<jenatali>
mareko: if that code ended up in common gallium, I'd use it instead of the CPU emulation in vbuf
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<mareko>
jenatali: as a utility that drivers can use, that's possible
<mareko>
other than lowering vertex layouts, there is also indexbuf lowering, which could be done with compute shaders
<mareko>
primitive restart lowering would run slower because it would only run 1 workgroup per index buffer, but everything else can be super parallel, and that would eliminate the perf cost of u_vbuf
<jenatali>
Yeah that'd be great
<jenatali>
We really don't want to add 8-bit index buffers to D3D but every now and then we bump into apps that use it and hit the vbuf path. With TC at least doing CPU-side caching it's not too bad but compute would be better
<zmike>
mareko: vulkan requires stride to be aligned to the size of the format, so RGBA8 would be 4-byte alignment
<zmike>
there's a pipe cap I added for this because (surprise!) it was added for amd
<mareko>
jenatali: radeonsi uses a compute shader to lower it on gfx7 (Radeon RX 200) and older, it runs before each draw using 8-bit indices, see si_compute_shorten_ubyte_buffer, it does improve perf even with the barriers around it
<jenatali>
Yeah, that'd be simple enough to add to our driver I guess. Just hasn't been important enough yet
<mareko>
zmike: radeonsi doesn't use the CAP anymore, it supports byte-aligned VS inputs by loading each byte with separate loads if necessary, can the same be done is SPIR-V for Vulkan?
<mareko>
*in
<zmike>
I meant the vk spec part was added for amd
<mareko>
zmike: yes but can it be lowered with shader variants?
<zmike>
R8 or aligned RGBA8 are what you've got
<zmike>
you can't have RGBA8 byte-strided
<zmike>
would need an extension for it
<mareko>
zmike: can you set the format to R8 and then load the 4 bytes from the same VS input?
<zmike>
uhhh
<zmike>
I don't think so?
<zmike>
I'm pretty paged out on this stuff now though so maybe
<mareko>
zmike: can't you add a relative offset to the VS input load?
<mareko>
adding that into the Vulkan spec would allow you to lower everything
<zmike>
most of this is restricted by how amd's compiler works
<jenatali>
I thought VK allowed component alignment, not format alignment. I might be misremembering though
<zmike>
it really can't handle anything but the most basic stuff in vertex attrs
<jenatali>
So R8 byte-aligned would be fine but not R32
<zmike>
pretty sure it's format alignment, but I'm literally in bed trying to sleep so probably not at the top of my game here lmao
<jenatali>
We relaxed D3D's rules about this for dzn, but it might've just been that the offset *within* a vertex can be misaligned
<jenatali>
zmike: get off your phone/laptop and go sleep
<zmike>
I'm trying
<zmike>
just not that hard
<mareko>
zmike: now is the time to start playing a 4X game ;)
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<evadot>
eric_engestrom: thanks for the FreeBSD kcmp merge, I was just wondering today if I should ping some people here to have it reviewed/commited :)
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<Roadapthy>
Wow. 500 people in here? That's great!
<Roadapthy>
I came in to ask if anybody could give me a working build config for MESA on Ubuntu 23.04. Well, in my case, it's Xubuntu 23.04. I have come very close but there's always some mistake.
<ccr>
that's a lot of options, probably some are superfluous
<Roadapthy>
Yes, I installed it and games were slower. I also rebooted the system and it couldn't find the graphics driver (some error of that kind)
<Roadapthy>
That's what I thought too but I tried no options and just going with the default.
<ccr>
most people do not need osmesa, for example
<Roadapthy>
Which also did not work.
<Roadapthy>
ohhh ok.
<Roadapthy>
Oh, I have an AMD RX 6700 TX and I compiled the latest stable Kernel. Everything works great now but I have never been able to successfully build and install a working MESA.
<Roadapthy>
I have also successfully build Valve's Proton and it's working great.
<Roadapthy>
Oh, and in the past I have done the same with SDL2. I typically sneak in -O2 -march=native
<kisak>
In this situation I'd update to 23.10 since 23.04 went end of life last week, and use the source packages of mesa in kisak-mesa or oibaf as a basis for a local build ... oh wait, I can't use myself as an origin
<kisak>
(Debian salsa is upstream for me)
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<Roadapthy>
Oh dang! Hello Kisak! Thank you for your hard work! I have used your PPA in the past successfully.
<Roadapthy>
And I have 23.10 on another partition but 23.10 didn't have as broad support yet so I stuck with 23.04 on my main.
<Roadapthy>
Kisak, how do you create those wonderful binaries like that? lol I'd love to create one on my system that has been juiced up with some -march=native.
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<Roadapthy>
Oh, I was there and used that before. It's MESA version 24! I almost had that working.
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<Roadapthy>
I didn't mean to download version 24 though. I compiled it, installed, and nearly everything worked but it was slow and after reboot came the dead end.
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<Roadapthy>
So are you saying that I could do "git clone --branch mesa-staging/24.0 https://gitlab.freedesktop.org/mesa/mesa.git mesa24" and just compile using "meson .." and it should work on my system?
<Roadapthy>
Because I have an AMD GPU, I always try to remove Intel, Nouveau and whatever else that I can but I don't know if that's making this worse or not.
<jenatali>
Roadapthy: "games were slower." Like 5%, 50% or 5000% slower?
<Roadapthy>
Oh, FPS in my games went from 80-120 to like 62-70
<Roadapthy>
Which I know means I screwed something up.
<Company>
did you check how Ubuntu compiles their packages?
<Roadapthy>
I did and that's partially where I got my compile args but the apt-build also failed. It couldn't finish the build.
<Roadapthy>
However, I was able to grab the information from that whole process.
<jenatali>
Ok so like 50%. Probably not missing a driver then
<Roadapthy>
I'm using the source now that Kisak gave me but I think my llvm is the wrong version. I tried 19 but that's probably too new.
<kisak>
meanwhile I just pushed a security refresh of llvm 15 to the build farm.
<kisak>
(which is going to be used for my next build)
<HdkR>
One argument in that list of stuff is messed up. `-Db_ndebug=true` is what that one needs to be
<jenatali>
Good catch
<jenatali>
That's likely it
<Roadapthy>
Ohhhh
<HdkR>
I hate that NDEBUG variable being inverted. Very counter intuitive
<Roadapthy>
Well, I'm removing llvm 19 and returning to llvm 15 and I can try `-Db_ndebug=true` for sure.
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<Roadapthy>
I try to remove all debug, symbols, profiling, tracing, everything- I'm not a developer so I can't use that extra information anyway other than to ask AI.
<Roadapthy>
Hdkr: Thank you for that info and I'll try it.
<Roadapthy>
Kisak: Thank you for the link and the llvm 15 info.
<eric_engestrom>
evadot: you're welcome, and thanks for upstreaming the freebsd patches :)
<kisak>
llvm 15-17 should be normal for most distros right now, I'm stuck on llvm 15 due to other minor complications that is unrelated to your perf concerns.
<Roadapthy>
Kisak: Ohhh I see. Ok. Thanks. I guess I could try 16 and 17.
<Roadapthy>
My Linux GPT claims llvm 19 was the problem just now.
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<Roadapthy>
I can confirm that "meson .. --optimization=3 -Ddebug=false -Dc_args="-O3 -march=native" -Db_ndebug=true" does not work on Xubuntu 23.04, Debian MESA 23.3.5, using llvm 15. It builds, but after nothing works.