<jfalempe>
tzimmermann: sure, this is on my todo list for today ;)
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<tzimmermann>
thanks for reviewing
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<phasta>
If a patch intended for drm-misc-fixes was accidentally applied to drm-misc-next, what should one do about it?
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<glehmann>
does !nir_block::divergent mean all invocations are active in this block in a compute shader?
<glehmann>
for if/else it should be if the description is correct, but I'm not sure about loops
<glehmann>
if there is a divergent break/continue, I mean
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<jnoorman>
glehmann: if I interpret nir_divergence_analysis correctly, a divergent break/continue will mark the loop as divergent. a simple test shader seems to confirm this as well.
<jnoorman>
though I guess !nir_block::divergent might also mean that _no_ invocations are active.
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<zmike>
apitrace replay has insane overhead because the retrace program is very inefficient, but if apitrace could output the trace into compile-able c/c++ then it could be run directly
<zmike>
which would be incredible for performance testing/benchmarking
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<danylo>
Btw, if benchmarking Mesa vs Mesa, almost everything needed for benchmarking is achieved by dumping u_trace perf data and comparing it. Though not applicable for Mesa vs non-Mesa drivers...
<jenatali>
Yeah llvmpipe only supports GL/VK natively (AFAIK though maybe I could get d3d10umd to work?) and WARP only does D3D natively so there would need to be a mapping layer of some kind in the way
<zmike>
dxvk ?
<jenatali>
But there's so many aspects of perf that unless I'm testing for overhead in high call pattern cases then maybe it would be fine
<jenatali>
Yeah DXVK or GLOn12 or something
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<glehmann>
great, looks like nir now has three structs to specify subgroup size
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<glehmann>
nir_lower_subgroups_options::subgroup_size is the sane but annoying one (because it's only local)
<glehmann>
nir_shader_compiler_options::subgroup_size is kind of useless because options are meant to be immutable across the compilation process, but subgroup size isn't for all backend
<glehmann>
it also only exists to work around gl frontend memes afaict, so it probably shouldn't have been merged in the first place
<glehmann>
and what the hell even is shader_info::subgroup_size, and how does it work if it's not serialized/deserialized
<jenatali>
Oof
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<Company>
with my limited testing with GTK, WARP was a lot worse than llvmpipe
<Company>
not as bad as the Google software renderer, but definitely enough to warrant "I'm in danger" memes
<Company>
though warp is a lot nicer for debugging
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<jenatali>
GTK = through GLOn12? or D3D native?
<jenatali>
I'm aware that WARP's D3D12 paths are... suboptimal, compared to how it works through 11
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<alyssa>
glehmann: sorry. in my defence it was my last day O:)
<rodrigovivi>
dim push is now giving me this: "Branch setup for the integration repo is borked"... I believe after drm-rust setup... anyone knows a quick fix?
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<Company>
jenatali: D3D12 native
<Company>
jenatali: vs GL with llvmpipe (just copying the opengl32.dll over)
<Company>
I don't remember if I tried lavapipe, but that would probably be very similar results
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<Leftmost>
Looked through gitlab labels and didn't see any, but if anyone knows of some NIR/SPIR-V/vtn-related tasks that serve as a good entrypoint to contribution in that area, would much appreciate it.
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