ChanServ changed the topic of #dri-devel to: <ajax> nothing involved with X should ever be unable to find a bar
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<Venemo> is there anyone else here who hates that Mesa needs to recompile half the world when you touch nir.h?
<zmike> yes
<Venemo> then this is your lucky day
<zmike> shame that the gpu stack needs a compiler stack
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<zmike> 🤔
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<DemiMarie> FL4SHK: is your goal "have fun", "create something that is used by millions", or something in between?
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<FL4SHK[m]> Demi: for which of my projects?
<FL4SHK[m]> "have fun" is the number one goal
<FL4SHK[m]> for all my personal projects, but I also want more than me to be interested in my projects
<DemiMarie> Do you want your ISA to be better than all the others?
<FL4SHK[m]> ... frankly it's okay if that's not the case
<FL4SHK[m]> I'm happy to do something that is "good for an FPGA implementation"
<FL4SHK[m]> btw, my CPU's implementation is generated by a CPU generator thing I wrote
<DemiMarie> Oooh interesting!!!
<FL4SHK[m]> I feed the CPU generator an instruction decoder and a list of kinds of instructions
<FL4SHK[m]> then it spits out the core of a CPU
<FL4SHK[m]> it's best used with RISC type CPUs
<DemiMarie> Do you want to go out of order or stick with in-order?
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<FL4SHK[m]> so far, I've only stuck with in-order, but generating an out of order CPU would be cool some time too
<FL4SHK[m]> the generator only supports integer operations directly right now
<FL4SHK[m]> but it's able to do something like a classically microcoded CPU
<FL4SHK[m]> if you want something not directly supported by the generator
<DemiMarie> Now I'm imagining an HTTP server implemented in the FPGA as an offload device.
<FL4SHK[m]> haha
<FL4SHK[m]> you could do something like that
<DemiMarie> The idea being the fastest web server ever.
<FL4SHK[m]> haha
<DemiMarie> Because it is all-hardware in the fast path.
<FL4SHK[m]> the generator is all open source
<DemiMarie> Nice
<FL4SHK[m]> called libsnowshouse on my github
<DemiMarie> Could be useful for custom DSPs
<DemiMarie> Where there is a domain-specific operation one wants to go really fast.
<FL4SHK[m]> honestly, yeah, that's a good point
<FL4SHK[m]> I made it so the FPGA code can actually be a pretty small *and* fast CPU, regarding both LUT count and clock frequency
<FL4SHK[m]> that took a few weeks ago
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<FL4SHK[m]> that took a few weeks of effort*
<FL4SHK[m]> the sample CPU I made with the generator reaches 130 MHz in my Arty A7 100T
<FL4SHK[m]> for that CPU, I actually wrote a GCC port and GNU Binutils port
<FL4SHK[m]> but it doesn't have virtual memory support
<FL4SHK[m]> ... that will come eventually
<FL4SHK[m]> along with support for actual cache coherence
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<DemiMarie> FL4SHK: What about using the FPGA as a JIT target?
<DemiMarie> Also, will it have a GPU? What about using the FPGA LUTs themselves as the compilation target?
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<FL4SHK[m]> Demi: JIT as in JIT compile FPGA code? or JIT compile to machine code for a CPU running on the FPGA?
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<FL4SHK[m]> the former is virtually impossible
<DemiMarie> FL4SHK: The first one of course, the second is too mundane.
<FL4SHK[m]> it's virtually impossible in any practical way
<FL4SHK[m]> takes *way way* too long to compiles for FPGAs
<FL4SHK[m]> Full fledged compiling for FPGAs is an NP hard problem, and it takes my decently beefy laptop a long time to compile the code and the way down to bitstream
<Venemo> zmike, karolherbst, alyssa, gfxstrand, for splitting off NIR passes from nir.h, what do you think would be the best way? 1 header file per pass (there are already some examples of this), or one header for all passes? or something in between?
<FL4SHK[m]> the GPU I'm developing for my custom game system is going to be fixed function, but the CPU for my custom game system will have vector instructions at least
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<FL4SHK[m]> I'm implementing the GPU in PipelineC.
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<FL4SHK[m]> It's been based on my software rasterizer
<FL4SHK[m]> which was written in C++. Additionally, quite a bit of the code isn't that hard to translate over to PipelineC.
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<DemiMarie> FL4SHK: I mean something that is *much* less optimized, but still faster than interpreting the code, if possible.
<FL4SHK[m]> maybe something with partial reconfiguration?
<DemiMarie> I was thinking of a greedy algorithm for placement that stops when it runs out of space, and yes.
<DemiMarie> The idea is that the FPGA modifies its own configuration at runtime.
<FL4SHK[m]> Plus the FPGA synthesis plus pnr software isn't open source
<DemiMarie> You would need an FPGA for which the software is open source
<FL4SHK[m]> yeah
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<FL4SHK[m]> or reverse engineered or something
<DemiMarie> Anyway this is getting off-topic, sorry Venemo.
<FL4SHK[m]> ah sorry
<DemiMarie> A Mesa backend for an FPGA, or a DRM driver for an FPGA, would be on-topic though.
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<airlied> cmarcelo: just fyi when I played with it a long while ago I think the sycl llama.cpp backend was 4x faster than the mesa vulkan one
<airlied> from memory I think mesa was 0.5 my CPU and sycl was 2x my cpu roughly, I think it was on an IGP, but I also had an A770 so memory is a bit fuzzy
<cmarcelo> airlied: tks. we might have issues on our side but I think also some tweaking can be done on the shader. I'll try the SYCL tomorrow to see the kind of partitioning they are doing for each thread. my suspicion is in vulkan we are trying to handle too much data and getting overwhelmed by spilling.
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<neggles> DemiMarie: heard of NextSilicon? :P
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<tnt> karolherbst: Actually my bad, it also doesn't work with rusticl. I just didn't notice at first because in my case it causes a segfault (it's a bug, if it finds GL but not GLX/EGL). For rusticl, it just ends up without cl/gl sharing and I hadn't noticed at first.
<tnt> But using LD_DEBUG=all I can see the lookups done by rusticl also fail to find either glXGetProcAddress or eglGetProcAddress
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<mivanchev> hey, does anyone know where the megadriver is being dlopen'd on X11 when using OpenGL?
<mivanchev> in the gbm backend?
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<MrCooper> mivanchev: no GBM should be involved in that scenario
<mivanchev> MrCooper, well can you help me locate the place starting from dri3_create_screen
<mivanchev> I see the entry points in dril_dri and maybe that's the mega driver but i can't find where it's getting dlopen'd
<MrCooper> I'd have to dig myself, sorry
<MrCooper> dril is only used in Xorg
<MrCooper> client side goes directly to libgallium
<mivanchev> yes I figured that much too! thank you!!!
<MrCooper> so are you asking about in Xorg?
<mivanchev> yes, it's Xorg
<mivanchev> i got confused because i found a dlopen in GBM
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<mivanchev> that supposedly loads drivers
<MrCooper> I mean, are you asking about the server side or client side?
<MrCooper> that's the GBM backend
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<mivanchev> I need to know, when I start glxgears on X11, where Mesa opens the mega driver and accesses https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/src/gallium/targets/dril/dril_target.c#L558
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<mivanchev> which is const __DRIextension **__driDriverGetExtensions_##drivername(void);
<MrCooper> it doesn't, dril is only used on the server side
<mivanchev> can you explain to me shortly what "server-side" means in mesa?
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<MrCooper> inside the Xorg process
<MrCooper> dril is just a backwards compatibility layer for the Xorg process, it's not used anywhere else
<mivanchev> OK, thought so
<mivanchev> so the question remains where the megadriver is loaded :/
<MrCooper> the "megadriver" is libgallium now
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<mivanchev> MrCooper, I guess I'm trying to find out, somewhere around 'driCreateNewScreen3' where the driver name is used to get the initialization methods
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<MrCooper> zamundaaa[m]: I thought I saw somebody somewhere mention that KWin uses drmModeMoveCursor / DRM_IOCTL_MODE_CURSOR(2) for moving the cursor even when otherwise using atomic KMS; I can't seem to find such code on the current master branch though?
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<emersion> i don't think it does?
<MrCooper> do you know of any other compositor which does?
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<zamundaaa[m]> MrCooper: it did a very long time ago
<MrCooper> why did it stop?
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<zamundaaa[m]> The cursor move invalidates previous atomic test results. In practice that caused atomic commits to fail with hardware rotation on AMD for example
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<MrCooper> I see
<MrCooper> did it seem to work fine in general with the nvidia driver though?
<emersion> yeah, mixing legacy and atomic is not a good idea
<MrCooper> that's my only real worry for mutter at this point, it doesn't use test commits much yet (and when that changes, doesn't seem hard to suspend asynchronous cursor moves between test commits and the real one)
<emersion> chromeos used to do it as well, and in some cases the cursor just stopped being displayed or got stuck
<MrCooper> I mean, it's essentially the same as what happens with Xorg
<emersion> xorg doesn't use atomic so
<MrCooper> I'm aware
<MrCooper> still fundamentally the same interaction between flips and cursor moves
<emersion> if you only set state which was settable with legacy api, maybe
<emersion> if you set some other state, then no
<emersion> the real fix here is to improve the atomic api
<MrCooper> no time for that for mutter 48
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<bbrezillon> sima: just a quick feedback regarding yesterday's discussion around syncobj waits. Turns out I was doing one iteration before being blocked, so I'm not sure the race exists
<sima> bbrezillon, hm
<sima> bbrezillon, I guess mildly refactoring that code, pulling out helpers and reducing those monster stacked if ladders would still be good
<sima> because I can't parse that thing anymore :-/
<sima> s/if ladders/if conditions/
<bbrezillon> agreed
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