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<zmike>
v3dv ci down again?
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<karolherbst>
jekstrand: iris has a better passrate than llvmpipe now :) but I am sure that's because llvmpipe still enables fp64
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<ishitatsuyuki>
the vk_sync2 shim translates the legacy submit operation's signal operations to a stageMask of 0. shouldn't this be ALL_STAGES instead?
<ishitatsuyuki>
I think setting a mask of 0 is equal to saying that the first sync scope can be a noop which would be wrong
<ishitatsuyuki>
> The first synchronization scope includes every command submitted in the same batch. In the case of vkQueueSubmit2, the first synchronization scope is limited to the pipeline stage specified by VkSemaphoreSubmitInfo::stageMask.
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<karolherbst>
jenatali: how do you deal with the situation when applications request non blocking and blocking maps on the same memory object? You just handle them completely different or are you making use of whatever is already there?
<jenatali>
karolherbst: D3D12 maps are all non-blocking and have no implication on resource contents. Synchronization is done separately from mapping
<jenatali>
So if the map is blocking, I just do a non-blocking map and then wait for all dependencies to be done - and if the map needs a copy to be valid, then that gets done after all other deps
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<karolherbst>
jenatali: ahh
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<karolherbst>
jekstrand: mhh, I slowly come to the conclusion, that with the current interfaces we can't have a solid implementation for non blocking mappings for buffers. Staging buffers will get annoying once we get into the high VRAM usage use cases :/ I mean.. I have a GPU with 48GB of VRAM here...
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<marex>
austriancoder: b827c84f5e845 ("drm/etnaviv: Use scheduler dependency handling")
<marex>
austriancoder: causes kernel crash on latest next, are you aware of that ?
<marex>
if I revert that one ^ crash is gone
<marex>
crashes even if I just start kmscube on mx8mm
<marex>
[ 95.283348] pc : drm_sched_entity_push_job+0x318/0x3f0
<marex>
[ 95.288492] lr : drm_sched_entity_pop_job+0x44/0x480
<marex>
[ 95.199119] Unable to handle kernel NULL pointer dereference at virtual address 0000000000000078
<marex>
that's what it is, likely something is now NULL
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<alyssa>
WebGL Aquarium is starting at 60fps and then dropping down to 10fps
<alyssa>
wat.
<alyssa>
(in chromium)
<alyssa>
more specifically, it starts out fast, when I click more fish, it becomes slow (fine), but then when I drop down to few fish it stays slow
<alyssa>
once it slows down it gets stuck.
<alyssa>
there is no devfreq on this kernel ...
<alyssa>
CPU and GPU usage both seem to be low when that happens, Chrome is just throttling funny..
<karolherbst>
alyssa: or they just stall waiting on each other
<karolherbst>
it's an unsolved issue
<alyssa>
karolherbst: hmm?
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<karolherbst>
like if the CPU and GPU don't go above the "please increase clocks" threshold because the other device is too slow, then they can end up being stuck on low clocks
<karolherbst>
I see that sometimes with intel even
<alyssa>
no devfreq on this kernel
<karolherbst>
ahh
<alyssa>
the issue only happens with --use-gl=egl (Chrome's GLES renderer), desktop GL is fine
<alyssa>
(although desktop GL is slow because of multisampling.)
<karolherbst>
strange
<alyssa>
guess this is a browser stupid?
<karolherbst>
potentially
<karolherbst>
you could try to figure out what the CPU is doing
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<alyssa>
shrug
<alyssa>
mostly wanted to know if my cube map optimziations had any effect, spoiler alert they didn't
<karolherbst>
alyssa: that was the feeling I got for like all nouveau opts I was working on
<karolherbst>
turns out, only after multiple 1-2% improvements you start seeing differences
<alyssa>
heh.
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<alyssa>
only need 70 of them to double perf! :p
<karolherbst>
after tons of them you beat nvidias 250W GPUs
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