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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<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.
<DavidHeidelberg[m]> The repository resides here: https://gitlab.freedesktop.org/gfx-ci/ci-deb-repo/-/tree/trixie . Debian source.list.d entry can look like deb [trusted=yes] https://gitlab.freedesktop.org/gfx-ci/ci-deb-repo/-/raw/trixie/ trixie main
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<alyssa> 3/wc
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<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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