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<jljusten> iris-cml-deqp jobs keep timing out (waiting to start). is this an indication that some machine is dead? https://gitlab.freedesktop.org/mesa/mesa/-/jobs/31145679
<robclark> tomeu: ^^^
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<tomeu> jljusten: robclark: not sure what happened to those machines, but during the weekend their network became so flimsy that they are useless
<tomeu> I have disabled them for now to not block MRs
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<jljusten> tomeu: thanks for taking a look at it
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<tomeu> narmstrong: do you happen to know what ISA use the Cadence Tensilica VP6 in the mediatek SoCs?
<narmstrong> tomeu: nop sorry :-/
<tomeu> narmstrong: maybe somebody else at baylibre would know? from the openamp work
<narmstrong> tomeu: yes Alexandre Bailon is the one who knows
<tomeu> thanks, will ask
<MrCooper> Lyude: per the Git history, amdgpu was merged in 4.2; DC in 4.15, i.e. over 2 years later
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<MrCooper> DemiMarie: e.g. amdgpu doesn't clear memory allocated in VRAM by default; it has a AMDGPU_GEM_CREATE_VRAM_CLEARED flag for this though, "please don't leak information to me" :/
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<tzimmermann> javierm, FYI a number of easy build issues have been reported against the recent fbdev refactoring. i have patches pending for them. ETA is some time today
<javierm> tzimmermann: yes, I noticed the robot reporting those and figured out you would look at them since looked fairly trivial
<tzimmermann> ok
<tzimmermann> javierm, BTW do you have comments on https://lore.kernel.org/dri-devel/20221025101737.8874-1-tzimmermann@suse.de/ ?
<tzimmermann> daniel explained that we cannot move begin_cpu_access out of the atomic commit. but having vmap/vunmap in per-commit helpers was fine
<javierm> tzimmermann: I didn't look at those in detail because I knew that you were discussing them with danvet so I thought he would review/ack them
<tzimmermann> he did on irc
<tzimmermann> but no comments are on the m-l
<DemiMarie> MrCooper: That should be a fairly easy patch, then.
<javierm> tzimmermann: I see. I can take a look to those later today or tomorrow
<DemiMarie> What about other drivers?
<tzimmermann> thanks a lot
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<emersion> hm, vulkan question: i'm passing a binary VkSemaphore to vkQueueSubmit(), then I'm exporting it as a sync_file
<emersion> but when i try to re-use it after the VkCommandBuffer is completed, i get this:
<emersion> > vkQueueSubmit(): pSubmits[1].pSignalSemaphores[1] is signaling VkQueue 0x616000033980[] (VkSemaphore 0xa2eb680000000026[]) that was previously signaled by VkQueue 0x616000033980[] but has not since been waited on by any queue.
<emersion> afaik exporting the VkSemaphore as a sync_file resets it so i have no way to wait on it after export?
<emersion> cc jekstrand
<emersion> everything would be much simpler with timeline semaphores exported to drm_syncobj, but no ext for that… :(
<emersion> oh, there is no VkSemaphore reset…
<emersion> hm now i'm confused
<emersion> "exporting a semaphore payload to a handle with copy transference has the same side effects on the source semaphore’s payload as executing a semaphore wait operation"
<emersion> so this is a validation layer bug?
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<jekstrand> emersion: Yeah, that sounds like a validation bug
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<emersion> jekstrand: thanks for confirming, i'll try to dig into that… btw, are you still -1 about a drm_syncobj import/export ext?
<jekstrand> emersion: Yeah. But it's looking like sync_file export from timelines may happen.
<emersion> ah, that would be nice
<emersion> hm, but how would that work?
<emersion> there's no timeline point supplied?
<jekstrand> You would have to supply a time point
<emersion> ah, okay, so not with the existing exts, but with a new ext
<jekstrand> We'd extend VkSemaphoreGetFdInfoKHR
<emersion> what's the motivation for sync_file over drm_syncobj?
<jekstrand> sync_file is definitely needed by Android and always will be. It also retains the option to swap the timeline semaphore implementation out without the client knowing.
<emersion> hm, i see
<jekstrand> The more kernel primitives we have to keep working when we switch everything to memory fences, the harder it's going to be.
<emersion> okay, that makes sense
<emersion> that ext would already be a huge help
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<emersion> then i can import/export sync_file into my own drm_syncobj anyways
<jekstrand> Yeah
<emersion> so i take it we should really hold off that new explicit sync wayland ext
<emersion> for the same reason we don't want a new vulkan ext which uses drm_syncobj
<jekstrand> 🤷
<jekstrand> It's not at the top of my list, anyway.
<emersion> now that we have the import/export sync_file ioctls, it's a less perssing matter
<emersion> well, except for NVIDIA
<jekstrand> Yeah. The Vulkan over-sync and latency problems are pretty well sorted at this point.
<jekstrand> I'm solving NVIDIA by replacing their driver stack. :-P
<emersion> yup, that is the correct answer :P
<jekstrand> :D
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<kisak> dcbaker / eric_engestrom: how would you feel about formalizing a release schedule for the amber branch? I'd like to suggest at least point release per year, maybe aligned to the first major main release of the year (starting with 23.0.0). It could remain in the 21.3.X format as far as I care.
<kisak> ^one point release per year
<ajax> one a year feels about right to me
<ajax> possibly two? fedora does twice a year and tends to update the compiler when it does so there's likely to build fixes on that schedule anyway.
<kisak> my line of thought was that there might not be enough of a difference in 6 months to warrant two per year.
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<karolherbst> jekstrand: btw, I'd really like to merge !19381 this week in order to move radeonsi/zink support further. So if you have some ideas/suggestions on how we should change things to make things more sane.. also still have this sampler workaround for lower_io in my pipeline and no good idea on how to tackle that besides changing the var modes temporarily
<jekstrand> karolherbst: I kind want to say "fix radeonsi and Zink". :-/
<karolherbst> yeah.........
<jekstrand> Zink has a bit of an excuse. I see no reason why radeonsi needs derefs.
<karolherbst> I think there is this long term plan of moving away from that
<jekstrand> AFAIK, that's a relic of days gone by when they did everything with derefs because "OMG LLVM"
<karolherbst> but it still makes it easier when translating to llvm I think?
<jekstrand> IDK how much I care about "easier when translating to LLVM" if it means different paths in all the state trackers.
<karolherbst> yeah...
<karolherbst> but I'm also not really in the mood of fixing radeonsi here as this is probably a huge project on its own
<jekstrand> IDK if it is or not.
<karolherbst> though I still think that having split textures/samplers supporting more natively is a good thing, though st/mesa doesn't need it, but rusticl and nine kind of do
<karolherbst> the deref situation is just... uhguh
<karolherbst> anyway.. currently texture ops point to image vars, which we don't want to have, so this part should be addressed regardless. Supporting derefs isn't really much of a deal here at this point
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<cwabbott> I don't think there's any good reason for radeonsi to use derefs for textures/samplers anymore
<cwabbott> there might've been the idea at one point to transform them directly into llvm GEP instructions, but that never came to pass
<cwabbott> it probably wouldn't be that difficult to switch, since the current lowering code just converts it to indices internally, but it might conflict with efforts to move that lowering to NIR
<jekstrand> karolherbst: My only real gripe is with the last patch.
<jekstrand> karolherbst: How do addresses even make sense for image variables? They don't have a size.
<karolherbst> ahh right...
<karolherbst> they don't, but the address has
<jekstrand> karolherbst: I think I'd rather we create a new nir_variable that's a "normal" uniform/input but which has an actual type.
<karolherbst> so the thing I needed to solve is, that because I'm lowering those things, I actually need to know the index
<karolherbst> which is hard if I only get the deref chain
<karolherbst> I really only needed the indirect/direct binding slot so I can load data from an array
<karolherbst> (and we might need a solution for this once we do function calls and pass image/sampler vars around)
<vsyrjala> do i need something more than the a-b i got for https://gitlab.freedesktop.org/mesa/demos/-/merge_requests/87 before it can be merged?
<jenatali> jekstrand: Am I right based on your comments on the WSI change that the overall direction seems roughly okay?
<emersion> vsyrjala: needs a review
<jekstrand> vsyrjala: The only person I can think of who's remotely likely to review that is ajax
<karolherbst> jekstrand: alternatively I could ignore we ever get indirects and just fetch the variable and pull the constant binding out of it...
<jekstrand> karolherbst: Yeah, that may be a valid thing to do in CL, honestly.
<jekstrand> karolherbst: We shouldn't get indirects until we get real functions.
<jenatali> CL doesn't support indirects on textures or samplers, yeah
<karolherbst> okay, then let's postpone it into the future and hope radeonsi figures out getting rid of deres until then :P
<karolherbst> jenatali: functions though
<karolherbst> or not?
<jenatali> True, you can pass textures and samplers into functions
<karolherbst> like you can pass in image vars into other functions and then you have an indirect
<jenatali> I ignored that because we inline 'em all and then copy prop figures it out
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<karolherbst> same
<karolherbst> but we don't want to keep it
<karolherbst> my first step would be to not inline all of libclc and see if that's good enough (tm)
<jenatali> Yeah
<karolherbst> so I'm not tackling those issues
<jekstrand> karolherbst: I think we can reasonably assume that "don't use sampler derefs" can be a prereq for real functions in the back-end. One of these problems is harder than the other. (-:
<jenatali> Ooh... I'm realizing that when we support SM6.6 I can get rid of all of the nonsense around having to manifest texture vars with the correct types...
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<jenatali> And I can just manifest them at the call site. That will be nice...
<jekstrand> jenatali: Uh, mostly. I still don't like the dozen-only punch-through but I also don't have a better plan.
<karolherbst> jekstrand: yeah.. just radeonsi is probably the easiest driver to implement function calls on 🙃
<karolherbst> maybe llvmpipe as well
<jekstrand> karolherbst: So they can do a tiny bit of extra work. :P
<karolherbst> :D
<jenatali> jekstrand: Fair. The only thing I thought of would be to add more escape hatches from common WSI into driver-specific WSI, and then it can live in dzn instead of in the win32 WSI
<jenatali> But honestly any other Windows drivers might want a DXGI swapchain thing even if they're not dzn... NVIDIA uses that in their Vulkan drivers on Windows to be able to do HDR
<jekstrand> jenatali: IDK if those escape hatches would be better or not.
<jekstrand> jenatali: Yeah, I think we'll want DXGI swapchains for other drivers eventually. It's just not clear what that looks like until someone types it up.
<jekstrand> So doing the easy thing for dozen may be the right call for now, even if we do have to hold our noses a bit.
<jenatali> Yep, makes sense. Sounds good, thanks :)
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<jessica_24> hey robclark, danvet, emersion: Dmitry made a few suggestions on the solid fill RFC, particularly an alternate implementation introducing a color_fill_blob struct (https://patchwork.freedesktop.org/patch/509236/?series=110282&rev=1#comment_918450). I think these are reasonable changes, but wanted to run it by you first since it would involve
<jessica_24> changing the DRM uapi.... any thoughts on this?
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<emersion> jessica_24: modifiers doesn't make sense to me
<emersion> pixel_format sounds overkill
<emersion> one u32 for RGBA channels should be enough
<danvet> hm pq not around, but yeah you need to chat with pq and emersion for this I think
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<emersion> is what we've concluded in the wayland-protocols work
<emersion> jessica_24: i'll try to fidn time to reply to this tomorrow, please ping me again (along with pekka) if i forget
<jessica_24> sg, thanks!
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<gawin> In current gitlab plan is it possible to make a sticky issue?
<jekstrand> emersion: cool
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<gawin> https://gitlab.freedesktop.org/mesa/mesa/-/issues/7653 (idea from another project, though not sure if this is gonna catch on)
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* jekstrand really wishes visual studio supported statement expressions....
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<jekstrand> I could work around it but that would require TLS. :-/
<jenatali> Why do you need TLS to work around statement expressions? O.o
<jekstrand> I want NIR_PASS to return a boolean
<jekstrand> But it's currently a do { } while(0)
<jekstrand> If I could replace that with a statement expression, I could make it return something.
<jenatali> Ah
<jekstrand> I could work around it by having a bit of TLS somewhere for nir_last_pass_result and doing (do { ... nir_last_pass_result = r} while(0), last_pass_result)
<jekstrand> At least I think that can work.
<jekstrand> But it's super ugly and means TLS and just no.
<jenatali> Yeah, feel free to make that the MSVC version if you have to
<jekstrand> I think I'm just going to make my own wrapper macros in NAK that do what I need.
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<jekstrand> It's what we did for Intel and it works well enough.
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<vsyrjala> does someone know where one can report bugs against the steam vulkan layer?
<karolherbst> jekstrand: fixed !19381 :) still need a review on "nir/lower_cl_images: support keeping derefs" though
<vsyrjala> ah, right. thanks
<vsyrjala> forgot i already commented on the 10bpc bug there long ago
<vsyrjala> argh. stupid browser had me signed in with the wrong account. oh well, i guess that won't matter in the end
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<danvet> jessica_24, forgot to mention, where's the igt changes and userspace? generally best to link those in either cover letter or the patch that adds the uapi
<jessica_24> danvet, I'm planning to submit the IGT changes once the solid fill patch series gets out of the RFC stage
<danvet> jessica_24, makes sense
<jessica_24> danvet: will have to get back to you on the userspace changes... AFAIK the Android HWC HAL already supports a SOLID_COLOR hint (https://android.googlesource.com/platform/hardware/interfaces/+/refs/heads/master/graphics/composer/aidl/android/hardware/graphics/composer3/Composition.aidl#52) for surfaceflinger
<danvet> jessica_24, ah if it's there already and works the same as upstream I guess it should be ok
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* jekstrand loves the part of debugging rust code when you have no clue why it can't find thie thing you're trying to use;...
<karolherbst> seems like you are doing it wrong then :P
<jekstrand> Well, probably. :P
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<jekstrand> The current problem is that it's not finding the stuff I bindgen'd
<karolherbst> huh...
<karolherbst> you know it doesn't bindgens static inlines?
<jekstrand> Yeah, I know
<karolherbst> mhh.. checked what I'm doing?
<jekstrand> I'm not looking at NIR yet
<karolherbst> you might have to set some defines as well if it's guarded or something
<karolherbst> and make sure it's included
<jekstrand> It's generating the .rs file fine
<karolherbst> ohhhh
<karolherbst> which edition are you using?
<jekstrand> whatever I have
<karolherbst> yeah.. use 2021 then :P
<jekstrand> Do I need new meson?
<karolherbst> no
<karolherbst> just force 2021
<karolherbst> this makes importing stuff so much less painful
<karolherbst> also try to setup vscode or something, so it can auto import things
<karolherbst> maybe vim can use rust-analzyer
<jekstrand> What do you mean by "force 2021"?
<karolherbst> -Drust_std=2021
<karolherbst> it should be the default, but meson is buggy
<karolherbst> if you do this, you don't have to deal with any of the weird importing crate business anymore
<karolherbst> and rustc will tell you what to import
<jekstrand> | ^^^^^^^^^^^^^ use of undeclared crate or module `nak_interface`
<karolherbst> did you add it as a dependency in meson?
<jekstrand> yup
<jekstrand> Actually, as part of the build
<karolherbst> are you importing it like `use nak_interface::*;` or something?
<jekstrand> yup
<karolherbst> "odd"
<jekstrand> Maybe I need to wrap it in its own create/lib?
<karolherbst> ahh yeah
<jekstrand> There's no binaries in there, though. Just types.
<karolherbst> all bindgen stuff needs to be its own crate
<jekstrand> *grumble*
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<karolherbst> it's because rustc doesn't do multi file
<karolherbst> you always start from one file only
<karolherbst> the file lists are all fake
<karolherbst> only the first entry counts
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<jekstrand> Ok, I've got something now
<jekstrand> Ok, got it, I think.
<jekstrand> karolherbst: Is there a way I can predeclare types at all?
<jekstrand> karolherbst: nir_shader, specifically.
<karolherbst> yeah.. best to do things 1:1 as rusticl, otherwise things are really edge and complicated. Rust doesn't allow you to mix and match build + src dirs. The official way is to include! files by paths, which... is terrible
<karolherbst> nope
<karolherbst> have to include the real type in the bindings header
<jekstrand> I guess that means I need nir.h...
<karolherbst> yeah
<jekstrand> I do need it eventually anyway
<mhenning> a hack I've used before is to just declare an empty struct if you only need pointers to the type
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<mhenning> (the hack is wrong, but can work while filling things in)
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<alyssa> dcbaker: Why don't we use SPDX?
<alyssa> I mean, if it's good enough for the kernel, surely it's good enough for us?
<jekstrand> Some drivers do
<jekstrand> IDK why we've not switched tree-wie.
<jekstrand> *wide
<jekstrand> I think dcbaker tried to switch us at one point
<alyssa> I'm in favour but I am not a lawyer
<jekstrand> Ok, it's building now but not linking. Woo
<alyssa> (and while I can switch Asahi, I guess I'd have to find out whether Collabora would be ok switching panfrost)
<alyssa> (of which I own very little at this point)
<alyssa> (Though definitely nonzero)
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<alyssa> tomeu: Cadence used Xtensa at one point, try that?
<jekstrand> /home/jason/projects/mesa/nak/_build/../src/nouveau/vulkan/nvk_shader.c:723: undefined reference to `nak_compile_shader'
<alyssa> (I think Cadence owns Xtensa.)
<alyssa> jekstrand: all references in Mesa must be defined, NAK
<jekstrand> :P
<alyssa> tomeu: More to the point Tensilica built Xtensa, and Cadence owns Xtensa by way of acquiring Tensilica
<alyssa> so if there's a funny ISA in a Tensilica core... the obvious choice is Xtensa
<jekstrand> hrm...
<jekstrand> my function is `pub extern "C" fn foo...`
<jekstrand> Why isn't it showing up as a symbol?
<jekstrand> Aha! no_mangle
<karolherbst> #[no_mangle]
<karolherbst> yeah..
<jekstrand> Hello from rust!
<jekstrand> Ok, we're off and cooking now.
<karolherbst> have fun :)
<karolherbst> the rustification of mesa began and it can't be stopped anymore now! 🦀🦀🦀🦀🦀🦀🦀🦀🦀🦀🦀🦀🦀🦀
<jekstrand> 🦀🦀🦀🦀🦀🦀🦀🦀🦀🦀🦀🦀🦀🦀
<alyssa> jekstrand: Someone is having fun :-D
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<jenatali> So what's being written in rust now?
<karolherbst> nak
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<jenatali> Is that a compiler?
<karolherbst> yeah
<karolherbst> for nvk
<jenatali> Cool
<karolherbst> nak nak, it'll get a duck for a mascot (I hope)
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<alyssa> jenatali: But it won't be merged, too many anti-Rustaceans will nak
<jenatali> :P
* jekstrand is hoping to entice anholt to work on NAK by writing it in Rust.
* airlied wonders how rusty nir will get in the process
<jekstrand> I'm planning to keep it pretty clean
<jekstrand> I'll need block and instruction iterators and maybe a few helpers like src_is_const() but that *should* be about it.
<airlied> can we just move instructions to arrays :)
<jekstrand> Uh, no.
<airlied> kill all the linked lists :-P
<jekstrand> NIR is never going to not use linked lists
<jekstrand> That conversion would be near impossible
<karolherbst> you can modify linked list from rust just fine :P
<airlied> karolherbst: you can, but really should you :-)
<karolherbst> though I've dropped that kind of code :D
<karolherbst> but I did it in the past
<karolherbst> it was awesome
<jekstrand> "awesome"
<alyssa> jekstrand: like your kompiler
<jekstrand> alyssa: Hey, now!
<karolherbst> :D
<alyssa> did I mispell something
<karolherbst> I wrote nir passes in rust :3
<karolherbst> best code ever
<karolherbst> sadly jekstrand was against it (I'm still sad about that)
<mareko> the phrase "but that *should* be about it" never ends well
<alyssa> mareko: +1
<airlied> lols
<karolherbst> nir will be rewritten in rust by the end of next year ❤️
<jekstrand> We shall see. :)
<mareko> I'll just fix one driver and that will be it.
<karolherbst> zmike was actually right, nvk is using Nir 2.0
<mareko> 10 years later: ...
<jekstrand> If this whole thing gets too insane, I'll abandon Rust and go back to C. Should have a decent sense for that in a week or two.
<anholt> jekstrand: very interested in working on a nak if that's "nv compiler in rust." but also you see my rate of free time projects these days.
<mareko> C gods are watching
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<karolherbst> jekstrand: hhehehehehe... you won't
<jekstrand> karolherbst: I think you underestimate my pragmatism
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<karolherbst> I think you underestimate how pragmatic I was with rusticl
<karolherbst> not writing C was the pragmatic way out
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<jekstrand> I don't hate C as much as you do
<karolherbst> maybe
<mareko> let's fork Mesa into two and call them CMesa and RustMess
<emersion> lol
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<emersion> would be nice actually
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<alyssa> mareko: no more svga in my Mesa tree? i'm in
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<jekstrand> Ok, I think it's enough rusty fun for one day. Resuming tomorrow.
<daniels> alyssa: ofc we’re fine with SPDX