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<airlied> mareko: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23291 I think I'd want you to take a look
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<tjaalton> how to include the packaging revision in GL_VERSION, so that chrome/chromium don't break once mesa is patched without bumping the upstream version
<tjaalton> this seems to be a cross-distro issue after folks have enabled gpu acceleration in chrome/chromium
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<tjaalton> err, make that GL_RENDERER
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<tjaalton> ok, seems to be PACKAGE_VERSION
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<ondracka> I need some help with explaining galium docs, I'm trying to implement PIPE_CAP_TGSI_TEXCOORD for r300 driver (so I can enable finalize_nir later which will break otherwise), but I'm a bit confused about what should have sprite coordiates and what should not. Without PIPE_CAP_TGSI_TEXCOORD sprite_coord_enable applies to the generic attributes. However, TGSI_SEMANTIC_TEXCOORD docs claim that with PIPE_CAP_TGSI_TEXCOORD sprite_coord_enable applies to
<ondracka> tecoords instead, so that would imply than generics no longer can have sprite coordinates. However empirical testing shows this to not be true (and lot of stuff breaks if I ignore sprite_coord_enable for TGSI_SEMANTIC_GENERIC). In fact using sprite_coord_enable only for TGSI_SEMANTIC_GENERIC mostly works except for piglit arb_point_sprite-checkerboard where I need to apply it also for TGSI_SEMANTIC_TEXCOORD. How is this supposed to work?
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<kode54> dj-death: I'm running the game again to test it now
<kode54> gotta compile the shaders again
<kode54> it's fun, because I'm running with a shader database from my boyfriend, who beat the game a couple of weeks ago
<kode54> we played it co-op over the past week after that, and beat it again
<dj-death> kode54: thanks
<kode54> yeah, no, it doesn't fix it
<kode54> should I renderdoc capture the game?
<dj-death> if you can
<dj-death> hopefully that replays fine on my a750
<dj-death> I guess I can fake the pci-id if need be
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<kode54> appears to render, but I can't see the picture in the emulator
<kode54> I don't know if it matters that I'm also applying !23045
<kode54> (and obviously !20418 for Xe)
<dj-death> not sure how much that interacts
<dj-death> I wouldn't test with 23045
<kode54> oh, oops
<kode54> let's remove that one then
<dj-death> hmm
<dj-death> interesting assert on replay
<dj-death> qrenderdoc: ../src/vulkan/runtime/vk_image.c:509: vk_image_view_init: Assertion `driver_internal || !(image_view->usage & ~image_usage)' failed.
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<dj-death> oh I guess that might be sparse
<kode54> let's try without 23045 then
<kode54> I'm building mesa now
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<kode54> and then another 5 minutes of shader compilation
<kode54> rip roarin' shaders
<kode54> I don't know how GNU people manage to use notmuch with large mail folders
<kode54> half of its operations don't even print status info
<kode54> I've resorted to running strace on it
<kode54> apparently, even when it's not bothering to emit any info, it's still got SIGALRM running every second
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<kode54> oops
<kode54> oops I uploaded the rdc instead of the compressed copy I meant to upload
<kode54> oh well
<kode54> add a .zst now
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<dj-death> I assume you're building with release mode
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<dj-death> still getting that assert on replay
<kode54> yes, I'm building in release mode, hmm
<kode54> maybe I need to reboot to i915 to produce a usable rdc for you
<kode54> xe would also be doing the vm_bind thing like crazy
<dj-death> normally that shouldn't be visible to the app
<kode54> oh, hmm
<kode54> would I need to log out of my DE and reset its compositor for the change to fully take effect?
<dj-death> looks like a storage thing
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<dj-death> Just commenting the assert for now
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<dj-death> another assert
<dj-death> qrenderdoc: ../src/intel/vulkan/anv_private.h:3681: anv_aspect_to_plane: Assertion `!(aspect & ~all_aspects)' failed.
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<kode54> this is whack
<dj-death> this time it's trying to use stencil on a depth only image
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<kode54> the title screen renders the entire town the way it is in your current save, and then blurs it a bit based on depth
<kode54> depth of field effects
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<kode54> see color pass #3, where it draws the whole thing, somehow upside-down
<dj-death> yeah that's probably an opengl thing
<kode54> not sure I should discuss how I got these games anyway
<kode54> I'm too poor for a Switch, yet wealthy enough for a decent gaming PC
<dj-death> not going to ask
<dj-death> kode54: okay, trace replays with a small stencil workaround
<dj-death> kode54: I can see the load screen I suppose
<kode54> I'll generate a trace without direct descriptors, and see if that plays differently
<dj-death> no idea what could cause this
<dj-death> you can run with direct descriptors disabled
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<dj-death> kode54: export force_indirect_descriptors=true
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<kode54> nope, that export didn't fix it
<dj-death> hmmm okay
<dj-death> then that's really odd
<kode54> and toggling the export makes it recompile the shaders
<dj-death> yeah
<dj-death> that's expected
<dj-death> hmm
<dj-death> at that point you would have to bisect to get an idea of what change is causing that
<dj-death> doesn't look like it's compiler related
<kode54> I'd have to bisect the commit log of direct descriptors, since it's somewhere in there
<kode54> I can do that
<dj-death> yeah
<dj-death> that would be really helpful
<dj-death> sounds window system related
<dj-death> because the trace replays at least here
<kode54> well
<kode54> renderdoc already isn't built with wayland support here
<kode54> I have to run it with QT_QPA_PLATFORM=xcb
<kode54> I'm also just using the vulkan layer environment variable to run it with Ryujinx
<kode54> this bisect will give me something to do while I wait for notmuch to finish twiddling its thumbs
<kode54> this can't be right
<kode54> IO/R stat for notmuch is 23.6 TiB
<kode54> bisect first step, vote: bad
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<kode54> I'm so glad it's a policy that every commit has to stand on its own
<kode54> second step, good
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<kode54> holy crap
<kode54> notmuch finally finished
<kode54> after reading only 25.5 TiB worth of data
<kode54> Added 46 new messages to the database. Detected 971024 file renames.
<kode54> another good
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<kode54> dj-death: bisected it to 91cb0dba7ae80e5b282de57b4b49a42f22a452a8
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<dj-death> kode54: huh
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<dj-death> kode54: thanks
<kode54> what's up with that patch anyway?
<dj-death> kode54: that makes no sense though :(
<dj-death> it's fixing an existing bug
<kode54> hmm
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<kode54> just checked the Ryujinx source
<kode54> they only request RobustBufferAccess if the vendor is Nvidia
<kode54> hmm
<kode54> they do use Robustness2 if it's supported
<kode54> they don't flag Robustness (1) except if it's Nvidia
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<kode54> dj-death: is that important? should Robustness2 imply the original ext too?
<dj-death> I think the problem is more likely nullDescriptors
<kode54> it enables that too, if it's reported as supported
<dj-death> yeah we do support it
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<kode54> there are a shitload of places in anv_pipeline.c that check robustBufferAccess but not nullDescriptors
<kode54> and not robustBufferAccess2
<kode54> I guess you patched those
<kode54> anv_device.c line 4350
<kode54> checks robustBufferAccess but not your new variable
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<kode54> genX_cmd_buffer.c also checks robustBufferAccess but not your variable
<kode54> I've replaced those two references with device->robust_buffer_access and will try that
<kode54> may also wish to check for robustBufferAccess2 in your initial assignment
<kode54> I'll put these comments on the MR at the right code lines
<kode54> or at least, add a comment
<dj-death> VUID-VkPhysicalDeviceRobustness2FeaturesEXT-robustBufferAccess2-04000
<dj-death> If robustBufferAccess2 is enabled then robustBufferAccess must also be enabled
<kode54> I fixed it
<kode54> you need to fix those two remaining places that check robustBufferAccess so they check device->robust_buffer_access
<kode54> and fixup that one commit
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<dj-death> kode54: thanks a lot, I get it now
<dj-death> we indeed need to have the pushing done right
<dj-death> otherwise the push bits of UBOs will be randomly masked
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<alyssa> IHV poll, would any hardware other than AMD benefit from a "bit test" ALU opcode in NIR?
<alyssa> `(x & (1 << y)) == 0` and `(x & (1 << y)) != 0` tests in one instruction
<alyssa> gfxstrand: maybe, you know all the ISAs :p
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<karolherbst_> sooo.. I was thinking about CIing rusticl builds on arm64, but debians llvm packaging is so broken, I can't install libclang as native and target binaries at the same time :'(
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* tomeu is amazed at how vivante/verisilicon dared to comment (and outright delete) stuff out from the openvx std headers and also add stuff as if it was KHR when it isn't in any published spec
<Lynne> ping on !23227, video decoding is pretty crashy without this
<alyssa> Lynne: Who even maintains that code?
<alyssa> airlied I assume?
<alyssa> Lynne: I think maybe you should review that code and then someone can assign to Marge after you've r-b'd
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<Lynne> I can do that, though afaik my r-b doesn't count
<alyssa> Lynne: sure it does
<alyssa> (If it's a real review anyway and not a rubberstamp, at least)
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<eric_engestrom> tjaalton: the version comes from the file VERSION at the root; you could edit it in your packaging script, but I'm not sure what the consequences would be (eg. some app expecting the version string to have a specific shape)
<kisak> hmm? *checks backscroll* Why would chromium every be keying off of distro-specific subrevisions?
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<kisak> and yes, oibaf and kisak-mesa both adjust the VERSION file so that there is no confusion of where the non-mainline mesa builds came from.
<kisak> s/every/ever/
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<tjaalton> eric_engestrom: yes, that's what I'm testing now
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<Sallly> Come Visit us @ irc.twistednet.org channel #twisted
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<Sylvia> Come Visit us08 09i13r03c07.06t11w02i10s04t08e12d09n13e03t07.06o11r02g 10c04h08a12n09n13e03l07 06#t11w02i10s04t08e12d09
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<koike> Hello o/ , I was working on these Mesa CI stats https://ci-stats-grafana.freedesktop.org/d/Ae_TLIwVk/mesa-ci-quality-false-positives please let me know your thoughts about it, there is an `About` section with more info. I intent to deprecate the Mesa CI daily report, since I think it is much better to visualize with this board. The board tracks
<koike> Marge's rejections/pipelines that shouldn't have failed, its jobs and its unit tests. It considers only pipelines from closed MR to reduce noise. Please share your feedback, thanks
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<daniels> koike: so I think this is absolutely the best thing ever, but for everyone else who hasn't had the same benefit of watching you do the dance from dashboard -> sort by flake count -> pipeline dashboard -> filter by test name, do you think it could be explained in text or would best be done in a screencast in a blog?
<koike> daniels: screencast looks interesting, easier to understand imo
<daniels> koike: that would be amazing if you could please, unless you want to do explainer video calls with every Mesa developer :P
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<zmike> koike: is it possible to bookmark e.g., all the zink jobs so I can monitor the flake rate for my driver?
<koike> zmike: you can filter by job name on the tables
<zmike> and then I guess I star it somehow?
<koike> zmike: hmm, I'm not sure that this is possible atm, maybe I need to add a variable to the board. I'll check and I'll get back to you
<zmike> awesome, thanks
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<kisak> nevermind on my question, found the fine print in the relevant bug report.
<lumag> rodrigovivi, jani: I have a question regarding the i915's patchwork tests. Do you have a description of the setup somewhere? We'd like to utilize something like that for drm/msm, so I'm looking for the possible clues / details.
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* alyssa stares suspiciously at dEQP-GLES31.functional.compute.basic.image_atomic_op_local_size_1