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<karolherbst>
do we have any drivers that can write to sRGB images?
<emersion>
i think most of them can
<emersion>
it depends on the format modifier
<karolherbst>
ohh, I mean like inside shaders
<karolherbst>
or rather inside mesa
<karolherbst>
don't really see them advertised as shader images in any driver
<emersion>
ah, i was talking about being able to output linear colors from a shader, and offload the sRGB encoding to the driver, with vulkan
<karolherbst>
for writing I mean
<karolherbst>
right... I was looking into cl_khr_srgb_image_writes which means you can write to them from shaders with that, but yeah.. reading seems to work just fine so far
<emersion>
basically, _SRGB variants with VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
<karolherbst>
VK_IMAGE_USAGE_STORAGE_BIT I think
<emersion>
(as opposed to SAMPLED, which would be for reading)
<karolherbst>
right
<karolherbst>
it's for the compute pipeline
<emersion>
makes sense (i don't know then)
<karolherbst>
so uhm.. like using imageStore in GLSL on them
<emersion>
hm
<emersion>
maybe gamescope is using that?
<karolherbst>
no idea.. anv doesn't seem to advertize, nor iris/lp/zink
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<karolherbst>
should check the vulkaninfo site
<emersion>
yeah, it does
<emersion>
uses _SRGB with STORAGE
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<karolherbst>
opencl only has RGBA and BGRA, soo R8G8B8A8_SRGB and B8G8R8A8_SRGB, and some drivers indeed seems to support it..
<karolherbst>
asahi does
<karolherbst>
nice, so I can try that out
<karolherbst>
llvmpipe used to support it
<karolherbst>
but yeah.. seems like only asahi supports it inside mesa
<emersion>
that's surprising, i would've expected amd to support it too at least
<emersion>
maybe with only some format modifiers?
<karolherbst>
maybe? I only checked optimal tiling
<karolherbst>
seems like those queries kinda dos the gpuinfo webpage :'(
<karolherbst>
yeah, maybe I just need to check myself
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<glehmann>
no desktop hardware supports storage srgb images
<glehmann>
emersion: gamescope does the color conversion at the end of the shader for storage, SRGB formats are only used for input sampled images
<emersion>
eh
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<karolherbst>
anyway.. seems to work just fine on asahi and zink+hk
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<pac85>
Color space conversion is supported for rendering though on amd isn't it?
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<imeguras>
has anyone developed stuff for libdrm? im a newbie and i figured that i should start contributing to projects i use instead of complaining
<glehmann>
pac85: yes, that's required by basically every graphics api under the sun
<pac85>
Fair yeah
<imeguras>
I just wanted to contribute although i only ever contributed to very small projects which i tipically knew that if i implemented i wouldnt be stepping over another person
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<imeguras>
how do you guys organize what is "todo" without having a patch being rejected since no one asked for it or worse implementing something but being to late to the party
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<imeguras>
also i have a 7600X and aparently the PCI-ID+version(guess mine was older i bought it in second hand) is not on the list the others show up as AMD Radeon 610M which corresponds to laptop cpu's should i also label mine as 610M?
<robclark>
karolherbst: why is pipe_tex2d_from_buf->offset hard coded to zero? Shouldn't this be non-zero when the img is created from a cl subbuffer?
<robclark>
I'd expect that to have offset 917504/bpp
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<robclark>
karolherbst: is there an implicit dependency on svm here?
<karolherbst>
mhhh, let me check
<robclark>
(I am planning on implementing resource_assign_vma at some point but until now it is lower prio because tflite doesn't use svm directly
<robclark>
)
<karolherbst>
nah those interfaces are only used for SVM
<robclark>
I'm pretty sure the cl_khr_image2d_from_buffer issue I'm debugging is because of non-zero offset subbuffers vs offset=0 passed when creating sampler/image views
<karolherbst>
robclark: yeah.. I think a proper offset needs to be encoded there
<robclark>
hmm, ok.. but I think this failure isn't seen w/ llvmpipe, so still not sure if I'm missing something in driver (or some combination of caps causes rusticl to do something differently)
<karolherbst>
robclark: I don't think llvmpipe supports that extension
<karolherbst>
mhh maybe it does...
<karolherbst>
forgot "offset: offset," in the patch 🙃
<robclark>
one sec.. I'll try to trace it with llvmpipe to see if it is doing something differently (but have to hack things up because tflite asks for GPU device)
<karolherbst>
RUSTICL_DEVICE_TYPE=gpu
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<karolherbst>
maybe I should properly set the offset...
<karolherbst>
ehh and it's also not set for sampler views
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<robclark>
ok, with llvmpipe, for whatever reason it is creating subbuffers but not creating image2d's from them
<robclark>
ok.. if setting the offset properly isn't going to break someone else then I'll implement that
<robclark>
I just wanted to make sure I wasn't missing something else
<karolherbst>
just run all the image tests, some support passing in the format with "CL_sRGBA CL_sBGRA"
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<robclark>
give me a sec, I'm rebasing on your first MR
<robclark>
works.. t-b
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<karolherbst>
nice.. I had to drop my refactoring, because I think API validation depends on some of the Options there :'(
<karolherbst>
kinda annoying that the CL CTS doesn't catch those issues
<robclark>
you can add Reported-by if you want
<robclark>
yeah
<robclark>
I spent much more time than I'd care to admit digging thru tflite code trying to figure out wtf was going on.. a cts test would have been easier ;-0
<robclark>
;-)
<karolherbst>
yeah..
<karolherbst>
I wonder if debugging tflite is worse or not compared to debugging davinci resolve 🙃
<robclark>
I'd have to think similar but haven't had to look at davinci resolve (yet?)
<karolherbst>
it's x86 only anyway
<karolherbst>
seems like there is a windows arm beta
<karolherbst>
however
<karolherbst>
for davinci resolve you'll also need gl_sharing
<karolherbst>
and that's a little fun
<karolherbst>
basically will have to teach your driver to import and export arbitrary pipe_resources, not just 2D
<karolherbst>
anyway.. that application is brutal
<karolherbst>
creates a couple of queues and a couple of threads
<karolherbst>
so in my debugging sessions I usually have like ~100 active threads around 🙃
<karolherbst>
triggered a couple of weirdo dead-locks in my queue/event handling code
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