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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<graphitemaster> When Zink translates GL shaders to SPIRV, it doesn't seem to optimize them at all, looking at ZINK_DEBUG output, was kind of surprised to see how poor some of this generation is, is that expected?
<graphitemaster> I guess NIR to SPIRV is as basic as it gets?
<graphitemaster> It also looks like OpenGL queries are not supported by Zink at this time?
<kusma> I'm guessing you're seeing a lot of pointless bitcasts? We're not optimizing those, because doing so is pretty pointless, bitcasts are free on HW.
<kusma> Queries are supported.
<kusma> We (Collabora) did bitcast optimizations in the D3D12 driver, because someone wanted easier to read shaders. But it didn't make anything faster.
<graphitemaster> I think I just got hosed by the master branch loll
<graphitemaster> Which is 11 months old >_>
<graphitemaster> Let me rebuild from MAIN branch
<kusma> I think queries were supported 11 months ago also...
<kusma> I mean, I'm not sure they were correct. But I'm almost certain we exposed the feature...
<graphitemaster> Well this is no longer working LD_LIBRARY_PATH=/tmp/zink/lib __GLX_VENDOR_LIBRARY_NAME=mesa MESA_LOADER_DRIVER_OVERRIDE=zink GALLIUM_DRIVER=zink ./app
<graphitemaster> failed to load driver: swrast
<kusma> Dunno what's up with that, I would have to check my own wrapper script, but my laptop is packed away for a while...
<graphitemaster> Using propeitrary NV, this was a problem before and GALLIUM_DRIVER=zink was the work around since Pennycopper or what ever has not landed
<graphitemaster> So the WSI stuff has to do a readback and blit / copy
<graphitemaster> It seems to want to keep loading swrast though
<kusma> GALLIUM_DRIVER is only to override the swrast codepath, so if you're on NV... I feel for you ;-)
<graphitemaster> Pointing LIBGL_DRIVERS_PATH at system mesa so it can get swrast_dri.so from there seems to workk
<graphitemaster> Anyways yeah timer queries don't seem to work with this build either
<kusma> If you have a GPU that support DRI, you only want MESA_LOADER_DRIVER_OVERRIDE, I think
<kusma> Ah, timer queries. Yeah, that might depend on a feature
<kusma> Hmm, doesn't seem like it...
<graphitemaster> Just seems like UINT64_MAX for the last timer query in the whole chain of multiple timer queries I got going
<graphitemaster> And everything else 0 XD
<graphitemaster> Very slow glBlitFramebuffer there XD
<graphitemaster> 7000 week blit
<kusma> 🤷‍♂️
<kusma> Sounds like a bug
<graphitemaster> Wonder if this is correct
<graphitemaster> Surely that would underflow
<kusma> Doesn't quite look right to me, no ..
<graphitemaster> I think that should read `result->u64 += max(results[i], last_value) - min(results[i], last_value);`
<graphitemaster> I'm just going to try it, fuck it
<kusma> Sure!
<graphitemaster> Nope
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<orbea> es
<orbea> oops, wrong channel
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