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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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<Ermine> Hello, I'm trying to build mesa main, and I've got this error message: https://paste.sr.ht/~ermine/9ea0dd89b6db21f85fe8049b43da7fca79293ba0
<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
<pq> thanks!
<sima> unfortunately it has this "usually" qualifier in there :-/
<emersion> maybe it's not precise enough
<emersion> yeah…
<sima> I thought we've had a sharper one somewhere
<emersion> same…
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<pq> uhh, yeah, it seems to totally miss the wording "divided by tile height" for tile-row to tile-row number of bytes
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<sima> rm_format_info_min_pitch is probably the most authoritative source for anything that's block-based
<sima> *drm_format_info_min_pitch
<sima> but it's not documented anywhere I could find it :-/
<sima> so maybe should add that
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<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...
<pq> sima, I guess it's your turn to argue about 'stride' in https://gitlab.freedesktop.org/wayland/weston/-/issues/896
<jenatali> True, could do pointer math to get a difference, at which point it's no longer a trivial single offset
<karolherbst> and because init shaders need to be supported anyway there isn't much to win
<jenatali> Ok I'm sold
<karolherbst> writing the code is just annoying :D
<karolherbst> but I think I'm almost there
<jenatali> Cool
<karolherbst> the issue is just that the CTS tests with a single `= &var;` thing, so I'll need to test with more complex expressions later
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<sima> pq, typed up something ... I kinda don't why we need to have an even more random definition of stride
<sima> at least for the upstream stack
<pq> thanks
<sima> "some drivers are still crap at input validation" is really not a good reason
<sima> and there's a very unfortunate design issue why we can't do this check in generic code, drivers can overwrite the format_info stuff
<sima> we'd need to lift a pretty big chunk of the format validation from drivers to drm core to change that
<sima> plus there's the entire "guess the format_info for the implied modifier case"
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<DemiMarie> sima: You can probably guess what I think about moving input validation to generic code 🙂. (I like it.)
<sima> we're trying ...
<sima> but with a hundred or so kms drivers every tiny move becomes an entire internship project real fast unfortunately
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<alyssa> mareko: Arm's ISA is really sane here?
<eric_engestrom> zmike, jenatali: you're welcome, and thank you for showing your appreciation... but also: what are you saying thanks to? 😅
<eric_engestrom> from the timing of your message, I'm guessing the mesa releases?
<jenatali> That's my assumption what Mike was going for. That's what mine was at least
<eric_engestrom> :)
<eric_engestrom> ❤️
<zmike> mesa releases 👍
<pq> emersion, sima, maybe you were thinking of https://gitlab.freedesktop.org/pq/color-and-hdr/-/blob/main/doc/glossary.md#stride ? That's hardly authoritative for the kernel though. :-)
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<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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<jenatali> Very cool
<karolherbst> it's all very hacky, but I'm slowly getting an idea how to implement all of this :D
<karolherbst> mhh.. I also need to figure out how to launch internel kernels, because I don't do anything of that yet...
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<karolherbst> I wonder if I want to do a CL meta thing...
<HdkR> karolherbst: You want to do a CL meta thing.
<karolherbst> I actually don't
<karolherbst> though I could restructure things internally a bit to make that trivial to do
<HdkR> It sounds like a good idea to me :)
<karolherbst> what shader lanugage is the vulkan meta thing using anyway?
<HdkR> I must have missed the Vulkan specific meta thing rather than the CLC shenanigans
<karolherbst> I need something for running memcpy shaders, but I'd rather not go through the CL API for that, because that's kinda annoying tbh :D
<HdkR> I thought that was the point of the clc integration? The shaders end up being CL, but the API is just fancy NIR compute?
<HdkR> Sounded like the best case scenario, aside from the whole requiring LLVM bits during compile time :D
<karolherbst> sure.. but I need to run internal nir shaders
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<HdkR> Isn't that basically what asahi uses them for?
<karolherbst> no, thye have them written in OpenCL C
<karolherbst> which I can't for some use cases
<HdkR> Interesing
<karolherbst> yeah... I need to spill spirv initialzers to a shader, soo...
<HdkR> wha
<HdkR> Cursed
<karolherbst> yes...
<karolherbst> so you can have global variables being pointers and you can initializer them with pointers obviously
<karolherbst> and random pointer path
<HdkR> This smells a lot like cuda
<karolherbst> probably that's where the idea was from..
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<HdkR> meta cuda compiler time
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<karolherbst> I think I found a spirv translator bug :'(
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