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<javierm> I would like to include that patch in the fedora kernel package to close the reported bug
<javierm> but the kernel package maintainer ask for the patches to be included to at least be heading towards mainling
<javierm> *mainline
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<pq> dcz_, OpenGL has the wonderful feature that if you get a single thing wrong in the texture specification, you will silently sample black from it.
<pq> dcz_, did you set *both* min and mag filters to NEAREST?
<tzimmermann> javierm, a-b me
<pq> dcz_, I wonder if any of the Mesa debug env variables would tell you why.
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<tzimmermann> javierm, if anything, you could pass a dev pointer and use drm_WARN_ONCE. but it's up to you
<dcz_> pq: I tried to outsource the hard stuff to someone els, presuming that there will be fewer mistakes: https://source.puri.sm/dorota.czaplejewicz/libcamera/-/blob/bayerpipe/src/libcamera/pipeline/bayer/src/lib.rs#L116
<dcz_> pq: env vars don't show anything out of the ordinary
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<javierm> tzimmermann: thanks!
<dcz_> what other debugging tools are there? I want to confirm For Sure whether the image is hosed before the shader by querying its size https://registry.khronos.org/OpenGL-Refpages/gl4/html/textureSize.xhtml
<javierm> tzimmermann: yeah, I consider that but didn't want to change the drm_copy_field() function signature and this really shouldn't happen if the drivers are not buggy
<tzimmermann> ok
<tzimmermann> feel free to add it to drm-misc-fixes
<javierm> tzimmermann: will do, thanks again
<javierm> tzimmermann: actually, I prefer to just put it in drm-misc-next
<javierm> there's no rush on pushing these really
<tzimmermann> ok, your choice
<javierm> tzimmermann: ok
<tzimmermann> javierm, BTW do you have comments on sravn's via patches?
<pq> dcz_, oh, sorry, I don't speak glium.
<javierm> tzimmermann: I don't. I think is the correct approach
<tzimmermann> ok. i think he'll merge it today or tomorrow
<javierm> tzimmermann: perfect
<pq> dcz_, maybe compare against https://gitlab.freedesktop.org/wayland/weston/-/blob/main/clients/simple-dmabuf-egl.c#L245 create_fbo_for_buffer(). This is EGL/GLES2, but it works, and even though it's for FBO, everything up to action FBO code should be the same.
<dcz_> my FBO actually works :/ so I don't expect any problems there (I did use that as a reference)
<pq> dcz_, you were confused about glBindTexture before, could that be the problem? Or are you using something else like bindless textures or whatever if you're on GL4?
<dcz_> I'm binding textures every time before they enter the shader, and I'm using GL2 only
<pq> GL2, not GLES2?
<dcz_> I didn't see a reason to use GLES2
<pq> okay, just confirming - I haven't touched GL2 in... a decade?
<dcz_> I think switching to GLES2 wouldn't be hard, considering that I haven't seen any differences so far
<pq> there are quite many steps to getting a texture into shader
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<pq> glActiveTexture, glBindTexture, setting the sampler uniform to the active texture index...
<pq> dcz_, did you try with a simple texture defined with glTexImage2D instead? With just some hardcoded pixel data, to see if anything comes through?
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<dcz_> I'm not sure how to fill a GL texture with data
<pq> you literally call glTexImage2D(), that's it
<dcz_> won't that be black?
<pq> no, when you feed in pixel data that is not black
<pq> you pass a pointer to pixel data into that function
<dcz_> oh, there's a data pointer
<dcz_> won't hurt to try, thanks
<pq> yes, that's the main purpose of that function
<pq> whatever texture name you have bound to the GL_TEXTURE_2D slot, glTexImage2D will drop the old texture data and replace it with whatever you give in as parameters
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<lynxeye> Hm, Mesa CI seems unhappy. Can someone with a clue (i.e not me) have a look? https://gitlab.freedesktop.org/mesa/mesa/-/jobs/25402679
<eric_engestrom> lynxeye: networking issues like these are usually transient; I would just retry, and if it happens again you can ask on #freedesktop
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<eric_engestrom> I'm more worried about all the other failures in that pipeline honestly, they're all caused by the artifact storage system (is it minio?) crashing ("500 Internal Server Error")
<eric_engestrom> (I did a retry of the job you linked and it instantly passed)
<eric_engestrom> I also retried one of the jobs failing with the artifact upload and it also passed; I think you should just re-assign it to marge
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<lynxeye> eric_engestrom: Okay, I already did try to reassign to marge once and it failed with the same error. Just wanted to avoid an endless retry cycle if this is something that could be fixed somehow.
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<eric_engestrom> I retried the failing jobs without re-running the whole pipeline, and they all passed
<eric_engestrom> I think it's a good reflex to ask instead of just retrying in a loop, but in this case I think you should just retry once more ^^
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<javierm> tzimmermann: when you re-spin your "fbdev: Maintain device ownership with aperture helpers" series, feel free to also include my r-b to patch 02/11
<javierm> tzimmermann: I think we are on the same page on that one too
<tzimmermann> javierm, thanks. i'm working on it right now
<javierm> tzimmermann: awesome
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<dcz_> okay, I have the proximate cause: my texture cannot be u8 because gl_ext_texture_integer is missing
<dcz_> I got there by trying to make one in glium and tracing where it blew up
<pq> hmm? oh, a Rust problem, ok. I can't help with those.
<dcz_> nope, not a Rust problem. It's a GPU problem where it doesn't accept u8 textures
<dcz_> now I have to find a way to feed it one regardless
<pq> err
<dcz_> glium blowing up is actually a feature, because I'm not half as good at error checking :P
<pq> why would you try integer textures?
<dcz_> because my Bayer data has 8 bits per pixel
<pq> GL_RGBA, GL_UNSIGNED_BYTE should be good enough
<pq> ...which is 8-bit data, but not "integer" even though the raw data is uint8_8
<pq> *uint8_t
<pq> or just GL_RED to use one channel instead of gour
<pq> *four
<dcz_> thanks, I'll follow those leads
<pq> the usual texture formats always imply conversion from whatever raw data format you have to floating-point 0.0 - 1.0
<pq> I suppose integer textures are something else
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<JoniSt> pq: The GL wiki says that unsigned GL_RED_INTEGER must be supported by all GL implementations, isn't that exactly what you need?
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<pq> JoniSt, in GL 2.0?
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<dcz_> it might, now I have to find out where to plug it
<pq> JoniSt, or in GL ES 2.0?
<pq> FWIW, I have never used that format, and I work with 8-bit data all the time
<JoniSt> Regular GL 2.0 if the Wiki is anything to go by
<pq> but why do you even want INTEGER?
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<JoniSt> Hmm, GL_R8UI with usampler2d should work
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<JoniSt> Produces an uvec4 color=(red, 0, 0, 1)
<pq> yeah, but what you get from using integer formats intead of the normal formats?
<lynxeye> pq: slower execution and rounding issues when implementing the debayer filter
<lynxeye> JoniSt: Seriously, you want a regular R8 texture for that and operate on fp in the shader.
<pq> slower execution? because one has to only convert to float instead of convert to float and scale?
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<lynxeye> pq: First you likely don't have a integer RT when your don't have integer textures, so there would likely be some conversion needed. Also there are some braindamaged embedded GPUs that can do int math only at a lower rate than fp.
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<pq> lynxeye, oooh! I understood you exactly the opposite of what you said. :-)
<pq> right, we agree then
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<dcz_> lynxeye: what's "integer RT"?
<JoniSt> dcz_: Integer render target.
<pq> render target, I presume, which I suppose refers to writing in integers instead of the usual [0, 1] floating-point
<dcz_> this really underscores how much better compute shaders would have been for the purpose
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<pq> I'm not so sure about that. GL shaders operate naturally in floating-point, but all textures and render targets use some non-floating-point pixel formats, and OpenGL converts automatically between the two.
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<pq> computing with integers is some new fancy stuff compared to that
<pq> and hardware makes those conversion very efficient
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<mareko> alyssa: the panfrost CI is broken for this: https://gitlab.freedesktop.org/mesa/mesa/-/jobs/25403088
<ishitatsuyuki> we just had https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17553, could that be related?
<daniels> yep
<ishitatsuyuki> daniels: while on this, why is CI still seemingly silently failing (e.g. on https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17541)?
<ishitatsuyuki> (I saw you reassign, but just curious)
<daniels> quite a loud failure I would've thought :P
<daniels> I don't know why the artifact-upload errors are popping up
<ishitatsuyuki> I looked at the wrong pipeline probably, I see thanks
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<sravn> javierm, tzimmermann: via patches will be merged tomorrow (no time left today). I have a few more patches in the works: s/DRIVER_LEGACY/DRIVER_DRI1 and s/CONFIG_DRM_LEGACY/CONFIG_DRM_DRI1 - will send them to dri-devel when they are rebased upon the via stuff.
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<sravn> javierm: Did you suggest gpu/drm/dri1/ or gpu/dri1 as the new home for dri1 drivers? I did not look at this yet but may try to give it a spin
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<dcz_> pq: thanks for the help. The problem was some missing calls stemming from having no idea what I was doing
<dcz_> turns out that that "unsafe" wasn't enforced just for show
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<dcz_> if anyone's interested, the difference between naively and correctly importing a dmabuf is here: https://source.puri.sm/dorota.czaplejewicz/libcamera/-/blob/bayerpipe/src/libcamera/pipeline/bayer/src/lib.rs#L79
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* Lyude resolving merge conflict on drm-tip…
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<airlied> Lyude: amd ones?
<airlied> i thougbt i fixed that yesterday
<Lyude> airlied: ahhhh, yeah that I'm still hitting it. if you want to try pushing your fixes again I can wait a moment
<Lyude> *that. I'm still
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<airlied> Lyude: not near my pc yet
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<Lyude> airlied: gotcha, if I come up with a diff can you verify that it looks correct?
<airlied> Lyude: can do, for vram mgr the resolution should look close to the one in fixes
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<Lyude> hm, looks like it's since been reverted so I assume it's probably supposed to be the opposite now (925b6e59138c ("Revert "drm/amdgpu: add drm buddy support to amdgpu""))
<Lyude> ah, but then there's an actual fix in drm-misc-next-fixes
<javierm> sravn: I did suggest drivers/gpu/drm/dri1/ but feel free to put it in other path if you think that makes more sense
<javierm> sravn: great, if you can take on that it would be great since I'm busy right now with non-drm stuff
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<Lyude> airlied: does this look correct? https://paste.centos.org/view/2db2acf6 there's unfortunately quite a bit of code difference in the conflict
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