ChanServ changed the topic of #zink to: official development channel for the mesa3d zink driver || https://docs.mesa3d.org/drivers/zink.html
<zmike> anholt_: try disabling push descriptors?
<zmike> there's a thing for it already in init_driver_workarounds on AMD
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<anholt_> zmike: same perf
<anholt_> (dropping KHR_push_descriptor)
<zmike> alright, well that's one possibility eliminated
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<ajax> it feels weird to not just pass the full msaa spec into resource_create_front, and have it create both the single-sample and the resolve surfaces
<zmike> I'm not sure any other driver would care?
<ajax> d3d12 maybe. enh.
<zmike> or at least how I've done it
<zmike> I think other drivers are more likely not to care since they don't have bespoke wsi handling
<ajax> tilers too maybe
<zmike> sure, but I don't think they'll care about the linkage
<zmike> only that there is a resolve attachment
<ajax> fair
<zmike> you can see in https://gitlab.freedesktop.org/zmike/mesa/-/commits/test3/ I've been having a lot of fun with wsi
<zmike> ~midway down the list
<ajax> how much of a win is it to push resolves to the swapchain? or are you close enough to it working to measure yet.
<zmike> it works fine, but it's hard to measure the perf implications since it's related to presentation timing
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<zmike> the real issue with it is that it completely explodes validation because layout tracking is broken there (it's correct in zink)
<zmike> so probably I'd add this as a ZINK_DEBUG to enable it for now
<ajax> sure but you can turn vsync off and run something slower than 60
<ajax> anyway. interface a bit wonky but what else is new in wsi.
<zmike> yep
<zmike> not sure I have anything that runs at less than 60 fps? unless there's a way to fps limit glxgears or something
<ajax> surely you have at least one game that isn't full framerate yet
<zmike> is such a thing even possible?
<zmike> let me check metro again
<ajax> for other lesser drivers, i'm told
<zmike> what even am I looking for
<ajax> actually, 'glxgears -samples 16 -geometry 1024x1024 -swapinterval 0' you'd hope would show a difference
<ajax> fairly trivial scene, but still a big resolve hit
<zmike> hm 16 gives me Error: couldn't get an RGB, Double-buffered, Multisample visual
<ajax> try 8? depends what glx fbconfigs you have.
<zmike> that's what I did
<ajax> maybe just 2 samples. something where the overhead of the decontextualized dri_pipe_blit to resolve takes appreciable time
<zmike> yeah I'm just testing throughout the branch
<zmike> looks like it's about a 1-2% improvement
<ajax> but not where the resolve blit itself takes so much time it dominates
<zmike> though potentially that's just from having pre-recorded resolve cmdbuf to reuse
<ajax> you know, still a win
<zmike> yea
<zmike> I'll take it
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<zmike> Soroush: nice work on those 64bit cleanups
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