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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?
<cwabbott> in the common FDM MR
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<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> I guess robclark can als give you a v6.3-rc branch with all the pieces
<robclark> zamundaaa[m]: yup.. that'd be great. And yeah, that was the link I was searching for
<danvet> maybe even a real impl for your gpu
<robclark> yeah, one sec
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<robclark> zamundaaa[m]: https://gitlab.freedesktop.org/robclark/msm/-/commits/dma-fence/deadline/ has a "good enough" impl for i915 (in case you don't happen to have a snapdragon laptop ;-))
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<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
<gfxstrand> dj-death: If you could run your eyes over https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22191, that'd be good. I *think* those patches *should* be landable.
<daniels> HdkR: agree
<daniels> HdkR: being furiously worked on atm
<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?!?
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<gfxstrand> :(
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<dj-death> gfxstrand: will you rebase https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17892 too for the compile issue?
<gfxstrand> dj-death: Yeah, I'll get to that once I get this GPL stuff sorted.
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<gfxstrand> cwabbott: Ok, I think I probably got the flags correct now. 😅
* gfxstrand hates GPL
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<anholt_> alyssa: should lower_frexp go in midgard_compile still?
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<anholt_> ah, midgard_preprocess_nir
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<alyssa> anholt_: yeah, probably preprocess
<alyssa> nothing should be rematerializing frexps
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<alyssa> thanks :)
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<daniels> gfxstrand: more of an Apache 2 enthusiast?
<gfxstrand> daniels: VK_EXT_graphics_pipeline_libraries
<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
<Kayden> oh, that's right
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<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 (-:
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