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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<gfxstrand> cmarcelo: By inspection
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<gfxstrand> cmarcelo: I'm gonna run CI on it quick to see if anything blows up
<gfxstrand> I suspect we've just gotten lucky here because glslang always puts the patch decoration first
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<linkmauve> “00:01:49 karolherbst> do we still have GPUs without MMUs produced today?”, my Mali400 says hi.
<linkmauve> My countless* Mali4xx.
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<HdkR> The billions of Utgard devices that refuse to accept G31 in to their life
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<linkmauve> I got my very first non-Utgard Mali GPU two months ago…
<linkmauve> A G52 which I haven’t had the time to test yet.
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<yrlf> i have a question about a weird graphics issue I found that is likely DRM/DRI/modesetting related, and I have been directed to here since people suspect it's a driver bug
<yrlf> I have an Onda Oliver Book; a small Intel Gemini Lake refresh convertible with a DSI connector and (I think?) LVDS panel; i915 completely breaks what is displayed on the screen when it enables modesetting, nomodeset works
<yrlf> when modesetting is enabled, the screen stays broken until I *start and exit* sway (specifically sway, weston or X11 doesn't work), then modesetting works fine
<yrlf> I have some log dumps and a dump of drm_info before and after fixing the mode with sway
<yrlf> my suspicion is that the initial modeset by i915 somehow fails to set the mode correctly, though I don't know how to debug that
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<yrlf> Okay I might have botched the terminology about panel types; at least, linux lists a DSI-1 device that is the one being used, and it's an LCD panel
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<kisak> Looks like mesa 23.2.1 made it through the build farm without anything strange. RUSTICL survives another point release.
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<karolherbst> nice
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<karolherbst> kisak: fyi, I'll depend on meson-1.3 on the next release, probably. also I'm considering bumping the rustc version. What version is currently available to you?
<kisak> meson is something I can bump in kisak-mesa-build-deps currently ~0.61.2 or newer ( https://launchpad.net/~kisak/+archive/ubuntu/kisak-mesa-build-deps/+packages )
<kisak> rustc debian packaging is unlike anything I've seen in debian packaging and not something I'm going to bump. https://packages.ubuntu.com/search?keywords=rustc&searchon=names&suite=all&section=all looks like 1.41.0 is the oldest with Focal arm
<kisak> oh right, n/m, I'm not building rusticl on Focal, so 1.66.1 or newer.
<kisak> 1.58.1 on Jammy arm ...
<kisak> err, where's that coffee, it's 1.66.1 on Jammy arm (updates channel)
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<Lynne> I found a document mentioning that constants can be given to shaders by also embedding them in descriptor buffers
<Lynne> how does this work? you just assume that e.g. a structure has some size (skipping vkGetDescriptorSetLayoutSizeEXT) and you just bind it like anything else to a set binding?
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<karolherbst> kisak: there is a rustc-mozilla package
<karolherbst> used for firefox
<karolherbst> I wonder if it's on 1.65 already everywhere or something
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<kisak> looks like rustc-mozilla is Debian only, and maybe https://launchpad.net/~ubuntu-mozilla-security/+archive/ubuntu/rust-updates is the Ubuntu counterpart. Bindgen mashed up against that is an open question I'm not able to answer.
<An0num0us> how does the glsl ir in mesa represent switch statements? I do not see any instructions which would directly represent the statement or which could perform jumps
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<karolherbst> An0num0us: if else ladders
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<DemiMarie> karolherbst: is it a binary tree?
<karolherbst> mhhhhh, it's not
<karolherbst> but maybe that wouldn't be such a bad idea
<karolherbst> actually, that's probably always a win
<DemiMarie> Yup
* DemiMarie wonders if one could write a compiler for a GPU, that runs on the GPU
<karolherbst> DemiMarie: it's kinda pointless to do though
<karolherbst> or adds complexity you don't want to have
<karolherbst> most drivers cache compiled code anyway
<karolherbst> and most games do a "shader precompilation/caching" step when loading
<karolherbst> also, nobody wants to rewrite all the existing code :D
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<HdkR> It would of course also be ridiculously inefficient since you're running hugely scalarized code. You're not going to be able to run 32k threads of shader compiler
<karolherbst> could potentially tokenize in parallel
<karolherbst> but the problem also is that you don't have an API for "compile those 2000 shaders"
<HdkR> Create an extension just to try and improve fossilize compile times. Since that batches the world :D
<karolherbst> then we still have to figure out how to parallise the compiler :D
<DemiMarie> karolherbst: Modern query-based compilers can already use multiple cores, but I’m not sure if they can use 32k threads.
<HdkR> 32k with no stack space mind you
<HdkR> Might be a bit tricky
<DemiMarie> Where is the best place to follow virtio-GPU’s Xen, AMD, and Intel ports?
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<DemiMarie> I’m going to be adding GPU acceleration to Qubes using virtio-GPU native contexts so this is rather important :)
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