<kisak>
oh no, the moment you hop off that MR treadmill you start to get rusty. Who knows, you might even go for a walk.
<karolherbst>
I'm already curious why I get some reviews from alyssa on my CL MRs π€π€π€
<kisak>
The rust is already showing itself.
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<alyssa>
jenatali: I thought I did r-b?
<alyssa>
well, lol'd-by
<alyssa>
close enough
<jenatali>
Oh is that what that means?
<alyssa>
:D
<alyssa>
karolherbst: Maybe Boston Dynamics has a vested interest in OpenCL ;-)
<karolherbst>
sounds plausible
<alyssa>
actually the new rumour was that Boston Dynamics is a cover for me working at John Deere on tractors
<alyssa>
I think that was also courtesy of zmike
<karolherbst>
I think I've heard something about that
<zmike>
no that's old news, I corrected the record already
<zmike>
you can't fool me
<karolherbst>
though I'm still catching up and are kinda stuck at you'll be going to apple
<karolherbst>
yes yes I know
<karolherbst>
I'm bad at catching up with rumours
<zmike>
she's going to dyson to work on vacuum tech
<karolherbst>
work on a dyson sphere? gotcha
<jenatali>
There's a joke about sucking to be made there but I'm not going to make it
<karolherbst>
you have to explain to me what you mean, I'm literally clueless
<alyssa>
zmike: are you saying my code sucks
<alyssa>
or will suck
<alyssa>
rather
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<zmike>
sounds like you're saying it
<zmike>
you should have more confidence
<alyssa>
jenatali: too late i made it
<HdkR>
We already know John Deere is a red (green?) herring since you would never work at a company that is so anti-consumer :)
<alyssa>
HdkR: hey, quit it with your facts and logic here, this is a serious shitposting event
<alyssa>
:p
<zmike>
smh bringing facts to #dri-devel
<HdkR>
:D
<karolherbst>
what? serious facts in my chatroom?
<HdkR>
I just keep missing my opportunity to nab people for FEX. :P
<alyssa>
HdkR: Why would Dyson pay me to work on FEX?
<alyssa>
This is not skepticism, I'm asking you to come up with a reason, c'mon now =D
<HdkR>
For their new Gaming while you vacuum initiative. Gets people to clean more frequently
<zmike>
because FEX su...wait a minute
<alyssa>
zmike: ouch
<HdkR>
lol
<karolherbst>
there is one thing I'm curious about tho, why dyson?
<alyssa>
IDK ask zmike why should I know
<zmike>
need a custom mali-based graphics driver for the touchscreens on new vacuum line
<alyssa>
i literally just announced im done with mali
<HdkR>
Explains the OpenCL and AI accelerated cleaning
<alyssa>
as cover
<alyssa>
for my dyson job
<alyssa>
right?
<psykose>
dyson is getting acquired by apple and there's a new apple gpu for the touchscreens
<alyssa>
ooh now you're thinking
<HdkR>
A lifestyle company acquiring another lifestyle company
<HdkR>
Makes sense
<alyssa>
something something my alternative lifestyle
<zmike>
accurately describes working on apple hw
<kisak>
Too bad that iRobot went the way of OpenCV and camera mapping your house for Amazon instead of rendering on a ball. They're calling it the Dyson Sphere Project.
<karolherbst>
I've arrived at a conclusion: It's impossible that rusticl is wrong, hence radeonsi is broken, cased close
<alyssa>
no lies detected
<alyssa>
rusticl is written in rust and radeonsi is written in c
<alyssa>
pretty obvious who must be at fault
<karolherbst>
way a second, I have conclusive evidence
<karolherbst>
radeonsi still uses LLVM for compilation
<alyssa>
that wasn't conclusive?
<karolherbst>
let's say we have both conclusive evidence
<alyssa>
speaking of conclusive evidence
* alyssa
is playing with anholt's compare-perf.sh
<alyssa>
results are illuminating
<alyssa>
damn I sure waste a lot of time on optimizations that haven't actually helped.
<alyssa>
i mean i already knew that but
<karolherbst>
that reminds me, I have some "benchmarks" which are very good, where rusticl is 128x as fast as intel. Facts
<alyssa>
now i know that with numbers n=30
<karolherbst>
I wonder when I'll start doing actual performance optimizing
<karolherbst>
but seriously, this bugs just keeps bugging me and I have no idea what's wrong
<alyssa>
nod
<karolherbst>
I wonder if it's something really stupid
<alyssa>
anholt: btw, the "$i -gt 1" in compare-perf.sh should be "$1 -gt 2" since the 0th run didn't count, otherwise the first ministat invocation will complain
<psykose>
maybe the vacuum is making too much noise to focus? i hear dyson can help with that, we can get you a sponsorship..
<karolherbst>
mhhh
<HdkR>
karolherbst: If something is 100x faster, then something bad is happening on one end
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<karolherbst>
HdkR: you don't want to know, because it's so stupid
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<karolherbst>
all I can say is: rusticl isn't wrong
<karolherbst>
probably
<karolherbst>
turns out, there are some silly benchmarks trying to "hide" the fact, they are writing 128 times to the same memory by doing weirdo loops and shit
<HdkR>
I follow
<karolherbst>
apparently nir can look behind it
<karolherbst>
llvm can't
<karolherbst>
sooo....
<HdkR>
lol
<karolherbst>
fun fact
<karolherbst>
they report memory bandwidth and hope it's not getting optimized away
<karolherbst>
so apparently I get like TB/s of memory bandwidth on my laptop
<HdkR>
LLVM isn't a GPU compiler, reaffirmed
<HdkR>
TB/s of memory BW in the L1 cache maybe
<karolherbst>
I mean..
<karolherbst>
if you divide it by 128...
<karolherbst>
I think I need to find somebody at AMD to look into this for me π
<kisak>
It's nice how radeonsi has been quietly (from the news side) preparing for not LLVM as an option.
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<karolherbst>
yeah uhm...
<karolherbst>
so here is this thing
<karolherbst>
I need proper function calls
<karolherbst>
*runs*
<HdkR>
OpenGL subroutines call to you
<karolherbst>
not the same thing
<HdkR>
Basically the same thing if the UBO is just a raw GPU pointer :P
<HdkR>
er, Uniform variable
<karolherbst>
kinda sad you don't have a driver in mesa, otherwise I could say things like "wanna throw a bug about not being able to compile a shader with 2.000.000 ssa values with your driver at you?" :P
<karolherbst>
*wanna me
<alyssa>
how does aco do with shaders that big OOI?
<HdkR>
It's an advantage that I have :)
<karolherbst>
probably the same as LLVM
<karolherbst>
OOM
<alyssa>
OOM.. right.
<alyssa>
we should fix that
<alyssa>
2 million isn't that big, there are gigabytes of RAM
<karolherbst>
so apparently some of those kernels compile on some amount of RAM, like 64GB for instance
<alyssa>
karolherbst: OOM in the backend or in NIR?
<karolherbst>
oh, nir is fine
<karolherbst>
it's RA which goes OOM
<karolherbst>
well
<alyssa>
oh
<karolherbst>
the nir shader is still huge
<karolherbst>
like 20GB or something
<alyssa>
we should definitely fix that, aco's RA should be able to cope with just a few million values
<karolherbst>
obviously
<karolherbst>
or make nir better in optimizing that stuff
<karolherbst>
I mean.. some glocal CSE won't hurt with a shader that big, will it?
<karolherbst>
but yeah anyway.. turns out inlining functions with thousand of instructions a couple of times does blow up some shaders
<karolherbst>
I'm still trying to find the person doing the work on the intel backend compiler for this π
<alyssa>
i will not wire up images on asahi for opencl over holiday.
<alyssa>
i will not wire up images on asahi for opencl over holiday.
<alyssa>
i will not wire up images on asahi for opencl over holiday.
<alyssa>
*bart simpson*
<karolherbst>
well.. you could do it for gl instead :P
<alyssa>
or vulkan
<alyssa>
maybe dyson will pay for agxv
<HdkR>
You could do it for Vulkan and let Zink handle OpenGL for you :P
<alyssa>
for vacuum dxvk
<karolherbst>
but yeah...
<karolherbst>
I should boot up my m2 again...
<karolherbst>
for uhm...
<karolherbst>
reasons
<alyssa>
I'll probably do images in May
<karolherbst>
how is the compuer shader work going?
<karolherbst>
noice
<alyssa>
Maybe I'll have funding from the vacuum company by then
<karolherbst>
passing the CTS in may should be feasible
<karolherbst>
last time I ran the CTS on agx it was like 50% pass rate
<karolherbst>
that was in december
<karolherbst>
though a lot of stuff just passed because it doesn't report "not supported" and if images are disabled...
<karolherbst>
I think I'll do radeonsi first, because it's like 25 tests to fix left
<alyssa>
karolherbst: please don't work on rusticl+asahi until I have gles/vk level compute finished off / give the green light, it will end up being stressful for me otherwise i expect
<alyssa>
in the mean time, delete clover? :fire:
<karolherbst>
:D
<karolherbst>
well..
<karolherbst>
svm is assigned to marge
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<karolherbst>
I wonder if I have enough to make HIP/SyCL run now as well...
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<robclark>
gfxstrand: ir3 can really indirect into register file (or const file)
<robclark>
large arrays are useful to lower to scratch (we do) since register pressure is a thing.. but small arrays are useful to keep in gpr since we can fold indirect into alu instructions
<robclark>
ahh, I guess emma covered that
* robclark
catching up on scrollback
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<HdkR>
RF indexing is still such a cool feature. I wish more things supported that
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<mdnavare>
danvet, daniels , robclark : I am running through my dim set up and when it tries to pull the drm-tip, i see this issue:./dim setup
<mdnavare>
fatal: Could not read from remote repository.
<mdnavare>
Please make sure you have the correct access rights
<mdnavare>
and the repository exists.
<mdnavare>
dim: Failed to fetch drm-tip
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<dolphin>
mdnavare: does ssh work to people.freedesktop.org?
<ishitatsuyuki>
HdkR, do you know some examples of code that can be lowered to RF indexing in practice? AMD ISA also has some support for it, so maybe we should have it in ACO too
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<HdkR>
ishitatsuyuki: I used to have a good example like half a decade ago but I forget what it was now
<ishitatsuyuki>
oof
<mupuf>
anholt: yes, we do automatically reboot before trying again. This is useful for the navi10, but maybe we can drop that on navi21
<mupuf>
anholt: set B2C_SESSION_REBOOT_REGEX to an empty string if you want to disable the behaviour
<HdkR>
ishitatsuyuki: I think it was something in an uber shader that generated a bunch of state in to RF and then later stages would be more optimal because it could then just index the various bits that were necessary?
<HdkR>
But that's so vague at this point that the idea of storing 16 vec4s in registers or whatever doesn't really help
<ishitatsuyuki>
it does feel a bit vague indeed
<ishitatsuyuki>
but let me keep some of that in mind
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<HdkR>
If you find any shaders generating some large thread local array, gimme a link so I can refresh my mind on it at some point :P
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<mdnavare>
dolphin: Should i try to ssh to prople.freedesktop.org and check?
<mdnavare>
people.freedesktop.org
<dolphin>
yeah, the basic SSH setup needs to work first, seems like it doesn't
<mdnavare>
Nope it doesnt I get the same denied error: Permanently added 'people.freedesktop.org' (ED25519) to the list of known hosts.
<dolphin>
Host *.freedesktop.org\n User dolphin\n IdentityFile ~/.ssh/id_freedesktop
<mdnavare>
so basically i had the set up working and also commit right with my keys i had on my intel linux laptop, now that i moved to Google I am trying to set up the dim tools and it shows denied
<dolphin>
does your SSH config have something like that? of course with your freedesktop user login :)
<dolphin>
I think you may have to supply a new ssh public key to FDO admins to update to your account
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<mdnavare>
Hmm I dont have that entry in my ssh config either
<mdnavare>
Let me try requesting FDO admins to update my account first, how do i do that? I dont remember top of my head
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<mdnavare>
dolphin: Should i just file a bug at fdo and ask the admins to update my account with new ssh public key?
<zmike>
eric_engestrom: how is the branching and is it yet time to start backporting to 23.1
<eric_engestrom>
zmike: the branchpoint happened yesterday morning, but then I had issues merging !22260 that needed to go in before the first -rc, which got merged this morning
<eric_engestrom>
I'm a bit busy so I won't post the -rc1 and email until after work today, but the staging/23.1 branch is now at the state that will be -rc1, so you can start doing things with it already (testing, backport MRs, etc.)
<zmike>
oh cool
<eric_engestrom>
for backport MRs I won't merge them until I've posted -rc1 though
<zmike>
hm I have a lot of patches that I was just going to backport directly
<zmike>
or is that not allowed anymore
<eric_engestrom>
no, please make an MR so that the CI verifies we don't backport too many bugs :)
<zmike>
gasp
<zmike>
how dare you
<zmike>
I ONLY backport bugs
<eric_engestrom>
but also, if you `cc: mesa-stable` or `fixes: abcdef123` it will automatically be handled
<zmike>
yea, I have a bunch of patches without that
<eric_engestrom>
I didn't wanna say it :P
<zmike>
:P
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<emersion>
ishitatsuyuki: thanks, it turned out to be an issue in my code
<ishitatsuyuki>
good to hear it's resolved
<emersion>
a bit sad that the validation layers didn't complain about my timeline sema value being 0
<gawin>
DavidHeidelberg[m]: fixes is better than cc:stable? I was always slapping second one.
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<DavidHeidelberg[m]>
gawin: it should be, someone told me that Fixes automatically pick for backports
<emersion>
fixes is better, it allows the fix to be propagated only to the trees that need it
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<kisak>
Fixes: <commitid> gets read as, if release branch has <commitid>, then pick this up too.
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<kisak>
particularly useful near branchpoints
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<jenatali>
My rule of thumb is if it was regressed sometime in the last year, use fixes, otherwise don't bother trying to search for the right commit
<zmike>
smh not having every commit memorized by the release it shipped in so you know whether to use fixes
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<emersion>
there are only a few hundred thousand commits after all
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<haasn>
in 2023, is there any way to get actual, working VRR in GL/Vulkan/whatever apps on Linux?
<haasn>
ideally not requiring VkDisplayKHR?
<haasn>
on mesa drivers, I mean
<emersion>
that's up to the compositor
<emersion>
many compositors do support it
<haasn>
sway?
<haasn>
it works in sway just moving the mouse cursor but doesn't work inside GL apps
<emersion>
if the GL app is never late to submit a frame, it'll just use the full framerate
<haasn>
Seems to all work fine under KWin/Plasma also
<haasn>
I think it works better in actual games?
<haasn>
Or at least itβs harder to spot duplicated frames there
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<haasn>
Oh nice, after switching from Plasma Wayland back to X11 I get flickering garbage at the bottom
<haasn>
Seems X11 doesn't want to do freesync at all anymore though
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<tleydxdy>
follow-up on the drm-file pid issue
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<tleydxdy>
if the game allocates vram, would be only be added to the game's vm list? or would X also have access to all
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<MrCooper>
karolherbst: looks like rusticl's fill_image/create_box is setting pipe_box::depth = 0 for 2D regions, should be = 1
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<karolherbst>
ohh really...
<karolherbst>
yeah, that's not good :D
<karolherbst>
mhhh
<karolherbst>
yeah.. I think I need to wrap creation of pipe_box and require a target for those fix ups
<karolherbst>
yeah.. there are some other places like that where it could be a potential problem
<jenatali>
zmike: That failure is from st_TexImage for a multisampled texture. Is that supposed to work?
<zmike>
yes
<zmike>
it seems to on every other driver
<jenatali>
π€
<zmike>
indeed
<jenatali>
That's... not something I can easily make work
<zmike>
then how is the test not failing at present?
<jenatali>
'cause it's not trying to CPU upload to an MSAA texture. The null texture that was created was non-MSAA
<zmike>
I see
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<jenatali>
I haven't looked to see why that worked in the first place, it might've been working by pure accident
<jenatali>
But this CPU upload of an MSAA texture is not going to work, we'd need to blit it. At which point we'd really prefer to just get a clear rather than a texture upload
<zmike>
tbf I haven't looked at the test either
<zmike>
I just saw that you were the only one failing
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<jenatali>
I think it's a coincidence, the test binds a program and does a clear and a readback, and it's just that during the readback Mesa sets up the state for the program and creates this null texture
<zmike>
ah ok
<jenatali>
And while trying to init the null texture we hit an error condition
<jenatali>
Like... I could skip the copy and the test would probably work
<zmike>
hm so it might be the case that I need a special condition for the texsubdata there with ms
<zmike>
I'll look into it
<jenatali>
Yeah, I think so
<zmike>
thx for your expert debugging
<jenatali>
Heh I wouldn't go that far. Run test under debugger, see debug message, report debug message to you :P
<zmike>
E X P E R T
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<dcz_>
what hardware does rusticl support?
<dcz_>
is it all models covered by radeonsi?
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<mdnavare>
daniels:
<mdnavare>
daniels: Could you help me update the ssh public keys for my fdo account so I can re setup my dim
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<daniels>
mdnavare: yep I did see that and Iβll change it later
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<mdnavare>
Okay thank you so much daniels
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<ChaosPrincess>
hi all. I am writing a display driver, and my hardware and linux has differing ideas on which order the pixels should be in memory, with mine scanning out from the bottom left corner and then going up, and then right at the end of the row. as a result, the image ends up being turned 90 degrees anticlockwise (kinda). Is there a way to make drm rotate everything?
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<alyssa>
jenatali: look into u_transfer_helper's msaa_map?
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<jenatali>
alyssa: I don't think D3D allows copies between MSAA resources and buffers, which is how upload/download is done
<jenatali>
Any kind of workaround would involve a second hop through a single-sampled resource, either a blit or a resolve
<jenatali>
Which, if we have to do it because GL says so, then fine, but considering we're not doing it yet, uploading a single black texel doesn't seem like the reason to implement that kind of thing
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<karolherbst>
MrCooper: actually... it doesn't because the API validation makes sure it's 1 not 0, or at lesat should be
<karolherbst>
but mh.. maybe fill_image/fill_buffer doesn't care? let me see...
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