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<DanaG>
I've been seeing odd text corruption on my WX 4100 on aarch64 (Honeycomb board). Seems like the most-affected thing is tabs in Firefox.
<natto>
Hello, so I recompiled mesa with the vulkan device chooser layer enabled since my distro's pkg repo doesn't do it by default. Managed to get MESA_VK_DEVICE_SELECT=list working but couldn't get it to change GPUs with games and vkcube which always use my discrete GPU.
<natto>
Surprisingly vkdevicechooser still works
<natto>
Can anyone please help me with this?
<airlied>
Lynne: okay my mem issue is a 1080 vs 1088
* airlied
has decoding now
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<alyssa>
Do we have any GL drivers that don't support Z24 (and fallback transparently to Z32F)?
<alyssa>
(and Z24S8 -> Z32F + S8 separately)
<imirkin>
no, that's not a thing
<imirkin>
not everyone supports Z16
<alyssa>
imirkin: Delightful, guess I'll be writing some lowering code then :(
<airlied>
alyssa: hw can't do d24s8?
<alyssa>
It looks like u_transfer_helper can fallback z24s8 to z24x8 + s8 separately, that's cloe
<imirkin>
that'll be extra fun with polygon offset units...
<alyssa>
airlied: no z24 whatsoever on the m1...
<alyssa>
apparently it's optional in Metal
<alyssa>
convenient, right?
<alyssa>
z16 and z32f are your two choices
<Lynne>
airlied: 1088 goes where?
<alyssa>
wondering if this whole linux on m1 thing might be more trouble than it's worth ;-p
<airlied>
Lynne: I'm decoding a 1920x1080 video
<icecream95>
alyssa: What if you scale all depth values to be denorms? But that's only 23-bit...
<airlied>
Lynne: oh this might be my local hacks
<Lynne>
airlied: yeah, but the height is used in 5 different places, plus on each ref frame
<Lynne>
it's in VkVideoDecodeInfoKHR, VkVideoPictureResourceKHR (attached to the previous), and in each picture's resource
<airlied>
Lynne: but it needs to be aligned afaik
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<airlied>
Lynne: videoPictureExtentGranularity
<Lynne>
should users allocate 1088-pixel images, and use 1088 all throughout, and at the end when presenting crop them?
<airlied>
that needs to be respected
<alyssa>
icecream95: blnk
<Lynne>
will do, but I need to know the correct way
<airlied>
any images to be used in a video decode should be aligned to that
<Lynne>
right, that's how it is with a lot of hwaccels
<icecream95>
alyssa: Actually, I think you can get 24 bits of precision with linear scaling
<icecream95>
(The gap between each value is the same for denorms and the lowest normal exponent IIRC)
<airlied>
Lynne: I think it's just any CreateImages that require it
<airlied>
I don't think the codedExtent needs it
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<icecream95>
alyssa: Incidentally, the representation would be exactly the same as 24-bit int
<Lynne>
airlied: isn't codedextent just slang for aligned extent?
<airlied>
Lynne: for decode I can't see anything indicating it
<airlied>
there is some language around encode "The input content and encode resolution (specified in VkVideoEncodeInfoKHR::codedExtent) may
<airlied>
not be aligned with the codec-specific coding block size. For example, the input content may be
<airlied>
1920x1080 and the coding block size may be 16x16 pixel blocks."
<Lynne>
airlied: tried aligning everything, doesn't work
<airlied>
Lynne: for me alinging in create_frame is necessary
<alyssa>
adding Z32F as a fallback depth buffer allows the thing to probe, but Visual.depthBits == 0 i think.. grumble
<icecream95>
alyssa: struct.unpack("I", struct.pack("f", x * (2**-149)))[0] == x for 0 <= x <= 16777216
<imirkin>
alyssa: i'd think that just not reporting Z24 support from gallium Should Work?
<alyssa>
icecream95: ...Points for creativity?
<alyssa>
imirkin: It does not :-D
<imirkin>
alyssa: check st_format.c
<imirkin>
see what fallbacks we have in place
<imirkin>
might want to add Z32F in some places where it's currently not
<imirkin>
since nobody in the history of time ever needed that fallback
<alyssa>
yeah, added that fallback so now the Z24 FBO falls back to Z32F and it's happy
<alyssa>
but guess I need a similar fallback in glx somewhere...
<Lynne>
airlied: doesn't help here, can you post your hack?
<alyssa>
I guess if I have Z24 fall back to Z32F and I implement Z16 for real, everyone should be happy
<imirkin>
well, dunno about happy
<imirkin>
but it'll work as well as it was ever going to
<imirkin>
i'd recommend just stealing that variable, and reworking it for z32f :)
<airlied>
d32 unorm was a bad dx9 idea I think
<imirkin>
afaik no hardware supports it
<imirkin>
llvmpipe _might_?
<Lynne>
airlied: the patch you posted doesn't work for any video I try with
<Lynne>
no matter the resolution
<alyssa>
imirkin: Aaahahhh delight, thank you
<alyssa>
generous to assume I'm using dri, but hey
<alyssa>
made the appropriate patch to frontends/glx/xlib/xm_api.c and it's happily using a Z32F visual
<Lynne>
by driver side fix you mean the commit from 3 hours ago?
<imirkin>
alyssa: yay :)
<airlied>
Lynne: nope I just pushed a new fix over that one
<imirkin>
yeah, forgot you don't quite have the perfect setup
<airlied>
Lynne: the one I pasted a couple of hours ago
<Lynne>
not seeing it?
<airlied>
Lynne: just make sure you have 7569433640137d76cb8cd45021939a76d05b14b4 as current branch head for the driver
<alyssa>
imirkin: thank you
<imirkin>
yw
<alyssa>
this is super cursed and I hate it and I am waiting for airlied to nak so hard but it works so thank you :-p
<imirkin>
well, should avoid needing any transfer helpers, or any horrible lies to the state tracker
<alyssa>
Yep
<alyssa>
Keeps everyone honest, the way it should be
<imirkin>
but you're going to run into some fundamental issues
<imirkin>
where things expect Z24
<imirkin>
and Z32 isn't _quite_ the same, much to HdkR's chagrin
<HdkR>
bwah?
<imirkin>
wasn't that a thing in dolphin?
<HdkR>
PCSX2 had depth problems
<alyssa>
I can't fix broken hardware.
<HdkR>
Dolphin just needed inverted depth range
<imirkin>
i thought you guys were playing funny games with depth inversions
<imirkin>
and were trying to use Z32F
<imirkin>
but then the Z24 range doesn't actually map cleanly to that
<alyssa>
afaict, M1 architecturally cannot support Z24
<alyssa>
or if it can, it's not wired into Metal
<alyssa>
(despite Metal supporting Z24..)
<imirkin>
alyssa: yeah, i realize that - just pointing it out, so that you can keep that in mind when tracking down weird issues
<HdkR>
The ArtX GPU is using 24bit depth, so it just needs the depth inversion. PCSX2 is the one that needs full 32-bit :P
<alyssa>
imirkin: fair enough
<alyssa>
hm. I wonder if this is an issue for WebGL?
<alyssa>
Maybe there's hidden z24 support inside their translation layers?
<imirkin>
alyssa: well, you have Z16 and Z32F
<imirkin>
so you could look for adjacent bits
<imirkin>
fuzzing and whatnot
<imirkin>
a lot of stuff we RE is through guesswork
<alyssa>
sure..
<imirkin>
(i'm sure that's come in useful for bifrost/etc dev too)
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<alyssa>
of course :)
<alyssa>
Unfortunately depth/stencil on AGX (and PowerVR...) is... especially cursed...
<imirkin>
curses!
<alyssa>
well, glmark2 -bshadow works now
<alyssa>
Might need to go scrub my brain now
<alyssa>
I feel dirty
<imirkin>
let me know if you figure out how to do that
<anarsoul>
alyssa: and it's only Monday!
<airlied>
Lynne: so one thing I need to start considering is that radv really should export VK_VIDEO_DECODE_CAPABILITY_DPB_AND_OUTPUT_DISTINCT_BIT_KHR
<airlied>
and disallow images with DPB|DST set
<Lynne>
that's a fail.
<Lynne>
introducing copies goes against the entire idea of hardware decoding
<Lynne>
having arguably the best open-source implementation require a copy may as well mean "you're better off using VAAPI and mapping"
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<Lynne>
from a quick benchmark, vulkan decoding is already 2x slower than vaapi, the previous most-verbose decoding API possible
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<airlied>
Lynne: the hw does the copy
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<airlied>
already does it
<airlied>
the current implementation just hides the dpd allocations internally
<airlied>
but that is against the spec
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<Lynne>
does intel also copy?
<airlied>
Lynne: nope, it does tehe DPB_AND_OUTPUT_COINCIDE_BIT_KHR
<airlied>
players have to support both
<airlied>
there is also some info on allocating the DPB with an image array but I'm not finding it right now
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<Lynne>
fine, as long as the internal copy is gone
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<Lynne>
I think what's likely to happen is everyone will converge onto one method and emulate internally, but w/e
<airlied>
Lynne: well AMD do it in their firmware
<airlied>
Lynne: so I think if you get the distinct bit, you should allocate the DPB as an image array with number of layers corresponding to number of dpb slots
<airlied>
then I can remove the driver side hacks for that
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<airlied>
Lynne: I've pushed the correct DPB handling under a #define in radv_video.c, an compliant driver impl needs to enable that #define
<airlied>
would be interested in seeing how the dpb handling would fit into ffmpeg
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<Lynne>
airlied: I'll try to do it today
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<krh>
karolherbst: are the 81 commits in !15493 the pre-squashed state of that giant commit you had before in your repo?
<krh>
karolherbst: or incremental work since then
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<karolherbst>
krh: work since then
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<krh>
karolherbst: oh wow, that's a lot of activity
<krh>
karolherbst: did anybody ever figure out a good way to pull in external crates btw?
<karolherbst>
krh: not yet
<karolherbst>
krh: yeah, it's a fun project :D
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<krh>
karolherbst: it does look like a lot of fun
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<karolherbst>
yeah... so next time somebody could do the same for st/mesa :D but the GL spec is huge
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<karolherbst>
anyway, I wanted to get familiar with Rust :)
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