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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<tarceri>
Anyone around that understand the old immediate mode drawing stuff? I'm trying to find where the code checks/sets which framebuffer to draw to but not having much luck. The game blockland set the drawbuffer to none but immediate mode continues to draw to I'm assuming what was set previously resulting in a rave party on screen at the code displays completely different images each frame. https://gitlab.freedes
<tarceri>
ktop.org/mesa/mesa/-/issues/13311
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<tarceri>
The actual game crashes at the point the trace goes into rave mode
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<idr>
tarceri: Immediate mode drawing... like glBegin / glEnd?
<tarceri>
yeah
<idr>
For the purpose of glDrawBuffer, that should work the same as the other drawing paths.
<idr>
At least from the perspective of the application.
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<tarceri>
As far I can tell its meant to discard drawing to color attachments if set to none
<idr>
Correct.
<tarceri>
But it continue to draw to GL_BACK
<idr>
It should disable the usual color / depth / stencil writes.
<idr>
I think this only works in "later" GL versions when atomics and image load/store exist.
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<idr>
I seem to recall the idea was that apps could use this to do a prepass the figures out what parts of textures were actually used.
<tarceri>
Setting to none is in the early specs
<idr>
Really?
* idr
tries to think of how that could be useful...
<tarceri>
well its in 3.0 at least I haven't looked earlier
<idr>
Was transform feedback in 3.0? It could be useful with that.
<tarceri>
I'm not 100% sure if correct but apparently the depth/stencil stuff can still work
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<idr>
Yeah, I think that's right.
<idr>
It has been a long time since I've written any GL code. *blush*
<idr>
The manual page says it only disables color writes.
<idr>
Yeah... you have to use that for doing stencil buffer shadows (like original Doom3).
<idr>
And that was OpenGL 1.x / 2.0.
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<tarceri>
ok, cool. Well at least the games not just doing something completely useless I guess :P
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<idr>
Well... let's not jump to conclusions. Lol
<tarceri>
right. haha
<idr>
Are any GL errors being generated? Like... is the game calling it between glBegin and glEnd?
<idr>
Seems unlikely.
<tarceri>
nope no errors
<tarceri>
runs fine on windows amd driver, not that that says too much
<idr>
Does it just fail on Mesa AMD or Intel too?
<tarceri>
Both.
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<tarceri>
llvmpipe fails and turning off glthread doesn't help
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<tarceri>
As far as I can test glDrawBuffer() sets none correctly so I assume somewhere in the Begin/end handling something is not being checked
<tarceri>
*as I can tell
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<Swung0x48>
Hi everybody. Iām planning to port Mesa on Android to use Zink as a conformant OpenGL driver on there. Then I have found that the performance is not good. Is there any ideas or recommendations that for me that I could start profiling and working on Zink?
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<HdkR>
:blobsweat:
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<Swung0x48>
anyone there?
<airlied>
Swung0x48: probably want to talk to zmike but it's quite likely the android vulkan drivers aren't all that functional
<zmike>
yeah probably your issue is lack of feature support
<Swung0x48>
yeah I know that for the fact, and i want to hack on zink for my specific needs.
<Swung0x48>
I've coded an OpenGL-over-ES/VK translation layer but that would be too much work to make it conformant
<Swung0x48>
So i figured what if i just hack on Zink to make it work for more platforms
<zmike>
zink already works on android
<zmike>
if you find something that doesn't work how you want, feel free to try improving it
<zmike>
there's certain feature requirements that are set, however, and I'm not interested in rolling those back
<Swung0x48>
I don't mean i want to roll back your work or need you to work on it
<zmike>
no, I meant I'm not interested in loosening the feature requirements for zink
<zmike>
but otherwise feel free to make whatever MRs and I'll review
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<jani>
mripard: ack
<jani>
mripard: sima and I have been lamenting the fact that our attention to maintainer-tools maintenance has been lacking
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<mripard>
jani: thanks :)
<mripard>
so, should I just merge it myself then?
<pq>
There are "special" SRGB fourccs?
<emersion>
i think it's for Vulkan _SRGB variants
<emersion>
s/think/guess/
<emersion>
but for an internal format list which uses FourCC as a base?
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<pq>
so it's not drm_fourcc.h?
<sima>
mripard, I guess poke demarchi and rodrigovivi for an ack and push?
<sima>
and yeah, I'm not on top of this stuff anymore
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<machoskraito>
hi all
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<jani>
demarchi: rodrigovivi: mripard: looking at maintainer-tools shortlog, you're the ones up there after me and sima. any interest in stepping up a bit in terms of maintenance?
<jani>
(well, also seanpaul but iiuc not too active upstream lately)
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<sima>
jani, yeah seanpaul kinda disappeared from upstream since a few years by now
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<machoskraito>
hi all back ... .
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<karolherbst>
dwfreed: ^^
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<mripard>
jani: I guess, but my shell skills are very very lacking
<jani>
mripard: I think I have some drafts somewhere for gradually converting to python ;D
<jani>
subcommand by subcommand
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<alyssa>
..I just wrote a python script to generate a coccinelle rule
<alyssa>
i think i am doing too much computer
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<zmike>
if only the code could write itself
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<mripard>
alyssa: I hope it was a coccinelle rule in python?
<alyssa>
mripard: that would have been much smarter yes
<alyssa>
unfortunately i did the fastest/dumbest thing i could type :3
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<zmike>
wow
<zmike>
I was today years old when I realized that modifying the bit from the u_foreach_bit* macros inside the loop breaks the macro
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<zmike>
strongly recommend everyone evaluate their driver's usage to ensure you aren't as dumb as me
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<demarchi>
jani: I've already been maintaining it for some time... I guess just without an official maintainer role in gitlab.
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<robclark>
karolherbst: is rusticl creating nir variants, and possibly forgetting to propagate work_group_size_hint? I'm seeing a case were I get a non-variable local size in ir3, but then the shader that actually gets run has variable size (leasing to CL_INVALID_WORKGROUP_SIZE
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<karolherbst>
robclark: mhhhhhh...... sooo.. I do generate a Default and an Optimized variant and the Optmized one gets the hint baked in, yes
<robclark>
I need it for both ;-)
<robclark>
because it impacts RA
<karolherbst>
yeah...
<karolherbst>
I don't think the CL API delivers that and I _think_ I use the default variant for the limts?
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<robclark>
(also is there a competent vscode plugin for rust, which can do indexing properly?)
<karolherbst>
ohh I have logic to merge that stuff together
<karolherbst>
the latter just makes the plugin use the rust-analyzer binary from your rust installation, because mix and matching versions doesn't work out too well
<karolherbst>
robclark: mhh? What do you mean. Like the hint is just a hint, you need to accept any workgroup size regardless
<karolherbst>
so I pick the optimized one only if it matches
<robclark>
I mean, the hint tells me what size the app needs.. so ir3 spills where needed to achieve that size
<karolherbst>
yeah, but rusticl compiles it twice
<robclark>
but then rusticl seems to use the other one.. or at least the limits from the other one
<karolherbst>
rusticl creates the limits that work for all variants
<robclark>
(it at least doesn't hang the gpu, so maybe rusticl is running the optimized one, but using the limits from the default one
<robclark>
right, but the worst case limit is too low
<karolherbst>
robclark: right... but I don't think the CL API really allows you to be as flexible as you'd need it to be here
<robclark>
if you don't propagate the hint to all variants then it is kinda useless ;-)
<karolherbst>
like if the hint is 512x1x1, then if you report 512 threads, it also has to run with 511x1x1
<karolherbst>
robclark: the kernel has to be runable with any other size
<robclark>
well, maybe a tensorflow problem, but it queries the non-kernel specific limit, and then generates the code for the kernel based on that limit. So it won't actually work otherwise
<karolherbst>
there is "reqd_work_group_size" if it's a strict requirement
<robclark>
hmm, ok, maybe that is what I should be using
<karolherbst>
yeah.. reqd_work_group_size will propagate to all variants
<robclark>
š
<karolherbst>
though I suspect there is a weird corner case with the hint where you specify a size that the default one isn't able to meet so you can't enqueue with the hint.... I'd have to read more carefully if I'd be able to technically allow this behavior
<karolherbst>
mhh "CL_INVALID_WORK_GROUP_SIZE if local_work_size is specified and the total number of work-items in the work-group computed as local_work_size[0] Ć ā¦ā local_work_size[work_dim - 1] is greater than the value specified by CL_KERNEL_WORK_GROUP_SIZE in the Kernel Object Device Queries table." that's pretty clear
<karolherbst>
maybe I could file a spec issue for this
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<daniels>
tarceri: hey, were you testing GBM at all with your series?
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<daniels>
tarceri: can you please test my tarceri-does-this-break-everything branch? I'm curious to see if making things consistent with yours & jfalempe's changes makes things better or worse
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<tarceri>
daniels: I can try it. mostly I was asking a couple of community members to test with their r600 setups. I don't 100% understand how it all fits together to be honest but gbm changes where impacting them.
<tarceri>
my r300 I didn't manage to get working propery yet
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<demarchi>
airlied: drm-fixes seems to be stuck in v6.16-rc3 so dim pull-request doesn't do the right thing
<airlied>
demarchi: gimme a sec and I'll push it out, must have forgot to earlier
<airlied>
demarchi: should be updated now
<demarchi>
airlied: thanks
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<tarceri>
daniels: yeah that breaks things even on my r300, I'll bisect