00:46fdobridge: <redsheep> I am more than a little surprised that the heaven benchmark still flashes blue on the latest mesa main
00:46fdobridge: <redsheep> Considering main should be passing cts now, right?
00:47fdobridge: <redsheep> Obviously passing cts means absolutely no bugs remain 😛
01:54fdobridge: <rinlovesyou> I wish i could get that profiler layer working on dxvk
01:54fdobridge: <rinlovesyou> I'll have to check what breaks there & if it works on proprietary
01:54fdobridge: <rinlovesyou> Found another game with hilarious slowdowns
01:54fdobridge: <Sid> have you tried using a debug build of dxvk
01:54fdobridge: <rinlovesyou> Yakuza 0
01:55fdobridge: <rinlovesyou> Nope, I'll look into that tomorrow or Sunday
01:55fdobridge: <Sid> if you're using proton experimental, you can switch over to bleeding-edge-debug
01:55fdobridge: <rinlovesyou> Does protonup have that?
01:56fdobridge: <Sid> no idea, I only stick to valve's proton
01:56fdobridge: <rinlovesyou> Ah can you get that debug build straight from the official proton repo?
01:56fdobridge: <rinlovesyou> Or where
01:58fdobridge: <rinlovesyou> Or do i have to build it myself
02:00fdobridge: <Sid> nope
02:00fdobridge: <Sid> yup
02:00fdobridge: <rinlovesyou> Rip
02:00fdobridge: <rinlovesyou> Noted
02:00fdobridge: <rinlovesyou> Will do that to investigate what the hell is happening in Yakuza 0
02:02fdobridge: <rinlovesyou> It goes from 60 to 15-20 fps when you look at a crowd
02:30fdobridge: <gfxstrand> If only...
02:53fdobridge: <redsheep> I think I got renderdoc to work with heaven pretty easily. I was going to try to use it to figure out what was drawing the blue but uh... Renderdoc is complicated
02:56fdobridge: <airlied> catching the flicker is tricky with renderdoc
02:56fdobridge: <airlied> also it's only there with MSAA
03:01fdobridge: <gfxstrand> I'm super confused about the fact that it's blue.
03:05fdobridge: <gfxstrand> It's weirdly consistent
03:07fdobridge: <redsheep> I think it's some part of sky rendering
03:07fdobridge: <airlied> we used to get blue triangles in heaven
03:08fdobridge: <gfxstrand> It's been a long time since I looked at Heaven in detail
03:29fdobridge: <airlied> yeah my impression is blue is possibly the clear color
04:10fdobridge: <redsheep> Last time I was attempting it I think I found some way to get it to be blue more, so I can probably catch it with renderdoc. I will give it a shot tomorrow.
05:23fdobridge: <georgeouzou> Yes, I have done some things for this, we can do it the "easy" way with texture /sampler indices.
05:23fdobridge: <georgeouzou> I was trying the other way too by binding the heap as the desc buffer but vkBindDescriptorBuffers makes it too hard for us because it expects raw addresses
05:26fdobridge: <georgeouzou> I like them 😅, glTexBuffer was the only thing I could use for shader access in Opengl 3.3 back then
07:58fdobridge: <marysaka> oh it runs now? I used to be stuck trying to load my save
07:58fdobridge: <marysaka> (with the context being killed on Yakuza 0 ect)
08:32fdobridge: <ahuillet> TBOs are a job insurance feature: the complexity of buffer object logic, the complexity of texture logic, the complexity of shared storage, all coupled together by breaking any semblence of orthogonality
08:32fdobridge: <ahuillet> and you can have texture views too! I hate that and love it at the same time.
08:35fdobridge: <ahuillet> conceptually the feature makes sense, I'm not criticizing the API design, but the implementation is a minefield of corner case difficulties
15:16fdobridge: <!DodoNVK (she) 🇱🇹> Why is NVK dumping almost twice as much SPIR-V shaders as RADV with a clean shader cache?
15:46fdobridge: <rinlovesyou> Yeah it certainly runs
16:17fdobridge: <!DodoNVK (she) 🇱🇹> And the shader cache folder contains very little files when compared to RADV ⚠️
17:00fdobridge: <mhenning> Caching isn't fully implemented yet.
17:00fdobridge: <!DodoNVK (she) 🇱🇹> In NVK or the common Vulkan code?
17:01fdobridge: <mhenning> In NVK
17:02fdobridge: <!DodoNVK (she) 🇱🇹> Is there a TODO for that? If not then I should create an issue :triangle_nvk:
17:18fdobridge: <mhenning> mhh, actually now I'm wondering if I'm misunderstanding the state of things
17:24fdobridge: <mhenning> It definitely seems like we hit cache less often than we should. Looking at the code a little, I'm not sure if we're missing cases where we should be caching intermediate compilation steps or if something is buggy
17:50fdobridge: <gfxstrand> Caching should be fine.
17:51fdobridge: <gfxstrand> It's probably because we don't do any link optimizations right now.
17:52fdobridge: <gfxstrand> Which we should probably fix one of these days. I'm sure it matters for some titles.
17:53fdobridge: <gfxstrand> And we have virtually no shader key. RADV has a decent bit.
17:54fdobridge: <!DodoNVK (she) 🇱🇹> Why is NVK dumping all the SPIR-V shaders while RADV dumps nothing on a warm cache run though? I'm testing the `MESA_SPIRV_DUMP_PATH` variable
17:54fdobridge: <gfxstrand> Right now NVK compiles one binary per unique source shader, modulo one weird MSAS feature no one uses.
17:54fdobridge: <gfxstrand> That I don't have a good answer for off-hand.
17:54fdobridge: <gfxstrand> That feels wrong
17:55fdobridge: <gfxstrand> Oh, maybe I screwed up the disk cache?
18:02fdobridge: <gfxstrand> Shouldn't be too hard to figure out with GDB and fossilize
18:26HdkR: One weird MSAA feature?
19:59fdobridge: <pavlo_kozlenko> : D