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   June 6, 2018  
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[00:00:56] <dyl> Well
[00:01:09] <dyl> Looks like Apple is deprecating OpenGL/CL.
[00:01:21] <dyl> Prepare for the influx of MoltenVK users!
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[06:13:46] <xaxazak> Writing a basic UI widget set. All descriptors used by all widgets is currently 6 combined image shaders (tex arrays, different formats), 2 UBOs, 1 SBO. Is there any significant downside to making all UI pipelines share a layout that holds the max set of descriptors, even if they use none? compared to updating descriptor sets lots?
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[08:35:08] <Lymia> Queue ownership transfer occurs independently of layout transition, right?
[08:35:39] <Lymia> i.e. if the queue family that currently owns an image transitions it from layout A to layout B, the queue that it's being transferred to will already get the image in layout B.
[08:36:00] <Lymia> And if the barrier in the second queue tries to transition layout again, it will have to be B->C, and not A->B again.
[08:36:09] <Lymia> (Because it's already in B, not A)
[08:47:50] <Lymia> okey
[08:47:57] <Lymia> I think I found my answer after some serious digging
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[17:00:39] <HZun> what is the purpose of specifying a format for an image if you also need to specify a format for an image view anyway?
[17:06:07] <fazias> In Directx world, you can specify the "storage" format and view format can be slightly different
[17:07:05] <fazias> basically there you could say that "I have R8B8G8A8 format texture" and then you could decide if you want to view it maybe in "uint" or "float"
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[17:07:35] <fazias> (bad example, but hope it helps understanding the logic behind it)
[17:07:53] <HZun> thanks for the help. but i am still not really understanding it.
[17:07:56] <fazias> Vulkan didn't really have this at start, but I think they have something by now.
[17:08:06] <HZun> i thought that the image layout was the "storage format".
[17:08:15] <fazias> Image view is basically "descriptor" for gpu on how to view the memory
[17:08:32] <fazias> and then you have the data in some format to begin with
[17:08:51] <fazias> that's also part of it :)
[17:09:26] <fazias> you don't have identical memory layouts for all formats
[17:10:16] <fazias> if you have a texture R8, surely you don't just treat it as R32B32G32A32 since it's the worst case and waste tons of space for the unnecessary bits
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[17:10:47] <fazias> Format affects on how many bits are used per pixel and layout depicts on how its laid in the memory
[17:12:33] <HZun> so are the image format and the image view format used together? or independently? and do they need to be compatible with each other?
[17:13:16] <fazias> Compatible, but I don't remember this part of vulkan spec that clearly so maybe someone else can verify. Debug layer will also help :).
[17:14:16] <HZun> but i still dont understand what the image format is used for. why is it that the image needs a format, coulndt it have been made so that the image did not have a format and only the image view had a format?
[17:14:42] <fazias> Well how much memory does a texture then take?
[17:14:47] <fazias> if you don't know it's format.
[17:14:58] <fazias> what does 100x100 for example mean?
[17:15:02] <fazias> or even 1x1
[17:15:06] <fazias> (texture sizes)
[17:19:03] <HZun> hmmm
[17:19:09] <HZun> i still find it confusing :)
[17:19:14] <fazias> Since Texture is basically the memory
[17:19:31] <fazias> Image view is only a "pointer"
[17:19:57] <HZun> why can't the image view just look at the image passed to it, and then just use that format? instead of the format needing to be specified twice?
[17:20:36] <fazias> Well, vulkan is low level
[17:20:36] <baldurk> because you can change the format if you want, or create multiple views each with a different format
[17:20:48] <fazias> don't expect that you can find "format" from a created texture.
[17:21:09] <fazias> The implementation probably doesn't want to store the format since it's up to user to have it be correct.
[17:21:33] <fazias> Also yeah
[17:21:38] <HZun> so the format is for the image itself is only used for size calculations? as an alternative to specifying the size in bytes?
[17:21:54] <fazias> As said, it affects the memory layout
[17:22:12] <fazias> or well, size of it :D
[17:23:05] <fazias> gah, I'm not really good at explaining this.
[17:23:38] <HZun> i think its just me who is bad at understanding it :D
[17:23:40] <fazias> I breathe this as a daily thing too much, so I guess I find it hard because of it...
[17:25:01] <fazias> It doesn't really help, that on one platform that I work on, Texture and TextureView is basically the same thing.
[17:25:41] <HZun> why is the image format so "specific" if it is only used for memory calculations? for example, why does it matter if its RGB or BGR?
[17:26:25] <HZun> i get why it matters for the image view format (which is used by a shader for example) but i dont get why it matters for the image.
[17:26:35] <fazias> That might not matter...
[17:26:52] <fazias> as you only need to match the channel count and how many bits is used per channel
[17:27:15] <fazias> then you can interpret the value as float or int or so on
[17:28:08] <fazias> it would be too restrictive to say that "texture format is R16G16B16A16_unorm" and you couldn't make a "float" view to it
[17:28:52] <fazias> or maybe sint vs uint
[17:30:24] <fazias> Also, I think the channel swizzles were part of the api. So I won't comment on if you can just interpret format BGR as RGB just by changing the format.
[17:31:10] <fazias> https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkComponentMapping.html
[17:31:11] <HZun> so if you "only need to match the channel count and how many bits is used per channel", then why does the image api not take a format that specify just that? instead of a format with irrelevant information?
[17:31:31] <fazias> :D Now that's a good question.
[17:31:40] <HZun> :D
[17:32:26] <fazias> But you might already guess, but I don't know.
[17:32:28] <ratchetfreak> "If image was created with the VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT flag, and if the format of the image is not multi-planar, format can be different from the image’s format, but if image was created without the VK_IMAGE_CREATE_BLOCK_TEXEL_VIEW_COMPATIBLE_BIT flag and they are not equal they must be compatible. Image format compatibility is defined in the Format Compatibility Classes section. Views of compatible formats will h
[17:32:33] <HZun> I am just trying to understand the rationale behind the API (in order to understand it more clearly) :D
[17:35:28] <fazias> Views of compatible formats will have the same mapping between texel coordinates and memory locations irrespective of the format, with only the interpretation of the bit pattern changing.
[17:35:44] <fazias> part that was cut from ratchetfreaks paste
[17:35:52] <ratchetfreak> it's to allow reinterpretation of each pixel bit pattern, so you can write uint in one shader and read srgb in another
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[17:36:30] <fazias> Basically the rationale is to have flexibility on how to view the data that texture holds
[17:37:12] <fazias> instead of doing your own conversions in shaders that the hardware could do for you free
[17:42:33] <HZun> do the above quotes from the spec answer why the image format is not a "less specific" format without irrelevant information? if so then i will try to reread it until i understand it.
[17:43:04] <HZun> i get that image views provide "reinterpretation/flexibility".
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[17:54:36] <HZun> it would make more sense if the image format instead was a compatibility class.
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[18:15:49] <HZun> anyway thanks for the help :)
[18:17:16] <HZun> I have another question. "Execution of pipeline stages within a given command also has a loose ordering, dependent only on a single command." What does this mean? why does it matter what the internal ordering of operations within a command are? since pipeline barriers are between commands and not internal operations?
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[18:21:47] <ratchetfreak> It's making it explicit that there is no internal ordering of the actions of a single command
[18:22:17] <ratchetfreak> basically making any attempt to try and force some kind of sync out of such a property invalid
[18:27:47] <HZun> hmm okay. i just interpreted "loose" as meaning "some" based on the paragraphs location under implicit ordering guarantees.
[18:28:20] <HZun> but then what about this "Execution of operations across pipeline stages must adhere to implicit ordering guarantees, particularly including pipeline stage order."
[18:28:31] <HZun> this talks about operations and not commands.
[18:31:08] <ratchetfreak> IIRC implicit ordering guarantees is only the actual render
[18:31:38] <ratchetfreak> making earlier triangles get overwritten by later triangles if no depth test
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[18:38:17] <HZun> i still dont understand what the implicit ordering guarantees are. if i want ordering guarantees between commands, then i need to use a pipeline barrier.
[18:38:25] <HZun> right?
[18:38:53] <fazias> yes
[18:40:22] <HZun> so which operations "must adhere to implicit ordering guarantees" if the operations of different commands can always execute out of order without a barrier, and if operations within a command has "loose ordering", etc?
[18:46:48] <HZun> or am i misunderstanding something?
[18:53:37] <fazias> https://www.youtube.com/watch?v=5GDg4OxkSEc This might be nice video to watch, sort of on subject. "Vulkanised 2018 - Keeping your device fed"
[18:54:12] <fazias> and even more in subject
[18:54:25] <fazias> https://www.youtube.com/watch?v=e0ySJ9Qzvrs Vulkanised 2018 - Low-level mysteries of pipeline barriers
[18:54:57] <HZun> thanks i will :)
[18:55:03] <fazias> Actually recommend the last video more.
[18:55:23] <HZun> i will probably watch both :)
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[22:37:47] <dyl> Anyone have any suggestions for handling shader distribution in what is intended to be a (potentially static) library?
[22:38:47] <dyl> Hm?
[22:39:17] <ratchetfreak> it's a flag for glslang to emit a header you can include in which the declared variable is the spirv
[22:39:27] <dyl> Oh! Neat!
[22:39:31] <dyl> I didn't know that existed.
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   June 6, 2018  
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