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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<mareko> FYI, gitlab times out
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<K900> zmike is zink-vaapi still a thing that is planned?
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<alyssa> gfxstrand: what happened with map_mem_placed tests?
<alyssa> I see an unmerged MR and an unanswered CTS ticket..?
<alyssa> ^crucible
<alyssa> I'm just kinda scared having no CI coverage for this rn
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<zmike> K900: yes, we usually work on it at the end of the year though so probably not any time soon
<K900> Thanks
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<Lynne> why are mesh shaders so tied into renderpasses?
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<Lynne> I don't even want any vertex/fragment shader legacy crap, not when I can just send ray queries via a compute shader and draw manually
<alyssa> what
<zmike> WHAT
<HdkR> wha?!
<alyssa> quoi
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<Lynne> pretty sure it's allowed, I've seen compute use ray queries before
<Lynne> so if I just construct geometry via a mesh shader, then bvh, I can call ray queries in compute and fill the screen via imageStores
<alyssa> perf on mobile will be trash
<Lynne> mobile has raytracing and mesh shaders?
<alyssa> yes
<alyssa> but also mesh is for the rasterization pipeline not RT
<alyssa> I don't understand how they would even interact
<alyssa> i guess you could use a ray query in a mesh shader :clown:
<zmike> you could dgc a mesh shader which writes to a storage buffer containing commands for dgc rt
<alyssa> galaxy brain
<Lynne> can't I call vkCmdBuildAccelerationStructuresKHR() after the geometry's been built?
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<alyssa> the purpose of mesh shaders is to give a faster path to feed the rasterization hardware
<alyssa> so I don't know how RT fits in
<Lynne> its a neat way of constructing vertices, and raytracing takes vertices to generate a structure?
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<Lynne> seems to be working so far
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<Lynne> to give some context, this is just for fun, it won't get ran on anything mobile (not like android speaks vulkan imho), and yes, I am going out of my way to avoid any and all boring rasterization pipelines
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<alyssa> bikeshed: what directory name (and where in tree) would a hypothetical common geom/tess/xfb/pipeline-stats/indirect-draws/primitive-restart/maybe-mesh? emulation library go
<zmike> src/alyssa
<alyssa> zmike: what a callout
<HdkR> src/emulators_are_us/
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<mareko> alyssa: I'm thinking of transforming simple GS into VS with an option to pass data between invocations of the same input primitive, but executing 1 invocation per output primitive
<mareko> per output vertex I mean
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<alyssa> mareko: that seems pretty different from what my code does - I don't know how I would pass data between invocations
<alyssa> I guess AMD hw gives more guarantees about subgroup ops and things than the vulkan spec does
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<mareko> it's a mesh shader workgroup (with shared memory), but the number of invocations is equal to the maximum number invocations that the GS can generate
<mareko> also all VS and GS sysvals are available
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<Company> jenatali: do you have some location where I can download a pre-built DLL for GLon12?
<Company> the AMD Windows drivers are spamming my D3D12 debug output and also leaking my textures, so I'm looking for something better
<Company> that works I guess - I was looking in freedesktop CI
<jenatali> That'd work too, any of the pipelines there that build Windows will have artifacts
<Company> I just looked and didn't find artifacts for https://gitlab.freedesktop.org/mesa/mesa/-/pipelines/1411218
<Company> which was the latest one
<jenatali> That didn't touch any code that builds for Windows so the Windows pipeline didn't run
<Company> ah, so I have to find commits that touched the right subdirs
<Company> that makes sense
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<Company> yeah, I get transparency working, textures not leaking and not a single complaint by the d3d debug layers. So it's indeed the AMD GL driver being shite
<jenatali> That tracks with what I've heard, unfortunately
<jenatali> I wish we were able to convince them to drop their native GL driver and just use Mesa
<Company> I'm wondering if GTK should tell people to ship with the GLon12 DLL
<Company> and just use that
<zmike> smh not using zink
<Company> that would use Vulkan
<Company> and while AMD's Vulkan is better than AMD's GL, I don't think that goes for all drivers
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<Company> on Windows with vendor drivers it's D3D or bust
<Company> Can DZN do multiplanar formats yet?
<jenatali> I honestly don't remember offhand
<jenatali> Been a while since I've touched it unfortunately
<Company> 6 months ago it didn't
<jenatali> Then no
<jenatali> GL does IIRC
<Company> if I use EGL I suppose
<Company> but WGL doesn't do that at all - I have to map the D3D subresources into individual GL textures I think
<Company> actually I don't even know - the EGL stuff is all dmabuf specific
<Company> I'd have to look if there's an extension for win32/d3d
<jenatali> I'm pretty sure I got NV12 stuff working through EGL at one point
<Company> lul
<Company> lavapipe is definitely cheating somehow
<jenatali> Hm?
<Company> it's getting 24fps playing a 4k video