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<sgruszka>
#mm
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<pq>
DemiMarie, I have no idea. Don't you get a crash dump? If the GPU is actually stuck enough to need any kind of reset, then does that not mean that all debugging tools are also dead until reset?
<pq>
DemiMarie, think how you'd debug a hung CPU. Not a hung process, but a CPU.
<MrCooper>
some hangs are just shaders which never terminate, which is debuggable in principle
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<pq>
I suppose you'd have to disable job timeouts to do that, which also makes your desktop prone to freeze if any screen update happens to depend on the stuck job?
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<mripard>
jani: I'm aware of the issue with select vs depends on wrt to dependencies of the "upper" dependencies, but it's not clear to me how you would like to fix it
<mripard>
a visible symbol with default y that drivers would depends on?
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<pq>
Would there be any difference in GLSL for any type of uniform, whether you access it directly or pass it through a function parameter? Can I trust that if the compiler accepts the code, then there is no performance penalty from passing the thing through a parameter? e.g. a 'uniform sampler3D foo' or 'uniform float bar[10]'
<pq>
ES SL 1.00, specifically
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<emersion>
(hm actually nevermind, that issue would not be relevant here!)
<pinchartl>
I don't think KDFS supports all the formats I care about indeed
<pinchartl>
but it's the closer to a universal description that I have come across, and it could be extended
<pinchartl>
so I may need to create a new file format...
<pinchartl>
my use case is dumping frames captured from cameras in a way that doesn't require any format conversion (just dumping the bytes from the buffer), with enough metadata to make it possible for tools to convert the frame to something else
<DavidHeidelberg>
I looked for inspiration in src/gallium/auxiliary/nir/nir_to_tgsi.c handling, but without NIR knowledge implementing the logic is painful
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<mareko>
DavidHeidelberg: can you print TGSI and the failing NIR instruction?