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<i509vcb> I wonder if this info would be helpful for figuring out how to prevent the unrecoverable timeouts I get. I noticed with deqp-runner if I set the maximum number of jobs to 1 or 2 (although I think the unrecoverable timeouts will occur with less frequency) I don't get unrecoverable timeouts. By default deqp-runner will use all my cores (8 on the M2 air)
<i509vcb> I think this might hint at some bug with the gpu recovery?
<i509vcb> Upon further thought for vk-meta-copy to properly do 3d copies without doing something horrible for performance like submitting 8192 draw calls for a full 8192x8192x8192 copy for an image, compute shaders with imageLoad and imageStore might be best?
<i509vcb> Unless I've missed something, we'd need to write in the worst case 8192 layers of a 2d copy for each layer of the 3d image
<i509vcb> Although I assume there is a reason why vk-meta is currently using a fragment shader for that?
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<alyssa> i509vcb: "sfloat" is indeed just float
<alyssa> possibly this is the issue of "copies are supposed to preserve nans/denorms but they get flushed when copying as floats"
<alyssa> casting to a size-equivalent safe format (e.g. r32_uint for r32_float) should deal with that
<alyssa> this means we can't compress rgb9e5 which is annoying but meh
<alyssa> i509vcb: 3d copies can be done in one draw call with a layered framebuffer, the vertex shader can write the layer on our hardware
<alyssa> (1 draw call, 8192 rectangles)
<alyssa> i509vcb: as for why fragment, it was originally thought that we needed to use the 3d pipe (fragment) in order to get apple's lossless compression
<alyssa> this is the case as exposed in metal (imageStore disables compression)
<alyssa> and is how e.g. Mali works
<alyssa> I have since learned that imageStore works on compressed images in limited cases, but it's unclear if it's enough to build a blitter.
<alyssa> (without a 3d pipe fallback at least
<alyssa> agxv isn't doing compression yet but it will
<alyssa> at some point we need to see how metal does copies
<alyssa> i don't think there's a straight-up hw DMA engine but maybe there's something helpful
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<i509vcb> hmm okay thanks for the info
<i509vcb> I guess I am forced to figure out layered rendering for 3d copies
<i509vcb> (I know there is stuff you pointed me to in the past, just need to try a few things)
<alyssa> or eat the draws for now, it's not the end of the world
<alyssa> i509vcb: meta->cmd_draw_volume
<alyssa> mm, I think that should be straightforward to wire up, you don't need GS or anything
<i509vcb> yeah I guess I'll try that first
<i509vcb> I did kind of vanish for a month lol
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<alyssa> all good :-)
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<i509vcb> I'm not 100% on how I'd do that casting. nir_bitcast_vector seems wrong since it wants the bitsize (probably for f32 to f64 casts or something like that) rather than a transmute of sorts
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<ella-0> alyssa: as far as i could tell metal always just uses a compute pass for copies