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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>
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
<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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