<Shibe>
i can't figure out how to do VAAPI encoding on amdgpu. The only thing ffmpeg VAAPI seems to accept on this GPU is NV12 for some reason. I googled a bit (can't allocate NV12 buffer in gbm) and found that I should try and allocate an R8 buffer for y and RG88 for UV. Except apparently ffmpeg (or vaapi) doesn't support importing from 2 different file descriptors for one frame
<Shibe>
so i'm a bit stuck
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<linkmauve>
Wow, GALLIUM_HUD=fps makes things a *lot* slower, when I run my game without it it gets ~91 fps, with it it goes down to ~67 fps, almost 4 ms of difference!
<linkmauve>
This is on Lima.
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<linkmauve>
I’m comparing with the built-in framerate counter.
<linkmauve>
I don’t see any performance counter extension being exposed, how else would I go profile that?
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<mareko>
the HUD uses blending and smooth lines, try GALLIUM_HUD=simple,fps to remove the chart
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<anholt>
linkmauve: iirc on a tiler, unless you're clever, the hud binding the fbo with just color instead of color+depth can cause flushes.
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<linkmauve>
Oh…
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<pinchartl>
is there a way to import dmabufs for GL textures with GLX, not EGL ?
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* anholt
doesn't know of one
<pinchartl>
I'm asking because the Qt GL integration uses GLX instead of EGL on X11 platforms. of course I could ditch these helpers and use the EGL and GL ES APIs directly
<pinchartl>
but it will be more work than I anticipated, a large rewrite of the code base
<karolherbst>
not sure why they still use GLX these days?
<anholt>
what, my mediump vars nir pass just worked on the first try? something must be really broken.
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<pinchartl>
karolherbst: no idea. maybe they changed that in Qt 6 ?
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<mareko>
anholt: replacing lower_precision?
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<anholt>
mareko: I've got an angle-on-turnip deqp fail that has pointed out to me that we don't store vars as 16-bit.
<anholt>
so I'm doing that. it ends up not affecting the shader-db much at all, I think because of other glsl lower_precision fail.
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<anholt>
mareko: I do hope that with a bit of work we could make glsl lower_precision go away. that pass is impenetrable.
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<anholt>
mareko: I was curious, for radeonsi, does the hw really not support int16? after accidentally introducing some 16-bit ints with a previous mr, I was surprised at how little broke.
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<kchibisov>
karolherbst: maybe they want transparent windows? Since EGL can't do that on X11.
<kchibisov>
At least with mesa.
<karolherbst>
cursed if you need that
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