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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<karolherbst> do we have any drivers that can write to sRGB images?
<emersion> i think most of them can
<emersion> it depends on the format modifier
<karolherbst> ohh, I mean like inside shaders
<karolherbst> or rather inside mesa
<karolherbst> don't really see them advertised as shader images in any driver
<emersion> ah, i was talking about being able to output linear colors from a shader, and offload the sRGB encoding to the driver, with vulkan
<karolherbst> for writing I mean
<karolherbst> right... I was looking into cl_khr_srgb_image_writes which means you can write to them from shaders with that, but yeah.. reading seems to work just fine so far
<emersion> basically, _SRGB variants with VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
<karolherbst> VK_IMAGE_USAGE_STORAGE_BIT I think
<emersion> (as opposed to SAMPLED, which would be for reading)
<karolherbst> right
<karolherbst> it's for the compute pipeline
<emersion> makes sense (i don't know then)
<karolherbst> so uhm.. like using imageStore in GLSL on them
<emersion> hm
<emersion> maybe gamescope is using that?
<karolherbst> no idea.. anv doesn't seem to advertize, nor iris/lp/zink
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<karolherbst> should check the vulkaninfo site
<emersion> yeah, it does
<emersion> uses _SRGB with STORAGE
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<karolherbst> opencl only has RGBA and BGRA, soo R8G8B8A8_SRGB and B8G8R8A8_SRGB, and some drivers indeed seems to support it..
<karolherbst> asahi does
<karolherbst> nice, so I can try that out
<karolherbst> llvmpipe used to support it
<karolherbst> but yeah.. seems like only asahi supports it inside mesa
<emersion> that's surprising, i would've expected amd to support it too at least
<emersion> maybe with only some format modifiers?
<karolherbst> maybe? I only checked optimal tiling
<karolherbst> seems like those queries kinda dos the gpuinfo webpage :'(
<karolherbst> yeah, maybe I just need to check myself
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<glehmann> no desktop hardware supports storage srgb images
<glehmann> emersion: gamescope does the color conversion at the end of the shader for storage, SRGB formats are only used for input sampled images
<emersion> eh
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<karolherbst> anyway.. seems to work just fine on asahi and zink+hk
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<pac85> Color space conversion is supported for rendering though on amd isn't it?
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<imeguras> has anyone developed stuff for libdrm? im a newbie and i figured that i should start contributing to projects i use instead of complaining
<glehmann> pac85: yes, that's required by basically every graphics api under the sun
<pac85> Fair yeah
<imeguras> I just wanted to contribute although i only ever contributed to very small projects which i tipically knew that if i implemented i wouldnt be stepping over another person
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<imeguras> how do you guys organize what is "todo" without having a patch being rejected since no one asked for it or worse implementing something but being to late to the party
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<imeguras> also i have a 7600X and aparently the PCI-ID+version(guess mine was older i bought it in second hand) is not on the list the others show up as AMD Radeon 610M which corresponds to laptop cpu's should i also label mine as 610M?
<robclark> karolherbst: why is pipe_tex2d_from_buf->offset hard coded to zero? Shouldn't this be non-zero when the img is created from a cl subbuffer?
<robclark> I'd expect that to have offset 917504/bpp
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<robclark> karolherbst: is there an implicit dependency on svm here?
<karolherbst> mhhh, let me check
<robclark> (I am planning on implementing resource_assign_vma at some point but until now it is lower prio because tflite doesn't use svm directly
<robclark> )
<karolherbst> nah those interfaces are only used for SVM
<robclark> I'm pretty sure the cl_khr_image2d_from_buffer issue I'm debugging is because of non-zero offset subbuffers vs offset=0 passed when creating sampler/image views
<karolherbst> robclark: yeah.. I think a proper offset needs to be encoded there
<robclark> hmm, ok.. but I think this failure isn't seen w/ llvmpipe, so still not sure if I'm missing something in driver (or some combination of caps causes rusticl to do something differently)
<karolherbst> robclark: I don't think llvmpipe supports that extension
<karolherbst> mhh maybe it does...
<karolherbst> forgot "offset: offset," in the patch 🙃
<robclark> one sec.. I'll try to trace it with llvmpipe to see if it is doing something differently (but have to hack things up because tflite asks for GPU device)
<karolherbst> RUSTICL_DEVICE_TYPE=gpu
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<karolherbst> maybe I should properly set the offset...
<karolherbst> ehh and it's also not set for sampler views
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<robclark> ok, with llvmpipe, for whatever reason it is creating subbuffers but not creating image2d's from them
<robclark> ok.. if setting the offset properly isn't going to break someone else then I'll implement that
<robclark> I just wanted to make sure I wasn't missing something else
<karolherbst> I think that's correct...
<karolherbst> kinda need to clean the area up, because the parent memory stuff is kinda a mess
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<robclark> karolherbst: yup, that does the trick, t-b
<karolherbst> just need to spend 4 hours to think about how I want the code to look better :D
<robclark> hmm, it lgtm but maybe `pub fn pixel_offset()` to avoid converting bytes to pixels in two places?
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<karolherbst> I should get rid of all the Option with the format info stuff, because that's just dead code...
<karolherbst> should probably use `unreachable!` instead
<robclark> well I pushed your suggestion as a WIP patch to my MR so at least people can test the MR
<karolherbst> robclark: oh also, if you want to test srgb support: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35535
<karolherbst> just run all the image tests, some support passing in the format with "CL_sRGBA CL_sBGRA"
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<robclark> give me a sec, I'm rebasing on your first MR
<robclark> works.. t-b
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<karolherbst> nice.. I had to drop my refactoring, because I think API validation depends on some of the Options there :'(
<karolherbst> kinda annoying that the CL CTS doesn't catch those issues
<robclark> you can add Reported-by if you want
<robclark> yeah
<robclark> I spent much more time than I'd care to admit digging thru tflite code trying to figure out wtf was going on.. a cts test would have been easier ;-0
<robclark> ;-)
<karolherbst> yeah..
<karolherbst> I wonder if debugging tflite is worse or not compared to debugging davinci resolve 🙃
<robclark> I'd have to think similar but haven't had to look at davinci resolve (yet?)
<karolherbst> it's x86 only anyway
<karolherbst> seems like there is a windows arm beta
<karolherbst> however
<karolherbst> for davinci resolve you'll also need gl_sharing
<karolherbst> and that's a little fun
<karolherbst> basically will have to teach your driver to import and export arbitrary pipe_resources, not just 2D
<karolherbst> anyway.. that application is brutal
<karolherbst> creates a couple of queues and a couple of threads
<karolherbst> so in my debugging sessions I usually have like ~100 active threads around 🙃
<karolherbst> triggered a couple of weirdo dead-locks in my queue/event handling code
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<airlied> imeguras: libdrm isn't really where much development happens, it's mostly kernel or mesa projects
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<karolherbst> seems like radeonsi indeed advertises sRGB storage images
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<karolherbst> but it doesn't really work...
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