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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<jello> hello, is this the right place to get help with a game segfaulting in mesa? I have a backtrace at https://paste.debian.net/hidden/94c65e9e/
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<yyds> hi, how to determine which X video driver is using. How to do that?
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<tnt> yyds: check the logs, it should say.
<yyds> tnt: I tried: #grep LoadModule /var/log/Xorg.0.log ->glx|nvidia|nouveau|nv|modesetting|fbdev... , I can't determine. 3060ti is my card.
<yyds> I also tried nvidia_drm.modeset=0|1, logs looks the same.
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<tnt> post the log ...
<tnt> (on paste bin or such )
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<yyds> tnt: modeset=1, https://pastebin.pl/view/fa32259d
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<yyds> tnt: modeset=0, https://pastebin.pl/view/78eebe68
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<tnt> well it's using nvidia driver when modeset=0 AFAICT ...
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<yyds> tnt: how to determine it?
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<tnt> ... it's the driver printing the most stuff in the log and that seems to end up with a sucessfull init ...
<yyds> Both log files have many lines "modeset(G0):--blob---"
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<iyes> Where can I find various general developer documentation for mesa? Whatever would be helpful to figure out the codebase, architecture, apis, dev workflows, etc.? I kinda want to contribute (specifically, with Asahi), but first I gotta find my way around the project. :)
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<iyes> I mean, if there is anything else besides mesa-docs.readthedocs.io and docs.mesa3d.org . I'm already reading those. I'm asking in case ppl know of more things I should know about. With some projects, there are useful resources that don't show up with a quick google search. :)
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<FLHerne> iyes: not really documentation as such, but there are a number of developer blogs with some technical detail
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<FLHerne> https://rosenzweig.io/ https://www.gfxstrand.net/faith/blog/ https://www.collabora.com/news-and-blog/ (don't know if there's a way to filter by graphics content)
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<alyssa> FLHerne: you're looking for https://planet.freedesktop.org/
<FLHerne> I'm aware of it, but that also has a lot of non-gfx content that can't (afaik) easily be filtered out)
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<alyssa> fair enough
<alyssa> my graphics-filtered feed is https://rosenzweig.io/gpu-feed.xml
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<FLHerne> I guess https://www.supergoodcode.com/ and https://anholt.livejournal.com/ , and Igalia vc4 although again it seems buried in non-gfx posts
<FLHerne> and https://airlied.blogspot.com/ and what have I forgotten
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<iyes> Thank you all! I was disconnected but found an irc log with your responses. Non-gfx-filtered is fine, I'm pretty good at sifting through lots of content/headlines.
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<i509vcb> I'm trying to figure out which drivers are correct at implementing vkGetMemoryFdPropertiesKHR
<i509vcb> some drivers: v3dv, anv and a few others will return VK_SUCCESS regardless of the file descriptor passed in
<i509vcb> However it seems bizzare to return VK_SUCCESS for an fd created via open when you'd probably expect a prime fd to only be successful?
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<i509vcb> (also means -1 being passed into vkGetMemoryFdPropertiesKHR technically returns VK_SUCCESS, but why would an invalid fd be reasonable to pass into that)?
<i509vcb> The former with drivers not checking whether an fd is actually a prime fd in vkGetMemoryFdPropertiesKHR feels like a driver issue
<i509vcb> but it also feels like a spec issue where fd = -1 is not explicitly said to return VK_ERROR_INVALID_EXTERNAL_HANDLE?
<emersion> checking the type of the FD is not enough
<emersion> not all DMA-BUFs can be imported by drivers
<emersion> what guarantees does the spec offer?
<emersion> does the spec specify that the driver will check the handle?
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<i509vcb> VUID-vkGetMemoryFdPropertiesKHR-fd-00673 states
<i509vcb> > fd must point to a valid POSIX file descriptor memory handle
<i509vcb> Outside of that I can't seem to find much of anything else
<i509vcb> VUID-vkGetMemoryFdPropertiesKHR-handleType-00674 forbids OPAQUE_FD as the handle type, but drivers seem to check for that already and what happens there is effectively undefined behavior
<emersion> that is a requirement for the user of the API
<emersion> not for the driver
<emersion> so i think it's okay for the driver to optimize the case if it always returns the same values for all valid FDs
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<i509vcb> I guess from that intepretation, if it's not a prime fd then you'll get the error on import
<emersion> yeah, but i'm not sure what the guarantees are there again
<emersion> sometimes the vulkan spec states that it's UB
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<DemiMarie> Has the problem of amdgpu not zeroing VRAM been fixed? That’s going to be a serious problem for virtio-GPU native contexts. I’d offer to help but neither know where to even begin nor have any AMD GPUs I could test on.
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<koike> sima, airlied, robclark (and others), I'd like to check with you how would you prefer to move forward with the ci patch
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<MrCooper> DemiMarie: it hasn't, but it's being worked on, with the approach I suggested in https://gitlab.freedesktop.org/mesa/mesa/-/issues/9189#note_1972986
<robclark> koike, sima, airlied: unless we go back to out-of-tree ci my preference is to land it as soon as possible so that I'm not without working CI ;-)
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<DemiMarie> MrCooper: will this be mandatory, meaning that malicious userspace cannot subvert it to steal information?
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<MrCooper> yeah, the point is user space won't be able to allocate un-zeroed BOs
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<DemiMarie> MrCooper: That is great! I added a comment explaining my use-case and what the consequences would be if the feature was not implemented.
<gfxstrand> alyssa: Naming question: For nir_src, we need three operations: Clear, set a cleared things, and rewrite. They need names.
<gfxstrand> I don't like init/fini because all of those ops assume it's been at least memset to 0
<gfxstrand> I don't like add/remove because the memory already exists, we're just mucking about with the source
<gfxstrand> I like clear/rewrite well enough but I don't know what the third should be.
<gfxstrand> assign? populate? set?
<zmike> wrangle
<gfxstrand> fill?
<alyssa> gfxstrand: Can we take a step back
<gfxstrand> okay
<alyssa> Why do we even have unpopulated nir_srcs in the first place?
<alyssa> I'm not saying there's not a good reason but I don't understand it
<gfxstrand> This generally comes up when adding a source for some reason.
<gfxstrand> for nir_tex_instr, we have nir_tex_instr_add_src and that works great.
<alyssa> Right
<gfxstrand> There's a couple cases where we aren't using it but we could just use the helper
<gfxstrand> The one I'm looking at blowing up right now is parallel copies
<alyssa> nir_src_init looks unused yeah?
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<alyssa> oh I see the parallel copy blow up ok
<alyssa> gfxstrand: IDK, it looks like any code that's operating on non-filled sources is already failing the smell test
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<alyssa> luckiy there are only a couple places where NIR_SRC_INIT is used and they're all in the core
<gfxstrand> Yeah, I've mostly removed NIR_SRC_INIT
<alyssa> I would... strongly prefer requiring that sources are filled at all times
<alyssa> and for the oddball cases like parallel copies, IDK, init with nir_undefs if you have to
<gfxstrand> Hrm...
<gfxstrand> We could possibly fix parallel copies by adding some helpers
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<gfxstrand> If it really is just phi nodes, I can come up with a plan for those.
<gfxstrand> s/phi nodes/parallel copies/
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<karolherbst> gfxstrand: mhh. so I have this issue, that I have some left over scratch load/stores and I was wondering what's the proper way of getting rid of pointless ones before io lowering. Is it required to call `nir_lower_vars_to_explicit_types` before all of those deref optimizations?
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<karolherbst> mmhh.. anyway, I'll throw in an optimization loop between explicit_types and lower_io
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<zmike> Lynne: this feels like a question for you: are there any single frame test clips? ideally some that work with mesa's vdpau?
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<gfxstrand> karolherbst: You'll have to be more specifdi
<gfxstrand> *specific
<gfxstrand> alyssa: I'm still running more CI but it looks like it really is just parallel copies that are especially stupid here.
<jannau> zmike: `ffmpeg -i $SAMPLE -codec:v copy -vframes 1 $SAMPLE_1frame.$EXT` should generally work. $EXT should be h264, h265 and I think ivf would be the best choice for vp9/av1
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<zmike> hm
<zmike> so let's say I was using big buck bunny
<zmike> seems to work
<zmike> incredible
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<karolherbst_> gfxstrand: mhh.. yeah, I had a leftover store+load scratch pair, which my nir pipeline wasn't able to get rid of unless I call explicit_types on function_temp memory before optimizing
<alyssa> gfxstrand: \o/
<gfxstrand> alyssa: But now I'm headed down a rabbit-hole....
<gfxstrand> alyssa: I think we might be able to make NIR faster if we're a little less dumb in nir_def_init()
<alyssa> I like faster NIR
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<gfxstrand> Annoyingly, nir_def_init is used 243 times.
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<alyssa> gfxstrand: :|
<alyssa> Lot of code that should be using the proper builders but isn't?
<gfxstrand> Intrinsic and tex builders haven't been around that long
<alyssa> yeah
<alyssa> and the tex builders aren't really usable in gl
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<ids1024[m]> Or well, in this case it specifically depends what "point to a valid POSIX file descriptor memory handle" means (any file descriptor? or only one that's a "valid memory handle"? Which means what?)
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<anholt> DavidHeidelberg[m]: ack I guess
<DavidHeidelberg[m]> it's just definition, with it can injected kernel can download and use right kernel and DTB :) Thank you
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