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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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<FireBurn> Is there something up with gitlab atm?
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<airlied> FireBurn: yes
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<Danct12> i noticed git pull was really slow
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<zmike> jekstrand: asserts can be bugs too
<zmike> don't tell them what they can and can't be when they grow up
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<jekstrand> zmike: If an output is only partially filled, what's wrong with garbage?
<zmike> well if it's something like clipdistance
<zmike> then garbage is bad
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<jekstrand> hrm...
<jekstrand> But aren't you supposed to declare a shorter clipdistance array if you don't want to use all 8?
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<zmike> the access isn't constant
<jekstrand> modulo GL's weird automatic array sizing rules
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<zmike> right, but this is a gl shader the pass is running in
<zmike> and so the shader goes from writing clipdistance[idx] to all clipdistance values
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<jekstrand> Yeah, but GL can't auto-size arrays that are accessed dynamically
<jekstrand> so the GL behavior would, I believe, require the app to initialize the array and then write indirect.
<jekstrand> IOW, it only works because they get lucky
* ccr starts playing Daft Punk - Get Lucky
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<JoniSt> Does anyone feel like bringing chaos over Mesa by merging piglit!702 soon? :P
<jekstrand> oof. That's one way to encourage people to fix bugs. :)
<JoniSt> *grin*
<zmike> I think probably merging a test that cannot possibly pass due to core mesa requiring an unmerged MR is a waste of CI time
<JoniSt> Well, true
<JoniSt> Core Mesa being TC or something else?
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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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<marex> Marge seems somewhat ... sad ...
<marex> https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16118 is this "Something seems broken on my local git repo; check my logs!" known ?
<marex> austriancoder: ^
<anholt> looking
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<marex> anholt: thanks
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<daniels> ah
<daniels> 2022-07-12 18:41:12,681 WARNING stderr: b"fatal: cannot lock ref 'refs/heads/main/etnaviv/txd': 'refs/heads/main' exists; cannot create 'refs/heads/main/etnaviv/txd'\n"
<daniels> choose a different prefix for your branch name
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<marex> daniels: could it be foo/bar/baz style of branch names is the problem ?
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<anholt> marex: it's specifically refs/heads/main.
<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
<jenatali> OES implies for GLES, not big GL
<feaneron> what's the appropriate way to query this extension?
<feaneron> right now i'm querying it using glGetIntegerv(GL_NUM_EXTENSIONS) and glGetStringi(GL_EXTENSIONS)
<feaneron> and mesa seems to expose this extension under opengl
<airlied> I think OES_EGL_image we kinda expose for big GL
<feaneron> to be very specific, this is the code i have to query for this extension: https://github.com/obsproject/obs-studio/blob/master/libobs-opengl/gl-egl-common.c#L53-L87
<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> zmike: GL3 introduced GetStringi(EXTENSIONS)
<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.