ChanServ changed the topic of #dri-devel to: <ajax> nothing involved with X should ever be unable to find a bar
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<kode54> huh
<kode54> iris doesn't enable glthreads anyway
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<kode54> MrCooper: I see artifacting on gnome-shell and kwin_wayland, with the Xe KMD, and there's no glthreads involved
<kode54> unless they're overriding it with their own internal use of environment variables
<kode54> though I do need to rebuild my mesa
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<MrCooper> kode54: probably a separate issue
<MrCooper> kode54: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22544 might help for artifacts with xe
<kode54> I already have mesa-git built after that was merged
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<Vanfanel> Hi. I am deciding on a SOC and RK3588 seems a good choice, but MESA support is a must.
<Vanfanel> Is official MALI G610 support coming to MESA?
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<psykose> buy around what exists not what theoretically might show up or not
<psykose> currently it is not supported
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<psykose> (for the "must" part)
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<Vanfanel> <psykose> "buy around what exists not..." <- That's indeed a very good advice. Looking at MESA commits, I don't see anything related to G610 anyway.
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<daniels> Vanfanel: it’s being actively worked on; branches are available but unmerged
<psykose> also tangentially the whole rk3588 is not quite there yet for mainline, so you'd have to use the 5.10 vendor kernel with it for most things on the board (even sdcard last i checked)
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<daniels> psykose: SD/MMC was merged afaik
<daniels> display is still out-of-tree atm
<psykose> incidentally my girlfriend just bought a rockpi 5b before checking any of this at all
<psykose> (quite funny)
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<cwabbott> gfxstrand: the more I work with it, the more I'm convinced the `vk_graphics_pipeline_state` design where everything has to be in an indirectly-allocated struct was a mistake
<cwabbott> tracking dynamic instead of set state was probably also a mistake
<cwabbott> there have been a few cases where I just wanna split out a few pieces from an indirect struct and I can't because of the design
<cwabbott> like the one I'm hitting now is `vi->bindings_valid`, which is the only part of the vertex state that turnip actually needs in `vk_graphics_pipeline_state` (the rest is precompiled)
<cwabbott> apparently I was accidentally including the entire vertex input state in pipeline libraries even though it's been precompiled, which isn't what I wanted, and in trying to fix that I realized that it's impossible to do because of the design
<Vanfanel> <daniels> "Vanfanel: it’s being actively..." <- Hmm, do you mean Panfork? I fear that will never be merged, there's a strange story behind it but I believe it won't be developed further
<Vanfanel> if there are other branches I would love to hear from them :)
<daniels> Vanfanel: no, panfork will never be merged and I’m not sure if it’s still being developed or not. there’s work against upstream Panfrost tho
<Vanfanel> (i meant forks, sorry)
<Vanfanel> daniels: ah!! Very good news then, really! :)
<Vanfanel> Thanks Daniels for these links! :)
<daniels> np :)
<Vanfanel> In the first link, the one to look for is pancsf branch, right?
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<cwabbott> gfxstrand: if we fixed that, we could probably also move the view_mask and a few of the pipeline flags to the top-level `vk_graphics_pipeline_state` and remove all the ugly "non-complete" renderpass state stuff
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<daniels> Vanfanel: yep
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<Vanfanel> <daniels> "Vanfanel: yep" <- Can you please point me to the right kernel to go with it? I guess it has to be some kind of midstream kernel...
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<Guest2117> question about the d3d12 backend: what d3d "feature level" capability is required from the hardware for OpenGL 3.3?
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<jenatali> No special requirements. 4.1 is available for all D3D GPUs, you only start to need optional stuff if you want 4.2 (and eventually beyond)
<kisak> Roughly, DirectX 10 era hardware and OpenGL 3 hardware are the same thing, but there can be edge cases, and the Windows drivers might have missing features from the driver vendor. (I don't know much about the Windows driver landscape.)
<jenatali> Specifically, typed UAV (storage image) load for a bunch of formats is needed for 4.2. for 4.3 you need the newly-added format casting but, but we haven't hooked that up to the Mesa driver yet
<kisak> jenatali: right, but I expect that there's a minimum compatible version from each hardware vendor, and that same vendor most likely isn't doing updates to GL3 era hardware.
<jenatali> (contributions welcome :P)
<kisak> (driver version)
<jenatali> kisak: D3D12's min-spec is so far beyond GL3. All D3D12 drivers are capable of supporting our mapping layer at 4.1
<jenatali> Guest2117: FYI in case you didn't see without being tagged
<Guest2117> jenatali: thanks. I'm just wondering if this thing will run on pre-D3D12 era hardware (that can do GL 4.2+)
<Guest2117> something like a GTX 680 or (more importantly) older intel iGPUs
<jenatali> It needs a D3D12 driver, which means at least feature level 11
<Guest2117> i see
<jenatali> For NV that's Fermi, for Intel it's Broadwell
<Guest2117> jenatali: is ivybridge (HD4000) not FL11? IIRC Mesa can do GL 4.something with it
<jenatali> Intel never shipped DX12 drivers before Haswell, and they recently disabled those drivers leaving Broadwell as the oldest supported gen
<Guest2117> :(
<Guest2117> i guess vulkan drivers for zink isn't even worth asking about
<jenatali> Someone could probably build a d3d11-based backend for 3.3 but the lack of swizzles on sampler views would be... Oof
<kisak> ^which aligns with what I was trying to say about minimum vendor driver version being the important detail.
<Guest2117> i was looking forward to replacing ANGLE for my windows builds. It's a nightmare to build (typical googleware)
<Guest2117> >lack of swizzles
<Guest2117> oh yeah
<Guest2117> they gutted those from WebGL for that reason LOL
<jenatali> I think that's the only real feature we use from 12 that's not in 11 in that backend
<Guest2117> what's funny is, i think ANGLE emulates them somehow anyway. probably not very optimally
<jenatali> Probably not. Probably shader recompilation
<Guest2117> works well enough for me
<jenatali> Guest2117: oh just saw your zink comment, yeah I think the same gens apply for Vulkab
<jenatali> Vulkan*
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