ChanServ changed the topic of #asahi-gpu to: Asahi Linux GPU development (no user support, NO binary reversing) | Keep things on topic | GitHub: https://alx.sh/g | Wiki: https://alx.sh/w | Logs: https://alx.sh/l/asahi-gpu
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<alyssa> i509vcb: custom border colours in agxv are awkward because they're tied to the textur eofrmat
<alyssa> format
<alyssa> which means we can implement VK_EXT_custom_border_color but not customBorderColorWithoutFormat
<i509vcb> yeah I suspected just wiring up the type in the buffer object would likely not be enough
<alyssa> well, EXT_custom_border_color has a provision for hardware like AGX, that need to know the format
<alyssa> they give you the VkFormat
<i509vcb> Anyways for another day, nausea is not fun
<alyssa> it's just that there's a feature bit to make it optional
<alyssa> so we can do the ext without that feature
<i509vcb> I recall seeing a comment in agx_border about that
<alyssa> yeah
<alyssa> The problem is... the two interesting users of that extension (DXVK and VKD3D-Proton) both require customBorderColorWithoutFormat
<alyssa> so I'm not sure how useful EXT_cbc without that feature is in practice
<alyssa> Zink would use it. That's probably it
<alyssa> (I'm not too keen on doing stuff Just For Zink when we have a perfectly working GL driver... OTOH if AGXV+Zink happens to Just Work Well down the line that's a different story.)
<alyssa> needing to emulate border colours though would be very painful for performance so idk. we'll cross that bridge when we get there. custom borders are rare but occassionally used
<i509vcb> I imagine it's non trivial to do some sort of lowering for customBorderColorWithoutFormat under the hood in dxvk/vkd3d-proton
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<i509vcb> Speaking of agxv I probably need to poke ella about my VK_EXT_physical_device_drm patch
<alyssa> i509vcb: It's just fundamentally not how d3d works, as I understand
<alyssa> I don't think they could emulate it any better than we can in the drive
<i509vcb> Probably best to focus on what is needed for other vulkan things like sway
<alyssa> meh?
<alyssa> sway's gles2 renderer is fine
<alyssa> personally I want Vulkan for workloads that actually need Vulkan
<alyssa> DXVK/VKD3D being the final boss
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<i509vcb> I guess we have different priorities
<i509vcb> A lot of vulkan stuff on linux atm is more "why not?"
<i509vcb> I guess the most relevant thing I can think of coming up is webgpu implementations really liking vulkan more than the subpar gl implementations
<alyssa> my Steam bias might be showing ;)
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<alyssa> anyway, I sure as hell won't look a gift horse in the mouth if you want to contribute to AGXV =)
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<ella-0> alyssa: yeah I think that means I'm unblocked so throwing together a repo would be cool :3
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<alyssa> ella-0: will do!
<rowanG337> Up for a miniboss :P? For work I sometimes need to use oscilloscopes connected to the PC. I use this app: https://github.com/glscopeclient/scopehal-apps/tree/master/src/ngscopeclient which only has a vulkan render.
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<lina> "gl"scopeclient only has a Vulkan renderer? ^^;;
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<rowanG337> Yes they moved to vulkan only when implementing ngscopeclient
<rowanG337> I asked one of the main devs about it and this is their answer:
<rowanG337> So, prior to the middle of last year we required opengl 4.3
<rowanG337> We're moving away from GL due to a combination of poor performance and portability problems, especially on native macos
<rowanG337> (apple doesnt like open standards apparently)
<rowanG337> As of now, glscopeclient (which is getting deprecated in the very near future) has vulkan based render and compute backend with a very thin opengl 3.x compositor at the output
<rowanG337> ngscopeclient, the new GUI, is purely vulkan and does not use GL at all
<rowanG337> So essentially the name is just a historical artifact at this point.
<lina> I wonder if it might be a good test case... I can't imagine that kind of program doing anything "super" fancy in terms of graphics API corner cases?
<lina> So maybe it's worth trying ^^
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<rowanG337> Yeah that's what I'm expecting. Plus it's always good marketing to get a "real" app working :p
<rosefromthedead> "sway's gles2 renderer is fine" word on the street is it's actually better because wlr's vk code is still kinda wip
<rosefromthedead> i think it's just not made very clear because there are a lot of people using vk
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<alyssa> lina: ^
<alyssa> asahi/mesa:agxv/main will be the new home of agxv
<alyssa> I'll take care of rebasing that as appropriate, so you don't have to worry about keeping up with the asahi common
<alyssa> what the driver really needs right now is some tough love working through deqp-vk fails
<alyssa> I know that's not flashy but you need to eat your dinner before you can have desert
<alyssa> testing on anything more complicated than a sascha willems demo is going to be counterproductive at this stage, I think
<alyssa> that goes for that oscilloscope app. when the deqps are passing it'll work. it's not worth trying to bring it up at this point in the mean time
<alyssa> but yes. you and deqp-vk are going to get real close :}
<alyssa> good luck
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<alyssa> 12:07 @alyssa | testing on anything more complicated than a sascha willems demo is going to be counterproductive at this stage, I think
<alyssa> to put this another way -- "I wonder if it might be a good test case." -- deqp-vk has all the test cases that agxv needs for a while
<alyssa> I know debugging deqps isn't glamorous like showing apps running but it's how high quality drivers are built
<alyssa> you don't need to look for test cases for agxv. they're right there.
<alyssa> don't waste your time on !deqp-vk in the meanwhile
<alyssa> walk before you can run, crawl before you can walk,
<alyssa> Test case 'dEQP-VK.glsl.conversions.scalar_to_matrix.float_to_mat4_vertex'..
<alyssa> Fail (Got invalid pixels at sub-case 0)
<alyssa> just yesterday was the bug of "index draws are broken". way too early to be worrying about real apps to test your work against.
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<alyssa> ok, fixed the conversion thing
<alyssa> (flat shading of matrices was botched)
<alyssa> re the above though -- I'm not trying to be a downer
<alyssa> I'm speaking from experience. early panfrost I was more interested in getting apps working than the "boring" CTS work
<alyssa> and that was a bad idea because it meant everything in the driver was broken and debugging apps was ridiculously hard because where to look? everywhere!
<alyssa> but debugging CTS cases is straightforward. and then "miraculously" when I got the CTS cases working, the apps worked too.
<alyssa> no sense in you repeating my mistakes
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<alyssa> Pass: 92, Fail: 39, Crash: 141, Skip: 2728, Duration: 1:58, Remaining: 20:55:57
<alyssa> gesundheit
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<alyssa> Pass: 226, Fail: 92, Crash: 400, Skip: 7282, Duration: 3:51, Remaining: 15:17:33
<alyssa> yeah.. we've got work ahead :}
<alyssa> [mesa] alyssa@applejack:~/VKCTS$ run-vk.sh ~/VK-GL-CTS/android/cts/main/vk-master.txt
<alyssa> where run-vk is
<alyssa> FRACTION=1
<alyssa> CASELIST=$1
<alyssa> DEQP_BIN=~/VKCTS/deqp-vk
<alyssa> EGL_PLATFORM=surfaceless agxv deqp-runner run --caselist $CASELIST --deqp $DEQP_BIN --fraction $FRACTION --output output/ -- --deqp-surface-type=pbuffer --deqp-visibility=hidden --deqp-gl-config-name=rgba8888d24s8ms0 --deqp-surface-width=256 --deqp-surface-height=256 --deqp-log-images=disable
<alyssa> and where agxv is
<alyssa> export VK_ICD_FILENAMES=~/mesa/build/src/asahi/vulkan/asahi_devenv_icd.aarch64.json
<alyssa> export MESA_VK_IGNORE_CONFORMANCE_WARNING=true
<alyssa> exec $*
<alyssa> and where the whole thing is inside a meson devenv
<rosefromthedead> ty, last time i tried to run deqp i gave up for fear of going insane
<alyssa> rosefromthedead: i gotchu
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* alyssa should get back to her day job
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