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<mangix> anyone know about EDID files?
<mangix> my question is about the color info section. Is it used to apply a stock color profile?
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<jimjams> Mangix: the chromaticity coordinates and stuff? yeah, basically
<jimjams> Mangix: it's not necessarily totally accurate, but it can be better than throwing sRGB at everything
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<airlied> zmike: don't suppose you remember me implement shader clock for llvmpipe? :-)
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<airlied> bleh think I forgot to push it
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<airlied> ah found it hiding in a generic-wip branch
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<gawin> where is repo with amber?
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<kusma> gawin: My understanding is that Amber is just a nickname for the 21.3 branch: https://gitlab.freedesktop.org/mesa/mesa/-/tree/21.3
<kusma> At least that's where the front-page of mesa3d.org is pointing at for the Amber release...
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<gawin> not sure if it's good approach
<gawin> conflicting with idea of frozen dri driver
<gawin> I mean I see patches for tgsi/nir drivers there
<gawin> (probably not tested on old hardware)
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<eric_engestrom> the idea is to only have bugfixes on there anymore, no more feature work
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<gawin> I saw this video today https://www.youtube.com/watch?v=wWQVqAY4cjE
<gawin> I'm not thinking here "it's bad that code can have bugs", but "it's bad that we make bugs possible"
<gawin> aka pushing more than just changes for dri
<gawin> imho making amber more separate from mesa would help
<bl4ckb0ne> jekstrand: you mentionned yesterday making a single dmabuf out of a cubemap, do I have to use EGLimage for this?
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<FLHerne> kusma / gawin : the idea was that "Amber" releases will have 'amber=true' set per https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10557
<FLHerne> which changes the soname and vendor strings to not conflict with current Mesa releases
<FLHerne> and disables drivers that are provided by current Mesa
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<jekstrand> bl4ckb0ne: I said that was theoretically possible. I don't think the current dmabuf APIs allow for it, though.
<bl4ckb0ne> you also mentionned blits, would it be doable to do cubemap blit to multiple dmabuf texture, send that and blit them into a cubemap on the other process
<jekstrand> Yes
<bl4ckb0ne> gonna do the second one as a poc and see what i can do to ge the first one done, thanks
<bl4ckb0ne> what would be a good starting point? extending the eglcreateimage spec?
<jekstrand> Not sure. It's going to require tweaking modifiers for any drivers that support arrays (or cubes) to also exactly specify array layout.
<bl4ckb0ne> the array layout is how the cubemap is stored in the buffer?
<jekstrand> Yes. There's some computation necessary to figure out the stirde between planes and we need to ensure that's the same on both ends.
<jekstrand> s/planes/array slices/
<bl4ckb0ne> sounds like a lot of fun ahead, ill start with opening an issue on the egl registry issue tracker to see where it goes
<bl4ckb0ne> thanks!
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<jekstrand> bl4ckb0ne: Ok, that sounds like as good a start as any.
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<robclark> kusma: maybe someone should actually create/push a branch called "amber".. not having that seems to cause confusion
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<sravn> airlied: Any opinion on the openchrome stuff? The current driver targets x86-openchrome and aims to add 2D and maybe later some 3D acceleration. tzimmermann (offline atm) and I pushes for a driver that uses dumb buffers and thus a more generic approach
<sravn> I know next to nothing on the user space side of things, but expects that we can have a generic openchrome driver that just-works
<sravn> And it seems most beneficial from a long time perspective to have a more minimal driver that works, so we have something we can maintain the day the current maintainer looses interest (in case that happens)
<sravn> But on the other hand, I feel bad trying to stop the initiative to add 2D and 3D acceleration as I do not see it adding complexity to anythig else
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<zmike> dcbaker: !
<dcbaker> uh oh
<zmike> congrats
<dcbaker> oh
<dcbaker> thanks?
<zmike> this was a tough one
* dcbaker has just kept getting distracted all week :/
<zmike> I know this feeling
<dcbaker> if anyone ever tells me memory management is easy in C again…
<zmike> people have told you that?
<dcbaker> all the time
<dcbaker> usually when criticizing my choice to use C++ for something
<zmike> huh
<zmike> weird
<zmike> the go-to for c++ criticism is spaghetti code, not memory management
<zmike> everyone should know that
<ccr> pasta management?
<Sachiel> memory management in C is easy
<dcbaker> mmmm, pasta
<Sachiel> just call malloc when you need any, and when the program ends it all gets freed
<zmike> are you a genius?
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<dcbaker> Sachiel: ... that is the problem, yes
<ccr> "just valgrind until there are no leaks (or you've added enough suppressions)!"
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<dcbaker> valgrind (archane weapon): loose 2 sanity, and roll two dice, if the combined value is >= 10 fix two memory bugs, if it is >= 6 and < 10 fix one memory bug, if >= 4 and < 6 fix one bug, add one new memory bug, < 4 and >= 2 add two new memory bugs, < 2 you lose all sanity and are lost in time and space
<airlied> though in the scale of fixing memory allocation, not sure C++ is much better answer :-P
<airlied> just gives you multiple guns to shoot at yourself with
<HdkR> Just do it the FEX way, allocate all the memory. Then you can't even run ASAN.
<HdkR> :>
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<zmike> what bitness is armhf?
<Sachiel> 19 bits middle endian
<zmike> what the
<airlied> zmike: le
<zmike> no I mean 32 or 64
<HdkR> 32
<zmike> hmmm
<airlied> ah sorry, yeah 32le
<zmike> well that sucks, I think there's a vk header bug
<HdkR> nice
<zmike> dcbaker: can we get a meson/mesa build macro for determining 32/64
<zmike> or is there one already
<zmike> really frustrating to not have something reliable and universal for this
<dcbaker> what the bitness of the platform is?
<zmike> yeah
<HdkR> haha, I was asking about the same thing a couple of days ago
<airlied> just stick a #define sizeof(void *) == 8 somewhere
<airlied> zmike: new vk header bug or old one?
<zmike> new
<dcbaker> zmike: that seems like a pretty reasonable thing for us to provide, though we'll have to do a compiler check probably, since you can run 32bit python on a 64bit OS... hmmm
<zmike> or...I guess it's possible that struct packing could just work totally differently on this arch?
<airlied> yeah I don't think it needs meson, just util/compiler.h or someat
<HdkR> Struct packing can change depending on arch, regardless of bitness
<zmike> ugh
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<HdkR> quite a few 64-bit things land on Itanium packing but not quite
<airlied> 32-bit packing is the wierd one around alignment of 64-bit
<airlied> always be padding the 64-bits manually
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<zmike> is this going to be the same as 32bit arm on godbolt
<airlied> yeah should be, don't think hf matters
<HdkR> Yea, godbolt runs armhf abi by default, but regardless of which arm ABI you choose the struct packing is the same
<HdkR> (soft, softfp, hardfp)
<HdkR> -mfloat-abi={soft,softfp,hard}
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<mangix> jimjams: my evil plan is to flash an EDID on my steam deck with fixed color values. Surprisingly, the stock EDID has all zeroes.
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<mangix> second evil idea: connect my dual link DVI monitor to an active displayport adapter to avoid driver problems with high pixel clock resolutions (overclocked)
<jimjams> Mangix: that's awesome, would love to know how that goes (and if you have any cool tricks for getting a good color calibration)
<mangix> jimjams: I'm using https://www.reddit.com/r/SteamDeck/comments/wd2fa7/get_a_more_color_accurate_steam_deck_files/ as a base. One issue I have is deriving the correct color values from the icc file.
<mangix> The values I derived are: Color Characteristics: Red : 0.6064, 0.3447 Green: 0.3427, 0.5644 Blue : 0.1630, 0.1201 White: 0.2988, 0.3056 but I'm not sure they're correct.
<mangix> That thread has instructions to use reshade, but it's probably better to edit the EDID so that it works everywhere (I hope?)
<mangix> In the case of color values of all zeroes, I'm assuming some default color profile gets used. I have no idea where to look for such a thing.
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