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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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<mareko> "gfxstrand> jenatali: Given that D3D12 is basically the NVIDIA descriptor model" ... except D3D12 is unofficially a fork of AMD Mantle
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<glehmann> mareko: but d3d12's descriptor model is not similar to mantle at all
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<glehmann> not even vulkan's descriptor model as flexible as mantle, you can have linked lists of descriptor sets in mantle
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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
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<mareko> D3D12 might have motivated AMD to give Mantle to Khronos
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<Lynne> https://0x0.st/Hs-X.jpg I think dx12 took a little bit more from mantle than insipration
<ccr> :P
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<jenatali> I don't think that doc on the right ever existed... Need to check the wayback machine for the URL
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<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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<karolherbst> gfxstrand: new version of the patch which doesn't cause any regressions: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20161/diffs?commit_id=55e0c9463cc3c0a13042136274438bcebbabdb33
<karolherbst> ehhh
<karolherbst> yes
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<Lynne> jenatall: I found this link https://msdn.microsoft.com/en-us/library/dn899122 which apparently had information in it years ago but was apparently removed later
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<Lynne> the wayback machine hadn't indexed it
<Lynne> so I'm still on the fence whether it was faked or not
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<siddh> Hi, can anyone take a look at these DRM logging patches: https://lore.kernel.org/lkml/cover.1673269059.git.code@siddh.me/
<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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