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<jekstrand>
jenatali, zmike: Headed fo bed but ugh... yeah, that's a hard problem. GL is very much in the "just make everything work" camp which, for imported resources, means you either have some very sharp and entirely invisible corners in your driver or you do gymnastics (or, more likely, both). Layering on Vulkan/D3D12 maybe makes it a bit harder to flex than a native HW driver but even the native drivers
<jekstrand>
are likely to have sharp corners somewhere. :-(
<jenatali>
Yep, sounds about right
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<jekstrand>
zmike: Also, my patented "fix bugs by deleting code" methodology doesn't apply to asserts. Trying to fix bugs by deleting the asserts is more your brand. :-P
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<Danct12>
linkmauve, thank you, i just sent a issue report to mesa a few days ago, complete with drm error log and that one log confused the hell out of intel mesa devs
<Danct12>
due to how incomplete it was (zeroes in addresses everywhere) and i'm still trying
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<Danct12>
* trying to get the g ame running without issues
<Danct12>
(minus the slow down because that thing is a bottleneck)
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<JoniSt>
Ah, yeah. Though that fix is pretty much done and ready to merge, in my opinion?
<JoniSt>
I've made a 2nd version too that doesn't disable busyness tracking and just takes care of the invalidation bugs, I just need some more feedback on it and a review or two
<JoniSt>
If you think v2 is better, I'll update the MR with that
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<zmike>
it's a complex issue
<JoniSt>
Yeah, it is
<JoniSt>
Who knows, maybe in 10 years or so the Mesa GL drivers will be deprecated in favor of zink :)
<zmike>
😬
<HdkR>
"Press X to doubt"
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<JoniSt>
But I want to believe
* ccr
glances nervously at the cigarette smoking man standing in the shadows.
<kisak>
it's more likely that new vendors in 10 years won't bother bringing up an OpenGL driver because zink is "good enough"
<jenatali>
We're already seeing that on Windows with GL and older D3D versions, that mapping becomes more appealing than writing drivers for new hardware
<ccr>
it's VHS vs BetaMax all over again!
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<MrCooper>
it's already started in Mesa, e.g. pvr
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<anholt>
lots of people have branches with '/'s in.
<anholt>
(well, actually, choosing a branch of the target repo as a prefix of your branch name, I think.)
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<marex>
anholt: ACK, fixed and a new MR is opened, thanks
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<daniels>
yeah, specifically if you have a branch called foo, git cannot create a branch called foo/bar; conversely if you have a branch called foo/bar, git cannot create a branch called foo
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<daniels>
marge starts with a branch called main, then attempts to create a branch called main/etnaviv/txd to reflect your branch, and git refuses to do this
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<marex>
daniels: ACK
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<anholt>
I just put up a new mesa-swrast-3 runner so we have capacity to do venus-on-lavapipe testing. hopefully everything went ok, but please ping me if you see anything funny with swrast runners.
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<zmike>
this feels like a gateway to zink-on-venus-on-lavapipe
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<ccr>
cue Bladerunner scene "I have seen things you people wouldn't believe .. Swrast runners on fire in the server room corner."
<FLHerne>
glon12 on vkd3d on venus on lavapipe?
<FLHerne>
no, wait, zink on dozen on vkd3d on venus on lavapipe
<jenatali>
It's cursed
<airlied>
should run gears :-P
<zmike>
but what would the frames per hour be like?
<ccr>
effects of practical time dilation
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<jenatali>
zmike: Have you run the ext_external_objects-vk-vert-buf-reuse piglit test?
<zmike>
historically yes
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<jenatali>
It looks like it's missing a clear of the Vulkan render target
<jenatali>
Oh no nevermind I found it, it's in the render pass
<zmike>
yeah works fine here
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<feaneron>
there's something confusing me about egl / big gl, and the OES_EGL_image extension
<feaneron>
however, someone just reported that NVIDIA (nvgpu apparently) only reports OES_EGL_image on eglQueryString()
<feaneron>
now i don't know if querying against big gl was a mistake that seems to have worked for too long, or if it actually was the correct query
<feaneron>
or (ugh!) if i should be querying both via glGetStringi(GL_EXTENSIONS) and eglQueryString(EGL_EXTENSIONS)
<anholt>
by "big gl" do you mean GLX compared to EGL? Because for us, "big gl" means OpenGL instead of OpenGL ES (and you can get either GL or GLES on both EGL or GLX)
<feaneron>
i... i don't know. whatever provides glGetStringi() i think?
<anholt>
either GLES or GL can provide that function.
<anholt>
so what kind of context did you make would be the question.
<feaneron>
apologies, my ignorance on this subject is so deep that i may accidentally damage your brain cells with the stupidity of the questions
<zmike>
glGetStringi(GL_EXTENSIONS) would imply GLES since it's illegal in GL
<anholt>
you just see everyone using GetString and strsep since that's what you had <3
<zmike>
🤔
<anholt>
< GL3, that is.
<feaneron>
i do call eglBindAPI(EGL_OPENGL_API) earlier in that code path. is that what decides whether it's using GLES or GL?
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<zmike>
yeah that's confusing since the gtf tests explode when they try to call it in core profile
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<zmike>
specifically mesa explodes them
<zmike>
but I'm not that curious
<anholt>
feaneron: anyway, GLES on EGL: yeah, I'd expect OES_EGL_image. GL on EGL: OES_EGL_image might be exposed and if so that might involve playing a little fast and loose but it's cool, probably works. either GL or GLES on GLX: well, we could expose the extension string, but you wouldn't have EGL images because of the "not on EGL" thing, so not exposing the string might make sense for an implementation.