00:00DemiMarie: Sorry for being as noisy as a badly tuned engine
02:01DavidHeidelberg[m]: MrCooper: mupuf: eric_engestrom anholt & others CI interested people: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23629#note_1959074 I did real testing, it seems to work correctly, but I'll be happy for another wave of reviews or acking
02:02DavidHeidelberg[m]: Now when we enable one farm, only jobs on these farms gets tested.
02:02DavidHeidelberg[m]: If we enable two farms, only these two farms gets tested, all other jobs will be skipped. If we disable farm, nothing except basic build will be tested (and that should go away in future too, but needs more "playing")
02:03DavidHeidelberg[m]: also ^ gallo if you find time to say final verdict over the MR :D
02:43mareko: when I clone piglit, the default branch is master, how to fix that?
02:44mareko: nevermind, I cloned the wrong repo
07:29MrCooper: karolherbst: should be easy to use -Woverloaded-virtual=1 instead of -Wno-error=overloaded-virtual in CI at least
07:30MrCooper: BTW, there actually is a libc++ (from LLVM), it's not the same as libstdc++ (from GCC) though
08:46karolherbst: MrCooper: yeah.. but our code seems to also trigger at =1.. anyway, I've opened an MR: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23656
08:49MrCooper: I agree with gerddie, which is actually an argument against switching to -Woverloaded-virtual=1 as well
08:50karolherbst: yeah, sadly fixing it in codegen is a bit more of a rewrite, it's a bit pointless because there is nothing wrong with the code as is, just... uhhh
08:59MrCooper: mainly that we can ignore warnings for CI, we should not hide them though
09:09karolherbst: sure, my point is rather that in nouveau's instance of that warning it's a non issue, but anyway... I'll think of something, probably just renaming the method and call it a day
12:06dolphin: airlied, sima: Anything blocking drm-intel-next merge or just time?
12:06dolphin: jani is on vacations and asked to look after the merge, thus pinging
12:08dolphin: no drm-intel-fixes this week (just one unused variable fix and on gen3 color fix, they can get in via -next)
12:42DottorLeo: hi!
12:43DottorLeo: hakzsam: i've seen your patch for IB on GFX6, can it bring better performance on a SI card? :)
12:47DottorLeo: mareko: https://gitlab.freedesktop.org/mareko/mesa/-/commit/10c889df309efeeef20a27d04c2637bcb76f8dea talks about GFX7, but should'n fix GFX6 or affect both generations?
12:48mlankhorst: drm-tip is broken, fixing up now
13:06hakzsam: DottorLeo: not really
13:12pendingchaos: am I correct in thinking that nir_loop_analyze doesn't actually use the loop invariance information?
13:12pendingchaos: it seems to be using it to remove invariant variables from process_list, but later only phis in that list are visited, and phis are never invariant
13:28karolherbst: jenatali: how is `clc.h` used inside MS's CL code? Can I include "util/macros.h" there for `PACKED`? I want to enforce that clc_optional_features is packed, because I have to use it for hashing. Or do you think we can be trusted to not mess it up and ensure that struct is always packed anyway?
13:30jenatali: karolherbst: We just copy/paste it into our external project. I'd prefer to keep it standalone if possible but if it needs to grow more dependencies I can live with it
13:31karolherbst: yeah.. I mean, in this case it doesn't feel worth the effort as clc_optional_features is just an array of bools basically, but I have to hash it into my key and kinda don't want anybody to mess with it in a wrong way
13:31jenatali: Does PACKED even work on MSVC?
13:31karolherbst: maybe I just leave a comment and hope for the best?
13:31karolherbst: huh...
13:31karolherbst: I don't think so
13:31jenatali: I know we have #pragma pack but I don't know that works on inline attribute-style stuff
13:32jenatali: I'd just throw in a static assert on the size of the type
13:32karolherbst: mhhh yeah, probably good enough
13:33karolherbst: but also annoying
13:34karolherbst: the only thing relevant here is not having any padding
13:35jenatali: If you have C++ there's a type trait for that
13:36jenatali: Which, the header ends up getting included in C++ for our tests
13:36karolherbst: mhhhhhh
13:38karolherbst: I just leave a comment
13:38jenatali: Ok
14:13alyssa: Do we have any optimizations for `ivec2(gl_FragCoord.xy)` or `floor(gl_FragCoord.xy)`?
14:13alyssa: grepping shader-db, that seems to come up in a bunch of places
14:13alyssa: For some meta shader stuff I added a load_pixel_coord, returning an ivec2
14:14alyssa: this is what both AGX and Mali Bifrost+ implement natively, with load_frag_coord.xy lowered in the backend to float(load_pixel_coord) + 0.5
14:15alyssa: so wondering if this is something other hardware has too, and if anyone else would care for nir_opt_intrinsics to optimize `f2i(load_frag_coord.xy) -> load_pixel_coord` and `floor(load_frag_coord.xy) -> float(load_pixel_coord)`, saving the add
14:15alyssa: or... maybe that's not even necessary?
14:16alyssa: Maybe if the load_frag_coord -> load_pixel_coord lowering happens early, then opt_algebraic would chew through the ALU for free?
14:17alyssa: looks like we would need to add a few rules to nir_opt_algebraic but that's easier than opt_intrinsics
14:18alyssa: looks like ir3 would potentially benefit
14:22alyssa: yeah, it'd be ir3 + agx + bifrost
14:22alyssa: might still be worth it just to share some lowering
18:42jenatali: gfxstrand: I'm looking at hooking up D3D's (recently revised) render pass descriptions in Dozen, which aim to take advantage of subpass dependency info for TBDR (*cough* QC *cough*). I only need a very small subset of additional info on top of what dynamic rendering gives me. In your opinion, should I be trying to extend the render pass -> dynamic rendering stuff in core Vulkan, or should I just implement my own render pass state machine in
18:42jenatali: Dozen?
18:45alyssa: jenatali: I would love a way to take advantage of subpass deps with dynamic rendering plus
18:45alyssa: Figuring out exactly how to extend the runtime to plumb that through is still an open problem
18:45jenatali: Yeah, I see the TODO
18:45alyssa: What does this look like in D3D?
18:46alyssa: What do you envision the runtime doing for Dozen?
18:46gfxstrand: If we could do a runtime thing, that'd be cool.
18:46gfxstrand: IDK how practical it is, though.
18:46alyssa: cool assuming the thing that Dozen wants is remotely similar to what the actual hw drivers want ;)
18:46alyssa: which is why I'm asking since I didn't know D3d had subpasses
18:47jenatali: Additional load/store ops. When ending rendering to an attachment that will be used in a future subpass, there's additional store ops indicating how it'll be used in the future (color attachment, input attachment, storage image)
18:47jenatali: And then when beginning the next one, you specify the same modality as a load op
18:47alyssa: Interesting
18:47alyssa: Do you have a link I can read about this?
18:47jenatali: Essentially a "don't flush this from tile memory yet" option
18:48jenatali: https://github.com/microsoft/DirectX-Specs/blob/master/d3d/RenderPasses.md
18:48alyssa: oh it's chunky ok
18:48jenatali: Yeah, our normal APIs for non-TBDR is just "bind color attachments" and "bind depth stencil attachment"
18:49gfxstrand: You know, with Microsoft implementing Vulkan on D3D12 and Valve implementing D3D12 on Vulkan, it almost makes you wish we we had some sort of IDK... working group? where we could all get together and discuss stuff so we could have just one API. 🤔
18:49jenatali: The render pass stuff we added several years back looks like dynamic rendering today
18:49alyssa: gfxstrand: mood
18:49alyssa: Apple: just watch me
18:49jenatali: Heh
18:49jenatali: So you're saying that we should all switch to OneAPI? That's what I heard
18:50alyssa: Intel: 🤡
18:50gfxstrand: jenatali: hehe
18:51gfxstrand: jenatali: But which One of the APIs?
18:51alyssa: openvg++
18:51jenatali: Yeah
18:51Sachiel: obviously a new one that will fix all the issues
18:51jenatali: https://xkcd.com/927/
18:51alyssa: jenatali: ok, I do not have sufficient bandwidth for that .md to soak in today
18:52gfxstrand: Come on, folks... There's an even subtler jab in there that y'all're missing. 😅
18:52alyssa:punches Faith, subtly
18:52alyssa: that jab?
18:52alyssa: :-p
18:52gfxstrand: No, not that jab
18:52alyssa: Oh
18:52alyssa:retracts punch
18:53jenatali: Apparently too subtle for me
18:53alyssa: same
18:53gfxstrand: Intel's OneAPI is more like a OneOfEachAPI
18:53alyssa: ahaha
18:53jenatali: Yeah... I'd noticed that
18:54gfxstrand: Do you have any idea how many APIs are in OneAPI? It's a lot.
18:54alyssa: jenatali: Anyway, if you can figure out a reasonable way to augment the common VkRenderPass to express subpass deps, that'd be really awesome
18:54gfxstrand: I lost count a long time ago
18:55alyssa: It's just never been clear to me exactly what that would look like
18:55jenatali: alyssa: Unfortunately I don't necessarily know exactly what information all the other drivers would need
18:55gfxstrand: Hopefully quite a lot like D3D12 render passes and/or whatever dynamic input attachments thing Khronos cooks up in $FUTURE_DATE
18:55jenatali: It's hard for me to guess what's going too far and throwing in the kitchen sink vs being too conservative and not being useful for anyone else
18:55alyssa: I can speak to both agxv and panvk for whatever it's worth
18:56jenatali: So what I'd want on top of dynamic rendering is a list of input attachments, and a list of preserve attachments, where the preserve also indicates what it's being preserved for, i.e. what's the next use going to be
18:56jenatali: I don't need to know when or really anything else
18:57alyssa: OK.. I'm trying to figure out exactly how that'd map to hw
18:57alyssa: Is the idea that each subpass would be a separate begin/endrendering, but with that extra info to let the driver coalesce them?
18:57jenatali: Yep
18:58Sachiel: like the suspend/resume flags, but actually useful
18:59alyssa: Alright
18:59jenatali: We also have suspend/resume for continuing the same exact kind of rendering, but yeah
18:59alyssa: jenatali: So, Mali and AGX are both closer to Apple's imageblock model than Vulkan's render passes
19:00jenatali: Unfortunately that means nothing to me. I need to learn Metal one of these days...
19:00alyssa: Nah you're not missing out
19:00alyssa: here's a simplified programming model for AGX:
19:00alyssa: - tilebuffer is untyped on-chip memory (the same as GL shared memory)
19:01alyssa: - an instruction to store to shared ("tilebuffer") memory at a given offset with a given format implicitly indexed by the pixel coordinate
19:01alyssa: - " but load
19:02alyssa: - an instruction to blit a block of shared memory (at a particular offset with a particular format) to a storage image
19:02alyssa: and that's it
19:02alyssa: notice there are no subpasses, renderpasses, render targets, color buffers, .. etc
19:03alyssa: How do you actually program that?
19:03alyssa: For the regular (single-subpass) case, it's pretty straightforward:
19:03jenatali: Yeah that sounds fun :P
19:03alyssa: 1. Fragment shaders store their output with something like "local store pixel <colour>, offset = 0, format = rgba8"
19:04alyssa: 2. fbfetch is similarly "local load pixel <colour>, offset = 0, format = rgba8"
19:05alyssa: 3. At the end of the frame, we insert an "end-of-tile" program that runs once per tile and contains ~1 instruction/render target "blit block at offset 0 of format rgba8 to image 0" and we bind each colour buffer as a corresponding image
19:05alyssa: How do subpasses fit in?
19:06alyssa: Well, Apple doesn't implement them so this is all based on the Vulkan driver I've written in my head and might be wrong ;-p
19:06alyssa: But -- ideally, all the subpasses are concatenated together
19:06alyssa: first all the draws of subpass 0, then all the draws of subpass 1, etc
19:07alyssa: Within each subpass, fragment shaders can load from input attachments (at one set of offsets) and store to outputs (at different offsets)
19:08jenatali: Yep
19:08alyssa: Notably the layout of the tilebuffer can change from draw-to-draw (with some careful barriers), so that input attachments that aren't used anymore don't need to stay around and we can fit more in the tilebuffer
19:08alyssa: And then finally, at the end of the frame we have our end-of-tile program that stores out just the parts that actually have STORE_OP_STORE, at whatever set of offsets we had for the final layout at the end of the render pass
19:09jenatali: Yep, that all sounds right
19:09alyssa: Mali's programming model isn't *quite* as loose, since there's a bit more fixed function hardware, but it's the same idea
19:10alyssa: All of the subpasses' draws are concatenated into one big batch, the hardware "render targets" are just the ones that are STOREd at the very end, in the middle the LD_TILE/ST_TILE instructions take driver-controlled offsets and formats to make things work according to the (possibly evolving) layout
19:11alyssa: Where this gets hard is when there isn't enough space in the tilebuffer to accommodate the whole render pass at once
19:11alyssa: in that case, some attachments need to spill to memory
19:11jenatali: Yeah. The one thing I'm not super familiar with is how TBDRs are expected to compute a tile layout given the model that we currently have, but what we ended up with was the compromise between "app developers will actually use this" vs "gives enough information that a driver can compute a layout"
19:11alyssa: or we need to split up the render pass
19:11alyssa: or something like that
19:11alyssa: right, this is one of the sticky points
19:12alyssa: for best perf the driver has to do something like register allocation
19:12alyssa: look at each attachment, look which subpasses it's "live" for, allocate offsets for each subpass allowing overlap for subpasses that don't "interfere" with each other
19:12jenatali: My guess is that the driver would do some kind of 2-pass approach over the commands to construct a more holistic view of the pass before actually building the layout, but this is really black-box to me
19:13alyssa: right. so one of the open questions is whether THAT code could be shared if we had common render passes
19:13alyssa: I know VkRenderPass + monolithic pipelines is designed to have enough information for this to work (TBDRs had a big say in Vulkan 1.0)
19:14alyssa: I don't know if it's still possible to do with dynamic rendering plus, especially if you throw pipelines out
19:14jenatali: Yeah, makes sense. That's a level of detail more than what I need, like I was saying, all I currently need is, for the current subpass, which attachments are inherited and which will be inherited in the future
19:14alyssa: Yeah, makes sense
19:14alyssa: Qualcomm's blob is presumably doing all those heroics underneath
19:15jenatali: Which, obviously having more information is fine, I can just ignore it, as long as I'm able to get those bits from whatever we end up with
19:15alyssa: Sure
19:15jenatali: So, the question is, how far do I go right now? :P
19:15alyssa: heh
19:15alyssa: The other question I have is whether D3D12 style render passes are sufficient to implement subpass merging on Mali/PowerVR/AGX/VideoCore
19:15alyssa: The true TBDRs
19:16jenatali: Is Adreno that different?
19:16alyssa: Yes, Adreno (uniquely) can behave as either a TBDR or an IMR
19:16alyssa: ("gmem" vs "sysmem")
19:17alyssa: which has substantial implications for how this stuff gets implemented in their driver
19:17jenatali: Huh. Didn't realize that, but it makes sense. This whole thing is about allowing them to behave as TBDR though
19:18alyssa: (For ex, on Adreno to read from a subpass input attachment you... still use a texture instruction with a magic texture descriptor that loads from gmem instead of system memory. IIRC there's an ugly point somewhere in Vulkan that exists to accommodate that.)
19:18alyssa: (This is very different than Mali/AGX where a tilebuffer load is a completely different instruction than texturing)
19:18jenatali: Probably the fact that input attachment descriptors have to exist in descriptor sets
19:21alyssa: At any rate my question is, given the information your thing would give, where would I compute tilebuffer layouts?
19:21alyssa: and how would I spill?
19:21jenatali: Right, I don't see how you would
19:22jenatali: For rendering that was actually done with a VK1.0 render pass, you'd want all the info in that pass to compute the tile layouts
19:22jenatali: In a hypothetical future where there's a dynamic rendering extension that provides this type of attachment inheritance info, you'd probably want to do the same heroics that the Windows QC driver is doing to reconstruct it
19:23alyssa: I guess that's my other question, how is QC's D3D12 driver doing it?
19:23jenatali: But IMO it doesn't really make sense to take all of the info from a VK1.0 pass, throw it out and strip it down to dynamic rendering, and then make the driver reconstruct it just because they might also have to deal with constructing it out of nothing sometimes
19:23alyssa: Yeah, valid
19:23jenatali: 🤷♂️ I wasn't really involved in the design of this feature
19:24jenatali: Outside of "is there enough info in Vulkan to map to this" :P
19:24alyssa: Heh
19:24alyssa: FWIW, the actual plan for AGXV is to do dynamic rendering only (and not get the win for VK 1.0 render passes) on the assumption that virtually no content we care about uses subpass merging
19:25jenatali: Yeah that makes a lot of sense
19:25jenatali: Except maybe some benchmarks which we apparently care about
19:25alyssa: and that number will decrease even further if someday Vulkan gains a dynamic rendering approach to subpasses
19:25alyssa: which would likely be much much much easier to implement in driver (since the tilebuffer layout becomes the app's problem)
19:25alyssa: (This is Metal's approach, basically.)
19:26jenatali: Makes sense
19:26alyssa: Metal's imageblocks map basically directly to the hardware model I explained
19:27jenatali: So, back to my original question: is it worth trying to add limited subpass dependency info on top of dynamic rendering in the Vulkan runtime code?
19:27alyssa: I don't know.
19:27alyssa: If it isn't invasive I wouldn't nak it, and i don't think gfxstrand would
19:27alyssa: But realistically I'm unsure if any other drivers would be able to use it, except maybe turnip
19:27alyssa: cwabbott: flto: danylo: questions for you^^
19:28jenatali: I guess, I could, while processing dynamic rendering begin, just look at the command buffer render pass state and reconstruct it in my driver... that might be simpler
19:29jenatali: Without doing the full render pass state machine myself or trying to guess what other drivers might want
19:31jenatali: I'll start with that
19:45danylo: So you want to stitch together dynamic renderpasses if attachment layout allows it? Are there real world examples where there are big renderpasses that are worth stitching together?
19:45danylo: Our code in Turnip for dynamic RPs is already cursed...
19:45alyssa: danylo: turnip implements vkrenderpass itself and then dynamic on top of RP, right?
19:46alyssa: we're talking about flipping that, implementing dynamic rendering + extra info of some kind and then common VkRenderPass
19:46danylo: Not really on top
19:47danylo: Ok, probably on top =)
19:53alyssa: ed125e6cca1 ("tu: Initial support for dynamic rendering")
19:53alyssa: unless that got changed later?
19:53alyssa: I haven't followed super close
20:01danylo: Ugh, I guess that's not the topic I'm ready to discuss during the vacation
20:03alyssa: Oh! I didn't realize you were on holiday
20:03alyssa:zips lips
20:03alyssa: sorry!
20:06danylo: I mean, I could answer random questions, but dynamic rp ones are headache inducing =)
20:06alyssa: understood :p
20:07airlied: dolphin: just me should merge today
20:07alyssa: today's project has been teaching AGX how to be an immediate mode renderer because the tilebuffer is too small to pass that one dEQP :~)
20:11gfxstrand: hehe
20:11gfxstrand: I keep typing more spilling code
20:12gfxstrand: There seems to be a lot of it.
20:12gfxstrand: I might need to spill my spilling code...
20:14alyssa: real
20:15alyssa: gfxstrand: any chance I could interest you in writing an AGX rust compiler after you're done with NAK
20:15alyssa: :p
20:16jenatali: Hm. There's no indication in a render pass whether an attachment that's used in a single subpass as both depth/stencil and an input attachment is going to be read-only from the depth bind point?
20:16jenatali: That's... surprising
20:19gfxstrand: jenatali: That's annoyingly tricky. I think there's an image layout that lets you do it.
20:20jenatali: Yeah probably. Right now the common subpass attachment translation just smashes it to feedback loop :)
20:20gfxstrand: Actually, it's just GENERAL isn't it?
20:20gfxstrand: Yeah, that case is stupid-annoying to optimize
20:21gfxstrand: Because answering the question "Is it written?" is non-trivial.
20:21jenatali: Yeah it depends on which pipelines will be used
20:21jenatali: Which is why we put that info upfront in our render pass description...
20:22jenatali: I'm just really surprised there's not some kind of flag on the depth/stencil attachment reference indicating that it's a read-only reference. Trying to reverse engineer that instead of just being upfront about it seems weird
20:24gfxstrand: Right
20:26gfxstrand: jenatali: Reading docs, it looks like you can use VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL with input attachments.
20:26jenatali: Ok, so it seems like some checks need to be added in vk_common_CreateRenderPass2 to look at the layouts before smashing them to feedback loops
20:27gfxstrand: Yeah
20:31jenatali: Something like https://gitlab.freedesktop.org/-/snippets/7645
20:32alyssa: I'm afraid to ask but what's the requirements around feedback loops in Vulkan?
20:32alyssa: Feedback loops on our hardware are.... problematic
20:32jenatali: Yeah D3D doesn't support them
20:33jenatali: Looks like the requirements are either explicit memory barriers annotating a write->read point in the loop, or else fragment ordering flags somewhere else to ensure proper ordering
20:34jenatali: Hence why I care about this, read-only depth/stencil + input attachment is a totally valid use case, feedback loops much less so
20:34alyssa: nod
20:48ecm: hi
20:48ecm: I've been having trouble with libEGL since yesterday as it keeps saying libEGL warning: failed to get driver name for fd -1
20:49ecm: I do not understand what is meant by this
20:49ecm: according to glxinfo my gpu is working fine with nouveau
20:49ecm: only EGL throws this error
20:51ecm: the EGL debug log for this https://0x0.st/HTH2.txt
20:52ecm: strace: https://0x0.st/HTH_.txt
20:55karolherbst: the fd being -1 is kinda odd
20:56karolherbst: ecm: what's the mesa version?
20:56ecm: mesa-23.1.2_1
20:56karolherbst: interesting...
20:57karolherbst: wayland/xorg?
20:57ecm: xorg
20:57karolherbst: mhhh.. maybe zink gets into the way or something? kinda weird...
20:58ecm: my gpu doesn't support vulkan, zink shouldn't even be used right ?
20:59karolherbst: yeah.. well.. that zink fails could mess things up is my theory
20:59karolherbst: but it could also be something entirely different
20:59karolherbst: did anything change yesterday?
21:00airlied: ecm: are all your packages the same version?
21:01ecm: karolherbst: I only reinstalled mesa-vaapi yesterday
21:01karolherbst: mhhhhh
21:01karolherbst: yeah, maybe airlied is right then.. are all your mesa sub packages on the same version?
21:02ecm: https://voidlinux.org/packages/?arch=x86_64&q=mesa
21:02ecm: all seem to be 23.1.2
21:03karolherbst: yeah sure, but is this true for your system as well?
21:03ecm: I've updated to recent rn, so ig
21:03karolherbst: mesa-XvMC seems to be 22.2.4 at least
21:04karolherbst: is it installed for you?
21:04ecm: haven't installed that one
21:04karolherbst: okay
21:04karolherbst: then I get back to blaming zink
21:05ecm: is there some way I can run without checking for zink ?
21:05ecm: to test this
21:05karolherbst: maybe GALLIUM_DRIVER=nouveau
21:06ecm: nope, doesn't change anything
21:07karolherbst: maybe something odd on the EGL side, I don't know, might need some EGL experts here... it's a bit weird that GLX works though
21:08ecm: yeah, think its an EGL-only problem
21:08ecm: is some lib or file missing that it's searching for ??
21:08karolherbst: shouldn't
21:10karolherbst: it's kinda weird, because at least the mpv strace seems to do nouveau calls just fine
21:10karolherbst: DRM_IOCTL_NOUVEAU_GEM_PUSHBUF => commands send to the GPU
21:10karolherbst: DRM_IOCTL_NOUVEAU_GEM_CPU_PREP => waiting for the GPU to finish
21:14ecm: yes, nouveau works fine for everything
21:15karolherbst: do you know if it works in EGL applications besides eglinfo?
21:15ecm: no, all EGL apps fail like this
21:15ecm: firefox webrender, mpv, etc.
21:15karolherbst: mhhh
21:15karolherbst: but mpv is using nouveau
21:16ecm: wait I'll send eglinfo
21:16ecm: eglinfo: https://0x0.st/HTHU.txt
21:17karolherbst: is there a second GPU on your system by any chance?
21:18ecm: I have integrated graphics
21:18karolherbst: did you uninstall/disabled the driver in any way?
21:19ecm: of the integrated graphics ?
21:19karolherbst: yeah
21:19karolherbst: I wouldn't be surprised if EGL could get confused if it fails to create a context on the integrated GPU
21:19karolherbst: eglinfo will try to do so on all GPUs
21:20karolherbst: and other EGL applications might run into the same thing then
21:23ecm: ok, I reinstalled the mesa-intel-dri to test this, will reboot
21:25ecm`: nope, no change
21:26ecm`: how could I have disabled intel graphics ? some config file or var ?
21:27karolherbst: does `DRI_PRIME=0 glxinfo` or `DRI_PRIME=1 glxinfo` change anything?
21:30ecm`: no
21:30ecm`: both are same
21:30karolherbst: both nouveau?
21:30karolherbst: what's the integrated GPU anyway? Or is it a nouveau only system and I misunderstood?
21:31ecm`: they show vendor: Mesa renderer: NVA8
21:31ecm`: wait should vendor be nouveau for nouveau ?
21:31karolherbst: nah, the renderer is the chipset name
21:32karolherbst: but anyway, is this a single GPU system with the nvidia one as an integrated GPU?
21:32karolherbst: or are there two?
21:32ecm`: the former
21:32karolherbst: ahh okay, my mistake then
21:34ecm`: there is one GPU NVS-3100m, and i5-520m with integrated graphics
21:34ecm`: it's a t510
21:35karolherbst: okay, so there are two GPUs
21:36karolherbst: `lspci | grep -e VGA -e 3D` should tell anyway
21:36ecm`: that just gives 01:00.0 VGA compatible controller: NVIDIA Corporation GT218M [NVS 3100M] (rev a2)
21:36ecm`: only the gpu
21:37karolherbst: mhhh
21:37ecm`: so my integrated graphics isn't working ?
21:37karolherbst: it should still be listed as a PCI device in either case
21:37karolherbst: maybe it's disabled in the firmware? dunno
21:37karolherbst: maybe lspci lists it as something else?
21:37karolherbst: mind sharing your `dmesg`?
21:38kisak: Ironlake, oof. Could have been disabled in the bios since Optimus of that era wasn't quite viable.
21:39karolherbst: yeah....
21:39ecm`: lspci: https://0x0.st/HTHC.txt
21:39ecm`: dmesg: https://0x0.st/HTXr.txt
21:40karolherbst: `[ 9.554213] intel ips 0000:00:1f.6: failed to get i915 symbols, graphics turbo disabled until i915 loads` oof
21:40karolherbst: what is even that
21:40ecm`: lol
21:40karolherbst: but in any case, I don't think this should cause any issues
21:40karolherbst: as the device is like not there... at least for now
21:41karolherbst: could change once you `modprobe i915`
21:41karolherbst: what's the output of `/sys/class/drm`?
21:42ecm`: nope modprobe i915 doesn't add anything to dmesg or EGL
21:43ecm`: card0 card0-DP-1 card0-DP-2 card0-DP-3 card0-LVDS-1 card0-VGA-1 renderD128 ttm version
21:43kisak: ecm`: can you check the bios for something like ... Config > Display > Switchable Graphics and if it exists, if it's set to something that would hinder you.
21:44ecm`: ok
21:45kisak: pulling random forum noise from a decade ago, so it's not really a trusted info source.
21:51ecm: no such setting lol, i guess it's too old for that
21:51ecm: BIOS has very few options
22:15cmarcelo: karolherbst: for your comment about the struct of bools not having internal padding in CLC, jenatali pointed out in another context https://en.cppreference.com/w/cpp/types/has_unique_object_representations... seems to me you can stick a static_assert(std:has...<struct clc_...>()); in the cpp file to provide some compile time check for that. (or inside an ifdef cplusplus) which the cpp including it
22:15cmarcelo: will pick it up.
22:16karolherbst: ohhh.. interesting...
22:16karolherbst: let me play around with that then
22:16jenatali: Didn't I say that this morning when we were talking about it?
22:17jenatali: I was on my phone so I didn't have the exact name of the type trait, but I definitely said there was a type trait you could use to static assert it in C++
22:17karolherbst: ehh yeah.. but somehow my brain turned that into "check the size is known"
22:17karolherbst: yeah... I didn't think that far
22:30karolherbst: seems to work just fine: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23685
22:34jenatali: Did you test the negative by adding padding and making sure it breaks? I fully expect it to, just wondering
22:38cmarcelo: jenatali: I tested { bool; bool; bool; int; } and it barfed
22:38cmarcelo: s/barfed/correctly failed to compile/
22:39jenatali: Great :)
22:44airlied: gfxstrand: got any opinion how best to do VK_MESA extensions, since we'd probably want to prototype them in mesa before sending to vulkan, but they'd involve patching the vk registry/headers we have in mesa which seems like a bad maintenacne plan
22:45airlied: but I also feel back upstreaming things to vulkan if we aren't going to document them to a competent level
22:48gfxstrand: airlied: For what sort of thing?
22:48gfxstrand: We do internal extensions all the time
22:48gfxstrand: If it's going to be an actual published extension, though, it should go in the spec.
22:50airlied: gfxstrand: VK_MESA_video_decode_av1 is the first one
22:50airlied:doesn't feel nice cluttering up the spec :-P
22:50gfxstrand: Why not?
22:50gfxstrand: video is already spec clutter. :-P
22:50airlied: because when VK_KHR_video_decode_av1 comes along it'll get funky to tell the difference :-P
22:50airlied: but maybe there isn't a nicer way
22:51gfxstrand: Then why are we shipping a thing that's just going to be replaced by a subtly different thing?
22:51gfxstrand: And how is that any different from the EXT mess we already have?
22:51airlied: we are shipping a thing because it will actually be useful in the current lifetime of the universe
22:51gfxstrand: lol
22:52gfxstrand: Then spec it
22:52gfxstrand: If the universe dies before the KHR one comes out, there won't be any spec clutter.
23:57ecm: karolherbst: looking at the mesa-23.1.2 source, loader_get_driver_for_fd gives the error "failed to get driver name for fd -1"
23:58ecm: and loader_get_driver_for_fd is used in platform_x11.c with dri2_dpy->fd_render_gpu
23:59ecm: but there is a debug log just before that if the dri2_dpy->fd_render_gpu == -1, which never appears in all these errors