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<eric_engestrom>
ella-0, alyssa, (lina if you have an opinion): I'm going to request a VK_DRIVER_ID_* for asahi/agxv; do you prefer VK_DRIVER_ID_MESA_ASAHI or VK_DRIVER_ID_MESA_AGXV (or something else?)
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<Mary>
I would say AGXV on my side
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<alyssa>
3Cneutral
<alyssa>
neutral
<eric_engestrom>
sounds good :)
<eric_engestrom>
I'll wait 24h to give a chance to everyone regardless of their timezone :)
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<lina>
Whatever works! ^^
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<alyssa>
VK_DRIVER_ID_MESA_CATGIRLZ_NYA it is
<Mary>
VK_DRIVER_ID_MESA_NYASAHI
<alyssa>
mary gets it
<ella-0>
eric_engestrom: VK_DRIVER_ID_MESA_AGXV is more inline with the other drivers so that I guess
* lina
may or may not have plans to teach another catgirl programming...
<lina>
Our numbers will only grow~
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<alyssa>
nya~
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<i509vcb>
alyssa: for lowering all texture/image instructions to bindless, panvk appears to do something similar to that?
<i509vcb>
(Descriptor set accesses pretty much)
<alyssa>
panvk does not do that, no
<i509vcb>
okay red herring then
<alyssa>
I think you want something roughly like:
<alyssa>
* Each descriptor set gets an array of texture/image descriptors associated with it.
<alyssa>
Ideally, this is indexed directly by the BINDING (and multiplied by a stride of AGX_TEXTURE_LENGTH == 24 bytes)
<alyssa>
Alternatively you can compact things per-descriptor set and fix up when lowering the shader
<alyssa>
That might be better for cache efficiency maybe, idk
<alyssa>
Anyway, the texture descriptor array is per-descriptor set and uploaded
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<alyssa>
* agx_root_sysvals[] gains a pointer to the texture desc array for each set
<alyssa>
* Image instructions in the shader are lowered to bindless, where the bindless handle is (uniform index for the descriptor set, offset for the binding * 24)
<alyssa>
oh, umm, scratch what I said about agx_root_sysvals
<alyssa>
agx_root_sysvals doesn't get this array, you need to special case it unfortunately
<alyssa>
manually assigning uniforms
<alyssa>
Probably I should figure out a way to avoid that.
<alyssa>
hm
<alyssa>
hmm
<alyssa>
I probably need to change how this works in the compiler don't I.
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<i509vcb>
I can see that I'd need to upload the texture descriptors when descriptor sets are bound
<alyssa>
sure
<i509vcb>
> I probably need to change how this works in the compiler don't I
<i509vcb>
I am entirely lost there
<alyssa>
Currently we're representing a bindless table at uniform u0_u1 with a literal constant #0 in the shader
<alyssa>
which hard-requires the driver to fix the uniform layout, and is different from how we handle every other uniform
<alyssa>
I don't have a great alternative right now
<alyssa>
the issue is that the base address MUST come from a uniform, it CANNOT come from registers
<i509vcb>
I can just shift everything since how I redid the sysvals the sysval pointer is placed at it's location via a defined constant
<alyssa>
alright
<alyssa>
I mean, I probably need to redo this anyway for $SECRET_PROJECT, just not sure what the right way is yet.
<alyssa>
18:29 @alyssa | the issue is that the base address MUST come from a uniform, it CANNOT come from registers
<alyssa>
this means at a fundamental level nir_opt_preamble can't be used to push the address
<alyssa>
since it's an optional opt pass
<alyssa>
so.. I guess the way it works now is the right way, it's just kinda ugly
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<i509vcb>
Hmm I guess I need to take a sidequest on why AGX_META_OP_CLEAR handling in agxv is uploading a uniform
<alyssa>
clear colour
<i509vcb>
does the clear color have to appear in a uniform reg?
<alyssa>
yes?
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<i509vcb>
> nir_load_preamble(b, nr, 32, 4 + (rt * 8))
<i509vcb>
Hmm it seems that agx_meta just happens to work, moving the sysvals up to u2_u3 breaks because of the hardcoded uniform locations
<i509vcb>
hmm no ignore that
<i509vcb>
nope double ignore
<i509vcb>
the .base is implied
<i509vcb>
I guess I need to add a way to tell agx_meta to offset where it loads the clear color
<i509vcb>
Ah agx_meta_key has a reserved preamble, so I don't need that
<i509vcb>
hmm but the load still doesn't consider that
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<i509vcb>
s/load/clear
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<i509vcb>
alyssa: did the uuid stuff accidentally vanish from asahi/main during a rebase?
<alyssa>
Not intentionally..
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* alyssa
wonders how that happened
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<alyssa>
bizarre.
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