02:45fdobridge_: <gfxstrand> Funky...
02:46fdobridge_: <gfxstrand> Yeah, I'm well aware.
02:49fdobridge_: <rhed0x> isnt GPL handled by common code?
02:49fdobridge_: <rhed0x> if ESO is supported
02:49fdobridge_: <rhed0x> (I assume ESO is EXT_shader_objects)
02:49fdobridge_: <gfxstrand> Not yet. That's the code I need to write. 😅
02:50fdobridge_: <rhed0x> oh :)
02:52fdobridge_: <gfxstrand> And it won't be exactly be ESO. I intend to sanitize things a bit. Like it'll take NIR instead of SPIR-V and there will be optional state provided.
03:08fdobridge_: <gfxstrand> It looks like there are only 32 of them and they're whackable from pushbufs... That sounds tricky to make robust. 🫤
03:08fdobridge_: <gfxstrand> Or maybe it's per-context somehow? 🤷🏻♀️
09:37fdobridge_: <marysaka> I think there is 192 of them, nvgpu allocate one per channels
09:39fdobridge_: <marysaka> I think there is 192 of them on TX1, nvgpu allocate one per channels (edited)
13:41fdobridge_: <gfxstrand> 192 isn't a lot of channels if we're using 3-6 per context.
23:53rigil: last time I've check at nouveau, it wasn't finished enough for 3D (missing powersaving if I remember well). Is it usable now for heavy 3D?