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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<graphitemaster> So you know how I'm always like hay, lets fix GPU preemption on Linux and I was like WebGPU pretty serious stuff, imagine locking up a desktop with a simple website. Well macOS has the same issues and the air's have a software power button so you can't even power cycle them ... https://twitter.com/DasSurma/status/1495096911333842946
<graphitemaster> So now you just got to wait for the batteries to die when a website decides to spawn a bunch of compute work or ... do something dumb like an infinite loop
<HdkR> Neat
<bnieuwenhuizen> disconnect the battery? Or is that not possible on macbooks either?
<HdkR> You'd have to open the shell and pull the cable, which isn't really something a normie would want to do :P
<graphitemaster> GPU going to become one of the greatest attack surfaces in computing since ActiveX for IE once WebGPU is supported everywhere.
<HdkR> Oh, and I think they use Pentalobe bits on their macbooks now, so the likelyhood of having the bit driver to remove those is a bit unlikely
<FLHerne> my Samsung is almost like that, but after the second time I discovered it has a paperclip-through-hole 'reset button' on the underside
<bnieuwenhuizen> graphitemaster: can't you have infinite loops in webgl already?
<FLHerne> no idea what's wrong with the usual hard-button-after-10-seconds thing
<bnieuwenhuizen> FLHerne: needs the firmware for the timer probably. What are you going to do when the firmware got stuck?
<FLHerne> See, if I was designing it there'd just be an RC timer circuit attached to the button
<FLHerne> but that would add 1p to the hardware BoM, and this is why They don't let me design consumer electronics :-(
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<graphitemaster> bnieuwenhuizen, believe it or not, long running graphics work loads are just killed with a watchdog thing, still not ideal
<graphitemaster> compute workloads just run on mac until completion
<graphitemaster> Sort of like Linux actually, where I observed the same behavior
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<robclark> "according to math" I don't think battery would last for 72+hrs with gpu max'd ;-)
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<imirkin> dcbaker: what's the simplest way to tack -gdwarf-4 to all c/c++ compilation?
<dcbaker> imirkin: Meson configure -Dc_args=“-gdwarf-4” -Dcpp_args=“-gdwarf-4”
<imirkin> awesome, thanks
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<imirkin> (looks like my toolchain has suddenly started using dwarf5, despite me not being able to think of what changed ... and the gdb i have on the target machine only does dwarf4)
<dcbaker> No
<dcbaker> I think gcc and clang both changed to dwarf 5 recently by default
<dcbaker> *np
<imirkin> yeah, but i didn't think i updated my cross-gcc. but clearly i've done _something_. whatever =/
<imirkin> and updating gdb on the arm board has failed in tears
<imirkin> all good now though :)
<HdkR> It's fun when you hit a feature in dwarf5 that gdb or lldb doesn't support
<HdkR> Since it doesn't support all features of dwarf5 yet :|
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<imirkin> HdkR: well, it just says "version 5 aaaaaaah, no line numbers for you"
<HdkR> I like the one where it's "I don't understand this symbol, assert for you."
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<DrNick> I like the one where lldb just doesn't understand dwz
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<maxzor> + they are not super reactive at dwz https://sourceware.org/pipermail/dwz/2022q1/001290.html
<maxzor> i'm just inquiring about .debug_addr... but there is the continent of dwarf vendor extensions which I'm afraid might be even in a worse state
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<graphitemaster> I'm curious about something. Since wave programming has become part of the programming model, what contingency plans are in place for compat in the future?
<graphitemaster> Like, all those games out there assuming NV = 32, AMD = 64
<graphitemaster> Are they just going to break terribly on future hardware that has like 256 waves or some shit
<graphitemaster> Like drivers are going to have to emulate the behavior of a specific wave count on given hardware just to avoid breaking shaders that make assumptions of the subgroup size
<graphitemaster> I wonder if anyone has asked this question when they decided to make this implementation detail part of the programming model
<graphitemaster> Only time will tell but this decision could've been a mistake :|
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<maxzor> HSA Platform System Architecture Spec: "Wavefront size: Every call convention of every kernel agent of an implementation must have a
<maxzor> wavefront size that is a power of 2 in the range from 1 to 256 inclusive"
<FLHerne> Surely anything > 64 would be terribly inefficient for game workloads?
<maxzor> graphitemaster, curious also about the security of GPGPU https://salsa.debian.org/rocm-team/community/team-project#security-wonder asked qubes folks and they simply forbid any gpu access :)
<FLHerne> AMD already switched to supporting wave32 with RDNA
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