<i509vcb>
looks like I need to lower non-bindless to bindless to see wgpu's cube example work
<alyssa>
i509vcb: the gl driver lowers binding tables to bindless because it's too late by the time it hits the driver, since GL is based on binding tables
<alyssa>
for vulkan, there's no binding tables in the API
<alyssa>
so you would just lower derefs straight to bindless and not allocate texture state registers
<alyssa>
should be simpler than what the gl driver has to do
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<alyssa>
yeah
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<alyssa>
i509vcb: " 21:38 <i509vcb> alyssa: would you mind if load_sysval_agx allowed the binding to be a nir_def. I'd like to avoid the extra indirection for getting push constants but binding being a fixed int makes that hard "
<alyssa>
you shouldn't need this
<alyssa>
Don't put the push constants themselves on the agx_sysvals, instead put the u64 pointer to the push constant buffer there
<alyssa>
that way you have a fixed binding to get the pointer and then you can add your nir_def offset (which can be indirect)
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<i509vcb>
alyssa: agx_nir_needs_texture_crawl appears to be all I need to know whether or not I lower something to bindless
<alyssa>
That's the intention
<alyssa>
It's almost like I build the common code with Vulkan in mind
<alyssa>
pikachu.jpg
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<alyssa>
;)
<i509vcb>
On the sysvals MR, I think buffers are all that I need to finish if we wanted to just move absolutely everything into sysvals
<i509vcb>
I'm guessing that's something you probably want done
<alyssa>
:+1:
<alyssa>
s/buffers/vertex buffers or VBOs/
<alyssa>
the term "buffers" is... extremely overloade
<alyssa>
d
<i509vcb>
All I see right now in agxv_pipeline is vbos
<i509vcb>
Uhh I guess I'll get that done later today
<alyssa>
what I mean is, what AGXV currently just calls "buffers" should be called "vertex buffers" or "VBOs" for short
<alyssa>
since "buffers" is super ambiguous
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