09:43 DavidHeidelberg[m]: btw. I set up nightly builds of Mesa for Debian 13 (trixie), so far limited to amd64. Just quick checking: is anyone interested to use it? It builds mesa the same way as Debian does, so except having latest ~git there shouldn't be differences.
09:44 DavidHeidelberg[m]: If is anyone interested in aarch64 or/and Debian 12 (stable, bookworm), ping me.
09:48 DavidHeidelberg[m]: The repository resides here: https://gitlab.freedesktop.org/gfx-ci/ci-deb-repo/-/tree/trixie . Debian source.list.d entry can look like deb [trusted=yes] https://gitlab.freedesktop.org/gfx-ci/ci-deb-repo/-/raw/trixie/ trixie main
14:38 alyssa: 3/wc
21:57 alyssa: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7370#note_1570154
21:57 alyssa: airlied: of course you would have a branch for that :~P
21:58 alyssa:is busy being grumpy about blender dropping all cross-platform apis
21:58 alyssa: (for cycles gpu rendering)
22:03 alyssa: mesa learning to do oneapi or hip seems like the best bets but. ugh
22:30 DavidHeidelberg[m]: I'll be happy enough when tinygrad will run on CL 3.0 for start :D I have modest expectations...
23:24 Lynne: alyssa: they're writing a vulkan backend, aren't they?
23:24 Lynne: or is it just for graphics?
23:24 Lynne: s/graphics/display
23:26 alyssa: Lynne: IDK
23:27 alyssa: I'm specifically talking about Cycles, their compute-based raytracer
23:27 alyssa: If you run Mesa today with a recent Blender, you get GPU accelerated editing, but the final render is on the CPU
23:28 alyssa: (Mesa alone, I mean. Mesa + vendor-specific trash will get you GPU accellerated cycles)
23:35 Lynne: yup, they haven't listed anything compute-related under vulkan, I think they're just planning to use it for display currently
23:36 Lynne: imo many programs are stuck in the mindset that vulkan compute is just there to provide compute for graphics rather than gpgpu
23:36 alyssa: I mean, are they wrong?
23:36 alyssa: CUDA and even OpenCL are years ahead of Vulkan compute no?
23:36 Lynne: you have to work for it, because it's low level, but you can do pretty much everything with vulkan compute these days
23:37 Lynne: even more, since you have actual control over every step and nothing is hidden
23:38 Lynne: but cuda and hip have the kitchen sink advantage of offering libraries for pretty much everything - BLAS, FFTs, and various other DSP
23:39 alyssa: fair
23:39 alyssa: still seems like opencl (or sycl) would be a lot nicer from a users perspective
23:40 Lynne: sort of, it's easier to write shaders, and you get wider vectors (which the compiler reduces)
23:41 Lynne: if only glsl wasn't so limiting, and if only glslang wasn't the worst library in existence
23:44 Lynne: it's bad enough, these days, most multiplatform game engines I've looked at on github write their shaders in hlsl and use libdxcompiler to generate spriv
23:49 alyssa: mood
23:49 Lynne: me and haasn were looking into copying zink's entire shader gen pipeline as a new system lib to get away from glslang, but /time
23:50 Lynne: the nir part in the middle really complicates things