ChanServ changed the topic of #dri-devel to: <ajax> nothing involved with X should ever be unable to find a bar
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<kurufu> Thanks
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<airlied> mareko: is there no way to know at gallium context create time if it's for video?
<airlied> imirkin: you might know also
<imirkin> not really. i think some flags have been added in recent times to indicate e.g. a compute-only context
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<imirkin> so could add more if you need it
<imirkin> but keep in mind that a "for video" context is expected to support things like blit and whatnot to display things
<airlied> so likely I have to make zmike unhappy and add a second batch buffer
<airlied> which is what I was doing, and he was unhappy :-P
<imirkin> airlied: yeah, i only see a PIPE_CONTEXT_COMPUTE_ONLY
<imirkin> which basically restricts the allowed list of callbacks
<imirkin> but i dunno whether you could live with a video-only context. maybe with a different state tracker
<imirkin> although iirc the radeonsi guys were preparing for some AMD GPU which didn't have a 3d engine, but did have compute + video decode
<imirkin> so st/va might actually have a bunch of compute-only support
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<airlied> imirkin: trying to get vaapi on top of vulkan with zink, so want to reuse the vaapi st
<imirkin> oh dear
<imirkin> anyways, you could look into the compute-only support
<imirkin> iirc it's there in st/va
<imirkin> zink would have to consume that flag and do cool things
<airlied> I think I'm just going to the hack and one off batch for now outside of what zink does :-P
<mareko> airlied: vaapi & omx have a limited feature set with compute-only contexts such as no fancy postprocessing, we implemented only as much as was needed by MI100/MI200
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<mareko> *by=for
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<airlied> oh man this is going to be a maze of twisty planes/modifiers
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<dj-death> danylo: I'm curious if you thought about reused command buffers generated before perfetto/utrace is enabled in vulkan
<dj-death> danylo: right now I'm working about it by enable utrace all the time, so I know that my command buffers have been instrumented
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<dj-death> danylo: but it would be a lot better if the app didn't write any data but the perfetto stuff
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<danylo> dj-death: I didn't know anything but demos to use reusable command buffers, so I just dropped that case.
<danylo> We could add another env var
<danylo> Also, "but it would be a lot better if the app didn't write any data but the perfetto stuff" - could you elaborate?
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<dj-death> danylo: I'm just not interested in a text output if I'm capturing with perfetto
<dj-death> danylo: I guess a new env variable is the way to go
<danylo> yes, that's why I'm suggesting another envvar
<dj-death> thanks
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<dj-death> danylo: have you run into issues with the UI where different elements overlap?
<danylo> dj-death: yes
<dj-death> danylo: for instance for me : https://github.com/google/perfetto/issues/199
<dj-death> danylo: how did you solve that?
<danylo> Could you send a screenshot?
<danylo> ah it's there
<danylo> dj-death: Our draw calls do not overlap, so the overlapping I had was a bug for us (there were issue with timestamps correlation).
<dj-death> interesting
<danylo> oh, sorry, I'm a bit wrong
<dj-death> I thought most GPUs were able to have different draws ongoing at the same time
<danylo> dj-death: yes, yes. We just don't trace individual draw calls since in tiling mode it is too taxing for GPU
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<dj-death> right
<dj-death> it's a bit boring for me to just look at renderpasses :)
<dj-death> at least you get more interesting stuff going on tilers
<danylo> It would be great to see individual draw call perf, but the cost is too great to do this for all calls in a renderpass
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<dj-death> danylo: that's the CPU cost you're talking about?
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<danylo> dj-death: "GPU cost" Writing timestamps is taxing, it's fast enough without tiling, but if each tile for each draw writes timestamps - thing slow down, and beside timestamp writing we also have to add the to the accumulator buffer after each tile
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<danylo> * to add timestamps deltas to the accumulator buffer after each tile
<bnieuwenhuizen> no dedicated tracing HW blocks?
<danylo> bnieuwenhuizen: as far as we no dedicated block for measuring draw call duration, proprietary driver also doesn't show per-drawcall time
<dj-death> we still have to insert commands to snapshot the timestamp register
<dj-death> but we have a command to do end of pipe snapshot
<dj-death> so apart from an additional command in the cmd_buffer, it shouldn't have much more impact
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<mareko> airlied: video steal needs compute for copies and compute dispatches
<mareko> at minimum
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<danylo> dj-death: I'll review the changes to u_trace tomorrow
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<dj-death> danylo: sure, no hurry, thanks
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<jekstrand> anholt_: Have you experimented at all with uninlining nir_builder_opcodes.h?
<jekstrand> anholt_: I doubt it'd make a difference for the ALU ops but it probably would for intrinsics.
<jekstrand> anholt_: The only question is if intrinsics are enough to actually matter.
<jekstrand> All the intrinsic stuff is "hand-rolled" which is to say there's no intrinsic version of nir_build_alu(). We generate all the destination/source init etc. for each one.
<anholt_> jekstrand: haven't. I'm uninlining nir.h right now.
<jekstrand> anholt_: Watch out there.
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<jekstrand> anholt_: There's something we recently inlined that made a significant perf change somewhere. Sadly, I'm having trouble finding it at the moment.
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<jekstrand> Which isn't to say that it all needs to be inline. I'm sure there's some stuff we can drop
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<anholt_> inline nir_foreach_src/dst?
<jekstrand> Yeah, it's probably those
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<airlied> anyone know the rules around nv12 and dma-buf and vulkan export and egl import?
<airlied> egl import seems to want two planes of info, but does vulkan export give you info for two planes for one image?
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<airlied> putting zink on top of vulkan is make the headache worse of course :-P
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<airlied> maybe I gotta fake the planes in zink a bit esp around exporting the underlying dma-buf fd
* airlied will give that a try today
<robclark> not sure about the vk side of things.. but for nv12+ubwc we defn want two planes
<robclark> also, not uncommon for hw dec/enc to want certain alignment for each plane.. so an API that didn't explicitly pass separate per-plane fd+offset+pitch isn't that great of an idea
<imirkin> the consumer needs to be flexible about how it receives the nv12 of course
<imirkin> since diff encoders will want diff things
<imirkin> some encoders take separate offsets, some have it fixed
<airlied> yeah the hw isn't the problem as much as the APIs
<airlied> the eglCreateImageKHR API expects one thing, but it seems Vulkan exports another thing, and seems like zink should probably bridge the gap here
<imirkin> memcpy. that'll solve everything :)
* airlied is just going to create fake pipe_resources in zink
<emersion> vulkan export gives you one plane per VkMemory
<emersion> you can pass the same VkMemory as two planes with a different offset
<airlied> emersion: yeah so I think I have to create 2 fds from the VkMemory
<emersion> export once, then dup, then you have two planes :)
<emersion> (not great code but should give an idea)
<emersion> vkGetMemoryFdKHR, dup as necessary to get drmFormatModifierPlaneCount planes
<emersion> vkGetImageDrmFormatModifierPropertiesEXT to get the modifier
<emersion> vkGetImageSubresourceLayout to get per-plane offset/stride
<airlied> emersion: cool, I think zink does some of that just fails to do it per-plane, I'll add it today
<airlied> might get vaapi over vulkan video to render a video then
<emersion> feel free to CC me
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<emersion> vaapi over vulkan video, lol
<emersion> the future is now^Wsoon
* imirkin is waiting for vulkan video over va-api...
<HdkR> Why not both?
<imirkin> and then you can finally plug the power strip into itself, and wonder why the computer won't turn on
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<emersion> vulkan video over vaapi sounds like it'd be a bit more difficult
<emersion> vulkan layer maybe?
<imirkin> hehe, to "sneak in" video?
<airlied> yeah mapping command apis onto context apis always sycks
<HdkR> Surely at some point someone will only implement one or the other, so doing double the work to cover both cases :)
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<alyssa> zink video?
<alyssa> is that what's happening here?
<alyssa> oh no
<alyssa> it is
<HdkR> The world craves zink video
<alyssa> airlied: vulkan-over-gl compat layer when
<alyssa> it's for ... uh ... legacy hardware ...
<alyssa> ("It's called lavapipe")
<airlied> yeah lavapipe the legacy hw edition would be my nightmare
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<airlied> HdkR, alyssa : my main motivation for zink video is there are no demo encode apps, I've a much better chance of writing a vaapi encode over vulkan than I have of writing an encode app
<HdkR> Sounds reasonable to me
<imirkin> so how are people implementing these api's? just implement & pray?
<imirkin> or is there internal stuff that you're not using?
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<alyssa> airlied: nod
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<airlied> imirkin: currently only nvidia has implemented anything from what I can see
<airlied> and its a provisional api so implement and pray
<imirkin> fair enough
<airlied> which really not like vaapi has a rigorous test suite
<imirkin> no, but there are a variety of applications that use it
* airlied assumes companies have internal test apps
<airlied> imirkin: but there wasn't went it was first written
<imirkin> yes ... "mpv" :)
<airlied> the nvidia decoder is completely standalone
<airlied> just no encoder yet
<imirkin> when va-api was first implemented, it was an intel-only api
<airlied> the nvidia decoder also contains propiertary stuff
<airlied> the CTS plans are in progress, but I'd rather not wait to at least have the basics working
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<imirkin> sure. was just curious
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<emersion> bnieuwenhuizen: do you know if nir_convert_ycbcr_to_rgb gives srgb or unorm values?
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<emersion> hm seems like it's sRGB
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<imirkin> what is the correct nir intrinsic to store things into an array? or are derefs the only way to do it?
<imirkin> (and what would the "to io" lowering do with those?)
<imirkin> (this would be a compact array of outputs)
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<airlied> imirkin: derefs for arrays, to io would convert the array access to a byte offset
<imirkin> airlied: so no harm in me "manually" just doing the store_outputs to the "right" spots, right?
<airlied> shouldn't be
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<imirkin> airlied: thanks! it works
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