On Thu, Feb 02, 2017 at 03:10:21PM -0800, Jason Ekstrand wrote: > On Thu, Feb 2, 2017 at 3:01 PM, Nanley Chery <nanleych...@gmail.com> wrote: > > > On Thu, Feb 02, 2017 at 01:55:30PM -0800, Jason Ekstrand wrote: > > > On Thu, Feb 2, 2017 at 1:45 PM, Nanley Chery <nanleych...@gmail.com> > > wrote: > > > > > > > On Thu, Feb 02, 2017 at 01:37:56PM -0800, Nanley Chery wrote: > > > > > On Thu, Feb 02, 2017 at 12:53:33PM -0800, Jason Ekstrand wrote: > > > > > > On Thu, Feb 2, 2017 at 10:55 AM, Nanley Chery < > > nanleych...@gmail.com> > > > > wrote: > > > > > > > > > > > > > On Wed, Feb 01, 2017 at 10:11:42PM -0800, Jason Ekstrand wrote: > > > > > > > > This improves the performance of Dota 2 on my Sky Lake Skull > > Canyon > > > > > > > > machine by about 2-3%. > > > > > > > > --- > > > > > > > > src/intel/vulkan/anv_private.h | 1 + > > > > > > > > src/intel/vulkan/gen8_cmd_buffer.c | 155 > > > > ++++++++++++++++++++++++++++++ > > > > > > > ++++++- > > > > > > > > src/intel/vulkan/genX_pipeline.c | 6 +- > > > > > > > > 3 files changed, 156 insertions(+), 6 deletions(-) > > > > > > > > > > > > > > > > diff --git a/src/intel/vulkan/anv_private.h > > > > > > > b/src/intel/vulkan/anv_private.h > > > > > > > > index 5fe4dd8..e7ad351 100644 > > > > > > > > --- a/src/intel/vulkan/anv_private.h > > > > > > > > +++ b/src/intel/vulkan/anv_private.h > > > > > > > > @@ -1475,6 +1475,7 @@ struct anv_pipeline { > > > > > > > > bool writes_depth; > > > > > > > > bool > > depth_test_enable; > > > > > > > > bool > > writes_stencil; > > > > > > > > + bool > > > > stencil_test_enable; > > > > > > > > bool > > > > depth_clamp_enable; > > > > > > > > bool kill_pixel; > > > > > > > > > > > > > > > > diff --git a/src/intel/vulkan/gen8_cmd_buffer.c > > > > > > > b/src/intel/vulkan/gen8_cmd_buffer.c > > > > > > > > index b877e27..553f0c3 100644 > > > > > > > > --- a/src/intel/vulkan/gen8_cmd_buffer.c > > > > > > > > +++ b/src/intel/vulkan/gen8_cmd_buffer.c > > > > > > > > @@ -157,16 +157,39 @@ __emit_sf_state(struct anv_cmd_buffer > > > > *cmd_buffer) > > > > > > > > void > > > > > > > > genX(cmd_buffer_enable_pma_fix)(struct anv_cmd_buffer > > > > *cmd_buffer, > > > > > > > bool enable) > > > > > > > > { > > > > > > > > -#if GEN_GEN == 8 > > > > > > > > if (cmd_buffer->state.pma_fix_enabled == enable) > > > > > > > > return; > > > > > > > > > > > > > > > > + cmd_buffer->state.pma_fix_enabled = enable; > > > > > > > > + > > > > > > > > + /* According to the Broadwell PIPE_CONTROL documentation, > > > > software > > > > > > > should > > > > > > > > + * emit a PIPE_CONTROL with the CS Stall and Depth Cache > > Flush > > > > bits > > > > > > > set > > > > > > > > + * prior to the LRI. If stencil buffer writes are enabled, > > > > then a > > > > > > > Render > > > > > > > > + * Cache Flush is also necessary. > > > > > > > > + * > > > > > > > > + * The Sky Lake docs say to use a depth stall rather than a > > > > command > > > > > > > > + * streamer stall. However, the hardware seems to > > violently > > > > > > > disagree. > > > > > > > > + * A full command streamer stall seems to be needed in both > > > > cases. > > > > > > > > + */ > > > > > > > > anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), > > pc) { > > > > > > > > pc.DepthCacheFlushEnable = true; > > > > > > > > pc.CommandStreamerStallEnable = true; > > > > > > > > pc.RenderTargetCacheFlushEnable = true; > > > > > > > > } > > > > > > > > > > > > > > > > +#if GEN_GEN == 9 > > > > > > > > + > > > > > > > > + uint32_t cache_mode; > > > > > > > > + anv_pack_struct(&cache_mode, GENX(CACHE_MODE_0), > > > > > > > > + .STCPMAOptimizationEnable = enable, > > > > > > > > + .STCPMAOptimizationEnableMask = true); > > > > > > > > + anv_batch_emit(&cmd_buffer->batch, > > > > GENX(MI_LOAD_REGISTER_IMM), lri) > > > > > > > { > > > > > > > > + lri.RegisterOffset = GENX(CACHE_MODE_0_num); > > > > > > > > + lri.DataDWord = cache_mode; > > > > > > > > + } > > > > > > > > + > > > > > > > > +#elif GEN_GEN == 8 > > > > > > > > + > > > > > > > > uint32_t cache_mode; > > > > > > > > anv_pack_struct(&cache_mode, GENX(CACHE_MODE_1), > > > > > > > > .NPPMAFixEnable = enable, > > > > > > > > @@ -178,18 +201,20 @@ genX(cmd_buffer_enable_pma_fix)(struct > > > > > > > anv_cmd_buffer *cmd_buffer, bool enable) > > > > > > > > lri.DataDWord = cache_mode; > > > > > > > > } > > > > > > > > > > > > > > > > +#endif /* GEN_GEN == 8 */ > > > > > > > > + > > > > > > > > /* After the LRI, a PIPE_CONTROL with both the Depth Stall > > and > > > > Depth > > > > > > > Cache > > > > > > > > * Flush bits is often necessary. We do it regardless > > because > > > > it's > > > > > > > easier. > > > > > > > > * The render cache flush is also necessary if stencil > > writes > > > > are > > > > > > > enabled. > > > > > > > > + * > > > > > > > > + * Again, the Sky Lake docs give a different set of flushes > > > > but the > > > > > > > BDW > > > > > > > > + * flushes seem to work just as well. > > > > > > > > */ > > > > > > > > anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), > > pc) { > > > > > > > > pc.DepthStallEnable = true; > > > > > > > > pc.DepthCacheFlushEnable = true; > > > > > > > > pc.RenderTargetCacheFlushEnable = true; > > > > > > > > } > > > > > > > > - > > > > > > > > - cmd_buffer->state.pma_fix_enabled = enable; > > > > > > > > -#endif /* GEN_GEN == 8 */ > > > > > > > > } > > > > > > > > > > > > > > > > static inline bool > > > > > > > > @@ -289,6 +314,124 @@ want_depth_pma_fix(struct anv_cmd_buffer > > > > > > > *cmd_buffer) > > > > > > > > wm_prog_data->computed_depth_mode != PSCDEPTH_OFF; > > > > > > > > } > > > > > > > > > > > > > > > > +static inline bool > > > > > > > > +want_stencil_pma_fix(struct anv_cmd_buffer *cmd_buffer) > > > > > > > > +{ > > > > > > > > + assert(GEN_GEN == 9); > > > > > > > > + > > > > > > > > + /* From the Sky Lake PRM Vol. 2c CACHE_MODE_1::STC PMA > > > > Optimization > > > > > > > Enable: > > > > > > > > + * > > > > > > > > + * Clearing this bit will force the STC cache to wait > > for > > > > pending > > > > > > > > + * retirement of pixels at the HZ-read stage and do the > > > > STC-test > > > > > > > for > > > > > > > > + * Non-promoted, R-computed and Computed depth modes > > > > instead of > > > > > > > > + * postponing the STC-test to RCPFE. > > > > > > > > + * > > > > > > > > + * STC_TEST_EN = 3DSTATE_STENCIL_BUFFER:: > > STENCIL_BUFFER_ENABLE > > > > && > > > > > > > > + * 3DSTATE_WM_DEPTH_STENCIL:: > > > > StencilTestEnable > > > > > > > > + * > > > > > > > > + * STC_WRITE_EN = 3DSTATE_STENCIL_BUFFER:: > > > > STENCIL_BUFFER_ENABLE > > > > > > > && > > > > > > > > + * (3DSTATE_WM_DEPTH_STENCIL::Stencil > > Buffer > > > > > > > Write Enable && > > > > > > > > + * 3DSTATE_DEPTH_BUFFER::STENCIL_ > > > > WRITE_ENABLE) > > > > > > > > + * > > > > > > > > + * COMP_STC_EN = STC_TEST_EN && > > > > > > > > + * 3DSTATE_PS_EXTRA:: > > > > PixelShaderComputesStencil > > > > > > > > + * > > > > > > > > + * SW parses the pipeline states to generate the > > following > > > > logical > > > > > > > > + * signal indicating if PMA FIX can be enabled. > > > > > > > > + * > > > > > > > > + * STC_PMA_OPT = > > > > > > > > + * 3DSTATE_WM::ForceThreadDispatch != 1 && > > > > > > > > + * !(3DSTATE_RASTER::ForceSampleCount != > > > > NUMRASTSAMPLES_0) && > > > > > > > > + * 3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL && > > > > > > > > + * 3DSTATE_DEPTH_BUFFER::HIZ Enable && > > > > > > > > + * !(3DSTATE_WM::EDSC_Mode == 2) && > > > > > > > > + * 3DSTATE_PS_EXTRA::PixelShaderValid && > > > > > > > > + * !(3DSTATE_WM_HZ_OP::DepthBufferClear || > > > > > > > > + * 3DSTATE_WM_HZ_OP::DepthBufferResolve || > > > > > > > > + * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer > > Resolve > > > > > > > Enable || > > > > > > > > + * 3DSTATE_WM_HZ_OP::StencilBufferClear) && > > > > > > > > + * (COMP_STC_EN || STC_WRITE_EN) && > > > > > > > > + * ((3DSTATE_PS_EXTRA::PixelShaderKillsPixels || > > > > > > > > + * 3DSTATE_WM::ForceKillPix == ON || > > > > > > > > + * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget > > || > > > > > > > > + * 3DSTATE_PS_BLEND::AlphaToCoverageEnable || > > > > > > > > + * 3DSTATE_PS_BLEND::AlphaTestEnable || > > > > > > > > + * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) || > > > > > > > > + * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth > > mode > > > > != > > > > > > > PSCDEPTH_OFF)) > > > > > > > > + */ > > > > > > > > + > > > > > > > > + /* These are always true: > > > > > > > > + * 3DSTATE_WM::ForceThreadDispatch != 1 && > > > > > > > > + * !(3DSTATE_RASTER::ForceSampleCount != > > NUMRASTSAMPLES_0) > > > > > > > > + */ > > > > > > > > + > > > > > > > > + /* We only enable the PMA fix if HiZ is enabled. However, > > if > > > > HiZ is > > > > > > > > + * *not* enabled and we don't set this bit there is no > > harm. > > > > > > > Therefore, > > > > > > > > + * we can just treat the NULL framebuffer case as has_hiz > > == > > > > false > > > > > > > and > > > > > > > > + * everything will work just fine. > > > > > > > > + */ > > > > > > > > + if (cmd_buffer->state.framebuffer == NULL) > > > > > > > > + return false; > > > > > > > > + > > > > > > > > + /* (3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL) && > > > > > > > > + * 3DSTATE_DEPTH_BUFFER::HIZ Enable > > > > > > > > + */ > > > > > > > > + const struct anv_image_view *ds_iview = > > > > > > > > + anv_cmd_buffer_get_depth_stencil_view(cmd_buffer); > > > > > > > > + if (!ds_iview || ds_iview->image->aux_usage != > > > > ISL_AUX_USAGE_HIZ) > > > > > > > > > > > > > > I think there's an error here. For depth buffers, > > > > anv_image::aux_usage > > > > > > > only indicates if there is an auxiliary HiZ buffer present. It > > does > > > > not > > > > > > > indicate that the HiZ buffer is being used within a render pass. > > For > > > > > > > that you'd have to check anv_attachment_state::aux_usage. > > > > > > > > > > > > > > > > > > > So things just got more interesting... The Vulkan spec only > > requires > > > > that > > > > > > the render pass provided to pInheritanceInfo for the > > > > vkBeginCommandBuffer > > > > > > of a secondary command buffer to be "compatible" with the render > > pass > > > > > > provided to vkCmdBeginRenderPass. The rules for compatibility > > > > explicitly > > > > > > allow the initial and final layouts of the attachments to differ. > > This > > > > > > means that, if HiZ usage within a render pass is determined by the > > > > initial > > > > > > layout, we can never know if HiZ is enabled in a secondary command > > > > buffer > > > > > > and we always have to leave the PMA stall off. That's fairly > > brutal to > > > > > > apps. > > > > > > > > > > That is interesting. I'm glad you found this. Perhaps we can get > > around > > > > > this by computing part of the PMA fix at the start of the subpass, > > and > > > > > the latter portion at the draw call? > > > > > > > > > > > > > That seems to be what your v2 patches are doing, so the problem is > > > > solved right? > > > > > > > > > > Basically, yes in the sense that it's correct. However, the new > > > hiz_enabled bit is always false inside secondaries so they take a perf > > hit. > > > > > > > Right, I was thinking about secondaries incorrectly. > > > > > > > > > -Nanley > > > > > > > > > > > > > > > > How bad would it be to enable HiZ within the render pass for the > > case > > > > where > > > > > > they use the GENERAL layout and then resolve at the end? They > > used the > > > > > > GENERAL layout so they know they won't get fantastic performance so > > > > maybe > > > > > > that's ok? > > > > > > > > > > > > > > > > Now that we've seen a benchmark out in the wild that uses depth input > > > > > attachments, I think we'll want the GENERAL layout to be fast and for > > > > > our software handling it to be straight-forward. I think we can > > > > > accomplish this by adding HiZ R/W support to BLORP. A local series of > > > > > mine that enables HiZ for input attachments takes a step towards > > this by > > > > > getting rid of the read-depth-through-HiZ situation we currently have > > > > > for the GENERAL layout. > > > > > > > > > > We can do whatever we want inside the render pass. The initial and final > > > layouts are just that, "initial" and "final". We can do an implicit > > layout > > > transition from initial to DEPTH_STENCIL_ATTACHMENT_OPTIMAL at the top > > of > > > the render pass and then transition to final at the end. It just clients > > > which use GENERAL when they don't need to will get resolves. If you > > don't > > > want resolves, use layout transitions properly and you won't get them. > > > > Thanks for expounding, that makes sense. In order for this to work, > > you'd also have to force all depth textures to be sampled through HiZ > > (as is currently the case). > > > > > > > > Yes, adding depth/hiz support to BLORP will let us leave HiZ on for all > > > GENERAL layouts but I don't think it's needed to solve the current > > problem > > > or to get fast depth input attachments. > > > > > > > Sorry if I gave the impression that I thought this patch depended on > > BLORP having HiZ support, that wasn't my intention. I was replying to > > how we should handle the GENERAL layout in the future. > > > > I also don't think it's the only way to solve this problem, but I do > > think it's the most straight-forward. I've been trying to share code > > between depth and color in the process of making CCS use layouts. > > Having such support in BLORP would avoid having to special-case depth. > > > > Yeah, I think BLORP supporting depth/hiz for blit destinations is probably > a good direction long-term, I just didn't want to unnecessarily block on > it. Honestly, it shouldn't be that hard to hook up... > > I think we're on the same page now. Thanks for your patience. :-) >
Indeed. Thank you for your patience as well! > > > -Nanley > > > > > --Jason > > > > > > > > > > > -Nanley > > > > > > > > > > > Either way, I'll respin and make it correct. We can sort this issue > > > > out and > > > > > > hopefully give secondary command buffer users their 2-3% later. > > > > > > > > > > > > --Jason > > > > > > > > > > > > > > > > > > > -Nanley > > > > > > > > > > > > > > > + return false; > > > > > > > > + > > > > > > > > + /* 3DSTATE_PS_EXTRA::PixelShaderValid */ > > > > > > > > + struct anv_pipeline *pipeline = cmd_buffer->state.pipeline; > > > > > > > > + if (!anv_pipeline_has_stage(pipeline, > > MESA_SHADER_FRAGMENT)) > > > > > > > > + return false; > > > > > > > > + > > > > > > > > + /* !(3DSTATE_WM::EDSC_Mode == 2) */ > > > > > > > > + const struct brw_wm_prog_data *wm_prog_data = > > > > > > > get_wm_prog_data(pipeline); > > > > > > > > + if (wm_prog_data->early_fragment_tests) > > > > > > > > + return false; > > > > > > > > + > > > > > > > > + /* We never use anv_pipeline for HiZ ops so this is > > trivially > > > > true: > > > > > > > > + * !(3DSTATE_WM_HZ_OP::DepthBufferClear || > > > > > > > > + * 3DSTATE_WM_HZ_OP::DepthBufferResolve || > > > > > > > > + * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve > > > > Enable || > > > > > > > > + * 3DSTATE_WM_HZ_OP::StencilBufferClear) > > > > > > > > + */ > > > > > > > > + > > > > > > > > + /* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE && > > > > > > > > + * 3DSTATE_WM_DEPTH_STENCIL::StencilTestEnable > > > > > > > > + */ > > > > > > > > + const bool stc_test_en = > > > > > > > > + (ds_iview->image->aspects & > > VK_IMAGE_ASPECT_STENCIL_BIT) && > > > > > > > > + pipeline->stencil_test_enable; > > > > > > > > + > > > > > > > > + /* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE && > > > > > > > > + * (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable > > && > > > > > > > > + * 3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE) > > > > > > > > + */ > > > > > > > > + const bool stc_write_en = > > > > > > > > + (ds_iview->image->aspects & > > VK_IMAGE_ASPECT_STENCIL_BIT) && > > > > > > > > + pipeline->writes_stencil; > > > > > > > > + > > > > > > > > + /* STC_TEST_EN && 3DSTATE_PS_EXTRA:: > > PixelShaderComputesStencil > > > > */ > > > > > > > > + const bool comp_stc_en = stc_test_en && > > > > > > > wm_prog_data->computed_stencil; > > > > > > > > + > > > > > > > > + /* COMP_STC_EN || STC_WRITE_EN */ > > > > > > > > + if (!(comp_stc_en || stc_write_en)) > > > > > > > > + return false; > > > > > > > > + > > > > > > > > + /* (3DSTATE_PS_EXTRA::PixelShaderKillsPixels || > > > > > > > > + * 3DSTATE_WM::ForceKillPix == ON || > > > > > > > > + * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget || > > > > > > > > + * 3DSTATE_PS_BLEND::AlphaToCoverageEnable || > > > > > > > > + * 3DSTATE_PS_BLEND::AlphaTestEnable || > > > > > > > > + * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) || > > > > > > > > + * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode != > > > > > > > PSCDEPTH_OFF) > > > > > > > > + */ > > > > > > > > + return pipeline->kill_pixel || > > > > > > > > + wm_prog_data->computed_depth_mode != PSCDEPTH_OFF; > > > > > > > > +} > > > > > > > > + > > > > > > > > void > > > > > > > > genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer > > > > *cmd_buffer) > > > > > > > > { > > > > > > > > @@ -398,6 +541,7 @@ genX(cmd_buffer_flush_dynamic_ > > state)(struct > > > > > > > anv_cmd_buffer *cmd_buffer) > > > > > > > > } > > > > > > > > > > > > > > > > if (cmd_buffer->state.dirty & (ANV_CMD_DIRTY_PIPELINE | > > > > > > > > + > > ANV_CMD_DIRTY_RENDER_TARGETS | > > > > > > > > > > ANV_CMD_DIRTY_DYNAMIC_STENCIL_ > > > > COMPARE_MASK > > > > > > > | > > > > > > > > > > ANV_CMD_DIRTY_DYNAMIC_STENCIL_ > > > > WRITE_MASK > > > > > > > | > > > > > > > > > > ANV_CMD_DIRTY_DYNAMIC_STENCIL_ > > > > REFERENCE)) > > > > > > > { > > > > > > > > @@ -423,6 +567,9 @@ genX(cmd_buffer_flush_dynamic_ > > state)(struct > > > > > > > anv_cmd_buffer *cmd_buffer) > > > > > > > > > > > > > > > > anv_batch_emit_merge(&cmd_buffer->batch, dwords, > > > > > > > > pipeline->gen9.wm_depth_stencil); > > > > > > > > + > > > > > > > > + genX(cmd_buffer_enable_pma_fix)(cmd_buffer, > > > > > > > > + > > > > want_stencil_pma_fix(cmd_buffe > > > > > > > r)); > > > > > > > > } > > > > > > > > #endif > > > > > > > > > > > > > > > > diff --git a/src/intel/vulkan/genX_pipeline.c > > > > > > > b/src/intel/vulkan/genX_pipeline.c > > > > > > > > index 3f701f3..3087037 100644 > > > > > > > > --- a/src/intel/vulkan/genX_pipeline.c > > > > > > > > +++ b/src/intel/vulkan/genX_pipeline.c > > > > > > > > @@ -742,6 +742,7 @@ emit_ds_state(struct anv_pipeline > > *pipeline, > > > > > > > > * to make sure it's initialized to something useful. > > > > > > > > */ > > > > > > > > pipeline->writes_stencil = false; > > > > > > > > + pipeline->stencil_test_enable = false; > > > > > > > > pipeline->writes_depth = false; > > > > > > > > pipeline->depth_test_enable = false; > > > > > > > > memset(depth_stencil_dw, 0, sizeof(depth_stencil_dw)); > > > > > > > > @@ -757,6 +758,7 @@ emit_ds_state(struct anv_pipeline > > *pipeline, > > > > > > > > > > > > > > > > VkPipelineDepthStencilStateCreateInfo info = *pCreateInfo; > > > > > > > > sanitize_ds_state(&info, &pipeline->writes_stencil, > > > > ds_aspects); > > > > > > > > + pipeline->stencil_test_enable = info.stencilTestEnable; > > > > > > > > pipeline->writes_depth = info.depthWriteEnable; > > > > > > > > pipeline->depth_test_enable = info.depthTestEnable; > > > > > > > > > > > > > > > > @@ -1514,8 +1516,8 @@ compute_kill_pixel(struct anv_pipeline > > > > *pipeline, > > > > > > > > const struct brw_wm_prog_data *wm_prog_data = > > > > > > > get_wm_prog_data(pipeline); > > > > > > > > > > > > > > > > /* This computes the KillPixel portion of the computation > > for > > > > > > > whether or > > > > > > > > - * not we want to enable the PMA fix on gen8. It's given > > by > > > > this > > > > > > > chunk of > > > > > > > > - * the giant formula: > > > > > > > > + * not we want to enable the PMA fix on gen8 or gen9. It's > > > > given by > > > > > > > this > > > > > > > > + * chunk of the giant formula: > > > > > > > > * > > > > > > > > * (3DSTATE_PS_EXTRA::PixelShaderKillsPixels || > > > > > > > > * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget || > > > > > > > > -- > > > > > > > > 2.5.0.400.gff86faf > > > > > > > > > > > > > > > > _______________________________________________ > > > > > > > > mesa-dev mailing list > > > > > > > > mesa-dev@lists.freedesktop.org > > > > > > > > https://lists.freedesktop.org/mailman/listinfo/mesa-dev > > > > > > > > > > > > > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev