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<ElementW>
never be called), so I don't exactly know what is happening there, any ideas?
<ElementW>
I'm trying to emulate GL_QUADS on GL Core/GL ES by using GL_TRIANGLE_STRIP and primitive restart, but for some reason doing that completely tanks the FPS on Intel SNB & IVB (probably anything before HSW really), but reading the crocus source code I can't exactly figure out why. The primitive restart index is 0xFFFF w/ u16 indices so it should work out of the box without needing to emulate it (indeed util_draw_vbo_without_prim_restart seems to
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<ElementW>
Or is primitive restart just that slow on those older gens, so much it boils down to the perf of having 1 drawcall per triangle?
<HdkR>
I'd blame primitive restart myself
<ElementW>
s/per triangle/per quad/
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<MrCooper>
was it always possible to have multiple GEM handles (in the same namespace) for the same underlying BO?
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<emersion>
is it possible?
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<emersion>
regular drmPrimeFdToHandle won't allow this, can something else do that?
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<MrCooper>
emersion: the thread "[PATCH v2] drm/gem: Fix GEM handle release errors" sounds like it, maybe (hopefully :) I'm misunderstanding though
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<MrCooper>
it sounds like the GetFB ioctl creates a new handle
<emersion>
hmm
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<emersion>
it indeed seems like it's just creating a new handle, always
<emersion>
prime_fd_to_handle has a lookup before that
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<hikiko>
hello, I am using two super handy opengl extensions for debugging KHR_debug and ARB_debug_output so I can set object labels to opengl objects and also see opengl errors and warnings when I use debug context in debug mode. For the moment the labels are only seen when I print them or examine objects with debugging tools such as nsight. But what I'd really like to do and I can't figure out if it's at all possible with any of those extensions
<hikiko>
or other ones is this: I'd like the opengl messages to use the object labels I've set at creation like that: instead of printing the message "shader object with ID XXXX-number is being recompiled" print the message "shader object labelled XXXX-name-that-corresponds-to-XXXX-number-according-to-my-label is being recompiled". do you have any idea if that's possible with the current OpenGL extensions? I couldn't find anything like that in the
<hikiko>
spec :/
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<hikiko>
also by opengl messages I mean those that are generated by OpenGL (ARB_debug_output) not my own debug messages
<karolherbst>
HdkR: well.. you know the deal with auto vectorization stuff :P
<karolherbst>
"It tries it best" or something
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<karolherbst>
Not sure if llvmpipe is written/adjusted so the compiler has an easier time picking up AVX512
<karolherbst>
airlied might know
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<HdkR>
karolherbst: Yea, best try can still be garbage codegen :P
<HdkR>
I just know it does it since I got slapped by it at one point
<karolherbst>
:D
<karolherbst>
I wouldn't be surprised if we handrolled those intrinsics we'd end up with better code gen
<HdkR>
same
<karolherbst>
how was swr doing btw? :D
<HdkR>
Dunno, it's in Amber now, I don't need to even think about it :)
<karolherbst>
yeah...
<HdkR>
Resolved my SSE4.1 usage woes naturally
<HdkR>
4.2? One of those
<karolherbst>
doesn't matter :)
<HdkR>
Yea, it's dead
<karolherbst>
anyway, I still think llvmpipe has quite some low hanging fruits in the codegen area, but at the same time... spending time on actual hw drivers is usually more important
<karolherbst>
anyway.. I don't think dumping the llvm ir is actually working atm, so quite hard to check
<HdkR>
I bet changing some assumptions that they will be running between AVX, AVX512, and SVE2 would hit a bunch of things
<karolherbst>
I think the idea was to have code written in a way it's sufficiently wide for AVX4K :P
<karolherbst>
now I will be upset if they don't call it AVX4K :D
<HdkR>
Perfect for SVE then
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<MrCooper>
karolherbst: no CI coverage?
<karolherbst>
MrCooper: mhhh... good point, maybe I should add some tests running on iris + llvmpipe or something
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<karolherbst>
ohh and also CI building it :D
<karolherbst>
wow.. this will quite some work I figure
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<lygstate>
karolherbst: I've doing some work about u_cpu_detect, and found the maximal value of lp_native_vector_width are 256, I am not sure if that's right
<karolherbst>
yeah.... I guess we could improve this code a bit :)
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<jenatali>
pepp: I'm checking in #freedesktop, if we can't resolve it quickly we can disable the Windows builds (again) :(
<jenatali>
karolherbst: +1, I think once you have CI coverage (building + running something) I'd call rusticl acceptable to land
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<jenatali>
pepp: No ETA so !17958 is disabling it again :(
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<pepp>
jenatali: thanks
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<danvet>
ah conclusions seems to be already "not the right approach"
<danvet>
jekstrand, still maybe if you can point them at the right approach instead ...
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<danvet>
agd5f, stumbled over the kerneldoc fix series from mauro that you reviewed, can you apply all the drm patches somewhere suitable pls?
<danvet>
seem to not have all landed yet
<danvet>
or maybe andy can pick up the drm/sched ones ...
<agd5f>
danvet, sure, still digging out from vacation last week
<danvet>
agd5f, ah same here
<danvet>
well vacations + chaos + out sick :-(
<emersion>
:(
<emersion>
are you back on your feet?
<danvet>
somewhat
<danvet>
boredom of just doing nothing is worse
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<jekstrand>
anholt: Does vc5 have any sort of timestamp register you can read from the GPU?
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<anholt>
jekstrand: nope
<swick>
emersion linkmauve: Broadcast RGB is also kind of broken because it does two things at once: it sends the signal range InfoFrame (or not in the default case) *and* changes the color pipeline to convert from full range to limited range if the display is in limited range
<emersion>
swick: is that bad?
<emersion>
(sorry i'm not familiar enough with this stuff)
<swick>
it makes it impossible to scan out any limited range content
<jekstrand>
anholt: That's unfortunate.... I suppose someone could add a "read timestamp" ioctl which takes in and out-fences. :-/
<swick>
emersion: and in general everything touching the color pipeline in unexpected ways is bad
<emersion>
oh
<emersion>
so… if i have limited range content, and then set broadcast RGB to limited range
<swick>
i.e. if the CSC you loaded gets multiplied with the full->limited conversion CSC the results might not be what you expect
<swick>
yeah, it still does the conversion
<emersion>
it converts to already-limited rnage content one more time?
<emersion>
lame
<emersion>
and full range is a no-op?
<swick>
any property which assumes the content to be a certain color space, encoding, whatever, is essentially broken
<swick>
yeah
<emersion>
damn
<swick>
pretty mich every property I look at is broken in some horrible way and I get the impression that nobody ever tried to use it
<MrCooper>
I suspect rather everyone just tested only the specific use cases which prompted them to add the properties
<emersion>
well, good thing stuff goes though Pekka now :P
<emersion>
Pekka, aka "is my KMS API design sensible enough" oracle
<emersion>
through*
<swick>
the fun thing is that the infoframe in supported by every CTA-861 compliant display but the default signal range depends on the mode
<swick>
so if you don't send the infoframe or the display doesn't support CTA-861 you have to look at the mode to figure out what signal range to send
<swick>
so it's understandable why the property has an auto mode and why it then internally does the conversion
<swick>
otherwise userspace has to send the infoframe or has to make sure it sends the appropriate signal level
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<anholt>
jekstrand: to be fair to bcm, since it's always a tiler the idea of "take a timestamp at this point in the cmd stream" is pretty unclear -- it would be executed 1+nbins times, which one do you want?
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<jekstrand>
anholt: Sure. You can time a whole renderpass but that's about it. Such is the fate of anything related to perf on tilers.
<jekstrand>
anholt: The context is v3dv where they have to do some stuff on the CPU currently but also want to export a sync_file. For $REASONS, those don't really jive.
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<jekstrand>
I think they could move everything they're currently doing on the CPU to compute shaders, with a bit of effort. The one exception is vkCmdWriteTimestamp() which really has to happen on the CPU.
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<jekstrand>
lygstate: Have you tested the memstream stuff?
<lygstate>
tested and passed with the github actions
<jekstrand>
lygstate: Alyssa really is the best reviewer, probably. Since she's acked it, it's probably ok.
<anholt>
jekstrand: oh, yeah, that's right, there's a bit of cmdstream outside of the per-tile stuff where that could go
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<jekstrand>
anholt: cmdstream?
<anholt>
batchbuffer, whatever ;)
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<lygstate>
Then I am not worried anymore, as I treat ack not as review before, thanks for clarify
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<anholt>
(I was thinking about inside of a renderpass, where you just have the bin CL, and the binner's generated CLs which are execeuted per-tile)
<danvet>
tzimmermann, just pushed some patches to drm-misc-next-fixes
<jekstrand>
lygstate: Generally, yeah, you should try to get actual reviews. In reality, there are basically two people who care about macos: alyssa and vlee.
<jekstrand>
lygstate: I just assigned marge which pretty much counts as a 2nd ack, so good enough.
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<tzimmermann>
danvet, ok
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<jenatali>
I'm still waiting for a review for my EGL series, but I don't think anyone really cares about it
<jenatali>
It'd be nice to be able to drop in Mesa as an alternative to ANGLE
<lygstate>
jenatali: I am care of it, may I review of it, I've tested it and working, just I am not confident to review it
<jekstrand>
lygstate: I get notified. Working on a different thing at the moment. :)
<jekstrand>
lygstate: But it's also fine to ping. I don't mind.
<jenatali>
lygstate: I could ask people internally to take a look at it, but none of them are at all familiar with the codebase. I'd trust your review over theirs
<jenatali>
(Which is why it's been sitting for 10 months with no reviews)
<jekstrand>
jenatali: Oh, it's like a full Windows EGL impl....
<jenatali>
Yep :P
<jekstrand>
I'm trying to think of who actually knows that code these days. I know xexaxo has hacked around on it a bit. daniels might know how some of it works.
<lygstate>
Indeed, I have some brainstorm, is that possible implement egl directly over win32 api, and then implement WGL over EGL
<jekstrand>
I pretend to know how it works sometimes but IDK if I want to pretend for both EGL and Win32. :-/
<zmike>
jenatali: link?
<zmike>
oh
<jekstrand>
zmike looks like a good sucker for this. :-D
<zmike>
while I do technically have experience in wgl and egl i was going to pass this off to someone who has actually lived wgl
<jenatali>
If you do have someone in mind, I'd love to land it instead of rebasing it for another year
<zmike>
I have sent out the ping
<jenatali>
Thanks!
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<jekstrand>
jenatali: If, between you and zmike you can't find anyone, I can pretend well enough to at least ack it.
<jekstrand>
jenatali: Really, I'm less concerned with code review as I am with maintenance so as long as you're planning to fix the bugs, I'm all for landing it.
<jekstrand>
*initial code review
<jenatali>
Yep, if people start using it and find bugs, I'm happy to fix them / review fixes for them
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<greg904>
is it preferrerd for an app to link to libEGL and libOpenGL from libglvnd or just libEGL and use eglGetProcAddress?
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<airlied>
lygstate: what's the motiviation for moving the stuff out of llvmpipe? so get caps don't get mangled by the driver?
<airlied>
lygstate: probably worth @sroland on that
<jekstrand>
airlied: So llvmpipe isn't smashing global singletons
<lygstate>
airlied: OK, I update the MR for the reason
<lygstate>
Indeed, I think after the movement and add a new environment variable, I can fixes src/gallium/tests/unit/translate_test.c and may also enable the avx512 support
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<lygstate>
And I think we should not use llvm::sys::getHostCPUFeatures, so we can override the cpu caps as we want
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<danvet>
airlied, the nvml thing has some writeable clocks, pstate and I think ecc mode controls
<HdkR>
If an application chooses to use glXGetProcAddr to get glXGetProcAddr, am I allowed to be sour?
<danvet>
airlied, also apparently dolphin cares about atomicity or something, and some of the ras stuff was planned as pmu
<airlied>
danvet: yeah I think atomicity is kinda why I thought device nodes/ioctls were more the scene
<danvet>
but then pmu has other problrms
<airlied>
now netlink might be an option, I hadn't considered
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<tleydxdy>
to syncobj_transfer reset the syncobj? I'm trying to compare radv and amdvlk, and I see that amdvlk does a lot of transfer but no reset, where as in radv transfer is followed by a reset
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<tleydxdy>
(for the same api call)
<tleydxdy>
this is with mesa 21.2 I saw in 22 there seems to be a big refactor around that
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<karolherbst>
what intel driver is haswell using, crocus or iris?
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<karolherbst>
dcbaker: ... can we set a different default C++ version depending on the LLVM version used 🙃 ...
<jenatali>
c++17
<karolherbst>
though I don't really like the way meson handles it, because it's really more of a "minimum req" which users shouldn't be able to go below :(
<karolherbst>
jenatali: the answer is in your question
<jekstrand>
apinheiro: Ping was for Roman. He reworked some of the semaphore stuff and we just need fences to match. Should be easy. Look at one patch and type the other.
<karolherbst>
although I think it's a target thing anyway, so you can't really use that if you pull LLVM as a dependency
<karolherbst>
ohh they just set CMAKE_REQUIRED_FLAGS temporarily... _annoying)
<apinheiro>
jekstrand, yes, that was understood, but I wanted to confirm just in case
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<karolherbst>
mhh.. let me valgrind it, maybe it's a weirdly hidden use after free situation
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<karolherbst>
LOL
<jekstrand>
?
<karolherbst>
in valgrind it doesn't crash :(
<jekstrand>
naturally
<karolherbst>
still reports the invalid read though
<karolherbst>
same place as libasan
<karolherbst>
"ERROR SUMMARY: 542 errors from 1 contexts (suppressed: 0 from 0)" nice
<karolherbst>
nothing with nouveau though
<karolherbst>
mhhh
<karolherbst>
starting to thing there are actually two bugs
<JoniSt>
karolherbst: You could try turning the appropriate free() function into a nop, if the heap overflow goes away, it's a UAF
<JoniSt>
Assuming that your system doesn't just run out of RAM :)
<karolherbst>
ohh, I am sure that game is doing UB somehwere...
<karolherbst>
I suspect somebody needs to look at it from an API perspective and tell if there is anything wrong with the code or not
<karolherbst>
or if the game is just special
<karolherbst>
it's hitting an actual assert in nouveau as there is no index bound when using user vbufs
<karolherbst>
no idea if that's a limitation of nouveau or GL or gallium or whatever
<jekstrand>
You can have user vbufs without an index buffer
<karolherbst>
wondering why novueau asserts there then
<jekstrand>
¯\_(ツ)_/¯
<karolherbst>
well nouveau tries to calculate some kind of range it uses for programming the hw
<karolherbst>
let's see how it's doing it with non user vbufs...
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<karolherbst>
ahh.. I see...
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<karolherbst>
jekstrand: we require that pipe_draw_info.min_index and pipe_draw_info.max_index do have proper values in case of user buffers, where would we get this information in case we don't have that? Maybe that question doesn't make much sense
<karolherbst>
u_vbuf_draw_vbo has some code dealing with this
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<karolherbst>
mhh.. u_vbuf_get_minmax_index
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<karolherbst>
maybe I just try that?
<jekstrand>
Uh.. Isn't that going to do a CPU scan of the index buffer? You don't want that.
<karolherbst>
well...
<karolherbst>
do I have a choice?
<jekstrand>
Yeah, the !info->index_bounds_valid path
<jekstrand>
If you don't have an index buffer, it should be able to figure out bounds
<karolherbst>
yeah.. that's what u_vbuf_draw_vbo uses for !index_bounds_valid
<karolherbst>
panfrost caches it as it seems...
<karolherbst>
and falls back to u_vbuf_get_minmax_index if it's not in cache
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<karolherbst>
jekstrand: anyway.. if you have a different idea, I am just trying to make sense out of it, and see that other drivers dealing with it fall back to it, others use gallium helpers, which seems to do the same
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<jekstrand>
iris doesn't look at index_bounds_valid
<karolherbst>
mhhh
<jekstrand>
I'm very confused by this nouveau code
<jekstrand>
What's with this scratch data?
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<karolherbst>
we have a scratch buffer which we suballocate
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<jekstrand>
You're using memcpy() on user vertex buffers?!?!?!?
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<karolherbst>
maybe?
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<karolherbst>
I think that scratch buffer lives in VRAM though
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<jekstrand>
Doesn't matter. If the client is allocating a buffer for you, point the GPU at it. Don't map it on the CPU and memcpy into it. That makes no sense.
<karolherbst>
well...
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<karolherbst>
a lot of stuff nouveau is doing makes no sense
<jekstrand>
lol
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<karolherbst>
there is a reason I'd like to use zink :P
<jekstrand>
Well there's y'er problem!
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<jekstrand>
I guess if you're doing that, there's no reason to not use u_vbuf_get_minmax_index().
<karolherbst>
guess so
<jekstrand>
You've already chosen the "give me zero perf" path
<karolherbst>
obviously :(
<karolherbst>
well.. there is a reason we have 10% blob perf compared to nvidia for some games
<karolherbst>
reclocked that is
<jekstrand>
:facepalm:
<jekstrand>
No kidding
<jekstrand>
I'm gonna go back to NVK hacking and pretend I didn't just learn any of that.
<karolherbst>
:D
<jenatali>
I'm surprised it's even 10% with stuff like that
<karolherbst>
you have to spend _some_ time on shaders
<karolherbst>
see with what I have to work with here :P
<karolherbst>
the argument I often heard against just using zink was, "native GL impl is simply faster" 🙃
<jekstrand>
Not if it's doing that. :D
<karolherbst>
no shit
<karolherbst>
not using nir is also faster with a competent backend compiler, but .... :P
<zmike>
native won't be faster for much longer
<jenatali>
Yeah our mapping layers to D3D12 are frequently faster than the native impl...
* karolherbst
somehow relieved not having to having to deal with those stupid arguments anymore
<jekstrand>
Yeah... :-/
<jekstrand>
jenatali: So is DXVK. :P
<jenatali>
Heh, fair
<jekstrand>
Sorry. I'm obligated to rub that one in every chance I get. :P
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<jenatali>
Nah, no need to apologize, it's impressive
<karolherbst>
why is "git grep 🙃" not returning anything... :D
<karolherbst>
guess I only call into u_vbuf_get_minmax_index if there is a user vbuf...
<zmike>
just finish nvk already so you can stop fixing things like this
<karolherbst>
ehh
<karolherbst>
I can't use u_vbuf_get_minmax_index :*
<karolherbst>
:(
<jekstrand>
zmike: Working on it. Need to get vk_meta working first.
<karolherbst>
info->index.resource is NULL :D
<karolherbst>
k....
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<jekstrand>
Oh, if you have no idex buffer, just use the draw bounds
<karolherbst>
ohh
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<karolherbst>
draws->start and count I guess?
<karolherbst>
ahhhh
<karolherbst>
right, I saw code for that
<jekstrand>
IDK. I don't do gallium. :P
<karolherbst>
min_index + new_draw.index_bias :D
<karolherbst>
there is some index_bias handling
<jekstrand>
Look at vc4 or some other gles2 driver. Seems to be what nouveau is targetting. :-P
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<jekstrand>
*grumble* What I wouldn't give for an Intel simulator about now...
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<jekstrand>
Maybe I should revive ksim.... (-:
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<karolherbst>
so that fixed it :)
<JoniSt>
Neat :D
<karolherbst>
now to figure out what's actually the correct thing to do here.. or well... when it's correct to use the draw info
<karolherbst>
zmike: that's the plan
<karolherbst>
now I don't even have anybody to argue about that....
<karolherbst>
anyway... I think we'll submit nvk once I ported stuff over to nvidias 3d headers and get that vk meta stuff done
<karolherbst>
no point postponing it after that
<karolherbst>
problem is just scan out.... this might require some UAPI changes :/
<jekstrand>
Let's see how much CTS we can pass with basic 3D hooked up. I don't think it'll be much beyond what we've got.
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<jekstrand>
But also, I don't want to land it without new kernel API. :-/
<karolherbst>
yeah... but at least the CTS doesn't fail because there is no 3d rendering
<karolherbst>
tons of tests just didn't run because of that
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<karolherbst>
jekstrand: maybe we should look into basic scanout first and see if we can come up with a solution which doesn't suck and figure out if a new UAPI is a must or just nice to have
<jekstrand>
karolherbst: new uapi is a must
<karolherbst>
:'(
<jekstrand>
We can't suballocate with the current one.
<karolherbst>
yeah....
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<jekstrand>
That's a non-starter
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<jekstrand>
karolherbst: The annoying part of working with me on it is that I'm going to make sure we do it properly. :-P
<karolherbst>
thing is.. I don't know if Ben has any time at all to look into this, and I am not familar with the code at all... so maybe we can just adjust the current uapi a little to make it all work..... *sigh*
<karolherbst>
I wished I could just work 100% on this :D
<jenatali>
I have that thought all the time
<jenatali>
(Not about nouveau though)
<airlied>
I have it then I get nerdsniped
<airlied>
then I want to work on that thing 100$
<airlied>
100%
<karolherbst>
yeah....
<jenatali>
I get told to do other stuff instead :(
<karolherbst>
same
<karolherbst>
but it's not just that, there is also CL stuff going on and uhhh... maybe I am trying to do too much at the same time? :D
<jekstrand>
I don't think I've ever seen a RH person working on Mesa who wasn't doing too much at one time. :P
<karolherbst>
:D
<jekstrand>
Then again, I know very few Mesa devs who aren't doing too much at one time as a general rule
<karolherbst>
I also have this "weirdo" DRM backport on my plate...
<jekstrand>
RH folks seem a little more scatter-brained than most but yeah....
<karolherbst>
the annoying part is just, that most other drivers are somewhat vendor backed and with nouveau it's mostly just RH at the point :/
<jekstrand>
Yeah, that's the nouveau curse. :-/
<karolherbst>
well.. it was better a few years ago
<karolherbst>
my hope is that once we get vulkan out and GSP wired up, then people might be more interested
<jekstrand>
same
<zmike>
I will add nvk to my testing rotation once it can actually run stuff
<karolherbst>
define stuff
<jekstrand>
zmike: I think we've got a ways to go before we need your level of torture. :P
<zmike>
:D
<karolherbst>
:D
<zmike>
karolherbst: glcts?
<karolherbst>
uhm....
<karolherbst>
I think we have a pass rate of like 0.2% atm
<karolherbst>
the vulkan cts that is
<zmike>
I imagine you'll score higher than AMD pro once you can pass vkcts
<zmike>
it'll be a showdown
<karolherbst>
:D
<karolherbst>
yeah... I am not too worried about getting there eventually, more worried about the when
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<karolherbst>
a bit sad/annoying that we are supposed to have a fully functional GL/Vk and you know kernel driver done with like 2.5 people in total :(
<jekstrand>
Honestly, it's the kernel that worries me.
<jekstrand>
Assuming I don't fight too many compiler bugs, I can bring up Vulkan myself in 6-9 months if I don't get distracted.
<karolherbst>
for me it's userspace, but that's probably because we might have 2 people allocated to it more or less, and 0.5 (being me) for userspace :(
<karolherbst>
sure... but the compiler is like....
<jekstrand>
It works well enough for now. :)
<karolherbst>
expect that 8/16 bit to be completely broken
<jekstrand>
Well, sure.
<karolherbst>
RA is bonkers too
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<jekstrand>
I didn't say full-featured in 6-9 months. 😂
<karolherbst>
:D
<jekstrand>
But 1.0 with enough extensions to run Zink? Probably.
<karolherbst>
as long as you don't spill and your CFG isn't too complicated and is limited to 32/64 bit math, it works pretty well
<jekstrand>
Yeah, we'll need to torch it eventually.
<jekstrand>
But one thing at a time
<karolherbst>
yeah..
<jekstrand>
In any case, it's the kernel that bothers me because we need a major rework to get the uAPI to where it needs to be.
<karolherbst>
at least I got somebody to work on the 8/16 bit parts, but doing that purely in nir
<jekstrand>
It's also the part that I don't feel comfortable or have any motivation to takie on.
<karolherbst>
yeah.... I started to at least get the isaspec stuff ready, but I already see me hacking up isaspec most of the time for it
<jekstrand>
I kinda wonder if we can do a straight-from-NIR compiler. :-O
<karolherbst>
:D
<karolherbst>
doubtful
<karolherbst>
well.. if perf doesn't matter probably
<jekstrand>
It sounds insane but NV is straightforward enough it might be possible.
<karolherbst>
ehhh
<jekstrand>
But probably not
<karolherbst>
you still have source modifiers.. but nir can do that somehow
<karolherbst>
what worries me more is cbufs sources
<jekstrand>
right
<karolherbst>
and bindless cbufs sources
<jekstrand>
those are all kinds of special
<jekstrand>
NVM then. We need an IR
<karolherbst>
yeah..
<karolherbst>
my current path is: strip codegen and move as much as possible into nir
<karolherbst>
and then we know what's not going to fly in nir
<karolherbst>
and deal with the rest with a new compiler
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<karolherbst>
jekstrand: anyway.. I might get sombody to be able to work on that full time, it will be discussed next week
<jekstrand>
kk
<jekstrand>
karolherbst: what full time? Compiler NIRifying?
<karolherbst>
yeah
<karolherbst>
the main task would be more something compute related + nouveau/nvidia, but given it's compute, the compiler is really the only thing you need to work on here
* jekstrand
has no idea why this draw isn't happening. :-/