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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<DemiMarie>
karolherbst: Is that why AMD GPUs have problems in Qubes sometimes?
<gfxstrand>
Oh, good, my patch contains at least one line that's at least 130 characters. Should be acceptible. :)
<karolherbst>
DemiMarie: well.. if one VM crashes the GPU then yeah, but I thought Qubes doesn't allow acceleration in VMs yet?
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<Sachiel>
gfxstrand: pretty sure I've seen lines indented by 130 characters
<karolherbst>
but it could be that rebooting the GPU VM could run into a state where amdgpu can't boot the GPU? mhh.. maybe?
<karolherbst>
every driver has different rules anyway :D
<DemiMarie>
karolherbst: we don’t (yet — hoping to fix that), but we *do* run with the IOMMU on all the time
<karolherbst>
ahh
<gfxstrand>
Sachiel: I'm up to 150 now. :)
<karolherbst>
yeah.. that can be quite buggy
<DemiMarie>
karolherbst: any reason to not have IOMMU on in CI?
<karolherbst>
it's buggy?
<DemiMarie>
then fix it :P
<karolherbst>
yeah well.. ask AMD :P
<DemiMarie>
Are you from AMD?
<karolherbst>
no
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<DemiMarie>
Ah
<DemiMarie>
AMD iGPU pass-through runs into at least two other problems IIUC:
<DemiMarie>
1. The GPU needs a specific subset of physical memory, but there is no way for the guest to ask Xen for that specific memory.
<DemiMarie>
2. Unprivileged guests cannot be given access to the AMD-SP (for extremely obvious reasons), but the AMD GPU driver requires it!
<DemiMarie>
Are both of those accurate?
<Ristovski>
Speaking of AMD, I wonder if the "More than 1GB of UMA size on APUs gives better perf on Windows" is also the case on linux
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<gfxstrand>
jenatali: MR made
<gfxstrand>
jenatali: That took way too long
<gfxstrand>
Well, gerrit CL, rather
<jenatali>
gfxstrand: Thanks!
<gfxstrand>
Way too much time spent all to write 2 lines of code
<gfxstrand>
Oh, well
<jenatali>
Heh
<gfxstrand>
New vulkan driver authors everywhere will thank me, I gues.s
<jenatali>
I should've tried to fix it when I debugged it months ago
<gfxstrand>
jenatali: I'm just glad you spoke up.
<jenatali>
But instead I just flipped on 1.1 to make the failures go away
<gfxstrand>
hehe
<jenatali>
We'll, glad I could help
* gfxstrand
is debating rsyncing this to the NVK test box
<jenatali>
gfxstrand: Btw, I used NVK as a source of inspiration for how to implement VK_EXT_descriptor_indexing, so thank you for that
<gfxstrand>
:D
<jenatali>
Still have to type it up, but at least I have a plan now
<gfxstrand>
jenatali: Given that D3D12 is basically the NVIDIA descriptor model, uh, yeah...
<jenatali>
Yeah...
<jenatali>
Except we cap our sampler limit at 2048 because static samplers is a hybrid with AMD, and our design apparently favors them and makes NV do weird things
<gfxstrand>
Yeah, AMD is a bit wonky there
<gfxstrand>
Really, all the hardware is wonky and it sucks
<gfxstrand>
I wish hardware would stop being wonky
<jenatali>
Amen
<gfxstrand>
Like, I 100% understand every single design decision that went into getting Intel, AMD, NVIDIA, and the others where they are today
<gfxstrand>
But ugh.....
<gfxstrand>
See also my blog post on the topic.
<jenatali>
Yep, I have
<gfxstrand>
And now that NVIDIA supports non-uniform image/sampler pairs, there's no way they're going to take on an AMD-like model without a serious hardware re-design.
<gfxstrand>
And there's no way AMD would go backwards and do more heaps like NV.
<jenatali>
Yep
<gfxstrand>
The most that I could see happening is convincing NVIDIA to make their heaps bigger and do a separate u32 for images vs. samplers.
<gfxstrand>
That'd let the heap cover 128GB worth of VA which should be enough to pretend it's pointers
<gfxstrand>
Ok, let's see if this new CTS build kills my NVK box
<gfxstrand>
Haven't updated my CTS branch in about 6 months
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<karolherbst>
I have a problem and the current solution means "you have to rebuild mesa on every single clang update"
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<karolherbst>
gfxstrand: this lower_io patches already ends up being a huge mess.. so apparently for GL and bindless textures it's expected to get lowered for ubos :(
<karolherbst>
(but bindless textures are ultimately broken anyway, just nobody bothered fixing it all up for real)
<karolherbst>
could also add a check against uniform in the patch :')
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<jenatali>
mareko: Some bits of D3D12 took inspiration from Mantle, but resource binding was not one of them
<jenatali>
Yeah, can't find any evidence it ever existed. The only hits for that text are coming up in reference to that screenshot. Prettttttty sure it's doctored
<jenatali>
FWIW D3D12 was already in development when Mantle was announced/released
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<siddh>
I had sent them last month, though it seems like people did not get time to review some of them. Please let me know if anything is wrong with them. Thanks.
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<alyssa>
shaving 4000+ instructions off a dEQP test is always a nice feel :p
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