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   February 22, 2018  
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[07:10:28] <glima> anyone with an nvidia GPU and recent drivers willing to run a vulkan cts test for me, please?
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[14:34:37] <Sairon> It would seem if the number of viewports change all pipelines needs to be recreated?
[14:35:50] <baldurk> yes the number of viewports must be specified at pipeline create time even if the dimensions are dynamic
[14:36:23] <ratchetfreak> so make sure you don't have to change that is possible
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[14:38:53] <Sairon> Sadly I do, since our game has local co-op, and people can join / leave at any point :\
[14:43:42] <Sairon> I guess the approach then is to just create up to a pre determined cap and simply ignore the ones which aren't currently in use?
[14:43:56] <ratchetfreak> at least that is rare enough and people expect a short pauze that you can take the hitch
[14:46:29] <exDM69_> Sairon: is there something preventing you from setting the number of viewports to the max number of splitscreens?
[14:46:31] <ratchetfreak> I mean people expect things to take a bit to get ready for player 2 to get going, you can probable use an animation to hide the delay in creation even
[14:46:33] <Sairon> Yeah, it took about 100ms with the previous graphics API as well, more of a design challenge
[14:47:06] <exDM69_> also, you could just render each split independently of each other
[14:47:17] <exDM69_> reusing the same pipeline with different framebuffers
[14:47:20] <Sairon> exDM69_: It's kind of stupid, but we actually support "unlimited" number of splits hehe
[14:47:30] <ratchetfreak> don't forget that you can do pipeline creation in background thread
[14:47:35] <Sairon> Tried playing 16 player local co-op
[14:47:52] <exDM69_> Sairon: 16 is a reasonable max number, isn't it?
[14:48:03] <Sairon> Yeah
[14:48:40] <Yaniel> what's the reasoning behind flipping y in device coordinates compared to all other APIs?
[14:48:51] <baldurk> Yaniel: "oops"
[14:49:33] <exDM69_> Sairon: this doesn't sound like a big issue to me
[14:49:39] <exDM69_> I'm sure you can come up with a reasonable solution
[14:51:14] <ratchetfreak> I don't really see the problem with on-demand creation here as long as it's not on the main thread
[14:51:24] <Yaniel> baldurk: I... see
[14:52:26] <Sairon> Yeah, I'll probably need to do some rethinking. In vulkan more or less everything seems to be tied to the graphics pipeline, while other APIs I've used have a lot loser coupling between device states, buffers & programs
[14:53:13] <baldurk> in practice that's probably because the API is hiding some on-demand work from you that you were paying for without knowing it
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[14:54:48] <Sairon> Might be the case, however libGCM was pretty damn low level & still had a lot of less coupling in this regard
[14:55:15] <exDM69_> well it waas also single vendor so it had lots of more freedom
[14:55:16] <baldurk> yeh hardware specific APIs have the advantage that they expose just as much coupling as necessary, and no more
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[14:56:00] <baldurk> assuming you need multiple viewports for multi-cast or selection or something, you could always split it hierarchically - make the pipelines with some reasonable average value, like 2 or 4, and then if you end up with more viewports than that do a loop over the whole thing for each set of 2/4 up to 16 or above
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[15:12:25] <Sairon> I'll go with recreating I think, since scissor regions suffers from the same problem. Overall I can't help but think that the driver will have to do an absolute shitton of redundant device state changes though since the graphics pipeline usually will contain a ton of duplicate data between programs
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[15:13:01] <ratchetfreak> that's why there is a parameter to tell the driver that 2 pipelines are related
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[15:17:10] <Sairon> Ah, I'll need to read up on that
[15:18:26] <ratchetfreak> there is a field in the create struct
[15:18:39] <ratchetfreak> the basePipeline(Index/Handle)
[15:18:53] <ratchetfreak> the index is for when creating them all at the same time
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[19:53:52] <ZeroWalker> anyone here?
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[19:59:19] <cheako> ZeroWalker: I am
[19:59:27] <ZeroWalker> yay;d
[19:59:41] <ZeroWalker> so, what's happening with vulkan these days, anything cool?
[20:00:52] <cheako> Not that I know of, though I pointed out a number of things that could have been done better. So there is room for a vulkan2 IMHO.
[20:02:24] <cheako> Uploading over 4G LTE is a pain.
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[20:15:01] <ZeroWalker> what does uploading over 4G LTE has to do with a graphics api;o?
[20:21:33] <cheako> I'm uploading renderdoc to launchpad, but yeah it was an off-topic remark.
[20:27:26] <chrisf> cheako: what specifically do you think could do with improvement?
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[20:31:44] <cheako> chrisf: Some of the sub-structures have sType and others don't and in some cases it seems irrelevant to have sub-structures at all, like for piplines.
[20:33:31] <chrisf> there should be stype/pnext everywhere it makes sense to tack on an extension
[20:33:46] <ratchet_freak> if a new stage gets invented (god forbid) a extension struct will be needed for create pipeline
[20:36:23] <Bl4ckb0ne> https://www.packtpub.com/packt/offers/free-learning
[20:36:34] <Bl4ckb0ne> today's free book is learning vulkan
[20:36:50] <cheako> chrisf: I agree, but see VkAttachmentDescription
[20:37:17] <baldurk> there is a pNext/sType in the parent VkRenderPassCreateInfo
[20:37:59] <chrisf> cheako: it makes more sense to chain on once higher up the tree (possibly containing an array of new stuff), rather than chain on N structures near the leaves
[20:38:09] <cheako> VkGraphicsPipelineCreateInfo and it's sub-structures all have pNext/sType, but ask yourself do we really need this to be nested?
[20:39:04] <chrisf> VkGraphicsPipelineCreateInfo is probably too much
[20:40:00] <cheako> I guess if ur counting of being able to use pNext then there is a slight need for these sub-structures, but it might be better to have an pNext<Thing> entry.
[20:40:40] <chrisf> this seems a crappy trivial thing to want to rev the major version over though
[20:40:58] <ratchet_freak> but there are some structures that have absolutely no need for snext/pnext like the extends
[20:43:08] <cheako> It's just inconsistent when some structures don't take a sType, and in this regard pNext is irrelevant. Though adding these to where they are missing would not break the existing API.
[20:43:33] <baldurk> that would definitely be a breaking change because it would be ABI incompatible
[20:43:33] <chrisf> sType is only there so that you can walk pNext chains and see what you've actually got
[20:44:21] <ratchet_freak> aka only structs with pnext need a stype
[20:44:28] <chrisf> trying to consider them separately doesnt make a lot of sense
[20:44:29] <cheako> That may be true, but it becomes a habit to want to set the sType.
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[20:58:14] <ZeroWalker> how flexible would you guys say vulkan is compared to opengl. I know opengl is mentioned a lot in emulators cause it's flexible and can hence be used to mimic a lot of gpu functions. Is vulkan even better, or is it similar or maybe worse in that context?
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[21:01:29] <ratchet_freak> most features of opengl can be emulated on vulkan
[21:01:49] <ratchet_freak> there's only a few that can't but extensions will bridge that gap soon enough
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[21:26:13] <ZeroWalker> well i meant like, an n64 emulator
[21:26:17] <ZeroWalker> not emulating the api functions
[21:26:48] <ZeroWalker> like opengl often comes up as being a good thing as it supports a ton of things thanks to the shaders and whatnot, so you can mimic a lot of the actual hardware pretty close
[21:26:58] <ZeroWalker> and i wondered if vulkan makes that even better as it's lower level
[21:27:16] <ZeroWalker> but it might not make a difference perhaps, not sure where vulkan shines and where it doesn't
[21:28:06] <ratchet_freak> vulkan shines in preempting a lot of driver heuristics by making the one with the context do the work
[21:29:23] <ZeroWalker> making the one with the context do the work?
[21:29:44] <ZeroWalker> you mean setting it up precisely as you want it, rather than having the driver guess it's way
[21:29:51] <ratchet_freak> opengl drivers need to speculate a lot on what the application is trying to do
[21:30:32] <ZeroWalker> ah
[21:30:52] <ZeroWalker> not sure if you have followed any of my "work" in the opengl channel
[21:31:12] <ratchet_freak> I lurk in there but I tend to ignore it half the time
[21:31:15] <ZeroWalker> but wonder if vulkan would be different in the things i do, or if it would be extremely similar
[21:31:21] <ZeroWalker> i guess i was in that half;(
[21:31:22] <chrisf> ZeroWalker: i suggest you sit down with a copy of the vulkan spec and perhaps some tutorial material.
[21:31:57] <ratchet_freak> vulkan also has shaders and the same shader stages
[21:32:27] <ZeroWalker> i can barely work with opengl so it might sound like i am going to try stuff out, sadly that's not the case, unless it would be Very similar with what i am currently dooing, then it could be easy to convert and learn vulkan instead, otherwise it would be a pain
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[21:33:03] <ZeroWalker> i remember last time i tried using vulkan to just render. i had a billion lines of code just trying to get the damn device to start (not sure what it was called). IT was a ton of layers and whatnot, never succeeded;)
[21:33:36] <chrisf> it's true that there's a bunch more typing involved in getting off the ground.
[21:34:03] <ratchet_freak> but the difference between complex render and a simple render is a lot closer
[21:34:09] <ratchet_freak> for better or for worse
[21:34:22] <ZeroWalker> the weird thing with opengl is that (i think) it's very OS specific in how you actually create the context
[21:34:34] <ZeroWalker> i think vulkan had that as well, but not sure if it was all that different
[21:34:55] <ratchet_freak> no in vulkan there are exactly 2 os specific things you need to do
[21:35:05] <ZeroWalker> which are?
[21:35:33] <ratchet_freak> load the vulkan-1 dynamic loader lib and get the vkGetInstanceProcAddress function it exports
[21:35:48] <ratchet_freak> the other is creating a Surface from your window handle
[21:36:15] <ratchet_freak> everything else is portable
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[21:38:15] <ZeroWalker> ah, so you don't have to "glad" stuff?
[21:40:36] <ratchet_freak> well functions stil need to be loaded from the loader (though it exports all core functions and the wsi related ones)
[21:41:14] <ratchet_freak> other extension functions have to be loaded through vkGetInstanceProcAddress or vkGetDeviceProcAddress
[21:41:37] <ZeroWalker> so you still need to hack around and use definitions that point towarsd the function you get via the GetProcAddress stuff?
[21:42:05] <ZeroWalker> that's one of the things i dislike a lot, just feels so weird, but i guess it must be there, else it wouldn't be there xd
[21:42:32] <ratchet_freak> that is not going to change unless we magically know every function we ever need to call for gpu accelerated rendering
[21:52:52] <ZeroWalker> but i mean, headers and stuff include functions right, so you get them normally and they are called from whatever library
[21:53:23] <ZeroWalker> shouldn't it be the same here, that they have got the header stuff with the functions for the versions
[21:53:47] <chrisf> libvulkan does export all of the 1.0 symbols
[21:54:28] <ZeroWalker> ah, that's great
[21:54:37] <chrisf> ZeroWalker: the function pointer you get may not always be the same. if returned from GetDeviceProcAddress, it likely points straight into driver code.
[21:54:39] <ZeroWalker> are there many non 1.0?
[21:54:52] <ZeroWalker> pj
[21:54:54] <ZeroWalker> oh*
[21:55:02] <ZeroWalker> so wait, is there a "glad" for vulkan as well?
[21:55:14] <ZeroWalker> or does it have something inbuilt or that khronos gives
[21:58:03] <chrisf> there are various things that fill the same role as glad
[21:58:28] <ZeroWalker> ah
[21:59:04] <ZeroWalker> hmm, well if as mentioned before, it's very complex compare to opengl to even setup a simple renderer. Then it might not be a good idea for me to even try it out at my stage xd
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[22:08:46] <ZeroWalker> this is the part were everone goes. Why would you use OpenGL, Vulkan is the shit!
[22:11:20] <chrisf> well, you're trading magic for work
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[22:12:50] <ZeroWalker> you mean, magic as in the opengl driver?
[22:12:57] <ratchet_freak> yeah
[22:13:13] <ratchet_freak> opengl has roots in synchronous immediate mode rendering
[22:13:34] <ratchet_freak> however hardware evolved to async concurrent rendering
[22:13:38] <ZeroWalker> true, in my application it's basically all 2D and is aimed to be really simple (cause i don't know shit)
[22:13:49] <ratchet_freak> so there is a bit of a dichtomy there that the driver needs to bridge
[22:13:51] <ZeroWalker> and in laymen terms that means;o
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[22:14:19] <ratchet_freak> immediate mode rendering means commands of the form "draw this triangle"
[22:14:54] <ratchet_freak> and back in ye olden days that's exactly what the api did as soon as you did the third glVertex call
[22:15:34] <ratchet_freak> however when the implementation migrated to another chip batching renders became more efficient
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[22:16:21] <ratchet_freak> aka drawing a lot of triangles using a single call
[22:19:46] <ratchet_freak> I've written a bit of a history on how opengl's vertex data got provided by the application: https://handmade.network/wiki/2821-the_history_of_opengl_vertex_data
[22:20:11] <ZeroWalker> but isn't htat kinda fixed, we use batch and also shaders to make things more async?
[22:20:22] <ZeroWalker> all i know is vulkan use command buffers or something
[22:20:25] <ZeroWalker> will look at it
[22:20:30] <ratchet_freak> it illustrates in part how the evolution from immediate to async happens happened
[22:21:14] <ratchet_freak> opengl has a lot of global state that defines how stuff gets rendered
[22:21:14] <ZeroWalker> oh, handmade hero, that was a long time ago, the thing that actually made me learn C/C++ in windows in a useful manner to begin with, it got it's own network now?
[22:21:34] <ratchet_freak> yeah
[22:22:40] <ZeroWalker> ah looking at it, i am currently using the second last i think
[22:22:55] <ZeroWalker> as i don't remember using this things: glVertexAttribFormat
[22:23:05] <ZeroWalker> (also using 3.3 so it make sense)
[22:23:21] <ratchet_freak> yeah I very rarely see anyone using the separate attribute formats
[22:23:34] <ZeroWalker> how does vulkan do those kind of steps?
[22:24:05] <ratchet_freak> it uses the separate vertex format by fixing the format into the graphics pipeline
[22:24:14] <ZeroWalker> i personally find the binding stuff kina weird in opengl, all those ids and separate functions to bind, buffer etc. But then again, i can't come up with anything better
[22:24:14] <ratchet_freak> along with blending et al
[22:24:40] <ratchet_freak> then in the command buffer you bind the pipeline and set the buffers to use and issue the draw
[22:25:14] <ratchet_freak> opengl's method is a product of things getting tacked on on top of things already tacked on
[22:25:18] <ZeroWalker> hmm, in a nutshell it sounds kinda similar to opengl, with the added command buffer issuing
[22:25:33] <ZeroWalker> you lost me there
[22:26:02] <ratchet_freak> and that if you need a different format you need to recreate the pipeline (which encode the program, blending, vertex format, ...)
[22:26:20] <ratchet_freak> opengl's features all started out as extensions
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[22:26:39] <ZeroWalker> ah yeah, isn't that how it works, like
[22:26:44] <ZeroWalker> extension, arb, core
[22:26:49] <ZeroWalker> or somtehing
[22:26:52] <ratchet_freak> each of those needed to work in isolation and even if loaded could not affect normal operation
[22:27:25] <ratchet_freak> so buffer binding came about so vertexAttribPointer could point into a buffer as well as into program memory
[22:27:29] <cheako> ZeroWalker: I don't know if it's recommended but I've discovered that GLFW can provide os abstraction for window and surface creation.
[22:27:47] <ratchet_freak> program 0 was the fixed function program
[22:28:03] <ratchet_freak> cheako: so can sdl
[22:28:12] <cheako> It can also help with selecting X11 or wayland, but as I understand it it's a compile time setting.
[22:28:28] <cheako> ...glfw compile time.
[22:28:48] <ZeroWalker> not a big fan of using libraries for getting abstractions, i often just get confused with those, i rather work with the, well wouldn't say bare metal or low level.. core functions i guess
[22:29:28] <ratchet_freak> win32 is a crap api though
[22:29:28] <ZeroWalker> not that i work better at it, it just makes me less confused to what does what, and what is opengl and what is an abstraction etc
[22:29:37] <ZeroWalker> i kinda like it;(
[22:29:54] <cheako> That's fine, but I see a lot of tutorials making light of linux and insisting that X11 is the only option.
[22:30:33] <ZeroWalker> well i know a ton of tutorials for windows always use GLFW, which is kinda weird, but it's often to just setup the thing i guess
[22:30:48] <ZeroWalker> i already got my code ready to setup whatever context i want, so it's just copy paste
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[23:55:51] <cheako> I just got renderdoc running and it has the wrong color for my triangle, but it's the right colors if u just did a screen capture.
[23:56:54] <cheako> My frag shader has vec4(0.0, 0, 0.059, 1.0) hardcoded.
[23:57:55] <cheako> But the whole screen is set to the clear color, same problem I had a few days ago when someone said I needed renderdoc.
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   February 22, 2018  
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