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<pinchartl>
how do GPUs typically handle caching with external textures (GL_TEXTURE_EXTERNAL_OES, create from an egl image itself created from dmabufs) ? when the contents of the backing buffer change, do I need to destroy and recreate the texture to flush GPU caches ? or even recreate the egl image ?
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<daniels>
pinchartl: it’s defined to get new content if you rebind the EGLImage to the GL texture
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<zzyiwei>
is it just me unable to push updates to MESA MRs? also unable to create new MRs either / o \
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<daniels>
zzyiwei: git push is failing? with which error?
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<valentine>
it doesn’t work for me either. I don’t get an error and the output in the terminal looks normal, but nothing actually gets pushed
<zzyiwei>
That succeeded as usual. Remote branch is also updated correctly. However, the MR linked to the remote branch isn't updated. Meanwhile, I can't create new MRs against any of my already pushed remote branches.
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<zzyiwei>
The issue is specific to mesa, since I see no issues with virglrenderer.
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<zzyiwei>
I vaguely recall the same has happened long ago. Thought was a glitch because things had went back to normal after a coffee ; )
<dj-death>
then you need more coffee obviously ;)
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<zzyiwei>
nice call =P
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<dj-death>
yeah looks like I don't have enough coffee too
<tzimmermann>
jfalempe, FYI: the fbdev-client series for i915/xe got merged. that means that all our drivers are on the generic client interface. So they can all switch clients easily. a few more drivers require vmap/vunmap to work with drm_log IIRC.
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<daniels>
heh ...
<daniels>
it'll eventually become consistent
<daniels>
what happens is that, post-push, a background job gets scheduled to update the status in the db from the git repos
<daniels>
currently background jobs are kinda starved from the cleanup-old-pipelines scheduled jobs
<dj-death>
alright
<dj-death>
thanks
<dj-death>
off to the coffee shop then
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<jfalempe>
tzimmermann: ok, but I think the problem is that without vmap drm_log just crashes, I need to check if it's in drm_log or in the client interface that this can be fixed.
<ity>
What's the env var for dumping final shader machine code for disassembly ? Specifically for Vulkan, anv.
<ity>
(I figured I'll ask in case someone has it memorized before going source diving for it)
<ity>
Just as I sent that I found it
<ity>
Now onto figuring out why the env var is not working
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<pinchartl>
I meant daniels
<pinchartl>
daniels: is creating an egl image from dmabuf expensive, is it something I should cache, or can I recreate it for every frame I want to display ?
<alyssa>
i think something like INTEL_DEBUG=vs,fs,cs for anv
<mmind00>
there also seems to be a set of MESA_SHADER_foo vars
<mmind00>
I'm of course trying out the newish panvk ... while rekindling childhood memories with the vulkan-reimplementation of the Gothic1+2 engine (originally from 2002) ;-)
<mmind00>
and want to at least gather some data on the problem before pestering bbrezillon and/or the mesa issue tracker
<bbrezillon>
mmind00: BIFROST_MESA_DEBUG=shaders if you want to dump the NIR/Mali shaders
<mmind00>
(and me being way out of my depth wrt to everything :-D )
<ity>
mmind00: panvk (covers v10,v11 iirc, so Valhall) has PANVK_DEBUG
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<gfxstrand>
mareko, robclark, cwabbott: Can the layouts that AMD and freedreno use with legacy dma-bufs via the side-band blob always be expressed with modifiers? Or are there layouts that are used in practice in the wild for which modifiers do not exist?
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<gfxstrand>
I'm trying to determine if a "get the modifier for this dma-buf" extension would even be implementable there.
<cwabbott>
on freedreno the side-band blob is literally just a modifier so yes
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<gfxstrand>
sweet
<gfxstrand>
On Intel, it's a tiling (X, Y, or Linear) and on nouveau it's a PTE kind and tile mode, both of which are encodable in modifiers.
<robclark>
yeah, it's just a back door way to pass a modifier
<gfxstrand>
:D
<gfxstrand>
I'm burning down the remaining issues with using Zink for your compositor and hit "OMG! What aboutg glXBindTexImageEXT()?!?" :weary:
<alyssa>
I don't think the hk code diverges from nvk though so i'm confused. does this pass CTS on nvk?
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<zmike>
mareko: thinking further on surfaces, is there a reason why they need to exist at all? the only time they're bound in the driver is for framebuffer state, but pipe_framebuffer_state could just as easily be an array of static states
<zmike>
this would reduce object juggling considerably, not to mention eliminating the current confusion about what exactly owns a pipe_surface
<zmike>
though it would expand pipe_framebuffer_state quite a bit
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<alyssa>
zmike: i'd probably support that although i'd need to think about it for more than 15 seconds
<zmike>
most likely I'd hack up all the drivers to create/destroy their own surfaces on set_framebuffer_state for the initial handling and then everyone could optimize/cleanup from there
<zmike>
the current surface/renderbuffer handling is not exactly intuitive on the frontend side
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<alyssa>
nod
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<gfxstrand>
alyssa: I CTS'd it yesterday, or so I thought.
<alyssa>
gfxstrand: Hmm
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<alyssa>
zmike: I think if we keep struct pipe_surface in p_state.h, but include the surfaces directly in the fb state rather than as pointers, and kill the create_surface/delete hooks ... I think that would work ok
<alyssa>
(and kill the reference count on pipe_surf ofc)
<zmike>
yeah that's the idea
<alyssa>
cool
<alyssa>
this is also especially relevant to tilers
<alyssa>
where we do want to hash-table lookup a pipe framebuffer state, and the obvious way that asahi/panfrost/... do is broken because of surfaces getting freed/reallocated at the same address (hashing ointers instead of content)
<alyssa>
iirc, freedreno is the only driver that gets this right
<alyssa>
and it looked like a lot of code and well oops.
<alyssa>
(freedreno was first and does it right, videocore was second and does it wrong, and then I copied from videocore twice in my career)
<zmike>
yeah the current state of surface lifetimes is not enjoyable
<alyssa>
anyway, this change would force everyone to do the correct thing
<alyssa>
which would be nice as the maintainer of a tiler gl driver
<alyssa>
it sounds like, potentially a lot of work to port the tree but
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<zmike>
I'm already so deep into this dumpster fire I can't feel my teeth
<alyssa>
yeah... not volunteering myself. but if good patches showed up i would ack them
<alyssa>
will i ever have to care about 32768x32768 images
<alyssa>
apparently nvidia supports that. clown
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<zmike>
32k is coming.
<alyssa>
zmike: relevant question is "will I ever see a 2D Array depth/stencil buffer with a layer stride that exceeds 32-bit"
<alyssa>
i.e., 32768x32768 or bigger
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<zmike>
in real world usage or cts?
<zmike>
because I can get you cts coverage tomorrow
<alyssa>
zmike: cts, obviously
<alyssa>
i don't care about real world, only cts
<alyssa>
ever
<zmike>
you pass.
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<alyssa>
=D
<alyssa>
me when collecting fossils of dEQP-VK.glsl.* because she heard perf is important now
<HdkR>
Wait, people care about perf?
<alyssa>
HdkR: only you
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