ChanServ changed the topic of #dri-devel to: <ajax> nothing involved with X should ever be unable to find a bar
<mareko>
alyssa: clamp
<alyssa>
mareko: any idea where the spec says that?
<mareko>
no, but our hw clamps
<alyssa>
ours too, I know clamping is allowed, I just don't know if it's required
<mareko>
uint format - same as clamping with umin/umax, int format - same as clamping with imin/imax
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<alyssa>
If I *don't* insert clamping code dEQP-GLES3.functional.draw_buffers_indexed.random.max_required_draw_buffers.1 is passing, but it fails if I do, wtf
<alyssa>
incidentally that's failing on both mali-t860 and softpipe
<alyssa>
it used to be dEQP-GLES31.functional.draw_buffers_indexed.random.max_required_draw_buffers.1
<alyssa>
they moved it to GLES3 because it doesn't actually depend on any 31 functionality
<mareko>
ok, that passes
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<mareko>
the only thing that can be wrong with clamping is that you clamp as signed int when the format is unsigned
<alyssa>
mmhh
<alyssa>
I see what I got wrong
<alyssa>
ld_tile zero extends instead of sign extends, I think
<alyssa>
on agx
<alyssa>
grumble
<HdkR>
yay for additional sign extend on load op :D
<alyssa>
HdkR: I think it's just extra ALU *sob*
<mareko>
also when you convert to 16 bits in the shader and then pass 16 bits to the hw for conversion to 8 bits, the signedness of the 32->16 bit conversion also matters if you clamp there
<alyssa>
yep
<alyssa>
still easier than Mali ;-p
<alyssa>
there we go, passing now
<alyssa>
with clamp
<alyssa>
good bug fix but dEQP-GLES3.functional.fragment_out.random.51 is still stubbornly failing :v
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<KunalAgarwal[m]>
I am using egl and gles for buffer management and textures. To create a triangle using Legacy GL, do i need indicate somewhere/somehow that I am using legacy GL
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<linkmauve>
KunalAgarwal[m], you can’t mix and match calls to both APIs, you decide which one you use with eglBindApi() as part of the context creation.
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<KunalAgarwal[m]>
hmm ok. I wanted to test the output side of my code, (without the shaders) so I thought of creating a triangle using legacy GL
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<linkmauve>
GLES 2.0+ doesn’t support not using shaders, better write a very simple one (for instance displaying a bright colour, at the given input positions) to make sure that works.
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<alyssa>
KunalAgarwal[m]: linkmauve is correct, and more to the point, mesa translates fixed function GL(ES) into shaders internally
<karolherbst>
and " 8 files changed, 986 insertions(+), 69 deletions(-)" later SVM was implemented
<alyssa>
karolherbst: Oof!
<karolherbst>
most of it is just API boilerplate code tho
<karolherbst>
and dealing with extension stuff and all of that
<pixelcluster>
There's also #radeon for radv/amd stuff
<MayeulC>
Ah, thanks. Well, I guess this is a bit of a generic question still: I'm trying to have the mesa git driver expose VK_NV_device_generated_commands, but it seems it will not for some reason (halo infinite refuses to work). Any way to force that with an env var? It seems MESA_EXTENSION_OVERRIDE may not be applicable to Vulkan extensions?
<MayeulC>
I've been looking into driconf, but it's unclear if it can be overriden via a local config file.
<pixelcluster>
RADV doesn't fully support the extension, it only supports the subset relevant to vkd3d-proton's implementation of ExecuteIndirect, that's why it is enabled for vkd3d
<pixelcluster>
but since Halo Infinite runs through vkd3d, that shouldn't be a problem, are you sure that extension support is causing the issue?
<MayeulC>
I am not sure, but the symptoms are the same (game error message "missing feature: Hardware tiled Resources Tier 2")
<bnieuwenhuizen>
that is sparse textures, not ExecuteIndirect
<bnieuwenhuizen>
which GPU is this
<MayeulC>
Ah, that is good to know, thank you.
<MayeulC>
That's a R9 Fury. I was able to run Halo Infinite with the mesa-git flatpak extension before the latest update
<bnieuwenhuizen>
I think we disabled sparse texturing on that GPU because we still saw hangs with CTS in sparse texture tests
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<MayeulC>
bnieuwenhuizen: thanks for the heads-up. I only tried basic gameplay with that game, but never encountered a hang. Not sure if I have access to the CTS.
<bnieuwenhuizen>
interesting because even on newer gens there is a known hang issue :)
<MayeulC>
I do get complete, unrecoverable system lockups on some games though ( https://gitlab.freedesktop.org/mesa/mesa/-/issues/864 ), but I chalked it up to some hardware defect: this is a second-hand GPU after all
<MayeulC>
bnieuwenhuizen: Would you be interested in my further testing this feature on my GPU? Is there a reproducer for that hang? I'll try to change that line, thanks a lot for the pointer.
<bnieuwenhuizen>
MayeulC: we have someone with the right GPU, just haven't found the time
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<MayeulC>
I'm going to try that, thanks... I'm still idling around with a Matrix client, feel free to ping me.
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