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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<gawin>
I've been wondering recently: as most integrated gpus are in awkward spot, too weak for new games and don't have enough raw power (especially bandwidth) for semi modern, is it possible to force mesa to reconvert on the fly textures into heavily compressed ones with mipmaps? (or is it possible to implement?)
<gawin>
by heavily compressed I mean newest available on hardware level
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<HdkR>
gawin: Just set a global LOD bias, no need to reconvert on the fly.
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<Venemo>
would it be possible to make the gitlab issue template selection easier to users?
<Venemo>
can we customize the gitlab page for opening new issues somehow? before displaying the default issue template, could we ask the user the brand of GPU they have, or something like that?
<danvet>
emersion, yeah people who don't use git are just annoying
<danvet>
emersion, dim -f apply-branch
<danvet>
it overrules these dim: ERROR: things
<danvet>
do a dim -d first if you want to check whether there's more
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<emersion>
error: sha1 information is lacking or useless (drivers/gpu/drm/drm_format_helper.c).
<emersion>
sigh
<danvet>
hand-editing patches
<danvet>
it's fun
<javierm>
I wonder what people that don't use git use nowadays for patches. I remember quilt was popular at some point, or is people still doing diff -urN > foo.patch ?
<javierm>
(or whatever diff options one had to use, don't remember anymore)
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<idr>
"lowering, similar to the one in the Fixes: commit, t..." is not the end of that commit message.
<zmike>
seems new?
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<zmike>
what's the expected glsl behavior when a shader reads more components from an input than the previous stage's output provided? just read zeroes?
<zmike>
or UB
<Kayden>
I believe undefined
<idr>
I would guess UB.
<zmike>
perfect
<anholt>
yep
<zmike>
thanks
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<airlied>
alyssa: proceed by being 100% sure the test is wrong, pretty sure won't cut it, esp if the test has been around for longer than a few months!
<airlied>
esp with a test with advanced in the title
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<alyssa>
airlied: large numbers of KHR-GLES31 tests have been thrown out / fixed due to the same issue (assuming that vertex shaders execute only once)
<alyssa>
(true on some impls, not on others.)
<alyssa>
Arm's impl would probably hit this except they just don't advertise vertex atomics I don't think, so those tests are skipped for them I think
<alyssa>
maybe qualcomm would've hit?
<alyssa>
robclark: Does the qcm blob expose vertex atomics?
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<robclark>
alyssa: I don't think it does.. I suppose we could do VS atomics if we really wanted to (either by forcing sysmem path or by running the real shader in binning pass and use stub shader that just read back previous output varyings in draw pass.. but that seems like doing work for a dumb feature
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<alyssa>
robclark: right... hitting that dilemma for panfrost, but reading the spec it's not clear that's actually necessary? and the test for that is busted?
<alyssa>
We don't have to for SSBO stores, why are atomics special?
<alyssa>
7..11.1 "Shader Memory Access Ordering
<alyssa>
" in the gles3.2 spec (or same number different number in big GL)
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* robclark
wonders how you can have atomics without SSBOs
<alyssa>
you can't?
<alyssa>
(Well, atomic counters I guess but shhh)
<robclark>
I thought those weren't a thing in gles
<alyssa>
might not be
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<alyssa>
Relevant question, "that do not cause any previously passing test to fail"
<alyssa>
Is "pass -> skip" by disabling a feature protected...?
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<robclark>
skip!=fail
<alyssa>
:D
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<robclark>
alyssa: more seriously, if pass->skip was considered a regression, then we couldn't do things like revert a buggy feature
* alyssa
nods
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