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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<tertl8> hi
<tertl8> how does is dri-devel a driver that is independant of the type of hardware?
<CounterPillow> mesa implements vendor-agnostic APIs such as OpenGL or Vulkan, but the way it does this is through hardware specific kernel uAPIs. However, this approach allows sharing quite a bit of code (in OpenGL's case the entire state tracker)
<tertl8> so dri-devel is for mesa?
<tertl8> i have a hard time with the nomenclature of linux graphics when it comes to drivers
<CounterPillow> This channel talks about various bits of the Linux graphics stack, but yes, mainly mesa.
<CounterPillow> https://lwn.net/Articles/955376/ this may help
<tertl8> oh ok, thank you
<tertl8> do you see a future with OpenCL? i know theres a newish rusticl, but it seems to be overshadowed by cuda and rocm
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<tertl8> i was going to try openCL on my steamdeck, but got a lot of errors with the code i tried...
<Calandracas> IMO cuda and rocm is cool for like supercomputers and stuff, but for like for a lot of "normal" applications, OpenCL is often a better fit
<tertl8> gonna try pyopencl on my nvidia box
<tertl8> idk, nvidia has alot of stuff like cuDF that works just like pandas but sends the dataframes to GPU
<tertl8> the 'rapids ai' stack is kinda like nvidias version sklearn and numpy and cupy
<tertl8> the ease of use it what makes it usable for me
<Calandracas> OpenCL HPP bindings and C++ for OpenCL improve ease of use tremendously from my experience
<Calandracas> is much more portable, and not locked into nvidia's ecosystem, or stuck with ROCm's availability
<Calandracas> ultimately, different tools solve different problems, and you should use the solution that works best for your project
<HdkR> tertl8: Steamdeck doesn't ship CL drivers is why. You get the CL loader only which will return zero platforms.
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<tertl8> ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
<tertl8> yeah openCL seems to work good with nvidia propietary...not sure about nouveau
<tertl8> i even got the nbody to display
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<Calandracas> rusticl works well on my amd, nvidia (nouveau), and intel gpu
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<yshui`> i have a question, how does mesa choose which set of symbols to export? for example, there's glGetQueryObjectuiv but no glGetQueryObjectui64v. does mesa export symbols from a certain version of OpenGL?
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<karolherbst> yshui`: symbol version files
<karolherbst> yshui`: also... the gl spec requires you to export certain symbols
<karolherbst> other symbols are expected by games due to bugs
<karolherbst> but for most newer functions you should retrieve the func pointer at runtime
<yshui`> i see, can you point me to the part of the spec? i am not very familiar with it...
<karolherbst> I don't know where it's written either
<yshui`> all i can find is this obsolete abi spec: https://registry.khronos.org/OpenGL/ABI/
<karolherbst> and there is also glvnd now
<yshui`> karolherbst: i think because of glvnd export a lot more symbols, so i never thought about this problem until now.
<karolherbst> oh it does?
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<karolherbst> yeah well..
<yshui`> karolherbst: it has `glGetQueryObjectui64v` as least
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<zlice> has anyone built mesa with llvm17? having an issue where gallium/swrast has undefined symbols in xorg log and dri ends up not being found
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<psykose> works for me
<psykose> what's in the log
<zlice> sry d/c trying to fix. you mean my xorg log ?
<psykose> ye
<zlice> [ 5742.829] (EE) AIGLX error: dlopen of /usr/lib64/dri/swrast_dri.so failed (/usr/lib64/dri/swrast_dri.so: undefined symbol: amdgpu_va_get_start_addr)
<zlice> nm shows U (undefined) for it
<psykose> which version of mesa are you building
<zlice> 24.0.0-rc2 and 24.0.0. void linux just updated llvm to 17, so if it works for you it could be on that end
<zlice> building 23.3.5 works, way less undefined symbols in gallium_dri
<psykose> do you have a libdrm older than 2.4.119
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<zlice> no, had to update to 2.4.119 for 24
<psykose> that symbol should be on libdrm
<psykose> i think
<zlice> well, maybe it's me then. because my system shows 115 -.- let me re-update
<psykose> yeah, it is
<zlice> brb
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<zlice> ya that was it. just the pain of keeping things in sync across flopping too many things and kicking cans down the road forever. thanks psykose
<psykose> np :)
<psykose> libdrm is always safe to update so you can just roll that to 120 separately right now
<zlice> good to know. main problem is it's a small team and even some small updates go a long time without being touched. some packages go over a year with no action
<soreau> libdrm as mesa subproject when? :P
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<Calandracas> zlice, is it working for you now? I was very involved in void's llvm17 update. We rebuilt both llvm17 and mesa last night
<zlice> calandracas: yes i got it. just bc i had a libdrm pr, and ffmpeg6, and meson...and floating mesa
<Calandracas> Ah nice, glad to hear its working
<zlice> thx
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<cheako> I saved this from my steamdeck, I don't remember what I was doing... but I figure any crash on that platform is a valid bug: https://dpaste.com/7E5DVUSTD
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<JoshuaAshton> Currently travelling so I started finally writing a Gamescope backend that uses Wayland + subsurfaces
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