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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<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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