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<DavidHeidelberg[m]>
btw. I set up nightly builds of Mesa for Debian 13 (trixie), so far limited to amd64. Just quick checking: is anyone interested to use it? It builds mesa the same way as Debian does, so except having latest ~git there shouldn't be differences.
<DavidHeidelberg[m]>
If is anyone interested in aarch64 or/and Debian 12 (stable, bookworm), ping me.
<alyssa>
airlied: of course you would have a branch for that :~P
* alyssa
is busy being grumpy about blender dropping all cross-platform apis
<alyssa>
(for cycles gpu rendering)
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<alyssa>
mesa learning to do oneapi or hip seems like the best bets but. ugh
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<DavidHeidelberg[m]>
I'll be happy enough when tinygrad will run on CL 3.0 for start :D I have modest expectations...
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<Lynne>
alyssa: they're writing a vulkan backend, aren't they?
<Lynne>
or is it just for graphics?
<Lynne>
s/graphics/display
<alyssa>
Lynne: IDK
<alyssa>
I'm specifically talking about Cycles, their compute-based raytracer
<alyssa>
If you run Mesa today with a recent Blender, you get GPU accelerated editing, but the final render is on the CPU
<alyssa>
(Mesa alone, I mean. Mesa + vendor-specific trash will get you GPU accellerated cycles)
<Lynne>
yup, they haven't listed anything compute-related under vulkan, I think they're just planning to use it for display currently
<Lynne>
imo many programs are stuck in the mindset that vulkan compute is just there to provide compute for graphics rather than gpgpu
<alyssa>
I mean, are they wrong?
<alyssa>
CUDA and even OpenCL are years ahead of Vulkan compute no?
<Lynne>
you have to work for it, because it's low level, but you can do pretty much everything with vulkan compute these days
<Lynne>
even more, since you have actual control over every step and nothing is hidden
<Lynne>
but cuda and hip have the kitchen sink advantage of offering libraries for pretty much everything - BLAS, FFTs, and various other DSP
<alyssa>
fair
<alyssa>
still seems like opencl (or sycl) would be a lot nicer from a users perspective
<Lynne>
sort of, it's easier to write shaders, and you get wider vectors (which the compiler reduces)
<Lynne>
if only glsl wasn't so limiting, and if only glslang wasn't the worst library in existence
<Lynne>
it's bad enough, these days, most multiplatform game engines I've looked at on github write their shaders in hlsl and use libdxcompiler to generate spriv
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<alyssa>
mood
<Lynne>
me and haasn were looking into copying zink's entire shader gen pipeline as a new system lib to get away from glslang, but /time
<Lynne>
the nir part in the middle really complicates things
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