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<orbea>
es2gears (and various opengl programs like mpv) is segfaulting with the current mesa git on my musl-1.2.4 system, any ideas? https://termbin.com/91rj
<orbea>
this only happens when mesa is compiled with -O1 or higher
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<bbhtt>
karolherbst: #llvm says it's a bug in mesa because llvm doesn't expose the necessary functions. The problem is the multi arch libdir `/usr/lib/$arch_triplet`
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<pq>
mattst88, cool, thanks!
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<aralmeida>
20 aka 28-8 is 20, so 12800/192 is 66 minus 64 is 2 2=28 leading zeros together with 28 aka 28+2 is 30, so provided that you can divide with 64 to pack that tree, or have remainder tree from constant divison that's larger, it as expected is something to approve, but another way i described is also good and even preferred (no loops needed at runtime) but this can be constructed in this lang too. Extremely good even , scala is as smart
<aralmeida>
i think i understand what scala does, i do not think that anyone can understand the code, but i delt with such numbers for years in a row, so set is increasing order at least fictively cause it can be delta encoded , so say 20 30 40, so 20*64+30*128+40*192=12800 , now 12800/64 minus x times 64 in a loop is 8, now 12800/128 minus 64 is 36 64-36 is 28, so trailing zeros down from 28 is first element is
<aralmeida>
as I am :).
<aralmeida>
but i have similar concept for vintage hw, lacking bitwise and loops and opencl, but their method is good for anything considered a computer of modern kind.
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<DavidHeidelberg>
Who likes EGL? Who likes reviewing EGL MRs? Who likes reviewing X11 MRs? Who likes reviewing MRs which allows user-space to ditch GLX at some point? Who likes MRs which slightly violate the specifications? You can get everything! https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9989
<DavidHeidelberg>
Sorry for the roller-coaster of emotions :D
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<emersion>
WSI \o/
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<karolherbst>
bbhtt: but it works everywhere else
<karolherbst>
bbhtt: and using the `clang` path definetly doesn't work
<karolherbst>
bbhtt: we've been there, like all those suggestions there don't work
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<karolherbst>
I'm sure it kinda depends on how things are built, but...
<karolherbst>
bbhtt: but yeah.. I _think_ the relative prefix might be what we have to deal with here
<karolherbst>
but I don't know what exactly
<karolherbst>
mind figuring out what that's set to when building llvm/clang?
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<karolherbst>
bbhtt: also.. the clang binary path works, because it's doing relative magic, you could also pass in /usr/whatever_dir/whatever_file and it would work
<karolherbst>
so that the clang binary path works is merely coincidental
<karolherbst>
I've fixed this part at least 5 times now :D
<karolherbst>
and the current version is what works best so far
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<bbhtt>
karolherbst: Do you mean prefix or the CLANG_RESOURCE_DIR when building llvm?
<karolherbst>
the install prefix
<bbhtt>
prefix is `/usr`, libdir is `lib/$arch-triplet`
<karolherbst>
bbhtt: anyway.. reading the source of GetResourcesPath it suggests that you have to pass in the so file, not the executable :)
<karolherbst>
mhhhh
<karolherbst>
and still.. `CLANG_RESOURCE_DIR` is clearly wrong
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<karolherbst>
I should check how CLANG_RESOURCE_DIR is actually computed
<karolherbst>
bbhtt: is the packaging setting `CLANG_RESOURCE_DIR`?
<bbhtt>
karolherbst: Nope, but I/we tried setting it twice to check
<karolherbst>
let's see...
<bbhtt>
the full path doesn't work, relative like Fedora doesn't work
<bbhtt>
karolherbst: Yea that's what I also got, thanks
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<karolherbst>
and the solution can't be to call clang
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<DemiMarie>
karolherbst: I think you may need to make the PR yourself, sadly.
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<karolherbst>
but I could complain for 5 years instead before finally doing it
<dwfreed>
:D
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<jenatali>
karolherbst: just embed the headers and be done with it IMO
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<orbea>
any ideas why es2gears is segfaulting on my musl-1.2.4 system when when mesa is compiled with -O1 or greater optimizations? https://termbin.com/91rj
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<karolherbst>
jenatali: yeah... probably...
<karolherbst>
I just don't want to know what potential other issues this leads us to when clang diverges from the included header and distros not rebuilding mesa on every clang rebuild :D
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<psykose>
orbea: if that's master it almost looks like a stack overflow
<psykose>
try -Wl,-z,stack-size=0x200000
<psykose>
(2MiB)
<orbea>
will try...
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<orbea>
psykose: no luck
<psykose>
er
<psykose>
mesa is a library so the linker flag does nothing
<karolherbst>
but that would give you growable stacks in threads
<orbea>
a friend also reproduced that using their alpine
<karolherbst>
and makes realloc also way easier to use
<karolherbst>
*implement
<psykose>
hmm, never saw that crash before
<psykose>
but i never tested aco specifically
<psykose>
i can try that rn
<orbea>
:)
<psykose>
is there a way to force aco-only or do i have to build an llvm-free radeonsi first
<orbea>
i thought it was default
<psykose>
well if it's default then it works for me
<psykose>
i'll try build this mupen thing real quick
<psykose>
does this even have a build system
<psykose>
sigh
<orbea>
thanks
<orbea>
its uses cmake
<gfxstrand>
Ugh... Sometimes I hate GL. "Why do we need DualSlotInputs?!? Why does anyone care about this information?!? Oh, right... It's because OpenGL decided that a dvec4 should take a single location when used for VS inputs for $reasons"...
<karolherbst>
people should have written the compiler implementation for this before accepting this into the spec tbh
<psykose>
orbea: where specifically? -core has like nothing in it
<orbea>
i asked the simple64 dev if he'd be willing to make his build system support distros more and got a strong "no"..., rmg was much more willing to help out :Shrug:
<gfxstrand>
karolherbst: Yeah, they should have. We learned better with Vulkan but GL is stuck the way it is.
<gfxstrand>
And people were arguing for the GL behavior for Vulkan for "consistency"
<gfxstrand>
Glad we dodged that bullet
<karolherbst>
oh wow...
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<gfxstrand>
I do wonder if it's possible to hoiste this stuff even further into ST so the compiler can most stop caring. I suspect no, though. Or at least I suspect it'd be tricky
<karolherbst>
yeah.. I think long term to make it the st's responsibility to lower this nonsense
<karolherbst>
is the right approach
<gfxstrand>
Well, ST already is.
<gfxstrand>
But as of mareko's latest patches, NIR is now preserving all that info. I can't see any reason for doing so besides letting us run even more NIR optimizations before input locations are assigned so that ST can still parse everything out.
<karolherbst>
yeah.. that's what I meant, I see no reason why drivers should be bothered with any of this
<gfxstrand>
Drivers aren't
<gfxstrand>
But core NIR is
<karolherbst>
ohh.. I see
<gfxstrand>
Well, drivers are still a little bit, maybe. I think drivers have to do location + high_dvec2 but that's it
<karolherbst>
yeah... I've done cursed stuff in this regards for codegen, but that's maybe also due to legacy reasons
<gfxstrand>
Probably?
<gfxstrand>
I mean anything with GL is "legacy" reasons, no?
<karolherbst>
gfxstrand: in case you have any better ideas ^^
<jenatali>
gfxstrand: Yeah in #freedesktop it looks like Eric found the problem
<gfxstrand>
\o/
<gfxstrand>
karolherbst: Ugh...
<karolherbst>
same
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<karolherbst>
it's kinda annoying that opt_deref (or whatever translates copies to copy_deref) and opt_memcpy fight each other here and you can end up with a bad path giving you scratch mem even though you don't need it...
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<mareko>
gfxstrand: I'm pretty sure you don't have to handle high_dvec2 in any gallium drivers, it's just for a few passes to be able to compute VS input locations correctly, and for st/mesa to lower it
<mareko>
high_dvec2 only exists for the GLSL linker and st/mesa
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<gfxstrand>
mareko: So is the location correct and high_dvec2 is just info?
<gfxstrand>
Or is the actual locaiton slot + high_dvec2?
<gfxstrand>
Not that any of this matters for Vulkan
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<mareko>
gfxstrand: the actual location is location + high_dvec2, but gallium drivers can ignore it because st/mesa set the result nir_intrinsic_base
<mareko>
I don't actually really know, I would have to remind myself at how st/mesa works
<mareko>
gfxstrand: one sure reason for high_dvec2 to exist is to be able to DCE "low_dvec2" without breaking everything, previously we couldn't do that
<gfxstrand>
mareko: Yeah, I get why it's there. I'm annoyed by GL but that's nothing new. 😅
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<mareko>
nir_opt_varyings started eliminating unused "low_dvec2", but that broke VS inputs because high_dvec2 was only ambiguously expresed in nir_intrinsic_base, and it only worked because dual slot VS inputs were never DCE'd partially, well they are now
<gfxstrand>
yeah
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<DemiMarie>
gfxstrand: Full C syntax is not that hard, look at the Tiny C compiler. If you need to support OpenCL C++ then I agree.
<DemiMarie>
gfxstrand: My peeve with Android is that nobody uses upstream drivers.
<gfxstrand>
Well, yes
<gfxstrand>
We're all peeved about that
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<DemiMarie>
Apparently it is because there is no market pressure to upstream drivers and reverse engineering takes too long.
<DemiMarie>
Of course Intel and AMD manage to have launch-day upstream support.
<DemiMarie>
Is this Google’s fault.
<gfxstrand>
Maybe? Kinda?
<gfxstrand>
It's more because the driver stack is dictated by the OEM and they always take the HW vendor's driver.
<gfxstrand>
Google could break that chain by using Mesa in a phone since they are the OEM for the pixel devices.
<DemiMarie>
That would cause delays, though, because that stack must be reverse engineered.
<DemiMarie>
What I would do if I were Google is turn on module signature checking and say all modules must be signed by Google.
<DemiMarie>
Or just make Mesa a hard compatibility requirement.
<DemiMarie>
Maybe Google doesn’t have enough clout in the Arm space? Not sure.
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<mattst88>
heh, I have some memory of a story about an android game that was actually shipping freedreno in their apk
<mattst88>
so that their game would use it instead of the system-provided proprietary driver
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<gfxstrand>
Yeah, there's a couple of those
<gfxstrand>
DemiMarie: Google has been in an interesting dance with the Arm ecosystem (and Qualcomm in particular) for the history of Android
<gfxstrand>
Let's just say that clawing back control is slow-going.
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<DemiMarie>
gfxstrand: who is winning?
<jenatali>
gfxstrand: Ping on !22298, I'd like to land that if you're not too strongly opposed
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<JohnnyonFlame>
having an odd issue with rdna2/linux 6.2, every now and then my entire video output freezes and I can't even drop to tty, sound/network are still clearly working since I can hear video playback going
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<gaudeamus>
i just wanted to test your big words about mental illness, scalas actual problem in bitsetlike file is the function in keyiterator, where the divide and conquer loop alike thing happens, if the word is changed to more than 64 it can be gotten rid of, however then you would have to get rid of the super bitcount intrinsics too, not sure why they endorse such hw code cause single instruction is likely very fast but the dc loop could be
<gaudeamus>
expensive, however modern computers do it fast in fact, overall i do not like this loop where !contains is in the file, but this can be easily redesigned. But for a 15year old solution, it was a good start for both performance and space efficiency. For the context that loop should be the thing that adds the 64's one by one with a step of 1digit back, so that loop and inner test of bool returning element inclusion in the set could be
<gaudeamus>
just removed, as it limits the performance. otherwise the lang is good looking. I assume that limiter and bitcount over complication is intentional performance hinderer.
<dwfreed>
ugh
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<dwfreed>
if you see me speak immediately after our friend there, *don't* do anything
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<dwfreed>
Kayden: emersion: ^^^
<Kayden>
dwfreed: ah, thanks, did not realize you were here handling it :)
<dwfreed>
Please feel free to ping me (preferably by PM) if I seem to have missed it
<Ermine>
Not every client shows joins/parts/modesets/kicks