ChanServ changed the topic of #dri-devel to: <ajax> nothing involved with X should ever be unable to find a bar
<anholt> ok, so you're big GL (not GLES) on EGL
<feaneron> i've recently purged all glx code from obs-studio, so i'm pretty sure nothing is touching glx there
<anholt> Mesa might be special in exposing OES_EGL_image in that case, the spec is written against ES2.
<anholt> if you'd like more features, may I recommend open source drivers? ;)
<airlied> yes we are special there
<feaneron> okay, thank you. so, to make it clear, it does make sense to query using eglQueryString(EGL_EXTENSIONS) there?
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<pq> feaneron, beware! EGL extensions string is not the same thing as GL extensions string.
<pq> feaneron, they are two different APIs, with different extensions.
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<feaneron> pq: yup, thankfully you yourself reminded me about this 3 years ago when originally writing the code :D
<pq> heh :-)
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<KunalAgarwal[m]> How can i render on a custom buffer? I think that will act as a renderbuffer which will be then attached to FBO. But how can i do this?
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<pq> KunalAgarwal[m], you have a dmabuf, import it to EGL to get an EGLImage, bind the EGLImage as a GL texture, attach the GL texture to FBO, render.
<pq> KunalAgarwal[m], see what create_fbo_for_buffer() does in https://gitlab.freedesktop.org/wayland/weston/-/blob/main/clients/simple-dmabuf-egl.c#L245
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<pq> you also need to handle synchronization in some way, so that whoever reads the buffer next will do it only after the rendering is complete
<dcz> what's this bit about synchronization? this sounds eerily like the thing I'm just doing
<dcz> and I don't know the first thing about synchronizing opengl
<pq> if you want to use a big blunt object, then calling glFinish() might be enough
<KunalAgarwal[m]> <pq> "KunalAgarwal[m], you have a..." <- so the goal is to perform debayering.
<KunalAgarwal[m]> Currently i am passing raw image data to texture (via input buffer)
<KunalAgarwal[m]> I also have a output buffer (created using gbm and exported as dmabuf). and want to perform rendering (applying shader for debayering) on that and return it back to pipeline
<pq> otherwise it involves implicit or explicit fences, which I don't want to try to remember how to use
<pq> anyway, that example program should have everything
<dcz> KunalAgarwal[m]: I just implemented that this week actually
<pq> are you both working on the same project? :-)
<dcz> yup, I knew the name sounded familiar
<KunalAgarwal[m]> Thanks will look at it :-)
<dcz> KunalAgarwal[m]: I did it exactly like pq said: import the dmabuf into EGLImage, then turn that into texture, then bind it to a shader via FBO
<dcz> lib.rs contains the shader
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<dcz> I'm having trouble importing the dmabuf coming from the camera at the moment, but it seems I know what I messed up
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<dcz> KunalAgarwal[m]: did you manage to import the buffer with the Bayer data?
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<KunalAgarwal[m]> <dcz> "KunalAgarwal[m]: did you..." <- I used MappedFrameBuffer class of libcamera to get the raw image data from the input buffer. But haven't tested its working yet
<dcz> oh, I see. thanks
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<dcz> I'm at the stage where I'm trying to import it as a texture
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<bl4ckb0ne> is it normal that polaris10 doesnt offer VK_PRESENT_MODE_IMMEDIATE_KHR ?
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<emersion> which windowing system is this?
<emersion> afaik, this doesn't depend on the driver: all mesa drivers use shared wsi code
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<bl4ckb0ne> oh you're right, xcb/xlib offers it but not wayland
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<HdkR> Which that is expected behaviour
<emersion> the spec says: "does not wait for a vertical blanking period to update the current image"
<emersion> which wayland doesn't support
<bl4ckb0ne> i see
<bl4ckb0ne> makes sense
<bl4ckb0ne> thanks!
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<alyssa> I'd like to emit a different machine instruction for a certain patterns involving constants (e.g. `iand x, #0xFFFF`) ... what's the least gross way to do that?
<alyssa> would be an easy algebraic rule, but that would require teaching NIR about the new instruction
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<alyssa> I don't trust src_as_uint with ALU because of swizzles, and i don't trust chase_ssa_scalar in the backend after hitting https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17263 (still unreviewed..)
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<alyssa> I guess it's easy to do with my backend IR \s/
<dcz> when using a dmabuf as a texture, should opengl be explicitly told to load its contents after it gets updated?
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<dcz> no matter what I'm trying, I can't get anything but zeroes out of the sampler2d
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<emersion> you may need to "invalidate" the texture
<emersion> ie, re-create it from the EGLImage
<dcz> that would be this call: glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
<dcz> do I need to rebind it? like this call glBindTexture(GL_TEXTURE_2D, texture);
<dcz> or can I simply reuse the texture number?
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<emersion> you need to glBindTexture(GL_TEXTURE_2D, texture), then glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image)
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<emersion> (amd then you can unbind with glBindTexture(GL_TEXTURE_2D, 0))
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<emersion> this should be enough to ask the driver to invalidate
<dcz> now I'm seeing that I clearly misunderstod what binding was, thanks
<dcz> the implicit associations to state in opengl are getting under my skin
<emersion> glBindTexture(GL_TEXTURE_2D, texture) is basically "set GL_TEXTURE_2D to that specific texture"
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<emersion> yeah, it's not great
<dcz> is GL_TEXTURE_2D some typed slot in the current context?
<emersion> yeah, kind of
<emersion> the driver has a EGLContext.texture_2d field somewhere
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<JoniSt> zmike: I think I've got !17338 ready now... The only thing I'm still not quite sure about is what should happen in tc_invalidate_resource if tc_invalidate_buffer fails. I think it should let the driver do the invalidation instead (by enqueueing it) but I don't really know Mesa well enough yet to know for sure. Just ignoring the invalidation also sounds like a valid solution to me
<zmike> it's on my review todo
<JoniSt> Alright, thanks! :)
<zmike> 👍
<JoniSt> GL state tracking is still kind of a brain-melter for me
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<anholt> whoops I accidentally deleted another 2k lines of src/mesa/
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<anholt> that wasn't what I was supposed to do today
<jekstrand> anholt: I don't see the problem. :D
<ajax> wasn't it, tho
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<alyssa> anholt: hate when that happens accidentally
<daniels> dcz: at a guess, you’re not setting your texture min/mag filters to NEAREST
<dcz> that I indeed don't do. I don't know the significance of it
<alyssa> OOI, do Vulkan workloads in the wild (i.e. not the CTS) make use of subpasses?
<alyssa> like... if a tiler only did dynamic rendering, how much perf are we leaving on the table?
<alyssa> (Seemed to work out fine for GLES ... EXT_pixel_local_storage never caught on, lol)
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<alyssa> (framebuffer fetch is a better fit for our hardware anyway....)
<daniels> dcz: it sets the mipmap access levels; if you don’t set it to NEAREST it won’t work as you don’t have mips
<anholt> alyssa: gfxbench definitely uses subpasses and it matters. I think I remember seeing screenshots of genshin renderdoc with subpasses.
<alyssa> anholt: Boo :-(
<alyssa> I don't like having to implement both rp and dyn rendering, with no common help for either
<alyssa> so much for Vulkan being simple :-(
<anholt> for gfxbench we've even figured out that we need to be able to reuse tile memory between attachments in a renderpass.
<alyssa> Delightful.
<anholt> you've checked out the tu impl of dynamic rendering?
<alyssa> Yeah. Not looking forward to carrying a copy/paste of that in panvk.
<alyssa> (On top of the renderpass code which is incomplete right now)
<alyssa> v3dv seems to call nir_lower_input_attachments ...
<alyssa> er, as does turnip? now I'm confused
<alyssa> I guess that's what you meant by "we need to be able to reuse tile memory between attachments in a renderpass."
<anholt> reusing memory means we get to use bigger tiles, means fewer trips through the geometry and hotter caches.
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<alyssa> Oh, I see.
<alyssa> Right, that makes sense. Applies to Mali too, of course :(
<jenatali> I'm pretty sure I need to bring back our render pass code at some point soon too
<anholt> yeah, we use lower_input_attachments. Those texture calls go through descriptors that point at either sysmem or tile memory depending on how we're rendering.
<alyssa> oh, cute
<alyssa> totally different instructions for mali (ld_tile)
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<alyssa> (and for agx, which I think uses the "load shared memory" instruction :-D)
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<jenatali> I'm so confused by mapi. Why is libglapi (shared-glapi) different from the static glapi library packaged in a shared library?
<JoniSt> How are you putting the static lib into the shared lib? (With which tool? A linker?)
<jenatali> I'm not, but I'm saying that yes you could have a dummy source file and link_whole the static library
<anholt> jenatali: which shared library are you thinking of it being packaged in?
<jenatali> anholt: libglapi.so. I don't get how that's different than just taking the static glapi that's produced with -Dshared-glapi=disabled, and just wrapping it as a shared library
<jenatali> But right now they have very different build definitions
<anholt> my guess would be something like "only have entrypoints for the libGL or libGLES we're going to be linked into" in the non-shared case.
<jenatali> Oh that's a reasonable guess. Only libGL is supported without it today
<anholt> but a lot of "how it's built" is probably from the history of mesa being libGL originally, then when GLES came around if you were building both GL and GLES instead of just GL we needed to be able to have the global current context be flipped between gl and gles's entrypoints.
<anholt> I wouldn't be surprised if simplification was possible for the current world where GL_ARB_ES2_compatibility is a thing.
<jenatali> Yeah makes sense
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<jenatali> Context is trying to add a little bit of cleanup into !16713 (while I wait for someone to review it) and every time I look at this space I get confused and sad
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<alyssa> oh look alyssa wrote a novel https://gitlab.freedesktop.org/mesa/mesa/-/issues/6868
<alyssa> very boring plot
<alyssa> vulkan is the primary antagonist
<alyssa> jekstrand is the hero
<HdkR> Vulkan is the antihero we didn't know we needed
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<kisak> There's chapters and everything
<Sachiel> who got the movie rights though?
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