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<alyssa> why is PIPE_CAP_SHADER_CAN_READ_OUTPUTS a thing
<alyssa> set by radeonsi and v3d but I'm skeptical it's load bearing
<alyssa> used only to call io_to_temporaries in... tessellation shaders? I guess?
<alyssa> is CAP_DITHERING actually doing things?
<alyssa> on real workloads I mean
<alyssa> (i also don't bother to dither)
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<alyssa> PIPE_CAP_DEST_SURFACE_SRGB_CONTROL seems like it's just begging to be deleted
<alyssa> seems to exist only so virgl can do EXT_sRGB without EXT_framebuffer_sRGB on particular host drivers
<alyssa> which really seems like a niche within a niche
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<cphealy> I've always been curious how dithering works with the GL API. Seems pretty unclear. Would be nice to have available for cases where one wants to use an RGB565 render buffer (to reduce RAM usage) but want to minimize banding.
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<robclark> alyssa: type more native-context drivers and then we don't have to care about virgl (except blob drivers, grmbl)
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<robclark> but I think currently PIPE_CAP_DEST_SURFACE_SRGB_CONTROL is probably not a thing that can be removed
<alyssa> robclark: probably not
<alyssa> but it is begging to be deleted nonetheless ;)
<zmike> alyssa: the point of PIPE_CAP_DITHERING is to improve cache hits for drivers that won't dither
<alyssa> zmike: yeah, I got that
<alyssa> is it actually load bearing and not just another cap though
<zmike> shrug
<alyssa> zmike told me at xdc to delete caps like that one
<zmike> no I said delete the ones I'm not using
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<alyssa> oh
<alyssa> robclark: sorry PIPE_CAP_DEST_SURFACE_SRGB_CONTROL has gotta go, zmike's not using it
<zmike> ab
<robclark> kinda don't think it works that way ;-)
<zmike> oh do I have to start using it?
<zmike> ok
<alyssa> zmike 2024
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<i509vcb> I assume there is a way to generate the docs locally for mesa?
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<Lynne> 99% sure the validation layer is faulty when using descriptor buffers
<Lynne> such a waste of time
<Lynne> on less crashy GPUs it reports descriptor indices are null when it's impossible for them to be null, I know, I've checked
<Lynne> on more crashy drivers it just, you know, crashes the GPU
<zmike> descriptor buffer is great as long as you don't have any bugs
<jenatali> That's just Vulkan in general isn't it?
<zmike> oh right
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<Lynne> descriptor buffers really are great
<Lynne> it was such a mess before with regular descriptors if you wanted to fully parallelize your pipelines
<Lynne> you had to allocate multiple descriptor sets from the pool, one for each command buffer, which sounds simple, unless you had multiple descriptor sets used in shaders
<jenatali> Lynne: Doesn't descriptor_indexing also just solve that?
<Lynne> I was not aware of it at the time, and I would've hated to go back and mess with the code again to fit that in
<jenatali> Fair
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<Lynne> besides, it's ugly and an afterthought, descriptor buffers should've been the standard, nothing's more reliable than raw addresses
<Lynne> sure, it wouldn't have been able to support bindless hardware, but I think some people behind the spec lack hardware standards when it comes to writing standards
<Lynne> *fixed binding hardware
<jenatali> The descriptor set model looks a lot like what D3D12 ended up with, where our binding tiers kind of match, tier 1 is like Vulkan's stock model, tier 3 is like descriptor indexing enabled
<jenatali> Some different caveats though
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<Lynne> d3d12 has a much better encoding API than vulkan, I'm jealous
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<columbarius> Do gpus have a preferred internal buffer format? The usecase is a filter chain, where each filter would apply sth. to the buffer and pass it on to the next.
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<emersion> i don't think there's a generic concept like this, it depends on the use-case
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<columbarius> hmm. The goal is to find a usable dsp format for videostreams in pipewire, such that the stream could be converted once at the start and the end of some filterchain, such that filters prefferably write their transformations with this format in mind.
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<columbarius> and it should also be efficient on the used gpu, but I guess the answer is: it's complicated and not generalizable ^^`
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<emersion> do filters really need to be format-specific?
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<emersion> the format that everybody uses everywhere is ARGB8888
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<emersion> but for HDR you want 10-bit or fp16
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<columbarius> I don't know. The question is, if it is benefficial to propose a common/prefered/cannonical format, which might also work with hdr and is efficiently supported by compute units on the hardware, or if the whole idea is pointless and each filter will formatconvert anyways
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<columbarius> the current guess would be float16/32 RGBA
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<emersion> float32 is overkill
<emersion> float16 should be good enough, but may not be supported by all hw
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<emersion> though you target vulkan so maybe it is
<columbarius> thanks
<emersion> fp16 might use more power/resources than ARGB888
<emersion> 8
<hays> is there a 1:1 substitution for GL/gl.h and GL/glx.h using GLES/EGL?
<hays> im struggling to understand how these headers interrelate
<columbarius> so gpus are actually optimized for argb8888?
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<zamundaaa[m]> columbarius: fp16 simply has twice the amount of data per channel vs argb8888
<HdkR> How efficient output is usually just comes down to how many bits are being output these days. Unless you hit some really ugly edge case in some hardware :P
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<columbarius> and there is no intermediate format I guess, so the gpu works on argb8888 or fp16 directly. Precission errors are just accepted/not significant?
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<emersion> if you want precision, you need to use more power/resources and pick fp16
<emersion> it's a tradeoff
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<columbarius> ok, so the format in use is definded by the shader without the gpu or graphics api converting it to any intermediate thing(don't want to write representation, since this is already taken).
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<HdkR> columbarius: The shader output is still a vec4 per colour attachment, but the ROPs give you "free" reinterpretation of that data.
<columbarius> ROP?
<HdkR> hardware blend units on the GPU
<HdkR> (Or software on some GPUs, lets not fall in to the weeds)
<columbarius> thx
<HdkR> I would still love an ivec4 for integer colour outputs but that won't ever be a thing
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<gfxstrand> Ugh... create_passthrough_gs has been through a lot....
<gfxstrand> It really should be zink_create_passthrough_gs at this point.
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<zmike> I had the same thought when I saw the ci runtimes for the changes
<zmike> if you want to move you have my ab
<gfxstrand> I'm more annoyed that it used to be useful for NVK and now it's not. :P
<zmike> you had ample time to review and opted not to :P
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* gfxstrand madly types a GS builder for vulkan/meta
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<MrCooper> anyone happen to know the oldest Intel GPU gen which supports any preemption?
<gfxstrand> Broadwell, I think.
<gfxstrand> Maybe SKL
<gfxstrand> It came in tandem with execlists.
<gfxstrand> Whether or not it works, on the other hand....
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<MrCooper> thanks
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<Venemo> gfxstrand, cmarcelo, mslusarz do you guys think it's OK to have this field in the common shader info struct? or should we just keep it in radv code? https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22222/diffs?commit_id=8a8bd3b8dffc76625d3216745c9598e76e5f84b7
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<cmarcelo> Venemo: seems fine, but you likely want to say "dispatch is known to be linear at compile time" or something like, right?
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<Venemo> cmarcelo: I can extend the comment to include that
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<Lynne> shader_object looks pretty nice
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<Lynne> I like how there's a layer to convert objects to pipelines too
<jenatali> Will be interesting to see which drivers want to support it
<Venemo> who doesn't wanna support it?
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<jenatali> I don't have any data one way or another, it just seems like it wouldn't be a win in all cases
<jenatali> Dozen won't support it until/unless D3D does something similar FWIW
<Venemo> well, it basically trades off some GPU bound performance (of having all info in a PSO) for some CPU bound performance (thanks to not needing to recompile the same shader between different pipelines)
<jenatali> I guess. Seems like there could've been other solutions for not recompiling, like GPL for example
<Lynne> they say in the blog post that there should be no measurable difference between objects and pipelines on any platform, so I'm on board
<gfxstrand> jenatali: GPL is horrible
<Lynne> "Dispatch calls using compute shader objects must not be measurably slower than dispatch calls using compute pipelines"
<Venemo> GPL still keeps the pre-rasterization stages together so you still had to recompile those + it still had the state in the pipeline object, which shader objects don't need anymore
<gfxstrand> Lynne: Well, that's "no measurable difference" is probably a stretch.
<gfxstrand> The more linking we're able to do the faster you'll go
<jenatali> Yeah, a compute pipeline is a compute shader so it makes sense there that there's not going to be a difference
<karolherbst> well, unless I missed anything, at least on Nvidia hardware it should be all the same in the end, just that pipelines objects might use more memory?
<gfxstrand> karolherbst: Yes, this is ideal for NVIDIA
<gfxstrand> It's serious work for just about everyone else.
<karolherbst> are we even deduplicating shaders in nvk? :D
<gfxstrand> Most of the engineering work for Intel on the compiler side is done. I had to do the horrible MSAA madness for GPL.
<gfxstrand> karolherbst: No, we don't pipeline cache at all.
<gfxstrand> karolherbst: My plan is to rework all that stuff once NAK is ready
<karolherbst> might be something nvk could do, so that reusing the same shader in multiple pipelines is also for free basically
<karolherbst> ahh
<karolherbst> fair
<Lynne> NAK?
<gfxstrand> But, yeah, we don't even pipeline cache right now.
<gfxstrand> Lynne: New nouveau compiler
<karolherbst> :)
<jenatali> FWIW D3D does the shader de-duplication inside pipelines for drivers already. We just still require a pipeline to link them
<gfxstrand> Nvidia Awesome Kompiler
<qyliss> GPL and NAK apparently referring to software makes this a very confusing conversation to follow for casual idlers such as myself :D
<karolherbst> gfxstrand: though I meant if you have the same fp shader, but everything else is different across pipelines, would the pipeline cache stuff figure that out? Or is that too nvidia specific?
<gfxstrand> hehe
<zmike> xdc memes are timeless
<Venemo> NAK = Not Actually a Kompiler
<gfxstrand> karolherbst: Depends on how you set up your keys
<karolherbst> okay
<gfxstrand> karolherbst: If you make the keys orthogonal, you get deduplication.
<karolherbst> nice
<Venemo> I hope you guys manage to find a better name for it before it gets merged
<Lynne> what does nvk currently use then?
<karolherbst> but you also only upload the shader stage once, right? or would that be per pipeline?
<gfxstrand> The big thing with shader object is that there is an 1:1 (almost) mapping from SPIR-V to client-accessible binaries.
<gfxstrand> karolherbst: Once.
<gfxstrand> karolherbst: vk_pipeline_cache
<karolherbst> ahh
<karolherbst> nvm then, then it's all the same for us
<gfxstrand> Yeah, the long-term plan for NVK is that it will be 100% ESO internally.
<karolherbst> kinda lucky we have this super dynamic inter stage configuration thing
<gfxstrand> Maybe do some cross-stage linking stuff if it's useful later.
<Venemo> easy to do this now
<gfxstrand> karolherbst: Yeah, NVIDIA really is the only hardware where all this is easy. Even there, though, MSAA is aparently a bit of a pain.
<karolherbst> MSAA is always pain, so that's expected
<gfxstrand> I don't think it's as much of a pain as the NVIDIA engineers have been claiming it is on the Khronos calls but it's not zero like everything else.
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<karolherbst> yeah.. dunno
<jenatali> Seems odd to me that an extension would be designed that's difficult for other hardware to handle, but 🤷
<gfxstrand> jenatali: It's going to be interesting to see how it plays out. We've done the brain work to be pretty sure it's implementable on AMD, Intel, and NVIDIA.
<karolherbst> some applications are really doing a lot of ad-hoc linking
<gfxstrand> It's easy on NVIDIA
<karolherbst> so pipelines were never a good fit
<Venemo> it's difficult for drivers because they were designed to work with pipelines not shaders. it's just a matter of refactoring
<gfxstrand> The biggest pain point on Intel will be the fact that patch control points is now dynamic.
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<gfxstrand> Oh, and mesh inputs to FS are different. I don't think anyone has a plan for that yet.
<karolherbst> ah yeah...
<jenatali> Yeah, I'll be following along with great interest
<Venemo> gfxstrand: how are mesh->fs different on intel?
<gfxstrand> Venemo: I don't remember the details, I just know the FS input interface is different.
<Venemo> ah, that must be painful
<Venemo> it is also different on AMD but the difference can be accounted for in register programming
<gfxstrand> Venemo: Worst case, we compile them twice. How bad could that be? It's not like we compile every FS 3x already or anything horrible like that. ;-)
<gfxstrand> Between ESO and descriptor buffer, we've now managed to make Vulkan hell for everybody. :)
<Venemo> oh wow
<zmike> ideally nobody will notice the common contributor to all of these great specs
<Venemo> :D
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<gfxstrand> hehe
<Venemo> even it's hell for driver devs though, these things addressed real feedback from the audience, so I think that's a good thing
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<karolherbst> I wonder if applications like dolphin-emu will also make use of this
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<Lynne> ping on vkGetMemoryHostPointerPropertiesEXT actually properly checking whether memory is importable
<Lynne> currently it says sure for mapped device memory and then buffer creation fails when trying to import it
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<zmike> Lynne: not sure if helpful, but I just revived my old lavapipe descriptor buffer implementation for some testing
<zmike> I can make a more official branch with it if you're interested
<Lynne> sure, I can give it a spin
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<Lynne> it works! multiplane images too! it's pretty neat
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<zmike> cool, hopefully it's useful for you for debugging issues you might come across
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<jenatali> Time to go add an implicit GS for polygon point fill mode :(
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<alyssa> jenatali: Can you add that to DX12? or does qualcomm hw not do it?
<jenatali> No idea if hardware does it natively, it probably does since it's part of the wireframe feature bit
<jenatali> But it's the most useless feature... I just don't want to introduce CTS fails from flipping on support for wireframe
<alyssa> given you only have 4 IHVs to worry about if they all do it it seems like an easy thing to bolt on to dx12
<jenatali> Easy isn't the only criteria. It also has to be hard to emulate, and useful for apps
<alyssa> Yeah, that's fair.
<jenatali> And this is neither of those
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