: So implementing your change, the idle work never seems to actually run because it always gets cancelled in <100ms, either by an active transition or by devfreq going into idle. I thought this was because calling queue_work() resets the timer, but even only queuing if it's not already active didn't help
<cmarcelo> jekstrand: ^
<kisak> ^oops, please ignore
<robclark> calebccff: yeah, we might need to make the timeout something like max(1ms, min_active_duration - time_since_last_transition_to_active)
<calebccff> robclark: hm ok, does msm_devfreq_suspend() also cause dev_pm_qos_update_request() to be called (via devfreq ?)?
<calebccff> or do we need to make sure msm_devfreq_idle_work() happens before devfreq_suspend()?
<robclark> msm_devfreq_suspend() cancels idle work.. or.. well, I guess there are some patches in that area which haven't ended up in a pull request yet
<robclark> calebccff: you probably want the two patches at tip of https://gitlab.freedesktop.org/drm/msm/-/commits/msm-next/
<robclark> if you don't already have them
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<calebccff> robclark: i do have both of those, so i think they're in mainline
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* alyssa stares at Kconfig
<calebccff> but yeah msm_devfreq_idle_work() is never being called, so it's always being cancelled. Would it be suitable to add "dev_pm_qos_update_request(&df->idle_freq, 0);" to msm_devfreq_suspend()?
<alyssa> how do I express that if both ARCH_MEDIATEK and DRM_PANFROST are enabled, MTK_INFRACFG *must* be enabled
<alyssa> I guess DRM_PANFROST would get
<calebccff> or perhaps combine both attempts, but instead of rejecting the idle if it's been <100ms, just re-queueing the work to happen when it has been 100ms, that way it will always idle
<alyssa> select MTK_INFRACFG if ARCH_MEDIATEK?
<alyssa> or, err, depends on?
<alyssa> er, no, `depends on MTK_INFRACFG is ARCH_MEDIATEK`
<alyssa> I guess select
<bbrezillon> jekstrand: ok, next problem, DXIL doesn't like overlapping inputs in VS, can we relax the assert() in nir_lower_io_to_vector_impl() so I can use this pass on VS inputs too?
<bbrezillon> or are there pitfalls with input vectorization on VS shaders
<bbrezillon> ?
<anarsoul> alyssa: select MTK_INFRACFG if ARCH_MEDIATEK
<alyssa> anarsoul: ack, thanks
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<alyssa> not 100% sure it's necessary but may add that line to the stack
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<calebccff> robclark: I seem to be hitting stability issues again, I can't even get past the boot splash with https://github.com/aospm/linux/commit/8acc69467695511d0d0dcd8ab7d528776db8e04e, unless im missing some other function it doesn't seem like it should be though - https://paste.sr.ht/~calebccff/c601c93fda5ffc9309e948873135262f73c481c0
<calebccff> s/boot splash/android boot animation
<calebccff> the device goes to qualcomm crashdump mode after the above error
<robclark> hmm, :-(
<robclark> I guess the problem is actually in the increasing-the-freq direction
<calebccff> this does seem to point to the issue not being what I originally thought if it's reproducible like this. Althought that doesn't explain how my first patch was able to work
<calebccff> unless it just made it harder to reproduce
<calebccff> as with this it idles much more often than with my first approach earlier
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<robclark> yeah, I think it isn't really addressing the root issue
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<graphitemaster> So when we getting GL 4.7
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<JoniSt> graphitemaster: Pretty sure that's called Vulkan
<bbrezillon> jekstrand: hm, nevermind, vectorization doesn't happen if there's a component that's not used in the middle of a vec4, so we'll have to take care of this merge in the backend I guess
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<anholt> uh oh. that's not the bug I was looking for. common vk queue bug? https://gitlab.freedesktop.org/-/snippets/4523
<bnieuwenhuizen> anholt: maybe the fence wait goes wrong?
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<jekstrand> anholt: Yeah, that shouldn't happen.
<jekstrand> anholt: Is it easy to repro?
<anholt> only seen it once so far while trying to track down my use-after-free
<jekstrand> :0/
<jekstrand> Could be something stomping signal_count, I guess.
<jekstrand> Or a core vk queue bug. :-/
<anholt> ok. maybe I just corrupted some heap with a use-after-free. we do have asan pre-merge, so hopefully that would have caught a real bug
<anholt> related to my use-after-freeing: I was surprised that a pipeline cache doesn't have to outlive the pipelines created with it?
<jekstrand> Yeah, you need to reference count if you want the pipeline cache to cache stuff that's only referenced by pipelines.
<jekstrand> There's some serious limitations to the VkPipelineCache design and that's one of them.
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<graphitemaster> Heh, __GL_SHADER_DISK_CACHE=0 breaks ARB_parallel_shader_compile on NV
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