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20:24butterflies[d]: mhenning[d]: bound textures as in pre-texture objects (on the CUDA side)? because if so those were removed in CUDA 12.0
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20:58mhenning[d]: Oh, I suppose "bound textures" isn't really what I mean - I'm just thinking about whatever is stopping autumn from using the normal c++ surface functions instead of inline ptx in this test: https://gitlab.freedesktop.org/mesa/crucible/-/merge_requests/184/diffs?commit_id=1d1ee449468fff21e28c33b1dadba1f40bb00908#bf01dd8de1da7084927c1e511c7e99a00d498498_0_61 which I assumed was due to a difference
20:58mhenning[d]: between the `sust.p` and `sust.b` forms - I got confused for a second and called this bindless but I suppose it's really formatted vs unformatted
21:00HdkR: Oh interesting, does cuda not properly expose formatted versus unformatted texture fetches?
21:03mhenning[d]: I think it does, the issue is just that the VK_NVX_binary_import MR doesn't implement that part of cuda. I'd like us to avoid crashing on a program that uses that kind of feature, even if we don't implement the feature itself.
21:03HdkR: ah
21:04HdkR: Definitely want to use it. I was helping a friend port a game to the Switch and they didn't know they could do formatted texture loads, cut a lighting shader from like 5ms down to nothing :D
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