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<gfxstrand>
cwabbott: Maybe that's the thing to do, then.
<gfxstrand>
cwabbott: The only driver using it right now is IMG
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<cwabbott>
gfxstrand: also, we have a bit of an unfortunate situation, where we need to know if any feedback loops involve input attachments or could involve any texture
<cwabbott>
not sure how exactly to model that in vk_render_pass_state
<cwabbott>
currently we have a feedback_loop_may_involve_textures flag
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<jaganteki>
mripard: Hi Maxime, I've posted v7 Allwinner DSI bridge conversion, in case if you have any questions please ping me here any time. thanks.
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<danvet>
robclark, tursulin, gfxstrand: I'm pulling the uabi-less pr, I think that should help move things a bit
<danvet>
and at least unblock driver enabling while the uabi discussion hopefully settles on some consensus soon
<danvet>
tursulin, I'll also backmerge -rc4, I'll ping everyone once that's done for backmerging needs
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<gfxstrand>
cwabbott: Isn't that just a combination of the pipeline bit and the render pass bits?
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<cwabbott>
gfxstrand: I don't think so
<robclark>
danvet: thx.. I am holding out hope for at least the syncobj uabi (since I doubt anything about it will change.. but also it is a lot more paperwork for me to land it FROMLIST in CrOS ;-))
<cwabbott>
it's true if the user isn't using render passes *or* the debug option is enabled and we're using the emulated render pass
<cwabbott>
hmm, I guess we could derive it using the debug option?
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<gfxstrand>
cwabbott: Right now, vk_render_pass_state::*self_dep* is determined entirely by render pass things. It doesn't take feedback loops into account.
<gfxstrand>
So feedback loops come from pipeline flags
<cwabbott>
gfxstrand: yes, but if it's coming from the emulated render pass thing then we need to treat it the same as the pipeline flag
<gfxstrand>
cwabbott: Right...
<cwabbott>
if it comes from *our* renderpass thing then we need to *not* treat it the same
<cwabbott>
if it comes from our renderpass, we know the feedback loop actually only involves input attachments that we can patch if we decide to be a tiler
<gfxstrand>
ISTR there's some patches in my ANV MR that rework this a bit.
<cwabbott>
gfxstrand: yeah, I'm looking at those now
<gfxstrand>
I'm happy to land some of those ahead of the ANV enable. We just didn't have a big reason
<cwabbott>
I had to rewrite those a bit to get it to work for turnip, there's a v2 of part of it in the fragment_density_map MR
<cwabbott>
but anyway, even before the rework, we don't have what we need and the rework doesn't change that
<danvet>
robclark, yeah makes sense, and then maybe 3rd pull when the chromium side is wired up for sync_file?
<danvet>
or can you only use that with the virtio plumbing in place?
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<gfxstrand>
cwabbott: The important thing that I was getting at is that as of the 6-7 patches into that MR, you get feedback loop flags for self-deps that come in through vk_render_pass, not self-deps in the vk_render_pass_state. That means that anything you add there for driver-custom render passes will be separate and the feedback loop and vk_render_pass case look the same.
<gfxstrand>
I though that's what you're asking for.
<cwabbott>
gfxstrand: yeah, I guess that's the case, but we need to do some things similarly and some differently depending on whether it's an input-attachment-only self-dependency or not
<cwabbott>
so it's more convenient for us to use the same flags but add a boolean
<cwabbott>
also, in the totally-hypothetical case where an extension adds the ability to use input attachments in a dynamic render pass, well, we'd want to take the same path that classic renderpasses do
<gfxstrand>
cwabbott: hehe. Sure. :)
<gfxstrand>
cwabbott: I think what I was trying to suggest, more concretely, is that we take the first 7 patches in that MR, everything up through "vulkan: Drop vk_render_pass_state::*self_dependenc*" and then you add whatever you want for self-deps.
<gfxstrand>
It can be a boolean, it can be a set of flags. I don't care.
<cwabbott>
yeah, I'm doing pretty much that
<gfxstrand>
If there is a future extension and you can guess what it'd look like and can make it to look a bit like that, bonus points.
<cwabbott>
I had to rework it a bit to get FDM to work, though
<gfxstrand>
Ok, Have you posted the reworked versions anywhere?
<robclark>
danvet: well I could use the sync_file bit in msm if I used dma-fence fd's for everything instead of MSM_WAIT_FENCE.. but for host side I only use fd's if they need to be exported.. maybe there are some paths where I could use it, but the best candidate atm is gnome-shell/kwin
<danvet>
robclark, yeah might need to submit that patch to relevant people with explicit request to come up with userspace so we can land it
<gfxstrand>
cwabbott: Cool. I'm good with the rename.
<danvet>
zamundaaa, ^^
<gfxstrand>
cwabbott: I think most of my feedback loop MR is reviewed so let's land some stuff.
<gfxstrand>
cwabbott: I'm going to review the FDM stuff right now
<cwabbott>
gfxstrand: I haven't posted the rewritten part where I plumb it into vk_render_pass_state because I literally just wrote it
<cwabbott>
in the middle of rewriting all of the things atm
<gfxstrand>
cwabbott: Core FDM MR is RB me now.
<gfxstrand>
cwabbott: Once that's landed, I'll rebase and land the first half of !17892
<gfxstrand>
Then SelfDependencyInfoMESA will be toast
<cwabbott>
gfxstrand: should I just go and land it before landing the turnip implementation?
<gfxstrand>
cwabbott: Sure
<gfxstrand>
cwabbott: Besides that refactor which we're agreed on, I don't see anything controvertial in there.
<gfxstrand>
Or I can just land the one patch from me
<gfxstrand>
THat works too
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<zamundaaa[m]>
danvet, robclark: I'd be happy to write something up for KWin. I assume we're talking about something as straight forward as an ioctl to give the kernel a fence fd + deadline timestamp?
<danvet>
zamundaaa[m], you might also need the dma-buf fence export ioctl to get at the right fence to begin with
<danvet>
but I'm assuming you're already working on all that infra to make it possible to decide which frame you'll pick from clients
<zamundaaa[m]>
yes-ish. Right now I'm working on the other side, where I pick when I send composited buffers to kms
<danvet>
those landed in 6.0 fyi
<zamundaaa[m]>
So what I have right now is a EGL fence with fd
<danvet>
ah just the overall composited desktop?
<danvet>
agd5f, robclark, tursulin, rodrigovivi, mlankhorst: fence deadline + rc4 backmerge landed in drm-next for your backmerge needs
<zamundaaa[m]>
yes. So that cursor updates can still happen even if the primary plane is missing the vblank deadline
<gfxstrand>
Thank you, dj-death for renaming functions as you did all this bindless state pool stuff. Finding my bugs via compile errors. :)
<robclark>
zamundaaa[m]: so the main thing is you want to be boosting the client's fence (ie. not your own fence created after doing composition).. or maybe you want to boost both
<dj-death>
gfxstrand: ?
<robclark>
if implicit sync you can use the new fancy dmabuf ioctl to fish out the fence fd
<dj-death>
gfxstrand: I guess I'm out of date on what I did after the EXT_descriptor_buffer :)
<gfxstrand>
dj-death: hehe
<zamundaaa[m]>
robclark: yeah I want to boost both, there's no use of having the client meet the deadline if the buffer can't be put on the screen in time
<zamundaaa[m]>
Possibly stupid question, but with implicit sync, shouldn't the fence for the compositing result also result in client work being boosted too? It's a dependency after all
<robclark>
yes
<robclark>
if you are immediately doing the composition step.. but if there is some time btwn when you get the client buffer+fence and when you do composition then you'd want to set the deadline on the client fence immediately
<robclark>
rather than wait until you have your own fence
<HdkR>
Intel CI spending 5 minutes timing out and then 20 minutes before it starts running is pretty rough
<HdkR>
Speaking of CI, time to buy some more parts to make mine better
<KitsuWhooa>
Sorry to interrupt; if a patch has made it to staging/23.0, does this mean that it will be present in, say, mesa 23.0.2?
<dj-death>
gfxstrand: will do
<gfxstrand>
cwabbott: That MR contains your version of my patch and your turnip patch from the FDM MR.
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<MrCooper>
KitsuWhooa: likely, but no guarantee until it lands on the non-staging 23.0 branch
<KitsuWhooa>
Understood. Thanks!
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<gfxstrand>
cwabbott, dj-death: I fixed the obvious issue both of you pointed out with !22191
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<cwabbott>
gfxstrand: I think you misread my comment there
<cwabbott>
I wasn't talking about just the rebase fail
<cwabbott>
the call to `vk_get_pipeline_renderpass_flags` also has to be moved up, to get the FDM flags in the fragment shader stage
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<cwabbott>
or maybe we need to just pass that flag through directly? not sure
<gfxstrand>
cwabbott: Hrm...
<gfxstrand>
Right...
<gfxstrand>
Ugh
<gfxstrand>
I hate GPL
<cwabbott>
maybe it would cause problems if you call it early in the fragment stage and then get the wrong flags that are only supplied in the output interface stage?
<cwabbott>
I guess you have to properly merge the two rather than just copying one over
<gfxstrand>
Yeah, let me throw a few brain cells at that for a minute.
<gfxstrand>
I've rebased on the FDM MR so that should help.
<cwabbott>
GPL is giving me headaches
<gfxstrand>
It's horrible
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<gfxstrand>
Of course FSR/FDM flags and feedback loop flags are parts of different bits of state. :facepalm:
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<gfxstrand>
This is why I wrote common code.....
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<cwabbott>
there's one more thing it's not handling for me, which is raster order attachment access
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<gfxstrand>
right
<cwabbott>
which is a bit awkard since it's not actually dynamic state but still has annoying (and seemingly incorrect?!?) GPL interactions
<gfxstrand>
*sigh*
<cwabbott>
it's supposed to not be dynamic because it affects shaders but it's part of the output interface state somehow?!?
<gfxstrand>
But, also, I prefer a less invasive license, yes.
<daniels>
gfxstrand: [thats-the-joke.gif]
<gfxstrand>
Sorry, my joke sensor's not working for some reason.
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<HdkR>
"I'm a part of MIT alumni"
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<alyssa>
just get ready for the AGPLv3
<alyssa>
VK_ANDROID_graphics_pipeline_libraries3
<alyssa>
you love to see it
<alyssa>
"what if we took the most annoying part of GLES and mixed it with the most annoying part of Vulkan?" "Brilliant"
* alyssa
laughs in d3d12
<kisak>
coming from you, my brain tried as hard as it could to read that as VK_APPLE_graphics_pipeline_libraries3
<alyssa>
> Vulkan
<alyssa>
> Apple hardware
<alyssa>
impossible ;~P
<kisak>
yes
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<gfxstrand>
Oh, come on. You know alyssa wants to run Android on her iPhone. :P
<HdkR>
Sprinkle in some ARM nested virtualization and some virtualized hardware GPU contexts...
<alyssa>
gfxstrand: no i want to run gnome on my iPhone get with the meme program
<alyssa>
:-p
<gfxstrand>
Oh, right, so you want to run TikTok in an Android container on GNOME on your iPhone.
<alyssa>
I'm glad you understand
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<alyssa>
Kayden: glthread makes my brain hurt
<alyssa>
can't tell if I found a bug in Iris or I'm the bug
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<Kayden>
definitely a fair bit of brain hurt there, yeah, hah :) and last I checked your species was not insectoid. you could well have found one though
* Kayden
is looking at u_threaded_context today
<Kayden>
"oh, that's easy I can just do....no....can't....*swack*...stop that" hahah
<Kayden>
(think I know the proper way, but eh, first prototyping)
<Kayden>
what'd you find?
<alyssa>
glthread requires CAP_MAP_UNSYNCHRONIZED_THREAD_SAFE which iris sets
<alyssa>
but even unsynchronized maps can require a staging blit
<alyssa>
so unless there's some locking happening inside blorp, that seems broken
<alyssa>
and liable to blow up if multiple threads do [unsynchronized] maps requiring staging blits at the same time. not sure if glthread does that but the cap says it's allowed to.
<Kayden>
ah, right
<Kayden>
We mostly need staging blits to cope with image detiling
<Kayden>
but PIPE_CAP_MAP_UNSYNCHRONIZED_THREAD_SAFE says "Whether mapping a buffer as unsynchronized from any thread is safe."
<alyssa>
buffer is the keyword then. right. ok
<Kayden>
I think it really means "buffer" there and not "resource".
<Kayden>
at least - I believe it's only used for buffers, today
<zmike>
this is correct
<Kayden>
I don't think iris requires staging blits for unsynchronized -buffer- maps
<alyssa>
zmike: Is that something that we can depend on for the future? if it's in the docs but not the cap name
<zmike>
I don't know why anyone would want to map an image unsynchronized
<alyssa>
I don't know why anyone would want to write to a texture midframe but quake does it.
<zmike>
I don't know that a cap name is any more restrictive than docs
<zmike>
it's gallium, nothing is the same from day to day
<alyssa>
mood
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<Kayden>
yeah, just something worth keeping in mind if we ever decided to try and do that in the future
<alyssa>
oh look it's the annual "Alyssa wonders why gallium/pp exists in $CURRENT_YEAR" day
<Kayden>
pretty printer?
<alyssa>
postprocessing
<alyssa>
that random cel shading filter that doesn't work and morphological antialiasing filter that nobody remembers exists
<alyssa>
but people were very protective of last time I tried to delete them
<HdkR>
Just tell everyone to implement post-processing in Gamescope instead :)
<Lynne>
anyone working on/with descriptor buffers getting errors with validation layers on that descriptor index 0 is unset?
<Lynne>
my code works, but that error is making me doubt it works by design rather than by chance
<alyssa>
HdkR: that's kinda my point, this should be done by a compositor or a layer
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<zmike>
fraps
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<HdkR>
zmike: I think Starbucks sells some fraps
<zmike>
yuck that sounds like something irl
<zmike>
I only want pixels
<HdkR>
Meatspace fraps, the worst kind
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<alyssa>
eric_engestrom: ping
<alyssa>
oh wait it's like 1am there ok
<alyssa>
there 17 MRs in the marge queue and anholt's farm is down, um, how do we usually do this dance
<alyssa>
i maintain this is the one case where direct pushing is the right call but I don't want to be the one to set the precedent
<alyssa>
otoh Marge is currently spinning on a nouveau MR (which was running on anholt's boards until it went down) so direct pushing shouldn't interfere with a merge and that way the merge queue isn't disrupted
<alyssa>
so I think I convinced myself bypassing Marge for this change is the way to go
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<zmike>
I think usually all the MRs get unassigned so a disable MR can go through
<alyssa>
yeah, that's silly when there are 16 MRs in the queue, and that adds an extra ~30min bubble for Marge to run full CI for that
<alyssa>
power outages happen. stopping the whole world for it is silly.
<alyssa>
regardless maybe a moot point for tonight since anholt just commented it might be back up
<alyssa>
I should be doing not mesa right now so
<alyssa>
if somebody wants to land !22198 and it's still needed it's there
<alyssa>
otherwise Marge will see it in 8 hours or so (-: