ChanServ changed the topic of #zink to: official development channel for the mesa3d zink driver || https://docs.mesa3d.org/drivers/zink.html
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<ajax> zmike: in !12934, what do you mean by "unresolve"?
<zmike> ajax: it's for tilers; basically a vk ext that will do a copy from single sample -> multisample at the start of renderpass
<kusma> replicate is usually the terminology for that...
<ajax> got it, thanks
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<hch12907> anyone mind reviewing 13004?
<zmike> yea
<zmike> I did
<zmike> but I need to test it too
<hch12907> ah cool, take your time
<zmike> prob get to it today at some point
<hch12907> pretty sure there'd be some corner cases here and there, that part of the codegen is hairy...
<zmike> yea we always break something or other when it changes
<hch12907> but FYI my tests with Haswell show that we are not accidentally disabling extensions (except those that were mistakenly enabled of course)
<zmike> good
<zmike> thanks for checking it out
<ajax> is there a tool that watches your vulkan app and draws graphs of the render passes it creates?
<zmike> there's gfxreconstruct, which is like apitrace for vulkan
<zmike> dunno exactly what you mean by graphs?
<zmike> hch12907: tested
<ajax> zmike: one node for every draw command, input arcs are your textures / ubos / whatever, output arcs are render targets. and then for a whole frame you can draw a digraph whose last node is the swapchain image.
<zmike> ah
<zmike> I'm not aware of any such thing? maybe bnieuwenhuizen or JoshuaAshton or jekstrand would know
<hch12907> zmike: thanks
<bnieuwenhuizen> not aware of any
<bnieuwenhuizen> might be able to do something by dumping the renderdoc trace to xml
<bnieuwenhuizen> but good luck getting a nice graph with huger descriptorsets and VK_KHR_descriptor_indexing
<zmike> good news: zink doesn't do either of those things
<bnieuwenhuizen> not even with bindless?
<zmike> nope, not really
<bnieuwenhuizen> huh, how do you do bindless then?
<zmike> mesa only exposes 32 bindless texture units
<zmike> so juggling that many doesn't require a huge set at all
<bnieuwenhuizen> uh what
* bnieuwenhuizen never knew
<zmike> yeah drivers that implement it for mesa only have to allocate up to 1024 descriptors in a set
<zmike> and even that's probably way overkill
<bnieuwenhuizen> all the discussions I've seen about descriptor indexing is how 500k is not enough
<zmike> bindless texture != descriptor indexing
<bnieuwenhuizen> yep, apparently
<zmike> zink only uses descriptor indexing features to implement bindles
<zmike> not the actual huge sets
<ajax> it probably says something about me that you thought "dump to xml" and i thought "dump to graphviz"
<zmike> basically the same thing
<zmike> baryluk: any chance you wanna check out that exploder geexlab demo? I've been running it here for about 5 minutes now and it's completely fine
<jekstrand> tig