<anholt_>
(the underlying trick was "don't try to use google these days, just go rooting around the repository for a readme")
<anholt_>
however, I have to say, webgl cts failing to run stuff when shader cache is disabled: extremely rude. how am I supposed to debug webgl like this, nuke my shader cache every run?
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<zmike>
caching is cheating apparently
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<karolherbst>
says who
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<karolherbst>
gfxstrand: I think we can only do opt_replace_struct_wrapper_cast _if_ the cast type matches
<rmckeever>
Does anyone know what these Vulkan CTS results mean?
<hazl>
i was here yesterday to ask about ds3/elden ring to see if something really weird was going on, and i reverted the uma change in bios and ran cryobyte's utilities to enable the tweaks there and it isn't locking at 45-50fps anymore in ds3. i don't know if that means there isn't something weird going on still, just that 60fps isn't actively barred by the renderer
<ishitatsuyuki>
good to hear you have better perf now, we also have some ongoing performance investigation on our side
<hazl>
that's good to hear, gpu developers are on a level i can't even pretend to understand as an amateur reverse engineer
<Ristovski>
hazl: Given RE interesting, you are already on a good path towards understanding everything :P
<Ristovski>
interest*
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<hazl>
you'd think so but the last thing i did a lot of digging into was the switch port of ff8, which afaict uses an in-house x86 interpreter running the pc release from like 2003, which i think actually did cosmic horror damage to me
<Ristovski>
Look at the bright side, at least it's not low level firmware you are reverse engineering lol
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<dj-death>
gawin: huh yeah
<dj-death>
dumb question, how do backend compilers select the right type to execute nir_iadd() ?
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<dj-death>
in particular the type of the sources
<dj-death>
is it signed or unsigned?
<cwabbott>
dj-death: signed and unsigned add are the same
<cwabbott>
the wonders of two's complement :)
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<dj-death>
cwabbott: hm thanks
<cwabbott>
on qualcomm we have the ability to do a sign extension or zero extension in-place, and for that there are two different opcodes - we handle it in the backend by changing the opcode when folding in a sign extension
<cwabbott>
hakzsam: I don't have a usable a618 device atm, I'll try later unless someone answered your question
<cwabbott>
how exactly is it unstable? is the runner failing to run or are a lot of tests randomly failing?
<cwabbott>
if it's the former, ping anholt_, if the latter I can look into it
<cwabbott>
I've stabilized 1.3.4 already but haven't looked at 1.3.5 yet
<cwabbott>
if it's a large category of new tests that are flaking or something it's almost certainly sth dumb
<hakzsam>
danylo replied and suggested to mark a bunch of tests as flakes, so I will do that
<cwabbott>
was it all transfer queue tests that were flaking?
<hakzsam>
yeah
<cwabbott>
yeah, we can ignore those for now
<hakzsam>
okay, I will update and try again the "full" job
<danylo>
cwabbott: Do you know why they are failing? Or it needs to be investigated
<cwabbott>
danylo: no idea
<cwabbott>
almost certainly a simple fix though
<cwabbott>
I think they're new in 1.3.5 and I've only looked at 1.3.4
<dj-death>
cwabbott: I'm chasing a nir_iadd_imm(ssa=0x80000000, 0x240000000) that is generating a 0x1c0000000 instead of 0x2c0000000
<dj-death>
cwabbott: still not sure where the bug is, int64 lowering
<dj-death>
or backend
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<dj-death>
I don't quite get lower_i2i64()
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<dj-death>
dammit
<dj-death>
I'm using i2i64 instead of u2u64...
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<gfxstrand>
karolherbst: Uh... maybe? I saw the MR, I'll take a look and give it a think.
<karolherbst>
I can share you the shaders if that helps
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<karolherbst>
gfxstrand: the annoying part of the code I was hiting was, that it only looked like a cast into the inner struct by accident. The kernel was just doing a parallel copy of the struct and casted to int*, so each thread can copy 4 bytes :)
<karolherbst>
I think we'll be seeing more cursed code like that
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<Ristovski>
yikes
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<jenatali>
Wow, what a mess. D3D specs that quadrilateral lines are supposed to be 1.4 pixels wide (for no good reason) but apparently only our software rasterizer actually fully respects that, and we didn't have tests to enforce it
<jenatali>
Absolutely amazing
<zmike>
another day, another graphics calamity
<jenatali>
Yep
<kisak>
check what common driver do and change to spec to be better?
<kisak>
s/driver/drivers/
<jenatali>
I only found this out because we're already making a change to support 1.0 and I wrote a test for it
<jenatali>
(Because Vulkan requires 1.0 if you're not supporting wide lines)
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