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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<kurufu> https://files.catbox.moe/qzifpv.png what triggers drm_atomic_helper_prepare_planes being called on drm commit? Normally it seems i can only find stacks in check but sometimes prepare planes ends up getting called which takes ~16ms. More precisely it seems to only be slow every other frame for some reason?
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<Lynne> GPUs are scalar these days, so is the fact I'm seeing twice the perf from fp16 vec4 compared to scalar because of dual dispatch being able to parallelize better?
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<pendingchaos> it's probably because GPUs are not scalar (within an invocation), just mostly scalar
<pendingchaos> in particular, some GPUs have vec2 fp16 instructions
<karolherbst> yeah.. a lot of GPUs have vec2 fp16 these days, because registers are most of the time 32 bit, so it actually makes sense to provide that
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<kisak> Summary of the kisak-mesa PPA update cycle to 24.2.0. No more rusticl rollbacks to get to build on Jammy. NVK enablement changes made for meson troubles. NVK is noble+, with i386 being blocked by librust-syn-dev:i386 not existing.
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<kisak> (expected to also block on librust-paste-dev:i386 missing)
<glehmann> also, in mesa's case, NIR vectorization of scalar fp16 code is not great
<Lynne> thanks, that was good to learn
<soreau> kisak: good to know, thanks for the rundown
<Lynne> I'm surprised scalar code doesn't get vectorized, this is pretty trivial to, but nothing's probably trivial with GPU code after at least 3 translations in various IRs
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<glehmann> there is a NIR vectorizer, but it's only top down and requires inputs to be vectors
<glehmann> especially for amd hw, we would really wants something a bit more aggressive, since packing two scalar fp16 values into a vec2 can often be free
<glehmann> but fp16 on desktop is also a bit of a chicken and egg problem: it doesn't see a lot of use, so there isn't a lot of time spend on optimizing it. meaning if you use it, perf is also not ideal
<karolherbst> also.. it's always better for the programmer to write explicitly against vec2 anyway
<karolherbst> relying on an auto-vectorizer is a bad proramming model
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<karolherbst> load/stores can be vectorized anyway, so fetching 32 bit vec4 worth of data is probably a good idea anyway
<karolherbst> even if it's scalar in the end
<karolherbst> but the loads/stores won't be
<karolherbst> and nvidia e.g. needs 128 bit alignment for 128 bit (32 bit vec4) load/stores anyway
<glehmann> > relying on an auto-vectorizer is a bad proramming model
<glehmann> DX12's IR only has scalar alu instructions, so we don't get to choose
<karolherbst> annoying
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<DemiMarie> How bad is it (performance-wise) to copy all buffers (from all clients) from GPU buffers to CPU buffers and back?
<DemiMarie> Also, is this the right place to ask that question?
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