03:03 lovesegfault: karolherbst: does video accel work with nouveau?
03:03 lovesegfault: like, vaapi/vdpau with mpv/ffmpeg
03:10 imirkin: https://nouveau.freedesktop.org/wiki/VideoAcceleration/
03:10 lovesegfault: imirkin: Yeah, I just found that, is it still up to date? it references mesa 9
03:11 imirkin: why would that mean it's not up to date
03:11 imirkin: some feature got added in mesa 9
03:11 imirkin: [it's up to date. if you're curious about a GPU that's not mentioned on there, the answer is "no support"]
14:47 karolherbst: imirkin: https://github.com/envytools/envytools/pull/203
14:48 karolherbst: imirkin: the kenrel module also supports synced submissions, so this can come in very handy in the future where we know which submission caused troubles
14:50 karolherbst: still need to figure out how to handle the variant stuff...
14:50 karolherbst: like I wasn't able to get the 3D stuff parsed from a g8x
14:51 imirkin_: wow, very simple.
14:51 karolherbst: yeah
14:52 imirkin_: unkown -> unknown
14:52 imirkin_: look at what demmt does for the variant things
14:53 karolherbst: well.. it parses the ids
14:53 karolherbst: of the channels created
14:53 karolherbst: and then does subchannel -> class mapping
14:54 karolherbst: but I would just probably hardcode most of the stuff and depend on how we do things in mesa, so that you can indeed just parse the last pushbuf and get useful information out
16:13 karolherbst: imirkin_: in regards to nv50 and running shaders, if shaders _and_ the push buffers are equal, is there anything else which could affect rendering?
16:14 karolherbst: equal between broken and working mesa
16:15 karolherbst: the varying setup of nv50 is a bit annoying in regards to shader caching and mmenzyns is trying to track down some issue and it doesn't seem like there is a difference actually, so I was wondering if you could think of anything
16:18 imirkin_: i mean ... a thousand things
16:18 imirkin_: oh, i see, in the context of that work
16:18 karolherbst: yes
16:18 imirkin_: ummmm
16:19 imirkin_: well, the "shader key" stuff is very important
16:19 karolherbst: applications are still the same ;)
16:19 imirkin_: are you looking at the uploaded shader contents?
16:19 karolherbst: imirkin_: sure.. but the push buffer contents is the same
16:19 karolherbst: mhhh, not really
16:19 imirkin_: the fixup stuff happens outside of any printing bits.
16:19 karolherbst: mhhhhhh
16:19 karolherbst: apparently reworking the varying stuff breaks it
16:19 karolherbst: dunno where we apply the fixups
16:19 karolherbst: but yeah.. this could change it
16:19 imirkin_: the varying bits are very finicky
16:19 karolherbst: _but_
16:20 imirkin_: if you change them, it will break
16:20 imirkin_: so ... don't change them.
16:20 karolherbst: glxgears is broken as well.. no idea how the fixups matter there
16:20 imirkin_: the fixups affect all shaders potentially
16:20 imirkin_: check the bytes actually being uploaded
16:20 karolherbst: anyway, the affect we saw is, that the gears are rendered white
16:20 karolherbst: yeah.. makes sense
16:20 imirkin_: interesting.
16:20 imirkin_: white is unexpected.
16:20 karolherbst: yep