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   February 13, 2017  
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[02:36:48] <nidefawl> Somehow I get more performance with enabled validation layer
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[02:37:02] <microcolonel> howdy volks
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[03:46:05] <nidefawl> The latest nvidia driver fixed that
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[04:29:06] <zzo38> I like the idea to have SPIR-V, one advantage of such thing is to make the implementation does not need to include the text parsing. I would have preferred something a bit more like Checkout http://esolangs.org/wiki/Checkout instead, but what you have still can be worked. Compilers from ARB assembly language or whatever else you want can then also be written to target it. Is there a compiler from ARB assembly language into SPIR-V?
[04:29:47] <slime> no
[04:30:03] <slime> ARB assembly language has not been used in new programs for many many years
[04:31:04] <zzo38> That isn't quite true, but it is OK anyways, because if it is needed then I can write such a program.
[04:31:49] <|3b|> how about "there hasn't been any point in using ARB assembly in many years"? :)
[04:31:58] <slime> it has not been used in shipping software that a non-insignificant number of end-users run
[04:32:20] <slime> and also there's no point to it anymore, yeah
[04:32:21] <zzo38> Because there are no flow-controls, I think it should be easy to convert into SSA format.
[04:32:39] <|3b|> (sort of like how that checkout says asm/machine language matches old hardware, same with ARB asm)
[04:33:15] <zzo38> Yes, that is why I think Checkout would be better than ARB assembly language.
[04:33:25] <|3b|> if you want something asm-like, just use spirv directly (or write a nicer layer on top of it to handle stuff like allocating temps)
[04:34:09] <zzo38> Yes, that is good, if the program is only for Vulkan and not for OpenGL, then I probably would do that.
[04:34:52] * |3b| notes there is a GL extension to use spirv, not sure how widely implemented it is though
[04:34:54] <slime> you can use khronos' SPIRV-cross tool to compile spirv to glsl
[04:35:05] <slime> (and spirv to MetalSL, and HLSL)
[04:35:12] <slime> https://github.com/KhronosGroup/SPIRV-Cross
[04:36:00] <zzo38> slime: O, so then you can compile the SPIR-V program to be use with not only Vulkan but also any implementation that support GLSL, MetalSL, and/or HLSL too; that is good.
[04:37:34] <zzo38> I did also think of though to target ARB assembly language, and perhaps also target Checkout, but then if I write a layer on top of SPIR-V, it can be made to directly be able to target ARB assembly language as well as Checkout, and then there is no need to target GLSL because the program to do that is already exist!
[04:38:25] <zzo38> (Of course it may not target Checkout until the preprocessor is defined, anyways)
[04:41:05] <zzo38> And I think I read also somewhere a compiler from SPIR-V to LLVM (and also other way around), so that then completes it.
[04:50:01] <zzo38> Two of my programs (ff-glfrag and SDLTERM) use ARB assembly language, although it is possible that later implementations of the API of SDLTERM can be used with Vulkan and others too.
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[08:33:13] <Cheery> so if I understood it right, it is not necessary to use pools for anything.
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[08:33:38] <Cheery> they are there in case you want to use them, right?
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[08:34:31] <Cheery> but in a basic program that doesn't do any optimizations, it might just pick one from pool and associate the pool with the object.
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[11:10:31] <charlie5> o/ Lucretia
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[11:56:35] <Lucretia> charlie5: sup?
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[12:14:04] <nidefawl> Does the spec put a limit on the maximum value returned by VkSurfaceCapabilitiesKHR::minImageCount ?
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[12:24:47] <ratchetfreak> it can't be more than max unless max is 0...
[12:25:37] <ratchetfreak> and minImageCount will be at least 1
[12:25:54] <nidefawl> Most demos create seperate commandbuffers for each swapchain image
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[12:27:28] <nidefawl> Now I wondered what happened if minImageCount was to return some ridiculous high number
[12:27:39] <ratchetfreak> memory problems I guess
[12:31:46] <nidefawl> Would it make sense for implementations to ask for more than 2 images minimum?
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[12:49:06] <ratchetfreak> for example when backed by a image compressor that needs a few frames look ahead
[12:49:13] <ratchetfreak> then it needs more than 2 frames
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[12:53:01] <nidefawl> I will add some reasonable limit for my application, if the impl asks for more I will refuse to start
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[12:55:04] <ratchetfreak> or you can limit the number of live command buffers you have and rerecord as needed
[12:55:19] <ratchetfreak> doign a rerecord isn't that expensive
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[13:02:27] <charlie5> hi luke ... just thought i'd lurk a bit to try to pick what Vk is all about
[13:02:40] <charlie5> read the faq at least :)
[13:03:03] <charlie5> Lucretia: ^^
[13:03:20] <charlie5> <pick up>
[13:04:09] <charlie5> archy has Vk packages ... sadly, i've no time to look too closely, atm
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[13:04:48] <Lucretia> charlie5: very low level. shall be getting back onto this once i have my server going
[13:04:53] <charlie5> 'what Vk is all about' -> ie diffs from GL
[13:05:07] <Lucretia> not related to GL at all
[13:05:28] <charlie5> well ... it is the same ballpark, at leasst :)
[13:05:31] <sharpneli> nidefawl: We don't have any limit. If the platform wants 200 images and runs out of memory due to that there is really nothing we can do.
[13:05:46] <charlie5> same game
[13:05:49] <Lucretia> charlie5: oh not, completely different
[13:06:09] <sharpneli> Same ballbark as in yeah both allow you to rasterize triangles
[13:06:14] <sharpneli> And that's where the similarities end
[13:07:01] <nidefawl> Then I'll put some limit myself. I'm using pools of vertex buffers I update each frame, my app can't work with too many pending frames
[13:07:44] <charlie5> heh, ok ... i've not read more than the faq as yet
[13:07:49] <Lucretia> charlie5: oh, and much more work to set up
[13:08:23] <charlie5> the windowing system integration sounds better
[13:08:37] <sharpneli> It is better. Just far more work to get it running.
[13:13:05] * charlie5 don;t mind extra work ... if it is better
[13:13:32] <charlie5> (that was not a slur, just i simply haven't seen it yet)
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[14:52:03] <Cheery> https://github.com/cheery/lever/blob/master/samples/warpgpu/1_ocean_waves_screenshot.png
[14:52:16] <Cheery> https://github.com/cheery/lever/blob/master/samples/warpgpu/1_ocean_waves.lc
[14:52:56] <Cheery> https://github.com/cheery/lever/blob/master/samples/warpgpu/glsl/ocean_waves.frag
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[14:58:37] <ratchetfreak> https://github.com/cheery/lever/blob/master/samples/warpgpu/1_ocean_waves.lc#L75 that should be store
[14:59:03] <ratchetfreak> don't care let the implementation throw away the render result before it gets presented
[14:59:29] <Cheery> ratchetfreak: but I don't have stencils in use.
[14:59:43] <Cheery> ratchetfreak: do I still need it?
[15:01:20] <ratchetfreak> ah no
[15:01:30] <ratchetfreak> sorry I missed the stencil bit
[15:04:11] <Cheery> np.
[15:04:30] <Cheery> I feel I've gotten quite far in abstracting vulkan without necessarily permanently hiding anything.
[15:04:41] <Cheery> unnecessarily*
[15:05:09] <Cheery> also I feel like I've understood how it builds up.
[15:05:33] <Cheery> but there are just lot of small details that have to be correct.
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[15:24:09] <nidefawl> I get "ERROR OCCURED: Cannot submit cmd buffer using deleted buffer 0x0." when my vertex input binding is not 0
[15:24:38] <nidefawl> I set VERTEX_BUFFER_BIND_ID to 1: https://github.com/SaschaWillems/Vulkan/blob/master/texture/texture.cpp#L26
[15:25:12] <nidefawl> I assume thats a driver bug, validation says its ok
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[15:27:31] <nidefawl> I really need a second platform to test, too bad I grilled my 7950
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[15:46:57] <nidefawl> I guess I just don't understand how multiple vertex binding descriptions in a single pipeline make sense when a shader only defines locations for vertex attributes but no binding points
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[15:48:18] <ratchetfreak> do you associate memory with the vertex buffer?
[15:48:26] <ratchetfreak> I don't see you do that in that cpp
[15:49:56] <nidefawl> Thats not my code. I ran across that error in my code then I modified saschas texture demo and got the same result
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[16:17:05] <nidefawl> Ok, so you cannot have global vertex binding points, they all need to be defined per pipeline starting from 0 with no gaps, and you have to bind them all on the first vkCmdBIndVertexBuffers
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[16:18:48] <nidefawl> Leaves the question how a certain binding point ends up in my vertex shader
[16:22:26] <nidefawl> Oh nvm
[16:25:16] <nidefawl> "All elements of pVertexAttributeDescriptions must describe distinct attribute locations" this needs to be in the validation layer, would have saved me
[16:28:40] <exDM69> nidefawl: go ahead and open an issue or even a pull request...
[16:29:00] <exDM69> I did a pull request to add a simple validation and it was merged to master within 24 hours
[16:29:23] <exDM69> tobine and the guys are really responsive and helpful
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[17:15:15] <Cheery> why pipeline layout can accept multiple push constant ranges?
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[17:16:18] <exDM69> https://software.intel.com/en-us/blogs/2017/02/10/intel-announces-that-we-are-moving-from-beta-support-to-full-official-support-for
[17:16:29] <Cheery> it's fairly weird detail so that's why I ask.
[17:16:31] <exDM69> intel announces (non-beta) windows drivers
[17:16:48] <exDM69> ... which isn't too surprising but everyone around the internet has been saying that they won't do it
[17:16:53] <Cheery> how many vendors have drivers so far?
[17:17:11] <ratchetfreak> amd and nvidea had them out of the gate
[17:17:25] <exDM69> nvidia, amd, intel, qcom, img, arm(?)
[17:18:05] <exDM69> ... that's everyone who makes gpus, right?
[17:18:24] <exDM69> and yes, ARM mali has vulkan too
[17:18:56] <ratchetfreak> Cheery: different ranges for different shader stages
[17:19:22] <Cheery> that's the only reason?
[17:20:08] <Cheery> it appears you can give one push constant range for several stages.
[17:20:33] <Cheery> so it's just to allow granularity there then..
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[18:10:36] <jacres> oh no way (not that I'm surprised), but had read on a forum post by an intel employee that they didn't have interest in pursuing vulkan drivers.. was confused
[18:10:55] <tomaka> that post was heavily misinterpreted
[18:11:10] <tomaka> the post basically said "we do not officially support vulkan on windows", not that they won't in the future
[18:11:38] <jacres> was hoping it was.. guess I focused more on the replies than the actual post
[18:11:45] <jacres> didn't make sense
[18:12:30] <baldurk> only skylake is quite disappointing though
[18:12:59] <jacres> guess this is more of a long haul API
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[18:13:37] <tomaka> yeah I was hoping that these intel drivers would mean that most machines would now have support for vulkan
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[18:14:01] <baldurk> yeh agreed, support right now does somewhat matter for the API's health
[18:14:20] <tomaka> it doesn't make any difference I guess, because if you have a skylake or a kaby lake you most likely also have a modern graphics card anyway
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[18:17:25] <jacres> still on ivy bridge here.. hoping to hold out until next release
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[18:49:22] <exDM69> jacres: there was no shortage of people misinterpreting their forum post and misquoting it in internet discussions
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[19:19:20] <Cheery> It appears I can define several vertex shaders in single .spv, but can I define vertex and fragment shader in one .spv?
[19:21:40] <ratchetfreak> yes
[19:21:53] <ratchetfreak> the entry point must name the io variable it uses
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[19:23:20] <Cheery> ratchetfreak: is that illustrated somewhere?
[19:23:28] <Cheery> with glsl
[19:23:55] <ratchetfreak> no the glslang can only handle a single entry point per glsl file
[19:24:08] <Cheery> ok. :)
[19:24:11] <Cheery> that's nice
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[19:25:01] <Cheery> overall this points out towards a direction that if I create a compiler or translator for the GPU programs, it'll look nice.
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[19:50:25] <Cheery> https://gist.github.com/cheery/8d67797fbb8bd6668c38035effcc54f7
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[20:00:17] <Cheery> I wrote down some ideas about abstracting Vulkan further than I did.
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[20:00:56] <Cheery> the kind of things that are fairly simple to do and do not mean for lot of work in itself.
[20:07:40] <Cheery> I started to think.. I were really worried about pipeline barriers and layout management.
[20:07:59] <Cheery> but now I'm thinking maybe it wouldn't be really big deal even if those things would remain visible.
[20:08:44] <ratchetfreak> see doing sync manually grows on you
[20:10:37] <Cheery> Vulkan has lot of redundant functionality you can put abstracted without having to go under the abstraction ofter.
[20:10:53] <Cheery> and even then you don't need to remove everything else just to fix one problem.
[20:12:50] <Cheery> ratchetfreak: if you read that gist, you will find out I still have render pass construction and command buffer/acquire/presentation open.
[20:13:17] <Cheery> any proposals on how I could approach those?
[20:13:36] <Cheery> well solution to acquire/present + semaphores probably will originate from the framebuffer groups.
[20:14:29] <Cheery> and it may be I just need to make some combinators for the render pass.
[20:15:21] <Cheery> or even not provide any abstractions in the first place.
[20:16:22] <ratchetfreak> I've been learning that abstractions aren't all that great
[20:16:35] <Cheery> it's an old lesson opengl has taught us
[20:16:47] <ratchetfreak> and what you can learn now with opengl
[20:16:50] <ratchetfreak> *oop
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[20:26:06] <Cheery> and one lesson someone should perhaps learn if he hasn't already.
[20:27:00] <Cheery> I still remember the 1000-line OOP hello worlds I wrote sometime between the 2000 - 2010
[20:28:29] <Cheery> especially the feeling of pride.
[20:28:43] <ratchetfreak> I still have to maintain a monstrosity of a mirrored inheritance structure I wrote a few years ago
[20:28:57] <ratchetfreak> I want to change it but it works well enough now...
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   February 13, 2017  
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