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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<luc>
<DMJC> on my laptop PRIME=1 is coming up as intel, PRIME=2 and PRIME=0 come up as AMD <- DRI_PRIME=2 and PRIME=0 looks to make no sense according to the Mesa doc https://docs.mesa3d.org/envvars.html#envvar-DRI_PRIME
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<mareko>
why do unused fall and fany NIR opcodes exist?
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<mareko>
alyssa: ^
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<MrCooper>
dviola: the system one should be picked by default; for an alternative one, I think you'll need to set LD_LIBRARY_PATH for glamor and LIBGL_DRIVERS_PATH for glx
<tzimmermann>
airlied, do you still take PRs from drm-misc-next-fixes ?
<airlied>
tzimmermann: yes will pull that together tomorrow
<tzimmermann>
ok, thanks
<airlied>
tzimmermann, mlankhorst : also if there are any drm-fixes stragglers might be good to get them, though probably won't merge those until after rc1
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<tzimmermann>
airlied, there's still last week's PR for drm-misc-next-fixes pending. can you merge it before i prepare this week's
<tzimmermann>
?
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<airlied>
tzimmermann: pushed now
<tzimmermann>
thank you
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<DMJC>
ok this is really weird, got a WINE game, it works on 32-bit X11 on NVIDIA closed source, but on AMD/Intel only works on 16-Bit X11.
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<alyssa>
mareko: for non-integer (float-only) hardware
<alyssa>
which I think is all vec4
<alyssa>
no booleans on float-only hardware
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<alyssa>
instead of flt, we have slt which returns b2f32(flt)
<alyssa>
and install of ball/bany we have fall/fany which return b2f32(ball/bany)
<alyssa>
now, why they would be /unused/ is a different question.
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<alyssa>
they don't actually look unused, though
<alyssa>
It looks like the relevant backends set lower_vector_cmp, which gets them lowered to vectorized float compares in "interesting" ways for opt_lagebraic
<alyssa>
and they're produced by bool to float
<alyssa>
with the boolean versions bany/ball at least nominally produced by glsl-to-ir
<alyssa>
how true that actually is is unclear
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<alyssa>
at any rate, all() in GLSL will become ball after glsl-to-nir, which becomes fall after lower bool to float, which becomes some vectorized alu after opt_algebraic
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<alyssa>
possibly the right call is to fold those lowerings together, turn ball/bany into the alu directly in opt_algebraic
<alyssa>
and then delete the opcodes
<alyssa>
not exactly high on my todo list, they're not hurting anything existing
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<DMJC>
I found the issue with my WINE game
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<DMJC>
24-bit OpenGL support. Found a config file and changed 24 to 32 boom it works.
<DMJC>
must be a throwback to the bad old days of 24-bit colour X11
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<MrCooper>
when bytes were precious
<DMJC>
I'll let the patch authors know so they can either add an option or default to 32-bit colour.
<DMJC>
So atm, Wing Commander 1-4/Privateer 2 runs in WINE, and 5/Secret Ops runs with an adjusted ntdll/heap.c
* mlankhorst
thought i386 compiled in protected when he heard 16-bit x11
<MrCooper>
but AFAICT there's no way to achieve that
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<zmike>
texsubimage still uploads a buffer, so it depends if the underlying driver is able to use a true RGBX format for the use case or is using RGBA to emulate
<MrCooper>
that's the thing, there's no RGBX for the glTexSubImage format parameter, only RGBA or RGB (which means 3 bytes per pixel)
<MrCooper>
anyway gotta run, bbl
<zmike>
right, I'm talking internally
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<zmike>
potentially in the case of real RGBX it could take RGB? a lot of it depends on the individual driver mechanics/handling
<pq>
you can't do GL_RGB, GL_UNSIGNED_INT_8_8_8_8?
<MrCooper>
nope, spec explicitly excludes that
<pq>
awesome
<zmike>
in general I think the answer to your query is "no"
<MrCooper>
zmike: what's needed there is loading 4 bytes per pixel, but ignoring the alpha byte and storing 1.0 instead in the texture image
<zmike>
it seems like that would come down to driver mechanics and whether the driver is aware that the image is RGBX and is then able to ignore alpha
<zmike>
mesa/st can be made to do whatever drivers can do in one way or another
<emersion>
i force alpha=1 in a shader personally
<pq>
do you need the texture to have a real alpha channel?
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<zmike>
my first thought is why is this a ctx method and not a screen method
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<MrCooper>
zmike: glTexSubImage2D, uploading texel data from a PBO or plain system memory to a texture image (with an alpha-ful internal format, but alpha must always end up as 1.0 in this specific case for correctness)
<zmike>
MrCooper: I was looking through the specs and I don't think there's any way to (legally) do it
<zmike>
but with e.g., a MESA extension it would be possible to either add matching functions that ignore alpha or set a property on image creation that forces alpha to 1.0 in all cases
<zmike>
internally it would be very easy to handle in mesa
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<anholt_>
DavidHeidelberg[m]: you've been doing manual rules changes recently, and it seems that scheduled pipelines are no longer running the manual jobs.
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