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<sima>
agd5f, did some backmerge and conflict handling for your -next pull, please check
<sima>
tzimmermann, I also pulled in -rc5, iirc you wanted that, so if agd5f has nothing to complain about the amd conflicts you can backmerge
<tzimmermann>
sima, great. thanks a lot
<sima>
tzimmermann, note that I left out an -xe pull with some ttm changes, but those will get reverted so I think -next has all core/cross-driver things in-flight now
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<sima>
yeehaw, more amdgpu conflicts in drm-tip rebuilding
<sima>
airlied, ^^ also backmerge of -rc655
<sima>
*rc5
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<sima>
ok drm-tip is now also sorted
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<Company>
I found a new superpower yesterday: Because GL has no versioning, I can install F40 Mesa packages into F41 just fine
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<kwizart>
Company, I think fedora has built some static build options for mesa for some reason (maybe an attempt for use in distro agnostic manner, like flatpak)
<Company>
I'm a big fan because it means I can quickly do regression tests against 24.1 without compiling anything
<MrCooper>
it's generally expected that older Mesa builds work on newer distros, the other way around may not work though
<MrCooper>
Company: OTOH "meson devenv" allows doing so without installing anything, I guess which is preferable depends on circumstances and/or taste
<Company>
what's the process for fixes to end up in stable releases? Is that documented somewhere?
<gfxstrand>
If you have a really new version, anyway
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<Lynne>
yup, c23 is great, compiler support is still a bit lagging though, had to write my third or fourth meson+python .bin to .h program because #embed is still missing
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<gfxstrand>
jenatali: How tightly are we chasing new MSVC? Looks like we've had typeof since March or so.
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<glehmann>
what do you want to use it for?
<gfxstrand>
It's useful for all sorts of stuff. Basically any time you want to make a C macro typesafe.
<gfxstrand>
In this particular case, I want to make an auto-dlsym() macro
<gfxstrand>
I don't care about C23 everywhere. I want to be able to depend on __GNU_SOURCE__ || C23
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<gfxstrand>
It's just MSVC that's refused to implement typeof()
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<jenatali>
gfxstrand: what do you mean "we've had"?
<jenatali>
Oh I just scrolled up
<jenatali>
I'm about to head to the office, I'll try to see what versions we've got available on our internal build runners we use for releases. We're usually pretty up to date though
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<jenatali>
gfxstrand: Internally we've got 19.41.34120 which has it. Looks like Mesa CI containers are using 19.29.30154, which does not. You won't get pushback from me bumping the min VS version to 17.9. Not sure there's any other MSVC stakeholders these days?
<jenatali>
Based on the comments in that doc, we probably want to stick with __typeof__ until we actually start requiring C23 though
<gfxstrand>
cool
<gfxstrand>
Yeah, __typeof__ is fine
<jenatali>
I'll send a MR to rebuild the Windows containers, that should pull in a new enough version of VS
<gfxstrand>
\o/
<jenatali>
Hm. They were rebuilt in July, that should be new enough... must be something else using an old one, one moment
<jenatali>
Ah right, when Yonggang updated to VS2022 there were problems with using the latest build tools that I couldn't reproduce. I think I actually did fix those recently though, something with NaNs and bad SSE codegen in optimized builds. Let's try that...
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<gfxstrand>
I'm not gonna run around sticking __typeof__() everywhere just yet but it's good to know that we can soon.
<jenatali>
Yeah, I'm just happy to be able to remove one more "MSVC holding us back" thing
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<jenatali>
gfxstrand: Assuming !30877 builds/runs the Windows jobs successfully, we should be good to go
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<karolherbst>
is there a restriction how many mipmap levels a texture can have in OpenGL/gallium?
<jenatali>
karolherbst: 15 I think
<jenatali>
log2(16K dimensions)
<karolherbst>
yeah.. that would be an implicit restriction
<jenatali>
gfxstrand: I think there's an MSVC regression that broke deqp :( https://gitlab.freedesktop.org/mesa/mesa/-/jobs/62810427. If we need typeof sooner then we can baseline these fails but I'd like to try to dig in more and see what's going on
<karolherbst>
sadly cl_khr_mipmap_image doesn't state anything in this regard...
<jenatali>
The "expected" results in these log files look wrong to me
<airlied>
karolherbst: it's tied to max texture size
<karolherbst>
okay
<airlied>
no need for a separate limit
<karolherbst>
then I'll probably do the same
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<karolherbst>
airlied: the full range is supported? like until you hit 1x1x1 as the mipmap size? Or is that more explicit than that?
<airlied>
yes all the levels until you hit 1x1
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<karolherbst>
okay
<karolherbst>
so log2(max_size) or something
<karolherbst>
+-1 or so
<airlied>
oh mesa has MAX_TEXTURE_LEVELS define
<karolherbst>
ohhh..
<karolherbst>
maybe I just use that one then...
<airlied>
and gallium has PIPE_MAX_TEXTURE_LEVELS which is different :-P
<karolherbst>
of course..
<airlied>
but yeah key it off the max size
<karolherbst>
the spec is also weird, because num_mip_levels 0 == 1 or something and 2 means "texture + 1 mipmap level" 🙃
<jenatali>
airlied: I wonder if gallium supports 32k textures where GL only supports 16k?
<karolherbst>
it does
<jenatali>
Ah that'd explain the difference
<karolherbst>
some hw can even support 64k as long as it's not msaa
<karolherbst>
and I think freedreno wanted ti bumped to support bigger CL images
<karolherbst>
but at some point we'll have to bump some int types, because you can't really do more than 32k with 16 bit
<karolherbst>
which reminds me.. I also want to support buffers bigger than 2GiB...
<jenatali>
The problem we run into in D3D land is maintaining 8 bits of subtexel precision in a 16.8 fixed point
<karolherbst>
oof
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<DemiMarie>
jenatali: does anyone really use texture min/max instances?
<jenatali>
Hm?
<DemiMarie>
Some form of sampler that DirectX specifies that Apple GPUs don't implement and which cannot reasonably be emulated.
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<jenatali>
Oh, min/max sampling
<jenatali>
Yes, I've definitely seen it used
<DemiMarie>
Is there a way to emulate it?
<jenatali>
Not performantly
<DemiMarie>
What are the non-performant ways?
<DemiMarie>
And how common is it?
<jenatali>
IIRC the place I saw it was in some depth downsampling thing for volumetric fog in Doom Eternal. To emulate it you'd have to sample all of the texture taps and do the min/max in shader code. Which means you'd have to recompile the shader based on knowledge of the filter mode... which is really hard
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<DemiMarie>
Could it be done with a branch in the shader itself?
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<jenatali>
Probably
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<emersion>
sima, hm that's not great… it's in the test commit codepath