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<Company> and this is why GLSL is shit
* Company just learned the concept of a "dynamically uniform expression"
<Company> and nothing anywhere ever even hinted that it exists
* Company goes sprinkling nonuniformEXT into his glsl hoping to catch all the places where it's needed
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<MrCooper> doras sima: re https://github.com/flathub/org.chromium.Chromium/pull/309#issuecomment-1674732328 note that a different file descriptor can still be problematic, if it references the same file description
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<penguin42> karolherbst: Can you remind me where your repo with that updated vectorise patch was?
<penguin42> karolherbst: Excellent; I'm going to try and get back to using the profiling I added to see where we're upto on my original test
<karolherbst> cool
<penguin42> ...after I recurse into getting myself a newer meson
<karolherbst> just use pip or git clone it
<sima> MrCooper, yeah I never know what's the right word that means "separate struct file in the kernel" :-/
<sima> that's why I clarified with open() (but I guess should have mentioned that a dup() is not enough)
<MrCooper> that's the file description, a file descriptor is essentially just a reference-counting identifier for a file description
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<koike> robclark hi o/ , I would like to check with you if you intent to pick the drm ci patch and do a pull request from drm-msm or if we should go with another workflow to get it merged
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<doras> MrCooper: can you clarify the relationship between file descriptor and file description in this context?
<doras> Oh, you commented on it.
<emersion> file descriptor = number for a process
<emersion> file description = ref'counted kernel struct
<emersion> file descriptors 42 and 43 can point to the same file description
<MrCooper> doras: a file descriptor is essentially just a number to identify a file description; open() creates a new file description and returns a descriptor referencing it, dup() and friends create a new descriptor referencing the same description
<doras> MrCooper, emersion: thanks.
<doras> I agree that use of dup() or similar on the file descriptor would result in bad things, but I think (or rather hope) that Chromium's use of the handle/fd from GBM doesn't violate this.
<doras> And as such, the solution implemented in nouveau is appropriate.
<doras> Please let me know if you think I may be mistaken, I am not experienced in these areas.
<MrCooper> descriptor/description thing mainly matters for DRM file descriptors (because GEM handles have a per-DRM-file-description namespace), not for dma-buf file descriptors
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<robclark> koike: send a MR pls.. that way I can merge it as well to run CI for msm-next
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<DavidHeidelberg[m]> anholt: you're the final reviewer, can you glaze eye and say if you like or dislike? https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24646
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<koike> robclark you mean, MR for gitlab ?
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<robclark> koike: no, sorry, meant pull request
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<robclark> I assume it should land via drm-misc
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<karolherbst> I need that global var relocation stuff :') what a pain
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* alyssa trying to figure out how to properly express this loop in NIR:
<alyssa> for (int i = 0; i < 10; ++i) {
<alyssa> foo(x + i, y + i)
<alyssa> }
<alyssa> where x and y are loop-constant but not known at compile-time
<alyssa> I would like to reexpress as
<alyssa> int diff = y - x;
<alyssa> for (int i = x; i < (x + 10); ++i) {
<alyssa> foo(i, diff + i)
<alyssa> }
<alyssa> saving the add inside the loop
<alyssa> but when I do that, the loop fails to unroll
<karolherbst> alyssa: did you check where find_trip_count bails on the trip count known thing?
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<karolherbst> I suspect you have to improve try_find_limit_of_alu a bit
<alyssa> I didn't but ended up just special casing constant trip count entirely since I can do fun vector stuff that vectorize_load_store doesn't seem able to handle (?)
<karolherbst> heh
<karolherbst> but yeah, it kinda looks like that loop_analyze can't look behind code like that
<karolherbst> so there might be some optimization opportunities there even
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<gfxstrand> jenatali: You around?
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<jenatali> I'm on parental leave, so, not really. What's up?
<jenatali> gfxstrand: ?
<gfxstrand> Oh, there's a DXIL patch in !24668 which, IMO, leaves a bit of a mess but it probably needs someone who knows the DXIL stuff to clean it up.
<gfxstrand> It's fine as-is, it just leaves you with a couple weirdly similarly named helpers.
<gfxstrand> It can probably be cleaned up later
<gfxstrand> jenatali: ^^
<jenatali> Yeah, feel free to @ me in a comment on it, or file an issue, I can clean it up when I get back since it's not urgent
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<gfxstrand> Okay, I'll file a quick issue.
<jenatali> 👍
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<airlied> konstantin: you got XPass by zink-lvp
<zmike> I updated and marged again for him
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<alyssa> nir_opt_cse is misbehaving wtf
<alyssa> how is it CSE'ing from a block that never executes this is not ok
<alyssa> Ooooooooooh
<alyssa> ok I deserved that
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<zmike> ok, let it be said that while all this nir refactoring is cool the pacing of constantly landing MRs which cause every other compiler-related patch to conflict needs more thought
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<zmike> okay, so then how about take the rest of the week off so people can actually land stuff
<airlied> https://imgflip.com/i/7vrigb for zmike
<zmike> every week is a bad week for it
<zmike> eating fresh chocolate chip cookies to temper the 🤕
<alyssa> for the record I am currently debugging regressions from 76725452239 ("gallium: move vertex stride to CSO") so.. nobody is innocent \shrug/
<koike> robclark PR sent
<robclark> ok, thx
* gfxstrand is rebasing NAK. It's "fun"...
<gfxstrand> Not every commit conflicts...
<alyssa> gfxstrand: :crab_dancing:
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<gfxstrand> It's not like the branch is 200 patches or anything
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<alyssa> >:D
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<gfxstrand> zmike: We probably should rename nir_src::ssa to nir_src::def but that's the last one.
<gfxstrand> Or at least the last one with this level of impact
<gfxstrand> zmike: The pacing was "try to do it all over the week-end so we conflict with people as little as possible".
<gfxstrand> Since I don't like working 40h week-ends, it leaked into Monday a bit.
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<zmike> the pacing I'm referring to is how all these were landed with no lead-up, communication, or timetable so people could try to avoid being conflicted or even know when it would happen / how long it would last
<gfxstrand> Yeah, I thought about sending a mail with like 2 weeks notice and trying to declare a NIR flag week.
<gfxstrand> But that would have just caused people to freak and try to shove stuff as fast as they could and a half-dozen people would have asked for extensions and....
<zmike> even sending something last week saying everyone would be conflicted over the weekend would've been something
<gfxstrand> As for how long it would take: There's no way to know that until you try to do it at which point you've got a commit that touches 300 files that you really don't want to re-do and everything conflicts with it.
<gfxstrand> Yeah, sending an e-mail might have been good
<jenatali> Apparently I picked a good time to be on vacation
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<emonmeena> Hey Amazing Community! 🚀 I'm Emon Meena, proud IIT Roorkee alum and currently making waves as an A.I. engineer at IHC in the dazzling city of Dubai. Remember GSoC'21? Yep, I had the honor of being a fellow developer with Scorelab. Here's the BIG news: Along with a team of brilliant minds as passionate about tech as you are, we're forging a groundbreaking developer platform powered by ChatGPT. 🛠️✨ Curiosity piqued? T
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<gfxstrand> How many of those minds are just ChatGPT? (-:
<HdkR> I like that IRC has message size limits so the spam couldn't quite make it through
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<Company> question: GL 4.6 has SPIRV support - can I share spirv between Vulkan and GL or do they need different ones?
<gfxstrand> They have to be a bit different. Descriptor binding isn't quite the same.
<Company> so it's not really worth it to do SPIRV on GL yet I guess
<gfxstrand> IDK. IDK how people work around that
<Company> is it worth doing spirv if I also have to support regular text GLSL?
<Company> does it produce better code? faster startup? something like that?
<gfxstrand> Really, SPIR-V for GL is really only useful if it lets you use HLSL
<gfxstrand> That's the big feature
<zmike> that and not having to go through mesa's painfully slow non-rust-based glsl compiler
<HdkR> rusty before rust was a thing
<zmike> have to imagine it'd be at least 6-8x faster in rust
<airlied> we could have a slow rust-based glsl compiler instead? :-)
<zmike> nah pretty sure just being rust would make it faster
<Company> you could do an llvm target that produces GLSL
<karolherbst> pls stop
<zmike> exactly
<zmike> stop writing non-rust glsl compilers
<Company> how does Unity do this?
<Company> they use HLSL, and they need to support GLSL
<Company> do they feed spirv-cross output to Mesa?
<gfxstrand> I'm not sure about Unity. Unreal embeds an entire copy of the Mesa compiler stack circa 2015. (They may have updated it. I don't know.)
<karolherbst> oof
<zmike> I can't even meme about that
<Company> now I wonder what GL versions UE5 and Unity even require
<airlied> we should just write a hlsl frontend in rust
* airlied goes to review zmike so he can screw up the nir refactors
<HdkR> GL_EXT_HLSL
<Company> HdkR: as long as it works on GLES2, everyone will be happy!
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<Company> I've been googling for 10 minutes and I still have no idea what GL version UE5 needs
<Company> only that the newest features require Vulkan or DX12
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