ChanServ changed the topic of #dri-devel to: <ajax> nothing involved with X should ever be unable to find a bar
<DanaG> I tried unbind and bind, and it said "no such device".
<DanaG> (via sysfs)
<karolherbst> well, it's the correct way of doing that. You can see the bound devices inside drivers/*/ in the sysfs dir of the driver
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<karolherbst> and then you can just use the address listed there
<DanaG> I think it only had one of the two GPUs there, as if it died between whatever code made it bindable and whatever code marked it unbound.
<karolherbst> but your system is messed up now regardless
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<karolherbst> DanaG: did you use the reset thing?
<DanaG> It only showed the other GPU. Anyway, I rebooted. It's still failing in the VM, going to see if maybe it doesn't like amdgpu binding to it on the host first.
<karolherbst> yeah.. it needs to unbind before it can get used in a VM
<karolherbst> well.. if you pass it through
<karolherbst> if you use vGPU stuff (no idea if amdgpu supports it), then that's a different case
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<DanaG> I think the double sysfs registering is a genuine bug somewhere, even without VM in the mix.
<karolherbst> yeah.. it might be, but maybe it got fixed
<karolherbst> what's confusing about your log is, that it didn't appear to have unloaded the device before
<karolherbst> ohh wait.. it did "amdgpu 0000:31:00.0: amdgpu: amdgpu: finishing device" okay.. missed that part
<karolherbst> "amdgpu: Fail to disable thermal alert!" mhh
<karolherbst> maybe unloading failed midway
<karolherbst> anyway.. amdgpu does have code to unload this file, so I suspect something simply went wrong there
<karolherbst> if you can reproduce it with a simple unbind (and the file is still there) you should file a bug
<karolherbst> (or fix it)
<airlied> Lynne: I don't think the headers will settle down, part of the point of releasing them prior to making them final is to actually make them saner, which means changes
<airlied> like I don't expect any upstream should be shipping against this by default until it's actually released as stable
<airlied> the header change justifications all happen inside Khronos, there are MRs and a meeting around each change, so it's definitely non-trivial effort to change one
<airlied> at least for decode, the changes should never be more than 5 mins after a rebase, I don't think decode will change much further at least until implementations find any latent bugs
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<karolherbst> next week somebody needs to explain to me how all thos modifier stuff should actually work (like, after/when I create the dmabuf_fd, how do I know which modifier to use)
<karolherbst> ehh nvm.. we get the info, we just don't pass it along
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<karolherbst> nice, it works :)
<karolherbst> well.. kind of
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<Lynne> airlied: they removed the coded w/h fields
<Lynne> I checked and there's nowhere else where they're supplied
<Lynne> I tried to update your branch for that change, but couldn't
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<airlied> Lynne: my branch should be updated now
<airlied> those fields were already encoded elsewhere
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<mi6x3m> hey, I have a question, does anyone know where the dependency GL -> depends on -> OSMesa is set?
<mi6x3m> and also 2nd question: does anyone know if OSMesa uses the standard driver loading mechanism
<mi6x3m> it seems to embed swrast directly
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<linkmauve> Hi Intel people, I added what I could in this issue, a renderdoc, a bisect, everything: https://gitlab.freedesktop.org/mesa/mesa/-/issues/5526
<linkmauve> If you need anything more, just ask me. :)
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<Lynne> airlied: radv-vulkan-video-prelim-decode is still on pre-april vulkan headers though
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<karolherbst> sooo.... Texture_2D from a buffer is something OpenGL does not allow, correct? And I assume we have close to 0 code in gallium to support that?
<imirkin> yeah, there's no buffer <-> mipmap thing
<imirkin> the thing that comes closest is INTEL_map_texture or something like that
<karolherbst> I don't need mipmaps for CL though
<imirkin> you might not need them, but 2d texture implies mipmaps
<karolherbst> well.. it's optional :(
<imirkin> there's also "rect" textures, which don't have mipmaps
<karolherbst> imirkin: right.. let's say in CL you only got one
<imirkin> but there's no buffer <-> rect stuff either
<imirkin> rect is just a funny historical abberation, which existed prior to buffers
<karolherbst> yeah...
<karolherbst> I've heard
<karolherbst> was useful to get npot textures
<imirkin> (basically you wanted NPOT textures, but your hw was POT-only for mipmaps)
<imirkin> like nv30 and prior
<karolherbst> anyway.. cl has this extension "cl_khr_image2d_from_buffer" and the name already says what it is I guess :)
<imirkin> yeah, that's not a thing
<imirkin> but
<imirkin> you could fairly easily cast a buffer to a 2d texture if you supply the appropriate stride/etc
<imirkin> AND that stride is supported by the hw
<karolherbst> yeah, that's explicit in CL
<imirkin> e.g. some hw wants things to be 64-aligned, etc
<karolherbst> so we always have strides
<karolherbst> either application supplied or runtime conputed
<imirkin> ok, but just coz the application supplies it doesn't mean the hw supports it
<karolherbst> and the CL spec also specifies alignment requierements
<karolherbst> so the runtime returns what it needs
<imirkin> i see
<karolherbst> CL_DEVICE_IMAGE_PITCH_ALIGNMENT and CL_DEVICE_IMAGE_BASE_ADDRESS_ALIGNMENT
<imirkin> should be possible in principle
<imirkin> but nothing actually supports that atm
<karolherbst> yeah..
<karolherbst> just this video editing pro toll using CL depends on that feature, and it would be fun to get it to run
<karolherbst> it's also core in OpenGL 2.0 (the extension)
<karolherbst> just wondering how much work it would be to fix e.g. iris
<imirkin> you mean OpenCL 2.0?
<karolherbst> ehh, yes
<karolherbst> it got optional in 3.0 again, but...
<imirkin> well, at least in nouveau, buffers (incl textures) may be suballocated
<imirkin> but nouveau does not support any suballocation for texture resources
<imirkin> so at least for nouveau, it'd be a ton of offset propagation potentially
<imirkin> (but maybe not, who knows)
<karolherbst> yeah.. well.. CL needs suballocation for textures anyway :)
<imirkin> hehe
<zmike> is the premise that you are reusing a buffer object as a texture or that you're uploading the buffer to a texture?
<karolherbst> so 2D from 2D is always valid
<karolherbst> 1D from buffer as well
<karolherbst> just 2D from buffer is optional
<karolherbst> zmike: rendering needs to be supported
<karolherbst> as well as image writes
<karolherbst> well "rendering"
<karolherbst> more like "texturing"
<zmike> that doesn't really answer the question though
<karolherbst> ahh, no, it's the buffer used as a texture/image
<zmike> so the data is shared?
<karolherbst> it's like a buffer texture, just in 2d
<zmike> 🤔
<karolherbst> yep
<zmike> that's not allowed for fb rendering in core gl
<karolherbst> yeah, I noticed :)
<karolherbst> I guess there is a reason why it's an optional CL feature now
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<sylware> hi, updated mesa/linux-amd today with git, I get a radv memory leak, is this already known, or shall I start to bisect somewhen soon?
<sylware> (on navi10 lxe)
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<sylware> hi, again, sorry I was disconnected, anybody?
<imirkin> zmike: yeah, but at the hw level, not a huge diff between a buffer and a linear non-mipmapped 2d texture
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<DottorLeo> hi!
<DottorLeo> Is Vadym Shovkoplias here? :)
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<mi6x3m> hey, can anyone shortly explain to me what gbm is and whether it's relevant for linux?
<mi6x3m> in the context of mesa
<mi6x3m> does it provide solid optimization?
<DottorLeo> hi again! If i have to attach a renderdoc capture, are there simple instruction to use it even if i'm not a developer? ^^" thanks
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<DottorLeo> the problem is that i'm launching my application (Doom 2016) via steam + proton so i can't link directly from Renderdoc (if i understand correctly)
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<DrNick> set the launch options to ENABLE_VULKAN_RENDERDOC_CAPTURE=1 %command%
<DrNick> oh you're asking about the asset copyright issue, nevermind
<DottorLeo> DrNick, no no i was asking how to do ^^"
<DottorLeo> from steam?
<DrNick> yeah
<DottorLeo> ok i'll try thanks
<DrNick> I literally figured out how to do this yesterday and then discovered that Hitman 2 ran at less than 1 FPS and eventually hung
<DrNick> so good luck!
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<DottorLeo> DrNick, i need to have renderdoc opened before running the game?
<karolherbst> ehh.. someone wants to add support for llvm bc to clover
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<sylware> the leak is probably fixed with 24049b8771be7bd9044e005565ab9dc327e9dd63
<DrNick> DottorLeo: you need to run renderdoccmd vulkanregister or whatever its called at least once beforehand
<sylware> missed it by a few hours/minutes :(
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<DottorLeo> DrNick, i'll try thanks
<DrNick> you'll know its working because there will be text in the upper left
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<airlied> Lynne: indeed it is, I forgot to push it out, pushed now
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<airlied> Lynne: btw there was some confusion over why you mentioned copies in relation to the separated DPB vs DST images
<airlied> there is no need for the client side to do anything other than allocate the images and pass in the correct references
<Lynne> I don't get where the confusing part is in "having the driver do copies is forbidden by the spec."
<Lynne> I was saying that because you mentioned it, and said that the out-of-place DPB handling needs to be implemented because of this
<airlied> Lynne: the hw does it
<airlied> so the workflow from the client side is just try allocate DPB|DST combo, if that fails, allocate DPB as a 2d array with ref pics size, and DST as a single image
<airlied> but yeah I may have confused the issue there
<airlied> but yeah having the driver doing any large allocation or copies behind the clients back is forbidden
<airlied> but the firmware is designed like this, so it's not the driver doing it
<Lynne> that's a technicality and a half when put that way, but okay, not sure why I mentioned it in the first place
<Lynne> I don't think checking when allocating images would work, since what if for some reason that fails partway into decoding
<Lynne> the 2 redundant flags for implementations are there to signal that clearly and ambiguously
<airlied> Lynne: oh you can check upfront
<airlied> one of Get functions, I'm just not near spec to see which one
<airlied> GetPhysicalDeviceImageFormatProperties2 seems likely
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<Lynne> airlied: VK_VIDEO_DECODE_CAPABILITY_DPB_AND_OUTPUT_COINCIDE_BIT_KHR, VK_VIDEO_DECODE_CAPABILITY_DPB_AND_OUTPUT_DISTINCT_BIT_KHR, VK_VIDEO_CAPABILITY_SEPARATE_REFERENCE_IMAGES_BIT_KHR
<Lynne> the first two are in a flag in VkVideoDecodeCapabilitiesKHR, the other is in a flag caps
<Lynne> err, VkVideoCapabilitiesKHR
<Lynne> you need to chain VkVideoDecodeCapabilitiesKHR to VkVideoCapabilitiesKHR as per spec too
<Lynne> the VK_VIDEO_CAPABILITY flag should probably be removed, it doesn't make much sense if used in an encoding context either
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