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  • 17:47
    bors[bot] closed #3054
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    bors[bot] closed #3053
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    bors[bot] closed #3053
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    bors[bot] on master

    Move hal::backend to auxil Remove old public type exports. Remove Pod trait and 8 more (compare)

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    bors[bot] closed #1747
  • 17:47
    bors[bot] commented #3054
  • 17:10

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    Merge #3054 3054: Pre-release … (compare)

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    bors[bot] on staging.tmp

    Move hal::backend to auxil Remove old public type exports. Remove Pod trait and 8 more (compare)

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  • 17:10
    kvark commented #3054
  • 14:16

    bors[bot] on staging

    Move hal::backend to auxil Remove old public type exports. Remove Pod trait and 8 more (compare)

  • 14:16
    kvark commented #3054
  • 14:16

    bors[bot] on staging.tmp

    Move hal::backend to auxil Remove old public type exports. Remove Pod trait and 8 more (compare)

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  • 14:16
    kvark commented #3054
  • 14:15
    kvark commented #3054
Dzmitry Malyshau
@kvark
@csherratt I liked your construction of the command buffers (from the presentation) with an idea to call DrawIndirectMultiSomething for multiple objects at once. Not sure that all these workers benefit this much from walking the scene graph in parallel though... But fortunately, this is all very high-level from the gfx-rs perspective so could be done on top of it.
Coraline Sherratt
@removed~csherratt
It has some benefits when the object count is in the hundreds of thousands. But in those cases you are normally gpu bound.
@kvark gfx-rs is your dream graphics pipeline that you one day hope OpenGL / DirectX will aspire to live up to?
Dzmitry Malyshau
@kvark
@csherratt haha, dunno if GL/DX will still exist by that moment
Coraline Sherratt
@removed~csherratt
Do you mean that in the way that gfx-rs is going to take decades to make perfect? or in the way that you think OpenGL/DirectX are going the way of the dodo?
Dzmitry Malyshau
@kvark
Might be both, but frankly I don't want to look that far... I had a habit of imagining the future of my projects in past, and in most of the cases it didn't do me any good. Now I'm trying to look just in front of my nose: "ok, what needs to be done here? Ah, shaders meta is missing, resource management is missing, etc".
I don't believe GL/DX will ever aspire to gfx-rs, I'd rather have them go as low-level as possible so that gfx-rs can do stuff with less overhead.
Coraline Sherratt
@removed~csherratt
Have you looked at Mantel at all? It looked like a promising start, but then DX12 cannibalized most of the features.
of course DX12 does not exist, but the promise of said features is probably enough to spell the death of Mantle.
Dzmitry Malyshau
@kvark
@csherratt OpenGL also promised something low-level, IIRC. Problem with DX12 is that it's the least portable among those. I haven't had a chance to look at either Mantle or Metal (reading slowly...), but I got some solid experience with Gnm, and I expect it to be very similar.
@csherratt Have you looked at Mantle? Care to share what you think about it?
Coraline Sherratt
@removed~csherratt
Nothing beyond the presentations. By the time they offered a 'public' api the OpenGL AZDO path seemed more promising.
that being said, I think the path of having dozens of queues to feed the hardware pipeline is a good idea. At a high level there is quite a bit that can be done parallel.
Dzmitry Malyshau
@kvark
Ok, I believe #23 is ready to merge now. There is no actual binding of the program resources yet, but at least I guarantee that everything we need is collected properly in ProgramMeta.
Brendan Zabarauskas
@brendanzab
o/
At mozilla ready for the spinning trianglethon
I wonder if we can get gfx-rs working with cargo
sorry for being silent for a few days
@csherratt thanks for clarifying!
@csherratt I was curious as to what your intentions were - I was worried about duplicating some of your efforts
@kvark reading your patch now
Dzmitry Malyshau
@kvark
@bjz care to share a bit on what's happened first?
Brendan Zabarauskas
@brendanzab
oh yeah I basically just stressed myself out into a nervous wreck :P
Dzmitry Malyshau
@kvark
@bjz Thought so... Glad you are back with us!
Brendan Zabarauskas
@brendanzab
haha
Dzmitry Malyshau
@kvark
Was it a panic attack? My wife once got it.
Brendan Zabarauskas
@brendanzab
not really - I have had plenty of panic attacks before - mainly just anxiety
but yeah - will be super excited to get some stuff done today
I wonder if we can get you on video call, haha
Dzmitry Malyshau
@kvark
has the hackaton started already?
Brendan Zabarauskas
@brendanzab
no, I am early
Dzmitry Malyshau
@kvark
dunno if my cam works, and if child allows, but we can try ;)
Brendan Zabarauskas
@brendanzab
11:22 - starts at 12:00
so yeah, if I can get cargo working it will be much awesome
Dzmitry Malyshau
@kvark
Well I created a bunch of issues already (#24 just now) that require thought, good design, and solid implementations. You should not have a shortage of tasks for gfx-rs for sure ;)
Brendan Zabarauskas
@brendanzab
I might have to ask @cmr for some help though
yes
Dzmitry Malyshau
@kvark
Would be even more exciting if @cmr joins the crowd!
Coraline Sherratt
@removed~csherratt
I can supply cats
Brendan Zabarauskas
@brendanzab
@kvark do we even need a initialization error for now?
Dzmitry Malyshau
@kvark
where?
Brendan Zabarauskas
@brendanzab
for gfx::start
Dzmitry Malyshau
@kvark
we don't seem to be using it
Brendan Zabarauskas
@brendanzab
I mean, the errors seem to come from initing glfw, but that is separate
Dzmitry Malyshau
@kvark
nice
@bjz I guess you can remove InitError
Dzmitry Malyshau
@kvark
@bjz in this Metal triangle example vertex data looks very much the same as in GL, draw call is also the same (drawPrimitives(0,3)), the only real difference I see is that there is no notion of shader program... Gnm has it implemented this way as well, and I supposed DX11 too, so everyone but GL?.. Hence, that is a problem with our shader abstraction - just something to think about.
Brendan Zabarauskas
@brendanzab
yeah, the shaders are pre-compiled into libs
Brendan Zabarauskas
@brendanzab
I think you can build up some sort of set of pipeline builder objects on different threads, then send them to a command queue