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<alyssa>
gfxstrand: Is the texture_index/texture_offset split actually doing anything for any driver?
<alyssa>
Every backend I've looked at is just lowering to an add if texture_index != 0 and texture_offset present
<alyssa>
ditto for samplers
<alyssa>
I wrote out a nir_lower_tex option but honestly tempted to just torch the whole thing and replace with a texture_index source or something
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<ims_>
first?
<ims_>
Hi, I asked the same thing in #zink but I think it might be better suited for general Mesa. I've found a bug in Zink (https://gitlab.freedesktop.org/mesa/mesa/-/blob/mesa-23.0.0/src/gallium/drivers/zink/zink_kopper.c#L187), it uses _mesa_hash_table_search_pre_hashed instead of _mesa_hash_table_search causing a segfault on X11 in my usage. Should I just follow the contributor guidelines and submit a PR, or submit a bug report
<alyssa>
ims_: Patches welcome :)
<ims_>
thanks! will do, then
<ims_>
i do have more zink-specific questions but that's best suited for #zink so I'll post them there
<jenatali>
alyssa: Yes. We need it
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<alyssa>
jenatali: Need how/why?
<jenatali>
I need a constant to identify which texture/sampler array is being referenced, and then an offset within that array
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<alyssa>
Right..
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<gfxstrand>
alyssa: IDK. Maybe not these days.
<gfxstrand>
alyssa: For drivers with old enough GLES versions where non-constant indexing isn't allowed, I guess it makes a few things easier. :shrug: Also, I think nir_lower_tex uses it a bunch.
<gfxstrand>
(Of course, every time nir_lower_tex uses it, it's probably broken so there is that...
<alyssa>
The paranthetical is what gets me, yeah
<alyssa>
I feel like the lower_tex_packing stuff should probably be moved into v3d
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<Lynne>
one bad side of vulkan is that it forces you into the low-level details of hardware operation, but when it comes time to actually do something useful with it and write shaders, it lifts its hands up and tells you to read spirv in text form
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<Lynne>
or read glsl docs which are polluted by decades of opengl and don't tell you much either
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<Lynne>
I want to know how much local memory I can have at most for each invocation in a workgroup of a compute shader, but none of the device properties expose it
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<DavidHeidelberg[m]>
lygstate: ping
<pixelcluster>
Lynne: local memory = space for variables etc.? The issue with that is that it isn't just one number but depends on a lot of things
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<Lynne>
yup, space for variables, I have to store around 64k of coeffs unless I want to redo results
<Lynne>
*64KiB
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<pixelcluster>
yeah this sort of thing really depends on what the compiler does with the shader, but 64KiB in variables sounds like a really bad time
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<Lynne>
yeah, it's a denoiser, but it's the best denoiser, so it's not very fast (~1fps on an intel 770)
<Lynne>
I think I can make it go at least a few times that while I'm porting it to vulkan, since it's doing around 80 opencl dispatches
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<DavidHeidelberg[m]>
lygstate: you added c_cpp_args, that's great, but sadly it's not printed in the environment() output of meson
<DavidHeidelberg[m]>
we need add custom summary() line for it
<DavidHeidelberg[m]>
even better, we can use environment.append(c_cpp_args)
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<DavidHeidelberg[m]>
nope, I was too optimistic, this probably wont work
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<dcbaker>
David Heidelberg: are trying to get the ones set by add_project_args or the ones passed in by the user?