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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<sarbes>
alyssa: I might have found an argument to have a normalize() op in NIR. The shaders/godot3.4/40-51.shader_test of the shader-db is doing a "normalize(1.0 * normalize(1.0 * xyz))", which seems a bit silly. I'm sure it could be optimized via a NIR pass to a "normalize(xyz)" (instead of "normalize(normalize(xyz))" as it is right now).
<sarbes>
Or is there a similar optimization pass for GLSL?
<sarbes>
I know it is a weak argument, but still...
<HdkR>
Is that godot trying to FTZ NaNs or something?
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<sarbes>
It does not seem to me that the shader is doing some nan trickery. But I'm hardly a floating point expert.
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<sarbes>
Would it be illegal to substitute such a nested normalization?
<HdkR>
I'm not sure, that shader smells like it was doing some witchcraft to work around a bug.
<HdkR>
me, not an expert on witchcraft :P
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<sarbes>
Ah, it seems that a normalized vector might not be precise enough, and might have a length != 1.0. That's why some shaders double up.
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<phasta>
If I've got a patch for drm-misc-next that applies fine, but fails for drm-misc-fixes, what should I do? Wait until drm-misc-next gets rebased? mripard
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<mripard>
sima: my point was that we've always considered the first tree in the chain
<mripard>
sima: so, if we put two trees in MAINTAINERS, there's still going to be only one that gets picked up
<mripard>
and we can't really change that, because otherwise that means that we would match for DRM or torvalds' tree for every other driver
<mripard>
sima: and dim aside, I really don't get why we need to put two trees here. It's either maintained through drm-misc or it isn't
<sima>
mripard, well it is maintained in both trees currently, see the discussion with lynxeye yesterday
<sima>
and it's not the same situation as drm/linus' git tree, because it's two trees under the one first entry
<mripard>
we explicitly exclude etnaviv from drm-misc
<mripard>
still, I'm not sure why we should make an exception here. it just creates confusion for both maintainers and contributors
<sima>
well, we have this confusion right now, so documenting it is better than pretending it's not there I feel like
<mripard>
I'm fine with etnaviv being in drm-misc, I'm fine with being in its own tree, I don't see the point in having it in *both*
<sima>
personally I'd agree, but it's not where we are
<sima>
it kinda is in both
<sima>
same for the other small-ish drivers essentially
<sima>
*small-ish drivers outside of drm-misc
<sima>
or maybe this is a bit a forcing function to move more into drm-misc, dunno
<sima>
but thus far it was always an offer, not a mandate, to have small drivers in drm-misc
<mripard>
the last PR for etnaviv was in January
<mripard>
it's de facto where we are
<sima>
yeah it's about one every odd merge window
<sima>
for features
<sima>
and fixes through drm-misc
<mripard>
and, again, I'm not trying to forcefully put etnaviv under drm-misc or whatever. I'm equally good with it being in its own tree.
<sima>
but there's some others outside of drm-misc with even less active maintenance
<sima>
mripard, I guess up to lynxeye to decide which way to clarify this? I think in principle we seem to mostly agree on where we are
<sima>
I guess current situation could also be covered by officially moving etnaviv under drm-misc in MAINTAINERS
<sima>
and for the oddball feature pr that could still come from a separate tree
<sima>
kinda like topic pulls
<sima>
currently that tree isn't in MAINTAINERS either, so clearly not that important for collaboration outside of the core group
<mripard>
or, if we put it another way, if there's a patch or a fix or a bug for etnaviv, if we have "shared" maintenance or whatever you want to call it, should I pay attention or can I just let it go?
<mripard>
basically, I'm ok with paying attention, I'm ok with letting it go, I don't want both group to let it go assuming the other will take care of it
<mripard>
because that just sucks
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<mripard>
phasta: I'm not sure what you mean, drm-misc-next is never rebased, and how would rebasing drm-misc-next help merge something in drm-misc-fixes?
<mripard>
phasta: in which branch is the bug you're trying to fix present?
<phasta>
mripard: The bug is in mainline since years, and the fix is now in drm-misc-fixes. A new patch, not yet applied to drm-misc-next, would cause a merge conflict once the two patches meet
<mripard>
if the conflicting patch is not yet applied, then just merge the fix in drm-misc-fixes and let the contributor deal with the conflict?
<mripard>
and / or wait for the next rc to be merged in drm-misc-next, or fix the conflict when applying the drm-misc-next patch
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<phasta>
The conflict doesn't occur in drm-misc-next yet :)
<phasta>
I guess I'll just wait until the rc merge.
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<sima>
phasta, mripard if the conflict is simple you can also just push the patch to drm-misc-next and sort out the conflict in drm-tip rebuilding
<sima>
and give drm-misc maintainers a heads-up here about it
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<sima>
mripard, hm yeah, the superposition state really isn't that great after pondering this some more
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<tomba>
How did this go again... I have two fixes for commits in drm-misc-next. As we're in -rc6 now, I think I should push the fixes to drm-misc-next-fixes. But drm-misc-next hasn't been merged to drm-misc-next-fixes. Should I wait until drm-misc-next-fixes is updated, and then push the fixes there? Or something else?
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<mripard>
tomba: we did a late PR and I was waiting for it to be accepted before opening drm-misc-next-fixes
<mripard>
tomba: I'll open it to last week's tag, and we can always backmerge this week PR if we need to
<tomba>
mripard: alright
<mripard>
tomba: it sohuld be good now
<tomba>
mripard: yep, I see the to-be-fixed commits in drm-misc-next-fixes now. thanks!
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<austriancoder>
Is there a way that a gallium driver can request a handful of extra sampler_views from st for a specific draw?
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<karolherbst>
austriancoder: why do you need extra sampler views?
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<K900>
(25.1 does not have that log line, FWIW)
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<austriancoder>
karolherbst: lowering one texture fetch multiple texture fetch's (with different lod addresses)
<karolherbst>
different lod addresses, you mean you need to lower selecting a specific lod or what's the purpose here?
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<austriancoder>
karolherbst: lowering 128 bit texture sampling to 2x 64 bit texture sampling and combining the values in the shader - I have something working and I am in the cleaning up phase. framebuffer state handling was easy, but the sampler view thing needs lot more work and would love if st can support me
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<karolherbst>
you'd bind the same sampler view twice?
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<karolherbst>
but that would kinda run into issues with the sampler view limits, no?
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<austriancoder>
karolherbst: its not that easy, as the 128 bit thing is split into two 64 bit formats - I need two sampler views.
<austriancoder>
karolherbst: yes .. that's where st would help
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<karolherbst>
128 bit format as the pixel is 128 bits?
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<austriancoder>
e.g sampling from RGBA32F is done via two RG32F sampler views (with different lod addresses into the same resource)
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<karolherbst>
anyway, I don't know of st handling that for you, but it would basically mean you'd have to half your exposed sampler view limit and then on the shader side index n maps to n * 2 or n * 2 + 1 depending on the format, and I guess you'll just have to handle the binding yourself if you need an extra sampler view
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<jenatali>
That sounds pretty broken to me
<karolherbst>
other frontends would also need to support it which in the end is just a driver lowering thing
<austriancoder>
st does it for multi-planar YUV already - but that feature is used by more then one driver
<karolherbst>
mhhh
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* austriancoder
fears the moment to create the 128bit emulation MR and I get told I should have done it differently
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<austriancoder>
but yeah .. I will find a way to do it in the driver
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<karolherbst>
I don't really have an opinion on what's the best way to deal with it from a st perspective, just that then other frontends would also have to deal with it
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<karolherbst>
yuv is already enough opengl specific that it doesn't really matter
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<karolherbst>
austriancoder: maybe you can support it through a set_sampler_views wrapper? But dunno.. something has to create the additional sampler views and tidy them up loater...
<karolherbst>
maybe a helper function...
<karolherbst>
or two
<karolherbst>
but that also kinda sucks, because you might want to keep those sampler views for longer
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<austriancoder>
might be as good as my framebuffer state wrapper - worth giving it a try
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<karolherbst>
but also cursed that your hardware only supports RG32F and not RGBA32F
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<austriancoder>
yep
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<austriancoder>
the blob does the same "trick" to work with two samplers - so it is possible to pass gles3 cts :)
<karolherbst>
how many sampler views can you bind in total?
<karolherbst>
I hope it's not something ridiculous low as 16
<karolherbst>
though I highly doubt any hardware has this low limits for sampler views
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<karolherbst>
CL needs 8 minimum, with your trick that means 16 (full profile needs 128)
<austriancoder>
16 per shader stage
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<karolherbst>
rough
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<karolherbst>
well that's good enough to expose CL images if you also want to advertise 32 bit RGBA formats 🙃
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<karolherbst>
can you support bindless textures/images?
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<austriancoder>
not sure .. need to check with a cts for gles or vk
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<karolherbst>
I was considering faking 128 sampler view slots, by just using bindless ones instead once a kernel goes beyond the limit of bound sampler views
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<karolherbst>
maybe I should improve my sampler and image view handling...
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<karolherbst>
uhhh.. why are sampler views context specific.. annoying
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<karolherbst>
okay, I have ideas why and not sure I want to look deeper :D
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<HdkR>
That's some aggressive join spam.
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