ChanServ changed the topic of #dri-devel to: <ajax> nothing involved with X should ever be unable to find a bar
<penguin42> karolherbst: umr is very pretty, not yet figured out what to look for, but it is indeed very neat
<kode54> https://f.losno.co/v/mouse.mp4 interesting bug
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<mareko> doing single-threaded memcpy on the GPU?
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<mesa-user> Hi, have an issue with mesa. I get the issues in some releases and others are fine. Looks like horizontal lines cut into smaller segments. What is a search term, so i can fix it (if it caused by a setting)?
<penguin42> mesa-user: First try and cut it down; is it specific to a particular GPU or not?
<mesa-user> penguin42: It is an integrated lshw -> product: Polaris 22 XL [Radeon RX Vega M GL]
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<penguin42> mesa-user: OK good, so Radeon - now does it only happen on one program or is it general?
<mesa-user> penguin42: Starts with sddm for the login - i need to switch version (sometimes a suspend helps)
<penguin42> blech interactions with suspend; I'm not sure where to point you
<penguin42> mesa-user: What kernel?
<jkqxz_> "Looks like horizontal lines cut into smaller segments" -> segments which are always the same length in the same place, maybe 64 bytes long?
<jkqxz_> Are some of the segements right and others wrong? It sounds like something to do with cache invalidation or flushing - a picture of the effect would help.
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<mesa-user> penguin42: at the moment 6.5, but i had the problems for years (some releases) and with no screen usable and nothing in dmesg i never was eager to fix it, because i had no working UI. With 6.5 it is broken and i wanted to switch to a older release, but it was broken, so i run of CPU (i guess) and changed the package . This results only newly started programs are affected and i made a screenshot.
<mesa-user> penguin42: https://i.postimg.cc/GpQgQZff/img.jpg sry took a moment to crop, most tools too crop look like this
<mesa-user> jkqxz_: maybe the screenshot helps. It is clearly the content from the program or in sddm the background and i see the mouse move in sddm, but it effects the lines/segments.
<HdkR> `intel: Limit Intel Vulkan RT to x86_64` ARM64 users over here crying
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<jkqxz_> mesa-user: That looks like a tiling problem. Given that it's the weird Intel-AMD hybrid chip, I would guess the problem is that it's rendering on one and then trying to display on the other, except they don't understand each other's tiling formats.
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<mesa-user> jkqxz_: any way to provide more useful information and figure out the cause. Most of the time it runs without an issue, but some updates break it.
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<penguin42> mesa-user: Do you think it's really 'some updates break it' or 'it works on some boots' ?
<mesa-user> penguin42: updates - i can reboot for week with one version and next one fails every reboot
<mesa-user> to clarify - i don't pin it on a release, i can pin the behavior on a build
<penguin42> mesa-user: I guess then you probably need to find the nearest good and bad build; if it's actually mesa then you could try building a local build and running with that and bisect with git to find some commit to blame
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<mesa-user> penguin42: i have trouble to get a working build myself (it always contains the tiling issue). A older Package from the repo worked. I think i will leave the issue. The notebook is EOL very soon
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<alyssa> InvalidBitWidth: Invalid bit width in input: 128
<alyssa> uh
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<alyssa> oh clang was being stupid
<alyssa> it did not like 0xffffffffffffffffULL
<alyssa> well good news, agx_unpack works O:)
<karolherbst> \o/
<alyssa> and i think once i wire up load/store vectorization the codegen will be decent too
<alyssa> currently it is, loading one byte at a time (-:
<karolherbst> oof
<karolherbst> there are so funky bugs CL hits... I had something initializing a [100000] array to 0
<karolherbst> nir unrolls that memcpy entirely :)
<karolherbst> so 10 loc kernel OOMs your system
<karolherbst> alyssa: how much function calling stuff does asahi support btw?
<karolherbst> or rather.. on what level
<karolherbst> uhm.. apple silicon rather
<karolherbst> just jumps or also some kinda hidden stack?
<alyssa> unclear
<alyssa> there might be a call stack. at minimum I thik there's a hw-defined link register
<karolherbst> guess registers needs to be saved manually anyway
<alyssa> yeah, it's something I eventually want to look at in terms of the RA side
<karolherbst> I was at some point wondering if we want to do all this stuff inside nir, so backends only have to deal with functions calls, no register saving
<alyssa> that .. doesn't really super work
<alyssa> I mean, if you're fine with that, nir_lower_shader_calls will do it
<karolherbst> and the nir will use scratch memory to save values
<alyssa> but it isn't.. "right"
<karolherbst> mhhh
<alyssa> ideally you do something like llvm's IPRA
<alyssa> definitely cant happen earlier than backend RA
<karolherbst> yeah, fair
<karolherbst> it's just painful, because I kinda have to require that for proper CL support and convincing every backend compiler to properly support function call is kinda a challange
<karolherbst> so I'm wondering if there is a less perfect path forward until a backend properly supports it
<karolherbst> but it will be terrible, because the only sane way of doing is to save all the values before a function call and it will give terrible performance
<alyssa> graph colouring RAs dont deserve CL
<karolherbst> yes.. I've noticed :D
<karolherbst> some benchmarks take like hours to compile
<karolherbst> and it's mostly RA
<karolherbst> mhh anyway.. I think the rpi4 is next...
<karolherbst> zmike: btw, mind doing another round of review on the rusticl/zink MR? https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24839
<karolherbst> even with that I probably won't enable it as I want to figure out what to do with the loading side, but we could at least merge all of the enablement stuff
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<karolherbst> "rusticl/kernel: lower vec8/16 to vec4" needs to be moved to zink as well, but we probably want to do that later as well
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<pac85> I have a patch that introduces a driconf to fix a misbehaving game. Should it have a backport tag? If so, since there is no particular commit that it fixes, would it be `Cc: mesa-stable`?
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<mareko> at least I now have a video to forward to our ROCm folks
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<pendingchaos> pac85: if it fixes a game for stable releases and is small enough, why wouldn't it be backported?
<pendingchaos> "Cc: mesa-stable" is the tag to backport to all current stable branches (23.1 and 23.2)
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<mareko> zmike: the pass you're working on that converts lowered IO to derefs would be useful to have in the NIR core
<mareko> i.e. lower IO for all drivers -> optimize -> unlower IO for drivers that need derefs
<alyssa> karolherbst: CI is dead today, continuing to reassign marge is fruitless :(
<alyssa> all the whiskeylakes are dead and also the llvmpipe traces are dead (-:
<karolherbst> the last pipeline only had one failed job :')
<alyssa> consider not merging code, it works great for me
<karolherbst> :D
<karolherbst> fair enough
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<alyssa> if your MR targetted asahi/mesa it would've been merged yesterday! :-)
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<karolherbst> :D
<karolherbst> but but...
<alyssa> alternatively push patches to disable the broken jobs
<alyssa> but that's only gotten me in trouble so downstream it is! :)
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<karolherbst> I'm going to make that tomorrows me problem
<pac85> pendingchaos: yes it's pretty small and the game has been broken since 6139493a. I guess I could have a fixes tag on that commit since there would be no point in backporting it any further (even though there is nothing wrong with that commit by itself, it just triggers bad behavior in the game)
<pac85> Uh CI is broken currently? I guess I'll try again tomorrow for this patch then. I came back to it seeing a commit by alyssa disabling a CI job that made my merge fail the first time
<alyssa> pac85: CI is usually broken
<alyssa> but it's especially broken today
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<pac85> alyssa: uhm that 90% rate of failed merge pipelines tells me there is no point in reassigning marge
<alyssa> pretty much
<alyssa> welcome to mesa
<pac85> alyssa: thank you, btw I'm not exactly new, you might have seen me around as "antonino". On that note I wonder if you got to do anything with that passthrough gs shader in the end
<alyssa> I've paged out GS, working on other stuff right now
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<pac85> Good I guess. Btw that thing took me forever to get "right". It was there before I did anything with it but was used in rare cases so pretty much untested. When I did my first MR on zink I had to enable it in more cases and as soon as I did all hell broke lose
<alyssa> yep
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<DavidHeidelberg[m]> CI isn't that much broken, currently the underlying infra is KO. Before migration everything worked (reasonably) well. Easiest way to usually differentiate is seeing mesa build job flakes, because that's not usually caused by real compilation errors, but unstable infra.
<DemiMarie> Will the kernel driver tests help with the security of the kernel?
<pac85> DemiMarie: graphics kernel drivers? Are they tested directly?
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<LaserEyess> is there a process for getting a mesa commit into a stable branch? In particular: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24836, as this fixes some pretty frequent hangs on rdna2/3 cards
<pendingchaos> creating a MR targeting the staging branch (optionally with the release maintainer assigned)
<LaserEyess> thanks
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