<q4a>
eric_engestrom: Hi. Are you maintaining https://github.com/Mesa3D/mesa ? It was not updated for a while and I like github's search. Can you check and fix it?
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<dcz_>
can eglMakeCurrent be used in a different thread than where the context was created?
<HdkR>
yes
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<HdkR>
Infact it is one of the best ways to make shared contexts. Create a pool of contexts on one thread and allocate to shared threads as needed.
<HdkR>
Just don't do it often, as it is costly.
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<dcz_>
okay, then I'm at a loss :( I create 2 contexts, and I try to use them, switching between them before a bunch of calls. Then I get a system crash because of corrupted file system or some other crap
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<dcz_>
the etnaviv driver seems very broken regarding kernel memory corruption
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<dcz_>
the worst part is that I can't even track it down because the corruption doesn't make itself immediately known
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<HdkR>
And you're making sure to unbind the previous context first by releasing it? Something like `eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)`?
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* dcz_
immediately checks that
<HdkR>
`If context is current to some other thread, or if either draw or read are bound to contexts in another thread, an EGL_BAD_ACCESS error is generated.`
<HdkR>
Might be good to enable some logging like KHR_debug or LIBGL_DEBUG
<dcz_>
at least that is definitely not working
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<HdkR>
Shared contexts are tricky and can very easily end up with API abuse that some drivers just work with :)
<dcz_>
the Intel driver played along some stuff which I later discovered was no good, so I can confirm
<HdkR>
I always ran in to the issue that containers like FBOs can't be shared.
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<dcz_>
I created the contexts in order to hold the buffer handles and I keep them together, so that should be fine
<HdkR>
Maybe valgrind/tsan/asan can find some driver bugs, it's not like shared contexts are heavily abused left and right
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<dcz_>
the worst problem is the random memory corruption, but that's coming either from the kernel or the GPU's DMA engine, and I'm not aware of anything that could track that
<dcz_>
if it was userspace only, I wouldn't be whining so hard :P
<HdkR>
Ideally userspace will be corrupting some data sent to the GPU which userspace tooling can pick up
<dcz_>
I'll try that once I get more desperate. Hopefully releasing contexts lets me move on
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<eric_engestrom>
q4a: this mirror is kept in sync using a script and it looks like that script stopped working properly around christmas and nobody had noticed yet; thanks for reporting that!
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<q4a>
I know, that it's mirror. Thanks
<alyssa>
eric_engestrom: is that mirror even kosher to maintain in the copilot era...
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<eric_engestrom>
alyssa: fair... :/
<eric_engestrom>
if you want to raise that discussion, feel free to send an email on the ML, but I don't have the energy for it (and I tend to think the battle is already lost whatever we do now, so meh)
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<alyssa>
eric_engestrom: same
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<alatiera>
DavidHeidelberg[m] are the woindows runners working okay so far with the new dns?
<DavidHeidelberg[m]>
alatiera: no idea :) we'll see failed jobs after midnight :)
<alatiera>
ahahaha
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<alatiera>
do let me know
* alyssa
debates adding the lint into meson.build and seeing who complains
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<bl4ckb0ne>
what was the goal of the github mirror?
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<jenatali>
alatiera: They've been working well for me so far
<alatiera>
jenatali awesome, thanks
<alatiera>
feel free to poke me the moment they inevitably explode again
<jenatali>
Don't worry, I will :P
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<zmike>
jenatali: does d3d12 handle depth mode L/A/I yet?
<jenatali>
L/A/I?
<zmike>
luminance/alpha/intensity
<zmike>
I don't see any code for it and I'm assuming d3d12 doesn't handle it
<jenatali>
Yeah D3D12 doesn't have those formats
<zmike>
it's not formats
<jenatali>
There's a little bit of code for them just creating swizzles for sampler views, but I'm not sure what you mean by "depth mode"
<zmike>
it's the depth texturing mode
<zmike>
where like alpha mode would be sampling a depth texture as 0/0/0/x
<jenatali>
Still no clue what you're talking about so I'd guess no
<zmike>
ok
<zmike>
feels like this might be a gallium core thing
<jenatali>
Isn't that just a swizzle on the sampler view for the depth texture?
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<zmike>
at the driver level yes, but vulkan at least can't do it since a depth sample is always 1 component
<jenatali>
Ooh, interesting. In D3D a depth sample is 4 components, with the depth value usually returned in R
<zmike>
oh
<zmike>
huh
<jenatali>
Unless you're reading stencil in which case it ends up in G
<jenatali>
(Unless you swizzle it elsewhere)
<zmike>
so then you actually can do this
<jenatali>
Yes
* zmike
grumbles about stupid jekstrand decisions
<jenatali>
Depth textures only show up specially in HLSL/DXIL when you're going to do comparison sampling on them, which does only return a single channel, but then it's a true/false (or a weighted 0 - 1 for linear)
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<jekstrand>
zmike: What'd I do?
<zmike>
surely something at some point
<jekstrand>
Yeah, probably.
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<kode54>
huh
<kode54>
mesa git is now suddenly preferring to install its libraries to /usr/lib64
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<Lynne>
still /usr/lib/x86_64-linux-gnu/ for me, with --libdir=lib/x86_64-linux-gnu
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