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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<airlied> oh this overlap bug is going to be multiple contexts
<airlied> uggh yup readpixels in a separate context, this is going to hurt my brain isn't it
<alyssa> airlied: see /topic, it applies to multithreaded gl too
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<jenatali> I just spent a solid couple days rewriting part of our driver to fix multithread/multicontext, fun times
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<HdkR> Everyone needs to experience the pain of multicontext at least once. :P
<jenatali> I forgot / didn't know that resources were screen objects instead of context objects on the first go around
<jenatali> Weee
<airlied> jenatali: yeah, llvmpipe is storing the last rasterizer fence in a context object, which is hard to pull back out from another ctx
<jenatali> Oof, yeah
<zackr> ajax, Lyude: if you'd have a second to take a quick look at https://bugzilla.redhat.com/show_bug.cgi?id=2108405 i'd appreciate it
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<airlied> well this is dfeinitely the last overlapping processing bug in llvmpipe :-P
<jenatali> Morgan Freeman voice: "it wasn't"
<airlied> I think I've said it about the last 3 of them :-P
<airlied> zackr: someone just tweeted that at me
<airlied> lols and someone else already enabled it
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<zackr> airlied: ah, sweet. is that why people have twitter? i need to get on that
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<airlied> zackr: mostly use it to doom scroll while I should be working or compiling stuff :-P
<Daanct12> i used to use it just because my computer compiles everything so slow
<Daanct12> until i got the 5950x is when i just don't care anymore and watch the terminal while it's doing things.. lol
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<Daanct12> oh wow, i don't think anyone is going to believe this, but the issue i had with the game (people playground) seems to have stopped happening for me now
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<Daanct12> guess what i did? i just switched to the x11's modesetting driver and i've been playing the game for at least 10 minutes now
<Daanct12> tried to switching windows around, even switching to chromium window and other apps back and forth, it didn't even reset
<Daanct12> i'm going to do some extensive testing by having fun until the afternoon (hopefully) and see if i can get the gpu to crash
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<Daanct12> except now i think i should get a compositor, everything in 2d pretty laggy now :P
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<airlied> rodrigovivi: I pushed gt -next, I unpulled it earlier in the week, but I can't remember why
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<KunalAgarwal[m]> It would be helpful if someone could help me with how to get glEGLImageTargetTexture2DOES() work. (line 134)
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<KunalAgarwal[m]> getting this error on compiling: error: ‘PFNGLEGLIMAGETARGETTEXTURE2DOESPROC’ was not declared in this scope
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<MrCooper> ajax: seems pretty clear to me; what you're describing sounds like FIFO_RELAXED
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<pq> KunalAgarwal[m], what flavor of OpenGL are you actually using? GL or GL ES 2 or 3? In any case, you must never use GL_GLEXT_PROTOTYPES.
<pq> KunalAgarwal[m], you can grep through the various GL headers to see which one defines the thing you need, and make sure to pick right header for the flavor of GL you use.
<pq> KunalAgarwal[m], in general, the extension stuff is not in the same header as the core stuff.
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<tzimmermann> in a drm driver, moving the cursor (via atomic plane update) leads to an update of the primary plane. that's very costly. how do i prevent the primary plane's update?
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<dv_> perhaps the cursor can exist as an overlay
<dv_> that's not an uncommon use case, and in fact one primary reason why old microcomputers had hardware sprites
<pq> dv_, I don't think "update the primary plane" means "draw the cursor into it" but more like "causes a flip to be programmed on the primary plane as well". Right, tzimmermann ?
<pq> cursors *are* overlays, otherwise there is no point in exposing a cursor
<tzimmermann> dv_, pq, maybe to give some context: i'm trying to convert the ast driver from TTM to SHMEM. that means that the frambuffer image has to be copied into video ram by the driver. the mouse cursor is already a cursor plane. ideally i'd only update the cursor plane's coordinates. but i always get an update of the primary plane, which hasn't changed at all. and because of the involved copying, it's all really slow
<tzimmermann> i *do* use damage clipping for the primary plane. but that's problematic as well
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<tzimmermann> there are no damaged areas on the primary plane (because we're doing a cursor update). calling drm_atomic_helper_damage_iter_init() without damage clips set, create a full-plane update
<tzimmermann> hence, on each movement of the mouse cursor, drm redraws the while primary plane
<tzimmermann> s/while/whole
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<pq> ouch
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<pcercuei> I think I realized something just now. DMABUFs are not necesarily pointing to system memory, but can very well point to e.g. GPU memory on the other side of a bus. Is that correct?
<pq> yes
<pq> that's a, if not the, major use case for them
<pcercuei> Everything makes a lot more sense now.
<pq> dmabuf can even point to device memory that cannot be mmapped to CPU at all
<pcercuei> That makes it so much more complex than what I thought
<pcercuei> Is there a mechanism like DMABUF in the kernel that only represents DMA buffers (or pages-backed buffers) in system memory?
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<pq> memfd maybe?
<pq> but then, it's not DMA AFAIU
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<MrCooper> pcercuei: why does that distinction matter though? :) If importing a dma-buf succeeds, the buffer has to reside in memory accessible to the importing device
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<tursulin> amd driver failing to build amdgpu_vram_mgr.c in drm-tip for someone else? I *think* I went as far as the clean the build tree to make sure I wasn't doing something silly.
<tursulin> some sort of a conflict between two versions of struct amdgpu_vram_mgr ?
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<rodrigovivi> tursulin: I faced this last week.. clean your drm-rerere, then go to drm-tip folder and hit clean -f then rebuild it…
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<rodrigovivi> airlied: thanks for pulling it back… please let me and tursulin know if there’s anything wrong there
<tursulin> rodrigovivi: hmm how? this is a straight drm-tip checkout from git://anongit.freedesktop.org/drm-tip, outside of the dim world
<tursulin> only if I had some trash in the build dir, but I deleted everything and copied over again to make sure I don't
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<tursulin> Is it perhaps 59dad4a0d1862dcd15405f3217a59b1fac01daf0 which only landed to drm-tip today?
<tursulin> no, shouldn't be that one
<tursulin> I'll try a clean build one more time
<tursulin> same build error
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<tursulin> AFAICT revert of 925b6e59138cefa47275c67891c65d48d3266d57 is missing
<tursulin> with that reverted (it is a revert itself), the thing builds
<tursulin> reverting it conflicts though, but trivially so
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<rodrigovivi> tursulin: just ignore me… I misread.. thought the drm-tip rebuild was violent.. not the actual compilation…
<tursulin> tzimmermann perhaps? ^^^ going by the fact the two other re-reverts came from drm-misc-next pull
<tursulin> rodrigovivi: np
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<jenatali> jekstrand: Would you be able to take a look at (or nominate someone to take a look at) the first patch in !17603? :)
<jekstrand> jenatali: Oof. That looks like a patch that I ought to be able to pretend to review.
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<jenatali> Hm. My rebase is now hanging one test. That's... odd
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<jenatali> Of course it's a WARP bug :(
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<ccr> OS/2?
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<ajax> matrox g400?
<ajax> someone should get around to reverse engineering that firmware, it's gotta be dead simple by modern standards
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<dj-death> jekstrand: did you start an Anv branch for gfx-libs with the new dynamic state?
<jekstrand> dj-death: gfx-libs?
<dj-death> jekstrand: graphics pipeline libraries
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<tleydxdy> Hi all, I have a question about drm_vblank_put, it decrements the vblank refcount without first getting vbl_lock, I see that everywhere else gets the lock first, so is something wrong here? I ran into this while debugging a vblank refcount issue, turns out this was not the cause but I'm wonder if I should also add this to the patchset
<jekstrand> dj-death: Right.
<jekstrand> dj-death: Most of what I've done is already in MRs.
<jekstrand> dj-death: Just pushed anv/VK_EXT_graphics_pipeline_libraries to my gitlab.
<jekstrand> dj-death: IIRC, I stopped because I was getting deep into the weeds trying to sort out interactions between state and shader compilation. ANV isn't too bad but it's annoying. My MR shuffling around primitive replication helps a bunch but there are others.
<jekstrand> I think coarse was the one that was buggign me when I stopped
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<jekstrand> dj-death: I remember now. I was struggling with trying to decouple FS from "are we using mesh?"
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<dj-death> jekstrand: yeah that's what I remember :(
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