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<DemiMarie>
Could the needed driver support for virtio-GPU native contexts be standardized as a Vulkan extension?
<DemiMarie>
I’m thinking as a VK_EXT_command_serialization extension.
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<jenatali>
karolherbst: ack. I've briefly thought about it a long time ago so I'm happy to talk through it if you want (when I'm actually around anyway)
<jenatali>
zmike: eric_engestrom: +1
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<dj-death>
Ermine: could you file an issue with the meson arguments you're using?
<dj-death>
Ermine: looks like a meson dependency missing
<mripard>
jani: thanks for the DRM_DW_HDMI review, I'll merge it today so we can have plenty of testing time
<jani>
mripard: not really detailed review, but I did eyeball it through and didn't see anything obviously wrong
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<karolherbst>
jenatali: yeah.. I think atm I don't really know _how_ I want this to look like. I've pushed a new version where I added a `spirv_create_prog_var_init_shader` function so we can do something differently there.
<karolherbst>
and my initial idea was to simply construct a shader from the constants instead
<karolherbst>
the use of the global variables is all done and I have tests passing as long as you don't have a ptrAccessChain in the specconstantop
<karolherbst>
the difficult part is just silling that value...
<karolherbst>
_but_
<karolherbst>
we could also just say: fuck caching it, just pass the address when compiling
<karolherbst>
and the buffers location is just an input to the compilation
<karolherbst>
_but_
<karolherbst>
that also requires having a layout for the data, becaue ptrAccessChain...
<karolherbst>
so I kinda think building a shader by having a custom `vtn_handle_constant` is probably the way to go...
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<karolherbst>
and if this shader remains empty because there is no ptrAccessChain you can just throw it away and use the initializer to init the buffer without running a kenrel
<karolherbst>
and if there are instructions you just run the code
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<pq>
emersion, sima, did anyone end up officially documenting that 'stride' is well defined also beyond LINEAR modifier formats? I'd like to link to such doc.
<emersion>
yes
<emersion>
hm
<sima>
I think we accidentally burried into some kernel internal api
<pq>
you probably guess what weston issue+MR I'm replying to :-p
<karolherbst>
cursed: "decl_var global INTERP_MODE_NONE none uint64_t p_var = &a_var"
<karolherbst>
though that makes me think...
<karolherbst>
do we want to allow deref chains on variable initializers?
<karolherbst>
the indicies would be all constant
<jenatali>
karolherbst: for constants, why do you need an init shader? You're going to allocate a buffer for the globals, why can't you just parse out the data that needs to be uploaded to the buffer from the host side?
<karolherbst>
jenatali: because ptrAccessChain is legal as a specconstantop
<jenatali>
I guess for pointers they'd need to be relative to the buffer base address but that still seems resolvable on the host side
<karolherbst>
how?
<karolherbst>
it can do any math on the pointer
<jenatali>
Oh, math, I see...
<karolherbst>
yeah.. it's the normal specconstantop and you could cast the address to an int and...
<karolherbst>
normal pointer math :)
<karolherbst>
so yeah.. without that detail it's all trivial and already working
<karolherbst>
what I've seen some compilers doing is to just place it at a fixed address
<karolherbst>
in the C world I mean..
<karolherbst>
I think gcc was like that?
<jenatali>
CLOn12 would probably do that honestly, since our pointers are emulated anyway
<karolherbst>
but we could also just always allocate a big enough buffer (as there is a CL limit for the max size) and just use the buffers address..
<karolherbst>
but that's wasteful
<jenatali>
What's the size got to do with it?
<karolherbst>
mhhh.. yeah.. but I can't really add an ABI like that I think? some drivers like iris could handle it, but not sure about zink and others
<karolherbst>
jenatali: If I want to know the buffers address at compile time, I need to allocate the memory before compiling
<karolherbst>
that would also solve the issue, just has the drawback of allocating early
<jenatali>
Oh I see it's because the spec constant stuff compiles out in nir instead of being preserved
<karolherbst>
yeah...
<karolherbst>
vtn just resolves the entire constant and you get the final result
<karolherbst>
we need to support initializer/finalizer kernels anyway, so the runtime needs to be able to do that anyway
<karolherbst>
so I think spilling the chain if there is a pointer isn't that worst idea here...
<jenatali>
Could you add a way to not do that for addresses, so you can parse out a "load base address" + offset expression?
<karolherbst>
I was considering this, but the expression could become very complex
<jenatali>
But yeah putting it in an init shader also makes sense
<karolherbst>
at which point you could just have a shader doing it...
<sima>
pq, yeah I tried to sign up emersion to type up a really crisp one but I guess I failed :-)
<emersion>
lol
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<sima>
anyway I'll disappear for easter ...
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<zmike>
anyone remember which desktop GL version/ext added linear float filtering?
<DemiMarie>
sima: hundred? Wow! Why are there so many more KMS drivers? Bad vendors that won’t open source their userspace and so their DRM driver gets NACKd?
<linkmauve>
zmike, GL 3.0, with GL_EXT_framebuffer_sRGB, IIRC.
<zmike>
nice, thanks
<linkmauve>
Not sure about GLES though.
<zmike>
ES has an extension for it
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<pinchartl>
zmike: sounds like "there's an app for that" :-)
<zmike>
yep
<zmike>
anyone remember which desktop GL version/ext added BGRA8? or was that always core functionality
<mareko>
some GL 1.x
<zmike>
that's what I thought...
<zmike>
wew these tests.
<mareko>
GL 1.2
<pq>
DemiMarie, you can see 65 sub-directories under driver/gpu/drm. Why wouldn't they be separate drivers?
<pq>
DemiMarie, successful upstreaming increases the number of upstream KMS drivers.
<DemiMarie>
pq: I thought each upstreamed DRM driver had to have a counterpart in Mesa, and that Mesa had far fewer drivers than that.
<pq>
KMS drivers don't have matching Mesa drivers at all
<pq>
I mean, KMS-only drivers
<DemiMarie>
pq: I am trying to understand why the fraction of KMS-only drivers is so high.
<pq>
lots of different display chips from lots of vendors?
<pq>
not just physical chips, but logical chips that manufacturers can embed in SoC
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<mripard>
and it's much easier to design as well
<mripard>
so vendors will typically use their own display controllers together with an off-the shelf GPU from a handful of vendors
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<mareko>
alyssa: I don't really know ;)
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<alyssa>
mareko: recent mali is legitimately nice hw
<alyssa>
it's just universally glued to garbage SoCs with little memory bw
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<DemiMarie>
Are Google’s Tensor cores garbage?
<DemiMarie>
*Tensor SoCs
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<dwfreed>
DemiMarie: as I understand it, they're mostly Samsung Exynos SoCs plus an NPU core
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<DemiMarie>
dwfreed: are those any good?
<pac85>
I always wondered, in those ISAs that pick the lowest PC as a scalar PC when diverging and masking threads based on vector pc==scalar pc like adreno, what is the advantage compared to the AMD or the AGX approach? On nvidia the HW actually runs branches concurrently but when it's still masking one branch at a time how is the extra complexity justified?
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<dwfreed>
They're not amazing (certainly no Snapdragon), but they're not awful, either
<dwfreed>
I have a Pixel 6 Pro and it works fine
<zmike>
mareko: how do I make glthread sync for a function?
<zmike>
like GetError does
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<zmike>
punted to ticket
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<alyssa>
cwabbott: wow @ your latest MR!
<alyssa>
amazing
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<HdkR>
Congrats! More drivers with ray queries!
<pac85>
Amazing work!
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<jenatali>
\o/
* jenatali
really needs to add that to the DXIL backend at some point
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<cwabbott>
thanks! although in the end it was just a looot of copying stuff from radv and hacking it until I figured out what it actually did
<glehmann>
adreno living up to its name
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<mareko>
zmike: marshal="sync" in the xml
<zmike>
thx
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