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<kusma> jenatali: Did something regress on Windows recently? https://gitlab.freedesktop.org/mesa/mesa/-/jobs/59481473
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<sumits> tzimmermann, mripard: I'm trying to push to drm-misc-next, but get an error 'You are not allowed to push code to this project'. Has something changed?
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<wens> it seems someone pushed a commit to drm-misc-next-fixes when it likely should have been to drm-misc-fixes
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<lumag> mripard, dumb question. Whose acks do I need to collect to land https://lore.kernel.org/dri-devel/20240528-panel-sw43408-fix-v4-3-330b42445bcc@linaro.org/ ? And should it go through the drm-misc or through the drm tree?
<mripard> lumag: you can land them through drm-misc, but ideally you'd need an ack from i915 and amd maintainers
<lumag> mripard, thanks!
<lumag> jani, rodrigovivi, gracious ping for the patch ^^ (I don't see AMD maintainers on the channel).
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<mripard> agd5f: ^
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<jani> so, uh, is this depends on what we want, or should it be select then?
<jani> +config DRM_DISPLAY_DSC_HELPER
<jani> +depends on DRM_DISPLAY_HELPER
<jani> +bool
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<jani> I'm no longer certain about anything :(
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<stsquad> can virglrenderer do something better than exit(-1) when it fails to fork the render server, it leaves everything else hanging
<HdkR> exit_group(-1)
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<jenatali> kusma: 🤔 we stood up a new runner, but it's passed those jobs before so it shouldn't be that
<jenatali> I've seen those assertions before. I think mareko hit them a little while ago? I don't remember exactly
<kusma> jenatali: BTW, it also seems like the d3d12 tests don't run in the nightly schedule, which makes it a bit hard to check what's *supposed* to happen...
<jenatali> Feel free to fix that 😊
<kusma> Seems the runner is different
<jenatali> That would be unfortunate and confusing if that was the problem...
<jenatali> kusma: it looks like the quick_shader job ran on one of the gstreamer runners and still failed... Seems like a code problem
<jenatali> But given the change I don't see how that's possible
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<kusma> Yeah, that doesn't seem very likely to me either...
<kusma> I think there's ghosts in the computers here.
<sravn> mripard: Have you seen patches for sun4i implemeting support for DRM_BRIDGE_ATTACH_NO_CONNECTOR?
<mripard> sravn: no, do you have a link?
<sravn> mripard: I think sun4i is the only driver using dw-hdmi that do not support DRM_BRIDGE_ATTACH_NO_CONNECTOR.
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<sravn> I may take a look at it and see if I can type the patches. It was brought up here: https://lore.kernel.org/dri-devel/d17341c2-3f97-41d6-8125-bff838149798@collabora.com/T/#md0cf12abd625fa6c816f67865d34eab3b91341db
<mripard> sravn: the dw-hdmi layer has mostly been done by jernej, so make sure he's in Cc if you send any patches
<mripard> but yeah, it looks like something we should address
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<stsquad> Why does mesa's meson complain about wanting to build GLX if I'm doing "meson setup -Dbuildtype=release -Dplatforms=wayland -Dvulkan-drivers=virtio" - or does OpenGL default on?
* stsquad tries with -Dglx=disables for now
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<zmike> -Dgallium-drivers=
<stsquad> zmike ahh thanks - actually I went for -Dgallium-drivers=virgl - I guess GLX is for older GPU drivers?
<zmike> glx is for all gl drivers
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<Company> on 24.1 (and Intel), do Vulkan and GL use different Wayland protocols?
<Company> like, one using drm_syncobj and the other not?
<dj-death> the wayland stuff is shared across drivers
<dj-death> on vulkan
<dj-death> and actually on GL too
<dj-death> but yeah different code paths, different rules
<dj-death> I remember explicit sync was added to vulkan
<Company> I'm trying to figure out https://gitlab.gnome.org/GNOME/gtk/-/issues/6730
<dj-death> not sure if that's the case in GL
<Company> I guess I can just run WAYLAND_DEBUG and grep for it
<Company> yup, Vulkan creates a sycobj, GL does not
<dj-death> could be that the surface is out of sync and it's not updating it again, just doing a blit?
<Company> then everyone would have that issue, but that just happens for one person with an external monitor
<Company> so I'm tempted to blame mutter
<Company> could also be that the Vulkan code is busted and fails to update the buffer - though I'd say that's unlikely because GTK recreates the swapchain so it's independent of the syncobj
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* Company assigns bug to Mutter so swick[m] and MrCooper can have a look
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<linkmauve> alyssa: Citra uses a GS for everything because that’s what the hardware does, it has vertex shaders and geometry shaders, but no fragment shaders as that is replaced with a fixed pipeline.
<alyssa> linkmauve: amazing (:
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<neobrain> Couldn't quickly find the context of the discussion, but IIRC there is a software fallback for the 3DS geo shaders
<neobrain> That fallback is actually needed for accurate emulation, since 3DS GS doesn't trivially map to host GS. Specifically certain types of vertex attributes have different interpolation rules
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<alyssa> neobrain: context was "I spent a week making GS fast on M1 in January when I found out how hard Citra hammered them"
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<FL4SHK[m]> is writing a Mesa based driver difficult?
<FL4SHK[m]> for a fully programmable GPU
<Ermine> I guess so
<FL4SHK[m]> hm
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<Ermine> GPUs are hard. I'm pursuing to become contributor to linux graphics stack, but so far I haven't figured it out
<FL4SHK[m]> I'm a hardware dev
<FL4SHK[m]> And a software dev
<FL4SHK[m]> and I have this project that I may be working on for the rest of my life
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<FL4SHK[m]> FPGA-based "PC" things
<FL4SHK[m]> I have this FPGA dev board with a large FPGA (~500k logic cells)
<zmike> kusma: for your mipmap question it would probably be good if you could be on the next call (2 weeks from today)
<FL4SHK[m]> I've been working on the fixed function part of the GPU so far
<FL4SHK[m]> ... though I'm still learning
<FL4SHK[m]> I can do the programmable part just fine, but the actual 3D rendering part is new to me
<FL4SHK[m]> so I'm writing a software based 3D renderer to learn the fixed function aspects of GPUs
<FL4SHK[m]> ... basically I plan to translate my software rasterizer into FPGA code
<FL4SHK[m]> Should be a fun time
<FL4SHK[m]> Got texture mapping working over the when
<FL4SHK[m]> the weekend*
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<Company> reading the code, it seems there's no way to turn off explicit sync via an env var
<Company> or am I missing a way?
* Company wishes there was a WAYLAND_DISABLE=protocol env var
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<daniels> no, there's no way
<alyssa> FL4SHK[m]: I don't think 500k is big enough for nontrivial performant 3D at modern resolutions, tbh..
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<pac85> Comformant vk1.3 in 1 month...this is witchcraft
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<pac85> alyssa: right I should have figured... Anyway seriously congrats!
<Company> and then another month for writing a blog post - life of a coder
<alyssa> pac85: thanks!!
<alyssa> Company: if I can write the driver in 26 days I can write the blog post in 26 hours
<alyssa> :P
* alyssa started writing on Monday night... :p
<Company> the other 25 days are for thinking "I should write a blog post" :p
<alyssa> Yup
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<Ermine> alyssa: magnificent work!
<Company> alyssa: was it on purpose that the zink screenshot has 1/3rd the fps of the Vulkan screenshot?
<alyssa> Ermine: thanks!
<alyssa> Company: stk's vulkan renderer doesn't implement any of the expensive lighting passes their gl does
<alyssa> but also zink on honeykrisp is like 1/3 the speed of our native gl
<Company> why is that?
<zmike> I'd assume because it's a tiler and the vendor id hasn't been added to the tiler paths in zink
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<Company> because Vulkan isn't optimized yet? Or because Vulkan can't be as optimized?
<Company> zmike: what do tiler paths do differently?
<zmike> everything
<Company> hehe
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<Agent_00Ming> Hi, I have encountered an issue concerning GL_INVALID_VALUE error being thrown by the nvidia proprietary driver when the same parameters work without trouble on AMD and Intel
<Company> I should learn about what's important to do different on tilers at some point
<alyssa> that's probably some of it, also honeykrisp is slow right now because it was written in a month, etc
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<Agent_00Ming> Does anyone have a clue as to why GL_INVALID_VALUE is thrown even when the texture has level:0, x:0, y:0, width:24, height:24?
<zmike> alyssa: a simple copy/paste of most TURNIP vendor id checks for whatever you're using will probably see sizable improvements
<FL4SHK[m]> <alyssa> "FL4SHK: I don't think 500k is..." <- really? 500k is a ton for an FPGA
<zmike> good pick of holocure for a demo though
<FL4SHK[m]> it's not the same as 500k transistors
<alyssa> zmike: probably. i'm more interested in dxvk :)
<zmike> you do you
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<FL4SHK[m]> That and I don't expect to reach performant 3D at modern resolutions
<FL4SHK[m]> I could buy a bigger FPGA
<alyssa> FL4SHK[m]: fair enough. I just remember looking at this and seeing that geezus gpus are area intensive because 1000s of FPUs
<FL4SHK[m]> an FPU for a GPU doesn't have to be fully IEEE 754 compliant
<FL4SHK[m]> what's a geezus GPU?
<FL4SHK[m]> a modern one?
<FL4SHK[m]> Modern GPUs aren't in the same class as what you can do with an FPGA
<FL4SHK[m]> even a really high end FPGA
<stsquad> haven't there been a number of open source projects that attempted to do 3D with an FPGA?
<FL4SHK[m]> Maybe, but I'm mostly doing this for me anyway
<FL4SHK[m]> I can open source the project though
* stsquad seems to remember there have been re-occuring attempts mainly driven by the poor state of open drivers in the past
<FL4SHK[m]> ah
<FL4SHK[m]> FPGAs don't reach the clock rates of modern COTS GPUs
<FL4SHK[m]> I'd be pretty happy with a 300-400 MHz GPU for my own project
<FL4SHK[m]> might go higher, but likely not as high
<FL4SHK[m]> likely not much higher*
<stsquad> https://en.wikipedia.org/wiki/Open_Graphics_Project was the one I was thinking of
<FL4SHK[m]> ah
<FL4SHK[m]> I have been told that Mesa can support an OpenGL 2 GPU with translating the more modern graphics standards into OpenGL 2
<FL4SHK[m]> is this true?
<karolherbst> if the emulation was written for it
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<FL4SHK[m]> ... maybe I'll have to do that
<FL4SHK[m]> This is going to be a long term project for sure
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<mareko> is it just me or is gitlab loading faster?
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<alyssa> mareko: update helped I guess? :)
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<karolherbst> still sad about the split db stuff not working
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<clever> ive got a problem that has been plauging my desktop for months now, anybody know how i could debug it further? [74306.977576] [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx_0.0.0 timeout, signaled seq=33463961, emitted seq=33463963
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<marex> eric_engestrom: Hi, I think the mesa tag mesa-24.1.1 should again be in branch 24.1 instead of staging/24.1 ?
<marex> it seems like only 24.1.0 is in 24.1 branch , not 24.1.1
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<mattst88> marex: it looks like he just forgot to push to 24.1
<marex> could be
<dwfreed> tags aren't branch specific
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<gfxstrand> Why doesn't nir_lower_idiv support int64?!?
<gfxstrand> I know it would probably want fp64 but still...
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<gfxstrand> The integer divide lowering in lower_int64 sucks so bad....
<alyssa> gfxstrand: because we already had the lowering in int64
<alyssa> i think
<alyssa> you could move it to idiv but then we'd ask why doesn't nir_lower_int64 support idiv?!?!
<alyssa> ;)
<gfxstrand> Well, they're fundamentally different approaches.
<gfxstrand> I'd be happy to have something in lower_idiv which gets invoked by lower_int64 so you can access it from either pass.
<gfxstrand> But generating a division algorithm if-ladder is just absurd
<gfxstrand> Seems to be a good stress-test for NAK, though. :joy:
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<alyssa> gfxstrand: fair enough
<gfxstrand> Reading the AMD LLVM code makes me sad
<gfxstrand> They do the same thing except on some platforms they emit a different thing that's still like 50 instructions or more
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<airlied> gfxstrand: the amd code in llvm? or the amd llvm code in mesa?
<gfxstrand> AMD code in LLVM
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<karolherbst> I thought the solution to 64bit idiv is to not bother, because people hitting real 64bit idiv obivously don't care about performance :P
<mareko> in this market, if you are slow at something, the competition will use it against you
<HdkR> Someone might implement the slowest/smallest radix divider and beat the lowered version :P
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<eric_engestrom> marex, mattst88: I didn't forget, I purposefully didn't push yet because each of these push triggers a CI pipeline and the CI is overwhelmed with everyone doing everything they couldn't do for the last couple of days (mostly trying to merge stuff), so I'm going to push the missing bits tomorrow morning once everything has died down
<mattst88> ah, cool. thanks
<eric_engestrom> I also only did the 24.1.x release and not the 24.0.x, for the same reason
<marex> eric_engestrom: ahh, thanks
<marex> eric_engestrom: no rush from my side, I just noticed it while bumping the mesa version locally so I reported it
<eric_engestrom> yeah no worries, I have forgotten to do the final push a few times in the past so it could well have been the case today as well ^^
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<eric_engestrom> also, I'm going to post an MR disabling most of the CI in the release pipelines, it's not very useful to run everything again, it's too late anyway and everything will have been run in the staging pipelines
<eric_engestrom> but not tonight, I need to sleep now :P
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<jrelvas> i just had a shower thought... if a gpu has a good enough display controller, then it could be possible to offload the entire window opening/closing effect in a desktop environment to KMS
<jrelvas> make sure the target window has its surface/buffer being scanned out by a hardware plane
<jrelvas> for "opening", transition the alpha from 1 to 0 and transition the scale from 0x0y to the buffer's actual size
<jrelvas> for "closing", transition the alpha from 0 to 1 and transition the scale from the buffer's actual size to 0x0y
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<zmike> eric_engestrom: 💪 💪 💪
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<Ermine> What does "blorp" mean?
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