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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<karolherbst>
fsleep :O
<karolherbst>
how nice to have a helper like that
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<tomeu>
danvet: robclark: regarding doing what dim does, afaics that would mean using info about the branch being tracked, which I guess we don't have in the CI checkouts?
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<tomeu>
this is my understanding of what dim essentially does: git rev-list "$branch@{u}..$branch" --first-parent --committer="$committer_email" --no-merges
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<danvet>
tomeu, yeah for MR this should be doable
<danvet>
for others, could we look at when the last CI run was done?
<danvet>
and maybe then also exclude the next higher level branch (like from drm.git or torvalds.git)
<danvet>
but also I think if you'd only do these checks on MR then that's ok
<tomeu>
for MR there is no problem, as GitLab tells us what is the target branch and repo
<tomeu>
"for others, could we look at when the last CI run was done?" can you extend on that?
<alyssa>
Just updating some reverse-engineered names ... of course the techniques project zero uses for r/e necessarily "differ" from my own
<alyssa>
lina: ^^
<tzimmermann>
jfalempe, cool thanks
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<feaneron>
i think i have a voice now, can people on irc read me?
<feaneron>
(lord please someone say yes this time)
<pendingchaos>
yes
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<feaneron>
\o/ - thank you!
<feaneron>
i have a question about egl, and pbuffers. are pbuffer surfaces formally deprecated? should they not be used on newly written code?
<feaneron>
i see in the khronos wiki that fbos should be used instead, but it seems like fbos cannot be used for offscreen rendering when it involves exporting the underlying texture as a dma-buf
<feaneron>
eglExportDMABUFImageQueryMESA() returns EGL_FALSE if i try and export EGLImages, and it seems like this only fails when these images are created on surfaceless contexts
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<pq>
feaneron, exporting from OpenGL is a bad idea to begin with. You have very little or no control about what the buffer will be compatible with, leaving it up to luck.
<pq>
and exporting API is probably abandoned and missing modern stuff, I guess
<pq>
feaneron, pbuffers are only useful if you really want to have a EGLSurface without any window system backing.
<pq>
feaneron, if you want a sharable dmabuf, you'd probably create a gbm_bo, import it through EGL, and render into it with an FBO.
<feaneron>
yes. perhaps i have fallen into the x-y problem?
<alyssa>
:q
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<feaneron>
right, but that won't work on older nvidia i'm afraid
<pq>
would anything work on any nvidia?
<feaneron>
for context: i'm working on a library that produces video. currently, previewing the video requires handing the library a windowing system surface (x11 window, wl_surface, win32 hndw, etc), and it'll manually put the video contents in there.
<feaneron>
this is bad because this library renders in a separate thread, and swap buffers in a separate thread, and it's all very delicate and deadlock-prone
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<feaneron>
i'm trying to rework it by making it render in an offscreen surface / texture, and exporting a handle to the texture for previews to import and render
<daniels>
feaneron: there is no past, present, or future, in which dma_buf_export is a) a good idea or b) works reliably
<pq>
handles are by definition platform-specific I believe
<daniels>
sorry to be the bearer of bad news
<feaneron>
in my mind, this is a better approach, but if anyone disagrees, please shout - i have no idea what i'm doing
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<feaneron>
dma-bufs in general, or just the dma_buf_export extension?
<daniels>
feaneron: just the dma_buf_export extension; dma buf importing is absolutely rock solid as it's the foundation for both Wayland and X11 as well as a bunch of other stuff
<feaneron>
it's okay if i need to use gbm directly, but if you tell me i shouldn't be sharing dma-bufs, i'll blindly believe
<daniels>
feaneron: the issue with exporting is that GL textures aren't really a single buffer; they're materialised and mutated and destroyed pretty arbitrarily
<daniels>
so 'give me a dmabuf for this texture' is not especially workable
<daniels>
gbm_bo works well for this, because it's actually explicitly managed and controlled - plus you know up front what you actually have to allocate for
<pq>
feaneron, I suppose you might be able to create your own opaque type wrapping platforms-specific handles, with platform-specific APIs to make it useful on each platform, if we are talking about win32, linux FOSS, and NVIDIA proprietary on either.
<feaneron>
so creating a gbm_bo or surface; importing it on egl; and rendering on it, is the way to go there?
<pq>
at least on Linux and FOSS, yes.
<feaneron>
yes, on a higher level, the api design must be cross-platform - it doesn't matter what each platform uses internally (dma-bufs on linux, hndw on win32, iosurfaces on mac, etc)
<pq>
gbm_bo specifically, not gbm_surface
<feaneron>
for nvidia though, i just don't know what to do
<pq>
I don't know NVIDIA either.
<feaneron>
i'll probably have to add "if(nvidia) use old stuff; else use gbm" all around
<feaneron>
anyway; good to know dma-buf sharing is the way to go. is it problematic in importing a dma-buf that was exported by the same process?
<feaneron>
to import*
<daniels>
not at all
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<X512>
Vulkan allow to allocate GPU memory without gbm and easily import/export fd.
<feaneron>
hm, interesting
<feaneron>
i'm afraid i'm stuck with opengl for now though
<daniels>
you could do the TFP thing of directly binding to a texture/framebuffer name but is there any reason to?
<dolphin>
robertfoss: did you just a win a race in resolving drm-tip conflict?
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<robertfoss>
dolphin: I do believe so
<robertfoss>
dolphin: are you seing any issues on your end?
<dolphin>
no, I'm just fascinated by how the conflict resolved itself :)
<robertfoss>
:p
<ajax>
daniels: why limit yourself to images. render to vertex buffer or ssbo or whatever.
<dolphin>
doing a build check before calling it a day, to make sure
<dolphin>
yeah, built fine here, so no problem
<dolphin>
robertfoss: thanks :) now calling it a day ->
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<alyssa>
how the heck does dEQP-GLES3.functional.shaders.fragdepth.compare.fragcoord_z pass on radeonsi
<alyssa>
oh. I see.
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<tonyk>
any tips on how to run igt kms tests on a dual GPU notebook? card0 runs fine, but when I try to run at card1 it says that there's no output available
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<karolherbst>
nice.. rust doesn't use pthread directly for locks anymore and things become faster :D
<karolherbst>
tonyk: does your second card even have outputs?
<karolherbst>
you can check with "ls /sys/class/drm/" if card1 advertises any outputs
<feaneron>
is gbm_surface deprecated these days?
<daniels>
no
<daniels>
why?
<tonyk>
karolherbst: indeed, it doesn't advertise any output. it's a intel/nvidia laptop, so how can I test nouveau's kms?
<karolherbst>
tonyk: some laptops allow you to put them into discrete only mode in the UEFI menu
<karolherbst>
but.. you could have one of those, where the discrete GPU is really just for acceleration
<karolherbst>
I don't think that all igt tests require an actual display, but most probably do
<tonyk>
karolherbst: looking at UEFI menu, it seems that I don't have this option, so I think I won't be able to test it. thanks for the help :)
<karolherbst>
if you want to test nouveau I can come up with 1000 other things to test, if you are that eager though :P
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<feaneron>
daniels: thanks. no particular reason, i just had that impression over the years
<tonyk>
karolherbst: hehe, I'm more focused at KMS for now, maybe next time :D
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<zmike>
dcbaker: lmk if you have any issues with backports from the script, the latest batch I pushed might not apply cleanly to 22.0
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<dj-death>
I forgot, is there a NIR helper to tell if an instruction precedes another?
<karolherbst>
dj-death: in a cfg kind of way?
<karolherbst>
or within a block?
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<dj-death>
karolherbst: within a block
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<anholt>
dj-death: inst->index, if you've got the metadata
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<dj-death>
anholt: thanks, I don't :(
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