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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<imirkin> anyone seen this before: "Instruction node present twice in ir tree: (var_ref vec_ctor)" in dEQP-GLES2.functional.shaders.algorithm.hsl_to_rgb_vertex
<imirkin> with a fresh checkout, but a slightly old VK-GL-CTS
<imirkin> if not, i'll try to look at it in a few hours...
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<mattst88> imirkin: yeah, that is because you need a ->clone() on a bit of IR that's used twice somewhere
<imirkin> mattst88: yeah, i mean i've seen that kind of error before
<imirkin> esp when devloping my own passes
<imirkin> but i meant more like "in the tree, for dEQP tests"
<mattst88> ahh
<imirkin> also seeing something similar on dEQP-GLES3.functional.shaders.loops.short_circuit.while_vertex
<imirkin> and its dEQP-GLES2 variant
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<imirkin> happening all over the place... dEQP-GLES31.functional.layout_binding.ubo.vertex_binding_multiple sigh
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<imirkin> wtf. fails on nv50, passes on nvc0?? those should be like 99% identical at the glsl level ... for a dEQP-GLES2 test
<imirkin> sigh
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<imirkin> now to remember how to debug all this stuff... been so long since i've looked at glsl ir bugs
<imirkin> hm, somehow lower_if_to_cond_assign is going wrong. and ... running differently between nv50 and nvc0 despite having identical params?
<imirkin> oh, no, i see - MaxIfDepth comes out differently between them
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<karolherbst> duh.. " Address 0x4e0d880 is 0 bytes after a block of size 0 alloc'd"
<karolherbst> and I was already wondering what's wrong
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<karolherbst> how did stuff even work before
<i-garrison> karolherbst: guess that's why people love over-provisioning allocators )
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<Venemo> jenatali: ping. can you tell what is the rounding mode of DXIL_INTR_LEGACY_F32TOF16? is it rtz or rte?
<jenatali> Venemo: Looks like rtz
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<jenatali> https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#22.13.2%20f32tof16 says follows normal rules, https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#3.2.2%20Floating%20Point%20Conversion says that would be rtz
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<Venemo> jenatali: thanks!
<Venemo> jenatali: I see that you map NIR pack_half to this instruction, but I can't find any info whether the corresponding glsl opcode expects rtz or rte
<jenatali> Venemo: I'd expect them to be the same, since that's clearly what hardware did at the time. Unless hardware was capable of both and D3D spec'd one while GL spec'd the other, which.. yeah that's happened a lot actually
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<Venemo> jenatali: is it possible for this D3D opcode to return fp16 infinity from any input that isn't fp32 infinity?
<jenatali> > For source values greater than the dynamic range of a lower range target format (eg. a large 32-bit float value is written into a 16-bit float RenderTarget), the maximum representable (appropriately signed) value results, NOT including signed infinity
<jenatali> So, no
<Venemo> I see, okay
<Venemo> apparently some VK drivers implementation (though I'm not sure which) can return infinity from non-inifinite inputs to GLSLstd450PackHalf2x16
<Venemo> thx jenatali for clearing up the D3D behavior there
<jenatali> Yep, no problem. I'm surprised GL doesn't have it spec'd one way or another
<jenatali> You happened to catch me at a rare moment I'm actually here on a weekend these days :)
<Venemo> it probably is spec'd somewhere, I'm just incredibly bad at finding this sort of info in any spec
<bnieuwenhuizen> expecting GL(SL) to spec any kind of FP behavior usually results in a bad time
<jenatali> Yeah I was skimming the full spec for more general FP specification
<bnieuwenhuizen> I think the general FP stuff amounts https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_shader_precision.txt , but that is before adding fp16
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<Venemo> jenatali: the VKD3D-Proton folks (who do the same work as yourself but in the opposite direction) actually found it necessary to add a workaround in shader code to check for infinity, because of how this GLSL opcode misbehaves on some VK drivers.
<jenatali> Interesting
<Venemo> sorry to ruin your weekend with this crap btw
<Venemo> I didn't expect such a quick response :)
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<jenatali> Nah no worries, was just sitting with some morning coffee
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<karolherbst> jenatali: memory objects can me unmapped/mapped from any queue, can't they?
<jenatali> Yep pretty sure
<karolherbst> and here I thought I could keep using Drop in Rust to clean up my pipe_transfer objects :(
<karolherbst> jekstrand: ... soo here is an idea. As we have to deal with pipe_transfers maped on one context and unmap on another one.. couldn't we just use the helper context to create async mappings? I do have an impl for that and it does seem to work out alright I have to get rid of this auto drop stuff for transfers as well, because the context could change.
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<nanonyme> ajax, hey, got a moment? Where's the rpm definition for Fedora Mesa amber? I'm trying to package it and thought could use definitions from Fedora as example
<kisak> Debian/Ubuntu and Arch have amber packages to use as a reference at least
<karolherbst> jekstrand: also.. I found the leak :) I don't kill mappings when the memory object gets destroyed
<karolherbst> ehh wait.. that should happen regardless
<karolherbst> nvm then
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<nanonyme> kisak, looks like it's still in proposed in Ubuntu. Hm.
<kisak> I'm not seeing how that's marked proposed.
<karolherbst> ohh we got rid of classic drivers, I kind of missed that part :)
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<linkmauve> I just found out an old Pentium 4 laptop, with an (according to glxinfo) 852GM/855GM; would it use crocus or i915 on a more recent release of Mesa?
<linkmauve> (The thing runs Ubuntu 8.04 atm.)
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<karolherbst> linkmauve: wow, that's ancient stuff :D
<kisak> lookup 852GM in https://en.wikipedia.org/wiki/List_of_Intel_graphics_processing_units -> Intel Gen 2 graphics, which is i915g userspace. Crocus is gen 4-7.5 (plus a little bit of gen 8)
<kisak> or ... that's before i915g?
<linkmauve> karolherbst, it’s the only computer I can still boot which has a CD-ROM drive!
<linkmauve> kisak, it’s Extreme Graphics 2!
<linkmauve> I feel Extreme!
<kisak> probably faster to use llvmpipe with it
<karolherbst> probably not
<karolherbst> the CPU is super slow as well :P
<kisak> oof
<karolherbst> keep in mind that this is still single core world
<karolherbst> although there were Pentium 4s with Hyperthreading I think?
<linkmauve> This one doesn’t have that.
<karolherbst> I doubt any laptop had that
<linkmauve> I see a single line in htop. ^^
<linkmauve> The last time I had that was on a Cortex-A8. :D
<karolherbst> I think the first HT P4s came out right before the first Core ones
<linkmauve> Yeah, I had a desktop with one.
<airlied> thats a classic driver machine
<airlied> no shaders
<linkmauve> Of course.
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<linkmauve> Ah, so i915 not i915g?
<linkmauve> And so Amber would be the way to go?
<airlied> i830
<airlied> and amber
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<linkmauve> Oh hmm, in ArchLinux mesa and mesa-amber are in conflict. :/
<linkmauve> They probably should fix that.
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<linkmauve> If Laurent Carlier is here, ↑
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<karolherbst> jekstrand: now tsans output is way way more silent :)
<karolherbst> mhh rust internal races :O
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<karolherbst> uhh.. I think I need to do some Send + Sync stuff as well
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