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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<Frogging101>
What .steam/steam/userdata/[userid]/config/shaderhitcache?
<Frogging101>
Also how do I get Steam to redownload the steam_pipeline_cache.foz for a game?
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<tarceri>
Frogging101: I'm not really sure what all the rules are for steam distributing precached items. Only doing it for "offical" builds would be news to me. That would mean having to track all the buildid for all distro, and many on Ubuntu for example use ppas with git shapshots. I've never heard of it working that way until airlied mentioned it
<tarceri>
and yes I believe the foz dbs are replayed on game startup, e.g. when that little black steam box pops up and stay preparing game, etc
<tarceri>
just deleting the cache dir for a game and restarting it will re-trigger the download I believe
<Frogging101>
I don't think that it did. The only .foz file in there (fozpipelinesv6/steamapprun_pipeline_cache.904f69d2b1b44b65/steamapp_pipeline_cache.foz) is 2.6MB
<Frogging101>
Way too small
<tarceri>
Frogging101: there is a "Shader Pre-Caching" setting in steam you can turn off too
<Frogging101>
I deleted it but I don't think it redownloaded because that's too small
<Frogging101>
and no processing happened when I started the game up again - I'd have expected it to re-initialize the cache because I deleted it
<tarceri>
Frogging101: I think these days it might compile them in the background after downloading too not just of game startup
<Frogging101>
It does, but I disabled that
<tarceri>
ok, well Plagman is really the only one who can tell you what is stored in the cache servers etc.
<tarceri>
as you run the game the file in the games mesa_shader_cache_sf should be getting larger each time you see stuttering if it really is caching new items as you play
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<tarceri>
it pushed off into a thread so there can be a delay in writing to disk but it should get there at some point between playing and shutdown
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<Frogging101>
I redownloaded the whole game and there's now a steam_pipeline_cache.foz that's 176M in there. That's surprisingly small for a game that has 5 or so different engines in it (Halo: Master Chief Collection has all Halo games), but that's what I got.
<Frogging101>
restarted steam and it put a 2GB steam_pipeline_cache.foz in there in a different steamapprun_pipeline_cache directory (last digits 66 instead of 65)
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<Frogging101>
I let the processing go all the way. The cache directory is about 500M bigger than it was before I deleted it in the first place and there's no more stuttering
<Frogging101>
I think something got screwed up in somehow and the processing of the foz db was incomplete but Steam (or fossilize-replay) did not ever complete it
<Frogging101>
-in
<Frogging101>
So that is a thing that can happen, I guess
<Frogging101>
Maybe I abused it too much by constantly updating Mesa
<Frogging101>
or it crashed at one point and left a bad state
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<tarceri>
:)
<tarceri>
I guess if you update mesa while steam is already open it might not reprocess anything, but thats just a guess
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<dj-death>
someone remember the name of the alu operation to cast a float to a uint in NIR?
<dj-death>
I would like to gather all kind of types in a single vec8/16
<dj-death>
I'm looking for how to keep the data untouch while changing the type to uint essentially
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<glehmann>
dj-death: NIR is untyped so you should just be able to create the vec. only the bitsize has to match
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<karolherbst>
daniels: any idea how we can ensure that rustfmt is clean? Atm we do rustup in the debian container, but it's rather something we want to have checked in the always running CI bits... maybe we want to teach ci-fairy about that?
<karolherbst>
or did somebody do that already?
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<daniels>
karolherbst: just pick a random build job and run rustfmt in it
<karolherbst>
mhh... well.. sure, but it still feels like something ci-fairy should be able to do, but we can deal with that later (tm)
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<ishitatsuyuki>
Graphics Pipeline Library (GPL): A way for application to ask drivers to compile shaders, that allows vertex and fragment shaders to be compiled independently and without all the draw states supplied. This does not yield code that is as good, because it does not the link time optimizations to be run. However, the biggest advantage is that they allow D3D11 style shaders to be compiled before hand rather than deferred (by DXVK) until draw
<ishitatsuyuki>
time.
<ishitatsuyuki>
Frogging101, not sure if you're still wondering, but:
<ishitatsuyuki>
Fast Linking: A feature (flag) of GPL that says "the driver can combine shaders without invoking any heavy compiler stuff". Right now the (early) GPL support in RADV links at NIR level, which takes time because it needs to go through ACO before it's usable. The plan for RADV is to introduce "stitching" where you can just concatenate the vertex and fragment shader binary, but this still takes a few more wiring (basically how they pass
<ishitatsuyuki>
outputs/inputs) to work.
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<melissawen>
:q
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<JPEW>
I'm trying to use virtio to do KMS in a qemu guest and I'm running into trouble; If I run qemu with `-vga virtio -display egl-headless` then running `weston-simple-dmabuf-egl` works fine; however if I run `-vga virtio -display none` the call to gbm_surface_lock_front_buffers() fails
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<JPEW>
Interestingly enough, this only because `weston-simple-dmabuf-egl` is using /dev/dri/renderD128 as it's render node. If I explicitly tell it to use /dev/dri/card0, it works fine, so it appears as if something is wrong... somewhere... but I have no idea how to figure out where
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<karolherbst>
daniels: how do I make the test appear? or do I have to simply make sure the name doesn't start with a dot?
<karolherbst>
but I suspect I also have to put it into some stage
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<zmike>
karolherbst: did you merge that container update?
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<karolherbst>
zmike: not yet
<karolherbst>
but I can now if you want to
<karolherbst>
marge isn't doing anything now, so maybe it's the best time now
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<alyssa>
karolherbst: that can be fixed ;p
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* karolherbst
assigns 100 random MRs to marge
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<daniels>
karolherbst: a stage is mandatory yeah. a leading dot means the entry will not create a job - so it’s either disabled or just used as a base to extend
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