Re: [Mesa-dev] OpenGL and OpenCL on top of D3D12

2020-03-26 Thread Jose Fonseca
Hi,

This is very interesting work from my POV.  It's definitely great to have more 
members in Mesa community interested in Windows, and is exciting to see renewed 
interest in OpenGL from Microsoft.  There are always very difficult corner 
cases when translating between one graphics API to another, but given enough 
dedication, I see no reason why one can't achieve an OpenGL implementation on 
top of D3D12 that gets the job well done on virtually all the important uses 
cases.

Regarding the WGL headers, please give us a shout if you notice anything 
obviously wrong in the reversed engineered interfaces.  I've been away from 
Mesa dev lately, but I'll do my best to keep an eye on this work.  It would be 
helpful if you could explicitly CC @jrfonseca on changes specific to WGL 
headers / state tracker.  Thanks.

Jose


From: mesa-dev  on behalf of Gert 
Wollny 
Sent: Tuesday, March 24, 2020 16:38
To: Mesa ML 
Subject: [Mesa-dev] OpenGL and OpenCL on top of D3D12

Dear Mesa developers,

Today, we at Collabora together with Microsoft have announced a new
project based on Mesa: OpenGL and OpenCL on top of Microsoft's D3D12.
You can find the full  announcements here:

https://nam04.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.collabora.com%2Fnews-and-blog%2Fnews-and-events%2Fintroducing-opencl-and-opengl-on-directx.html&data=02%7C01%7Cjfonseca%40vmware.com%7C1fbe982d5e534ff7eb6308d7d011dac7%7Cb39138ca3cee4b4aa4d6cd83d9dd62f0%7C0%7C0%7C637206647447892216&sdata=TGEvmkS73dffnLz%2BEgHSmN3QQ%2FTRPRoza%2ByySEc4s88%3D&reserved=0

https://nam04.safelinks.protection.outlook.com/?url=https%3A%2F%2Fdevblogs.microsoft.com%2Fdirectx%2Fin-the-works-opencl-and-opengl-mapping-layers-to-directx&data=02%7C01%7Cjfonseca%40vmware.com%7C1fbe982d5e534ff7eb6308d7d011dac7%7Cb39138ca3cee4b4aa4d6cd83d9dd62f0%7C0%7C0%7C637206647447892216&sdata=qDVwOUZjteHtCaWmkbSiyka7Fc1ZJyTCMXS7q8pN0Ec%3D&reserved=0

How does this affect Mesa?

First of all, we intend to contribute this work into upstream Mesa.

The OpenGL work is similar to what Zink does with Vulkan, and will use
some comparable approaches for the emulation of features, hence there
will be some obvious opportunities for code-sharing with Zink.

The OpenCL support is not using the Clover runtime, but instead is a
standalone runtime that shares the NIR-to-DXIL compiler that we
contribute to Mesa and that is also used by above OpenGL layer.

As we are using spirv-to-nir in our OpenCL compiler, we have
implemented some missing OpenCL-specific features there as well. In
addition, we are also carrying some out-of-tree changes from other mesa
contributors, where we also contribute reviews of in order to help them
land.

Our work also includes contributing, improving, and maintaining the CI
for Windows, to be run on a variety of supported Windows targets.
Currently, Collabora is providing a Windows GitLab CI runner in order
to run our builds. We are looking into integrating this into fd.o's
general fleet of shared runners.

A high-performance DXGI libgl-target/winsys is also in the works, so we
can render directly into Windows' compositor surfaces. In theory, and
as a benefit to the wider Mesa community, other hardware driver could
be ported to support rendering into those surfaces as well.

As part of this work and thanks to Microsoft's support, the WGL header
files are being re-licensed as MIT, so we can reuse these original
headers rather than a reverse-engineered copy. Patches for this will
follow soon.

A dump of the code in its current state can be found here:
https://nam04.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgitlab.freedesktop.org%2Fkusma%2Fmesa%2F-%2Ftree%2Fmsclc-d3d12&data=02%7C01%7Cjfonseca%40vmware.com%7C1fbe982d5e534ff7eb6308d7d011dac7%7Cb39138ca3cee4b4aa4d6cd83d9dd62f0%7C0%7C0%7C637206647447892216&sdata=iozk7RT5jnXweFeM8dlcizCvs020obG0aPZHReVAMlw%3D&reserved=0
and we intend to upstream this code by breaking it into independent
MRs shortly.

We hope you're all as excited about this as we are!

Gert Wollny, on behalf of the Microsoft development team (Bill
Kristiansen and Jesse Natalie) and the Collabora development team
(Boris Brezillon, Daniel Stone, Elie Tournier, Erik Faye-Lund, Louis-
Francis Ratté-Boulianne)


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Re: [Mesa-dev] Drop scons for 20.1?

2020-03-26 Thread Marek Olšák
In the long term we should reduce the complexity of the project. scons is a
maintenance burden. Every time I break the scons build and the CI reports
it, can I politely ask you to fix my MR instead of me doing it? Then at
least the real maintenance cost would be known to scons supporters, instead
of the cost being invisible to most.

In the mean time, I think we can remove all parts of scons that VMWare does
NOT care about. Do you need haiku-softpipe? Do you need graw-null? Do you
need swr? glx? There is bunch you don't really need on Windows.

Marek

On Wed, Feb 26, 2020 at 3:44 PM Jose Fonseca  wrote:

> We already solved some pieces (e.g, how to consume and use Meson, while
> following our internal legal process required for adding new 3rd party
> dependencies), and figured a way to consume Meson build without having to
> migrate lots of internal build logic from Scons to Meson.  But other stuff
> just keeps getting higher priority, and we haven't fully migrated.
>
> Please do understand, SCons *just* *works* for us.  We are making
> progress with Meson.  It's just not the highest priority, when time is
> short, it gets deferred.
>
> I don't understand the rush.  If it was trivial and easy we'd obviously
> would have done it.
>
> Jose
>
> --
> *From:* Jason Ekstrand 
> *Sent:* Wednesday, February 26, 2020 04:15
> *To:* Rob Clark ; Kristian Høgsberg <
> hoegsb...@gmail.com>
> *Cc:* mesa-dev ; Dylan Baker <
> baker.dyla...@gmail.com>; Jose Fonseca ; Brian Paul <
> bri...@vmware.com>
> *Subject:* Re: [Mesa-dev] Drop scons for 20.1?
>
> +Jose & Brian
>
> I'm not personally opposed but I also can't remember the last time I had
> to
> fix the scons build. I think it's been years. Maybe that's because I don't
> work on GL anymore? In any case, I don't know that it's really costing us
> that much given that basically none of the drivers actually build with it.
> But fat meh, I guess.
>
> --Jason
>
> On February 25, 2020 21:56:30 Rob Clark  wrote:
>
> > It looks like we have 4 scons build jobs in CI.. I'm not sure how much
> > that costs us, but I guess those cycles could be put to better use?
> > So even ignoring the developer-cycles issue (ie. someone making
> > changes that effects scons build, and has to setup a scons build env
> > to fix breakage of their MR) I guess there is at least an argument to
> > remove scons from CI.  Whether it is worth keeping a dead build system
> > after it is removed from CI is an issue that I'm ambivalent about.
> >
> > BR,
> > -R
> >
> > On Tue, Feb 25, 2020 at 3:42 PM Kristian Høgsberg 
> wrote:
> >>
> >> It's been a while since Dylan did the work to make meson support
> >> Windows and there's been plenty of time to provide feedback or improve
> >> argue why we still need scons. I haven't seen any such discussion and
> >> I think we've waited long enough.
> >>
> >> Let's drop scons for the next release and move things forward?
> >>
> >> Kristian
> >> ___
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> >> mesa-dev@lists.freedesktop.org
> >>
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Re: [Mesa-dev] Mesa repo commit access

2020-03-26 Thread Marek Olšák
Hi Alexandros,

I recommend submitting more merge requests to have a bigger commit history.

Ultimately the virgl maintainers will have to decide this.

Marek

On Wed, Mar 25, 2020 at 10:00 AM Alexandros Frantzis <
alexandros.frant...@collabora.com> wrote:

> Hi everyone,
>
> I would like to request commit access to the Mesa repo (user
> 'afrantzis'). For the record:
>
> mesa$ git log --author="Alexandros Frantzis" --oneline origin/master | wc
> -l
> 30
>
> Please let me know if you need something more from me.
>
> Thanks,
> Alexandros
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