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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<simpleman> what is x
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<simpleman> many thank yous
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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 ?
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<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
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<dviola> MrCooper: thanks
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<dviola> I think I'd like to file a bug first, not sure if I should do so under https://gitlab.freedesktop.org/mesa/mesa or https://gitlab.freedesktop.org/virgl/virglrenderer though
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<dviola> I think I'll file it under mesa, I've seen a couple of virgl ones there
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<MrCooper> the OpenGL pixel unpack machinery really can't ignore the alpha channel and return 1.0 instead, can it?
<zmike> is there context here?
<emersion> it's just an OpenGL API question, no?
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<emersion> i don't know the answer
<MrCooper> https://gitlab.freedesktop.org/xorg/xserver/-/merge_requests/1131 could use this to force alpha to 1.0 with glTexSubImage
<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?
<zmike> you can follow try_pbo_upload_common() through to the driver entrypoints for the current handling
<zmike> I guess you'd want to change templ.swizzle_a = PIPE_SWIZZLE_W; in certain cases
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<emersion> GLES3 has GL_TEXTURE_SWIZZLE_A
<zmike> ah wait nvm it's a texel buffer
<zmike> so this is all invalid
<zmike> it'd have to be done in the pbo upload shader from st_pbo_get_upload_fs
<MrCooper> pq: yes
<zmike> which doesn't appear to be format-specific, so another variant would be added there
<MrCooper> zmike: driver mechanics are irrelevant for Xwayland if there's no GL API to get at them
<zmike> you're talking about swapchain images or ?
<penguin42> it does
<emersion> hm, right, i was assuming shader access but maybe that's not the case…
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<kchibisov> Who is expected to use tearing control, I'd assume mesa?
<emersion> yes
<emersion> there's a MR lost in limbo
<emersion> note, EGL has no knob for this (yet)
<emersion> there are MRs for this too
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<kchibisov> Oh, sorry, wrong channel.
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<karolherbst> any of the iris devs some time to give this a proper thought? I kinda need this for CL subgroups unless somebody comes up with a better idea: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22893/diffs?commit_id=f01eb8dc3b9b4e9ad17ad17500af886ea587f664 I know alyssa already reviewed it, but I'm still curious what iris devs are thinking as I think it's a bit sketchy myself
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<alyssa> r-b
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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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<DavidHeidelberg[m]> anholt_: I'll check it
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<karolherbst> zmike: because... cso creation/whatever is all context method
<karolherbst> long term I think we want to force all drivers to support shareable shaders and move this to screen, but....
<karolherbst> in any case, I kinda need to force drivers to finalize the compilation and it's really annoying in iris
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<HdkR> `/usr/bin/ld: warning: src/glx/libGLX_mesa.so.0.0.0 has a LOAD segment with RWX permissions` :thonking:
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<jenatali> David Heidelberg: Has anyone tried to see if the Windows runners are working again? I assume it was just a transient problem
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