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<ameerj> Hello all, I'm a developer on the yuzu emulator project. I need assistance debugging a device loss on the RADV driver with RDNA2 hardware that causes a driver panic
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<HdkR> ameerj: Do the validation layers say anything?
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<HdkR> I don't recall if gfxreconstruct helps with debugging device lost
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<ameerj> validation layers don't say anything near when the hang/crash occurs
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<ameerj> I was able to dump the hang using $RADV_DEBUG=hang but not I'm sure how to make use of the dumped info
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<pendingchaos> otherwise, I think RADV_DEBUG=hang is mostly useful for those who are very familiar with radv or the hardware
<pendingchaos> pipeline.log should have the spir-v of the hanging shader, if it's a shader that's causing the issue
<pendingchaos> never used this, but it looks like it might be useful and would give a higher-level information on the hang: https://github.com/googlestadia/gfr
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<pendingchaos> I think radv does something similar to gfr and dumps it into trace.bo, but figuring out the corresponding vulkan commands would probably be difficult
<ameerj> Interesting, I'll set up GFR and hope it provides me with better indication as where the problem lies. Thanks pendingchaos!
<JoshuaAshton> ameerj: This couldn't be the one I am debugging right now is it?
<JoshuaAshton> :D
<JoshuaAshton> Mine is a full hang that only occurs when VK_EXT_vertex_input_dynamic_state is enabled
<JoshuaAshton> Right now I am trying to narrow it down to the right instruction with umr stuff and having a jolly old time :frog:
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<JoshuaAshton> My first UMR stuff was pointing PC_LO to something wacky so I am trying again with some other stuff
<pendingchaos> enabled, but not used?
<JoshuaAshton> Yuzu uses vertex_input_dynamic_state
<JoshuaAshton> if I make it not use it or disable it in RADV, it works fine
<pendingchaos> vertex prologs use s_setpc_b64 to jump to the main shader, so maybe the address given there is wrong for some reason
<JoshuaAshton> Based on my first UMR stuff, looks like the PC was somewhere invalid when it hung, but it could just be UMR giving me back BS so that's what I am testing now
<JoshuaAshton> notably it doesn't have on Radeon VII (Vega20)
<pendingchaos> if the instance rate divisor is not 1, then it will take a more complex path to obtain the address
<pendingchaos> I'm not sure how well that path is tested
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<ameerj> JoshuaAshton: Indeed it is the same one you're debugging, and looks like your much further along than i am xD
<imirkin> hm, i guess spec@amd_performance_monitor@measure,UnexpectedPass needs to be added to flakes for intel?
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<JoshuaAshton> Currently doing a kernel build with CONFIG_STRICT_DEVMEM=n because UMR was bitching at me
<JoshuaAshton> > <pendingchaos> vertex prologs use s_setpc_b64 to jump to the main shader, so maybe the address given there is wrong for some reason
<JoshuaAshton> That sounds like it could very likely be a culprit if this is the cause
<JoshuaAshton> given that it works fine on the simple like splash screen and stuff
<JoshuaAshton> but as soon as more complex scenes come up, it hangs
<bnieuwenhuizen> I'm curious though because in the example it hung at the address of PC_LO which sounds like it hangs in the prolog shader
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<bnieuwenhuizen> rather than a weird jump from the prolog shader
<JoshuaAshton> bnieuwenhuizen: PC_LO didn't seem to be in the prolog shader though did it? Can double check with this new kernel + umr wave + radv dumps anyway I hope
<bnieuwenhuizen> oh right nvm
<bnieuwenhuizen> it was in SPI_SHADER_USER_DATA_GS_0
<JoshuaAshton> ye
<bnieuwenhuizen> was thinking of the GS start address, which does need to point to the prolog
<bnieuwenhuizen> kinda weird though. GS_0 is IIRC also where we store the address to all the scratch/tess/etc rings
<bnieuwenhuizen> so if a shader starts using that that will get messy
<JoshuaAshton> GS being geometry shader or?
<bnieuwenhuizen> yeah
<bnieuwenhuizen> though with NGG a VS gets implemented as GS
<JoshuaAshton> Not sure on the interaciton with NGG + prologs and stuff there
<JoshuaAshton> ah
<bnieuwenhuizen> so likely yuzu has a VS, and on the HW GS is the first stage
<pendingchaos> I think the ring address is in SPI_SHADER_USER_DATA_ADDR_LO_GS, not GS_0
<JoshuaAshton> I wonder if its worth me just forcing non-trivial divisors off (rendering be damned) to smoke that out immediately
<JoshuaAshton> that would narrow that down quickly
<bnieuwenhuizen> oh right, always forget we have that special one on GFX9+
<ameerj> JoshuaAshton: do you think it would make sense for the time being for yuzu to blacklist RADV RDNA2 drivers from using VK_EXT_vertex_input_dynamic_state while a proper fix is being investigated?
<JoshuaAshton> we should probably make a big wiki page about umr and debugging hangs and stuff at some point
<JoshuaAshton> ameerj: Sure, probably makes sense to
<JoshuaAshton> ameerj: Not surprising! :D
<JoshuaAshton> hmmm I disabled nontrivial_divisors and it still hangs
<JoshuaAshton> okay back to UMR!
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<JoshuaAshton> pendingchaos: looks like s_setpc_b64 in the hung pipeline (according to RADV_HANG) is just from s[8:9], there's no waitcnts so seems like trivial divisor?
<JoshuaAshton> looks like its inside a BO too
<JoshuaAshton> VA=ffff8000006c0000-ffff8000007c0000, handle=13
<JoshuaAshton> PC is 0000800000703100 (ignore top 16 bytes)
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<karolherbst> jekstrand: okay.. I think I succeeded :) without even having to change the code except my super macro
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<karolherbst> testing if I can really split out the bindgen CL stuff into its own crate tomorrow
<karolherbst> but it should look fine
<karolherbst> I just inserted three magic casts
<karolherbst> and have a struct with only the dispatch table
<karolherbst> but I also have ideas on how to minimize that macro
<jekstrand> karolherbst: Yeah, I've got a few ideas of things I'd like to see too.
<jekstrand> karolherbst: For one, I'd like to see us stop doing our own reference count and use an Arc for the wrapper
<karolherbst> what do you mean?
<jekstrand> And have core::Foo.cl be a Weak
<karolherbst> we don't do our own ref counting
<jekstrand> karolherbst: Yeah we do unless you've changed that
<karolherbst> I never did my own ref counting except implmenting those CL functions changing some atomic
<jekstrand> Yeah, that's what I'm referring to
<jekstrand> Arc will do all that
<karolherbst> well
<karolherbst> no
<karolherbst> it can't
<jekstrand> why not?
<karolherbst> how do you think it should work out?
<jekstrand> Picking Device for a moment for an example...
<jekstrand> We have a struct ObjectWrapper<Device> which has a dispatch table and an Arc<Device> or Arc<Mutex<Device>> (depending on if we want it to be mutable or not)
<jekstrand> Then to get the cl_device_id, we create an Arc<ObjectWrapper<Device>> and call into_raw() on it to get a pointer.
<karolherbst> mhhh.. planning to use increment_strong_count and decrement_strong_count?
<jekstrand> Yup
<karolherbst> mhhh
<karolherbst> not a big fan of allowing clients to trash rust internals though :/
<jekstrand> And decrement_strong_count() should delete it when it hits zero without having to do any "turn it back into a Box/Arc" nonsense
<jekstrand> We're giving the client a pointer to a Box<>. How's that different?
<karolherbst> we are giving it an opaque pointer
<karolherbst> the only use of that is to pass it inside CL API functions
<jekstrand> And we're blindly smashing an atomic relative to that pointer
<jekstrand> The memory corruption is going to be the same
<karolherbst> no
<karolherbst> when the wrapper is gone we don't care
<karolherbst> atm
<jekstrand> Yeah, but if they release one too many times, we have no protection against that
<karolherbst> oh well.. mhh I guess they could keep decrementing..
<jekstrand> Yeah
<karolherbst> mhh
<jekstrand> I don't think your box trick is any differen than the implementaiton of Arc
<karolherbst> there is another thing, which is that clients can ask for the ref count
<jekstrand> And one of the advantages to using Arc is that we can have our device.cl back-pointer be a Weak and it'll automatically null when the client deletes the object.
<karolherbst> but.... I hope no clients is doing "decrement by the ref count" crap
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<jekstrand> Short of mapping all their objects through a hash table, we can't protect against too many decrements
<karolherbst> yeah.. I mean, we can just ignore crappy apps and move on
<karolherbst> I can play around and see if that would work
<karolherbst> should be a trivial change
<jekstrand> If we want to protect against crappy apps, we need a HashMap per handle type.
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<karolherbst> I think some impls actually store the type besides the dispatch table...
<karolherbst> not sure if clover does
<karolherbst> but I think there is some magic
<jekstrand> I also thought about doing that
<karolherbst> me as well
<jekstrand> Rust enums would work well for that
<karolherbst> yeah
<jekstrand> I was also looking at Any. Not sure how that works just yet, though.
<jekstrand> If we did that, I think we could have a single standard wrapper class without the generic parameter.
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<jekstrand> I think that'd add us a bit of nice protection
<karolherbst> maybe
<jekstrand> If the dispatch table is ours, it doesn't guarantee that it's our object, but it's as close as we'll get. THen the enum protects us from bad pointer casts in the client.
<karolherbst> yeah
<jekstrand> I'm going to prototype some things on Monday. Part of my problem today is that refactoring is hard because you've gotten far enough that any change has a lot of changes before it builds.
<jekstrand> So I may strip it down to just Device or something and then experiment.
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<karolherbst> well.. I am close to done with my changes anyway
<jekstrand> karolherbst: How immutable are the objects? Is basically everything mutable or is there some stuff that we expect to create once and never change? Like images, maybe?
<karolherbst> just some
<imirkin> i missed the start of this ... what are you guys hacking up?
<jekstrand> karolherbst: Yeah, go ahead and finish up what you're doing. Don't worry about conflicting with me.
<karolherbst> cl_programs are mutable for real
<jekstrand> imirkin: A new OpenCL state tracker written in Rust.
<karolherbst> the other things? mhh
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<karolherbst> jekstrand: keep in mind that mutable doesn't mean we need &mut refs
<jekstrand> karolherbst: Yeah, Images, memory, buffers, etc. are probably immutable.
<karolherbst> kernels as well
<jekstrand> karolherbst: Yeah. Just wondering what all we need to wrap in Mutex
<karolherbst> kernels are explicitly not thread safe
<karolherbst> so we can trash
<jekstrand> Right
<karolherbst> or just fail randomly
<karolherbst> cl_program might be the first one really needing a lock
<karolherbst> maybe even the only one
<jekstrand> Right so, for that, we could use get_mut() and just throw an error if it's used concurrently or something.
<karolherbst> yep
<karolherbst> ohh cl_queue is mutable
<jekstrand> I'd like as little mutex and mut as possible
<karolherbst> but I wanted to use atomic containers
<karolherbst> because you get heavy threading on those anyway
<jekstrand> atomic containers?
<karolherbst> containers which use atomic ops instead of requiring &mut refs
<karolherbst> there are some crates
<jekstrand> Yeah
<jekstrand> Often taking a mutex is faster than a few atomics if the mutex is implemented right.
<karolherbst> queues are weird, but probably the only type of objects who are mutable for a reason
<karolherbst> cl_programs are mutable because of bad API design
<jekstrand> sure
<karolherbst> jekstrand: maybe there is something like simple_mtx_t in rust :D
* karolherbst already see us writing it ourselves
<jekstrand> karolherbst: I would expect Mutex is basically that on Linux
<jekstrand> But I don't know
<karolherbst> it's not afaik
<jekstrand> There shouldn't be any recursion with Mutex so it could be
<karolherbst> mhh
<karolherbst> I know that RwLocks have some smartness inside
<karolherbst> not sure for mutex
<jekstrand> Yeah, RwLocks are going to be more expensive
<jekstrand> Mutex can be cheap. Not sure if it is.
<karolherbst> mhh
<karolherbst> maybe
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<karolherbst> imirkin: OpenCL implemented in Rust within mesa
<jekstrand> But, yeah, generally, I'd like to use Arc and keep it immutable as much as possible.
<jekstrand> And I think we can for must things. I just don't know the API super well yet. Not in that level of detail.
<karolherbst> should be fine
<karolherbst> I implemented most of the stuff
<karolherbst> already
<karolherbst> not sure for new types like pipes and the like
<jekstrand> Looking at clover, queues and events have mutexes. I'm not sure if we actually need them for events.
<karolherbst> why for events?
<jekstrand> I don't remember why. It has these CPU-implemented events where it does CPU waits, IIRC.
<jekstrand> I don't think we want that.
<karolherbst> I've made the status an atomic
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<jekstrand> That's probably enough.
<karolherbst> looks like it at least
<jekstrand> Or, better yet, we can use actual kernel sync primitives like sync_file and not do the userspace CPU stuff.
<karolherbst> I am doubting it's really worth it... but maybe
<jekstrand> idk
<karolherbst> I mean.. Mutex are usually implemented with futex already anyway
<jekstrand> ?
<jekstrand> I'm not sure we're talking about the same thing
<karolherbst> ohh you were refering to events?
<jekstrand> Yeah
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<karolherbst> mhh
<jekstrand> For events, we may want to use sync_file or something and kick to the kernel. I've not studied them well enough to be sure that'll work, though.
<jekstrand> If we want to get full perf on big GPUs, we're going to need to push as hard as we can to use all the parallelism.
<karolherbst> yeah... I really didn't investigate all that waiting on event stuff anyway, not sure what we need and what's required
<karolherbst> yeah
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<jekstrand> Yeah, neither have I. I expect there's going to be some work to do there if we want full perf.
<karolherbst> at least I push all events to a worker thread already
<karolherbst> but there could be more workers with a bit of dep managing
<karolherbst> but...
<jekstrand> Yeah
<karolherbst> all this mixing of CPU and GPU events is a mess to begin with
<jekstrand> Yeah and I'll need to study the spec before I've got especially solid opinions on it.
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<karolherbst> we could just check what MS did :D
<jekstrand> But I could imagine us wanting to spawn multiple queues on radeonsi and similar.
<jekstrand> hehe. We could :)
<jekstrand> Not sure how spawning multiple compute queues works with Gallium. (-:
<karolherbst> you creeate a new context
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<jekstrand> That works, I guess.
<jekstrand> But, yeah, we may want to do some context juggling. But we need to get things up and working and well enough tuned that that's the bottlekneck first.
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<karolherbst> it's a bit sad that the CL CTS is in such a sad state... normally I'd just get that passing and hope that applications only hit some werido corners cases, but no...
<jekstrand> Yeah
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<karolherbst> ahh my stuff finally compiles :D
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<jekstrand> karolherbst: \o/
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<karolherbst> only did it for cl_program for now, but now moving over everything :D
<karolherbst> 81 errors, but I know why and requires maybe 4 loc changes
<karolherbst> jekstrand: you know what's the most annoying part about rust macros?
<karolherbst> you can't create new idents...
<jekstrand> :(
<karolherbst> you can do with proc_macros though, but ugh....
<karolherbst> proc_macros need their own create and are more like compiler plugins
<karolherbst> and I am sure dcbaker will hate us if we ask for that :D
<jekstrand> hehe
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<karolherbst> jekstrand: okay.. ported everything over and no regressions :) so it seems to work
<jekstrand> \o/
<karolherbst> so tomorrow I will probably remove the atomic and split the crate and see how well that works
<karolherbst> 9 files changed, 42 insertions(+), 32 deletions(-) :3
<jekstrand> cool
<jekstrand> I'm not going to poke at it again until Monday. I've had enough rust headaches for the week. :)
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<karolherbst> yeah.. I just adjusted the Deref trait magic a little, so everything just stays the same: https://gitlab.freedesktop.org/karolherbst/mesa/-/commit/d87b06e7a78d0fe652dabba879b237477b33585d
<karolherbst> the bindgen stuff is a bit ugly now, but...
<karolherbst> I might be able to use one type
<karolherbst> I prefered the safe approach for now
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<jekstrand> karolherbst: I just defined a bunch of structs in rusticl_opencl_bindings.h
<jekstrand> With a C macro
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<karolherbst> smart
<karolherbst> I will do the same :D
<jekstrand> :)
<karolherbst> that Deref trait is god send, it makes that stuff so easy to change
<jekstrand> karolherbst: Save you a bit of effort. :)
<karolherbst> :D
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<karolherbst> ehhh wait
<karolherbst> jekstrand: is it even going to work?
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<karolherbst> because the CL headers define that
<jekstrand> karolherbst: yup. Works fine.
<karolherbst> and I used '--blacklist-type', '_cl_command_queue' etc...
<jekstrand> Yeah, just drop the --blacklist-type
<karolherbst> oh wow :O
<karolherbst> but that's invalid C
<jekstrand> No it's not
<karolherbst> ohhh right
<karolherbst> those don't exist...
<jekstrand> Yup. They're just predeclarations
<karolherbst> right.. bindgen was adding those fake structs
<karolherbst> yeah..
<karolherbst> okay, that will be fun tomorrow then
<karolherbst> jekstrand: we just need to be prepared to close all "please support non ICD execution" issues as wontfix :D
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* karolherbst doesn't see the point of even bothering with non ICD support tbh
<karolherbst> mhh would be annoying if it's required for certification though
<karolherbst> or conformance passing or whatever
<karolherbst> mhh well I guess we can fill the table regardless...
<karolherbst> oh well
<jekstrand> idk about non-ICD
<jekstrand> If we need to support that, we'll deal with that later.
<karolherbst> yep... anyway.. the bed calls, good night
<jekstrand> g'night
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<JoshuaAshton> pendingchaos: Dug down the rabbit hole a bit more
<JoshuaAshton> PC_LO is 00703100
<JoshuaAshton> which is the address after the jump call
<JoshuaAshton> s_setpc_b64 s[8:9] ; be802008
<JoshuaAshton> is the jump call thingy
<JoshuaAshton> and the SGPR its doing is SGPRS[8..11] = { 00703100
<JoshuaAshton> so the PC value of the hang does seem to be right
<JoshuaAshton> which makes me believe that we are jumping somewhere naughty
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<karolherbst> jekstrand: btw.. I am still not really happy about using dec/increment_strong_count, those calls require us to use Arc::into_raw and obj.inner = Arc::from_raw(ptr) to be used and I am not exactly sure what weird implications that might have
<karolherbst> totally forgot about that detail
<karolherbst> although it feels like this is fine
<karolherbst> but...
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* ndut2 hey yah all skraito here what's up , i am here
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* ndut2 brb
* ndut2 after sabbath day guys i join you all at 1:48 more hour rest well ... . is your sabbath day soon , at friday night to saturday night ... .
* ndut2 get the fuck off libera none of your concern here ... .
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* ndut2 even rasberry pi is stupid guys , i would rather buy samsung a70 for 180 usd dollar and play tinkering from that ... .
<karolherbst> jekstrand: done :) and no regressions \o/ (moving bindgen into its own crate)
* ndut2 all just code in c++ , c and the rest is just header , the rest think yourself ... .
* ndut2 to be honest you though you all code the kernel ? i just laugh ... . your just coding delusion ... . think for yourself why We say that ... .
* ndut2 if not the deal here i don't even care asshole ... . just get the fuck off libera and all frog ... . if you want just ban and k-line me ... . i got better thing to do rather than teaching kids with big ego or proud ... .
* ndut2 that usb encryption is one more thing super nice to for your key to turn on computer ... .
* ndut2 the password make it at my 0day c++ password with 7 string incase you forgot it
* ndut2 the password make it at my 0day c++ password with 7 string incase you forgot it <--- or just use the word and hash it
* ndut2 the password make it at my 0day c++ password with 7 string incase you forgot it <--- or just use the word and hash it think why i say so
* ndut2 you can hash it with time ... . the rest is your imagination ... .which mean other thing like your whatever favourite number or even letter or whatever ... .
* ndut2 haha is my old memory why i am the best in crypto now ... . i fail secondary 5 times lol ... . therefore The Fear of The Lord is The Beginning of wisdom ... . therefore be humble ... .
* ndut2 don't use vpn and the rest prince , is interpol problem , you just create trouble for yourself and them to protect you ... . i reveal to you that wireless encryption ... .
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* ndut2 you should first connect to wireless without encryption ... . than go to their https , fill in the form with your phone or ic ... . than get the password than connect to encrypted wireless ... .
* ndut2 you still sure there is privacy ? don't be fool ... . if not why the whole country has proxy ... . of course they know what's going on behind the door ... . even you need ic for your internet ... . brb working ... .
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* ndut2 spamming ? yeah yeah
* ndut2 i am playing allods.my.com now , don't work crazy like us prince ... .
* ndut2 brb just call me for all country here what you want for deal i just standby it ... .
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* karolherbst continues wiring up compiler stuff
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<HdkR> ninja
<HdkR> er uh
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<marex> looking at the vivante VIP8000 NPU, it seems like vivante GPU with shares with different instructions
<marex> *shaders
<marex> is there any plan to support such stuff in mesa, via openvx ?
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<jekstrand> marex: Not via openvx. I don't think you can really do GL on top of OpenVX. But someone may add etnaviv support for it some day, I guess.
<marex> jekstrand: no, you cannot, but you also cannot do GL on top of OpenCL and that is supported by clover, right ?
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<marex> so something like clover for VX would be needed
<marex> the NPU seems to be just a GPU with swapped out shaders with different instructions
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<jekstrand> Likely, if support were to happen, it'd be a compute-only gallium driver capalbe of running clover. We probably wouldn't layer on openvx
<marex> jekstrand: the way I understand openvx, it is really an extension of opencl, right ?
<marex> ( I am not pushing openvx mind you, I'm just trying to understand the situation )
<jekstrand> I'm not sure. I've not spent that much time looking at it. I think it's more like a standardized accelerated openCV image processing thing. Not general compute.
<jekstrand> You could implement it on top of OpenCL, I think.
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<marex> jekstrand: I think opencl would be the first step anyway
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