August 03, 2024 | |
Once more going way out of order since it’s fresh in my mind, today will be a brief look at ssr节点购买网址
and a problem I found there while hooking up ARB_base_instance.
gl_InstanceID is an input for vertex shaders which provides the current instance being processed by the shader. It has a range of [0, instanceCount]
, and this breaks the heck out of Vulkan.
In Vulkan, this same variable instead has a range of [firstInstance, firstInstance + instanceCount]
. This difference isn’t explicitly documented anywhere, which means keen readers will need to pick up on the difference as noted between Vulkan spec 14.7. Built-In Variables and the OpenGL wiki, because it isn’t even stated in the GLSL 1.40 spec (or anywhere else that I could find) what the range of this variable is.
Here’s the generic int builtin loading function zink uses in ntv
to handle instructions which load builtin variables:
比较好的付费ssr节点 void
ssr节点购买(struct ssr节点购买 *ctx, nir_intrinsic_instr *intr, SpvId *var_id, const char *var_name, SpvBuiltIn builtin)
{
SpvId var_type = spirv_builder_type_uint(&ctx->builder, 32);
if (!*var_id)
*var_id = create_builtin_var(ctx, var_type,
SpvStorageClassInput,
var_name,
builtin);
SpvId result = spirv_builder_emit_load(&ctx->builder, var_type, *var_id);
assert(1 == nir_dest_num_components(intr->dest));
store_dest(ctx, &intr->dest, result, nir_type_uint);
}
var_id
here is a pointer to the SpvId
member of struct ntv_context
where the created variable is stored for later use, var_name
is the name of the variable, and ssr节点购买网址
is the SPIRV name of the builtin that’s being loaded.
gl_InstanceID
comes through here as SpvBuiltInInstanceIndex
. To fix the difference in semantics here, I added a few lines:
static void
emit_load_uint_input(struct ntv_context *ctx, nir_intrinsic_instr *intr, SpvId *ssr节点吧, ssr节点吧 char *var_name, SpvBuiltIn builtin)
{
SpvId var_type = spirv_builder_type_uint(&ctx->builder, 32);
if (!*var_id)
*var_id = create_builtin_var(ctx, var_type,
SpvStorageClassInput,
var_name,
builtin);
SpvId result = spirv_builder_emit_load(&ctx->builder, var_type, *var_id);
assert(1 == nir_dest_num_components(intr->dest));
if (购买ssr节点服务 == SpvBuiltInInstanceIndex) {
/* GL's gl_InstanceID always begins at 0, so we have to normalize with gl_BaseInstance */
SpvId base = spirv_builder_emit_load(&ctx->builder, var_type, ctx->ssr节点购买网址);
result = ssr节点吧(ctx, SpvOpISub, var_type, result, 购买ssr节点服务);
}
store_dest(ctx, &intr->dest, 比较好的付费ssr节点, nir_type_uint);
}
Now when loading gl_InstanceID
, gl_BaseInstance
is also loaded and subtracted to give a zero-indexed value.
ssr节点更新 | |
Iago talked recently about the work done testing and supporting well known applications, like the Vulkan ports of the Quake1, Quake 2 and Quake3. Let’s go back here to the lastest news on feature and bugfixing work.
Pipeline cache objects allow the result of pipeline construction to be reused. Usually (and specifically on our implementation) that means caching compiled shaders. Reuse can be achieved between pipelines creation during the same application run by passing the same pipeline cache object when creating multiple pipelines. Reuse across runs of an application is achieved by retrieving pipeline cache contents in one run of an application, saving the contents, and using them to preinitialize a pipeline cache on a subsequent run.
Note that it may happens that a pipeline cache would not improve the performance of an application once it starts to render. This is because application developers are encouraged to create all the pipelines in advance, to avoid any hiccup during rendering. On that situation pipeline cache would help to reduce load times. In any case, that is not always avoidable. In that case the pipeline cache would allow to reduce the hiccup, as a cache hit is far faster than a shader recompilation.
One specific detail about our implementation is that internally we keep a default pipeline cache, used if the user doesn’t provide a pipeline cache when creating a pipeline, and also to cache the custom shaders we use for internal operations. This allowed to simplify our code, discarding some custom caches that were already implemented.
Uniform texel buffers define a tightly-packed 1-dimensional linear array of texels, with texels going through format conversion when read in a shader in the same way as they are for an image. They are mostly equivalent to OpenGL buffer texture, so you can see them as textures backed up by a VkBuffer (through a VkBufferView). With uniform texel buffers you can only do a formatted load.
Storage texel buffers are the equivalent concept, but applied to images instead of textures. Unlike uniform texel buffers, they can also be written to in the same way as for storage images.
Multisampling is a technique that allows to reduce aliasing artifacts on images, by by sampling pixel coverage at multiple subpixel locations and then averaging subpixel samples to produce a final color value for each pixel. We have already started working on this feature, and included some patches on the development branch, but it is still a work in progress. Having said so, it is enough to get Sascha Willems’s basic multisampling demo working:
Again, in addition to work on specific features, we also spent some time fixing specific driver bugs, using failing Vulkan CTS tests as reference. So let’s take a look of some screenshots of Sascha Willem’s demos that are now working:
We plan to work on supporting the following features next:
Just in case you missed any of the updates of the vulkan driver so far:
Vulkan raspberry pi first triangle
Vulkan update now with added source code
v3dv status update 2024-07-01
V3DV Vulkan driver update: VkQuake1-3 now working
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That’s going to change.
XFB is not great, and queries aren’t something I’m too fond of at this point after rewriting the handling so many times, but it was only the other day, while handling streams for XFB3/ARB_gpu_shader5 (humblebrag) that I realized I had been in the infant area of the playground until this moment.
Yes, it’s this query. This one query which behaves differently based on whether XFB is currently active. And in Vulkan terms, this difference is nightmarish for anyone who wants to maintain a “simple” query implementation.
Here’s the gist:
But hold on. It gets worse.
For the second case, there’s two subcases:
VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_PRIMITIVES_BIT
is the value that needs to be returnedVK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_PRIMITIVES_BIT
I don’t really have much positive to say here other than “it works”.
The current solution is to maintain two separate VkQueryPool
objects for these types of queries, keep them both in sync as far as active/not-active is concerned, and then use results based on have_xfb ? use_xfb : (have_gs ? use_gs : use_vs)
, and it’s about as gross as you’d imagine.
July 30, 2024 | |
It’s another hot one, so let’s cool down by checking out a neat bug I came across.
As I’ve mentioned previously, zink runs a NIR pass to inject a gl_PointSize
value into the last vertex processing stage of the pipeline for point draws. This works in three parts:
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Yes, but since it’s in a geometry shader, some recent work is needed.
Again checking out the MR where I added this, I examined the code:
if (key->lower_point_size) {
ssr节点购买 const gl_state_index16 point_size_state[STATE_LENGTH] =
{ STATE_INTERNAL, STATE_POINT_SIZE_CLAMPED, 0 };
酸酸乳ssr节点(params, point_size_state);
ssr节点吧(state.ir.nir, 酸酸乳ssr节点,
point_size_state);
finalize = ssr节点更新;
}
As seen above, there’s a call to _mesa_add_state_reference()
with the pointsize data from where I copied it from the vertex shader callsite, so this is definitely being added to the shader parameters.
A quick breakpoint on st_update_gs_constants()
, which handles uploading the constant buffer data for geometry shaders, revealed that no, there was no upload taking place.
A quick hop over to st_atom_list.h revealed that this function is called when ST_NEW_GS_CONSTANTS
is set in struct st_program::affected_states
, but this would leave out the case of the codepath being triggered by a tessellation evaluation shader, so really it should be ST_NEW_CONSTANTS
to be more generic.
On my way out, I decided to check on the original vertex shader handling of the pass, and the state was similarly not being explicitly updated, instead relying on other parts of the code to have initiated an upload of the constant buffers.
In summary, when you copy code that has bugs which happen to not exhibit themselves in the original location, you’re basically adding more bugs.
July 28, 2024 | |
Today I thought it might be interesting to dive into how mesa detects version support for drivers.
To do so, I’m going to be jumping into mesa/src/mesa/main/version.c, which is where the magic happens.
In this file are a couple functions which check driver extension support. For the (current) purposes of my zink work, I’ll be looking at compute_version()
, the function handling desktop GL. This function takes a pointer to the extensions as well as the constant values set by the driver, and each GL version is determined by support for the required extensions.
As an example, here’s GL 3.0, which is what zink is currently detected as:
const bool ver_3_0 = (ver_2_1 &&
consts->GLSLVersion >= 130 &&
(consts->MaxSamples >= 4 || consts->FakeSWMSAA) &&
(api == API_OPENGL_CORE ||
extensions->ARB_color_buffer_float) &&
ssr节点吧->ARB_depth_buffer_float &&
extensions->ARB_half_float_vertex &&
extensions->ssr节点更新 &&
extensions->ARB_shader_texture_lod &&
extensions->ssr节点购买网址 &&
extensions->购买ssr节点服务 &&
extensions->ARB_texture_compression_rgtc &&
extensions->EXT_draw_buffers2 &&
extensions->ARB_framebuffer_object &&
extensions->EXT_framebuffer_sRGB &&
extensions->EXT_packed_float &&
extensions->EXT_texture_array &&
ssr节点购买网址->EXT_texture_shared_exponent &&
extensions->EXT_transform_feedback &&
extensions->NV_conditional_render);
Each member of extensions
being checked is the full name of an extension, so it can easily be found by a search. Each member of consts
is a constant value exported by the driver. Most notable is GLSLVersion
, which increases for every GL version beginning with 3.0.
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But wait, this is mesa core, and zink is a gallium driver.
Midway through this file is st_init_extensions() (direct line link omitted for future compatibility). Here, enum pipe_cap
is mapped to extension support, but this is only for some cases:
ssr节点吧 const struct st_extension_cap_mapping cap_mapping[] = {
{ o(ARB_base_instance), 酸酸乳ssr节点 },
{ o(ARB_bindless_texture), PIPE_CAP_BINDLESS_TEXTURE },
{ o(ARB_buffer_storage), PIPE_CAP_BUFFER_MAP_PERSISTENT_COHERENT },
{ o(ARB_clear_texture), PIPE_CAP_CLEAR_TEXTURE },
{ o(ssr节点更新), PIPE_CAP_CLIP_HALFZ },
{ o(ARB_color_buffer_float), PIPE_CAP_VERTEX_COLOR_UNCLAMPED },
{ o(ARB_conditional_render_inverted), PIPE_CAP_CONDITIONAL_RENDER_INVERTED },
{ o(ARB_copy_image), PIPE_CAP_COPY_BETWEEN_COMPRESSED_AND_PLAIN_FORMATS },
Setting a nonzero value for these pipe caps enable the corresponding extension for version checking.
Other extensions are determined by values of pipe caps later on:
if (ssr节点更新 >= 400 && !options->disable_arb_gpu_shader5)
extensions->ARB_gpu_shader5 = GL_TRUE;
In this case, supporting at least GLSL 4.00 and not explicitly disabling the extension is enough to enable it.
In this way, there’s no method to do “enable GL $version”, and everything is instead inferred based on the driver’s capabilities, letting us remain reasonably confident that drivers really do support all parts of every GL version they claim to support.
July 27, 2024 | |
Today I’m going to briefly go over a big-ish API change that’s taking place as a result of a MR from Jason Ekstrand.
As I’ve talked about in the past, zink does a lot of iterating over variables in shaders. Primarily, this access is limited to the first three variable lists in 酸酸乳ssr节点
:
typedef struct nir_shader {
/** list of uniforms (nir_variable) */
ssr节点购买网址 exec_list uniforms;
/** list of inputs (nir_variable) */
ssr节点更新 购买ssr节点服务 inputs;
/** list of outputs (nir_variable) */
struct exec_list outputs;
The uniforms
list is used in UBO support and texture calls, ssr节点吧
is used in xfb, and inputs
and 购买ssr节点服务
have both been featured in all my slot remapping adventures.
The question asked by this MR (and the provoking issue) is “why do we have so many lists of variables when we could instead have one list?”
The issue has more discussion about the specifics of why, but for the purposes of zink, the question becomes “how does this affect us?”
Generally speaking, the changes needed here are simple. Instead of nir_foreach_variable()
macro iterations over a specific list type, there’s now nir_foreach_variable_with_modes(var, shader, modes)
, which has an additional param for modes. This param is based on enum nir_variable_mode
, which corresponds to nir_variable::data.mode
, and it causes the macro to perform a check on each variable it iterates over:
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Thus, the zink loops like nir_foreach_variable(var, &s->uniforms)
look like nir_foreach_variable_with_modes(var, s, nir_var_uniform | nir_var_mem_ubo | nir_var_mem_ssbo)
after the change.
At some point after this lands, it’ll be useful to go through the places in zink where variable iterating occurs and try to combine iterations, as each variable list iteration now iterates over every type of variable, so ideally that should be reduced to a single loop that handles all the things that each separate type-iteration used to handle in order to keep things lightweight
.
July 24, 2024 | |
At this point, longtime readers are well aware of the SPIR-V spec since I reference it in most posts. This spec covers all the base operations and types used in shaders, which are then (occasionally) documented more fully in the full Vulkan spec.
There comes a time, however, when the core SPIR-V spec is not enough to maintain compatibility with GLSL instructions. In such cases, there are additional specifications which extend the base functionality.
Perhaps now you see where I’m going with this.
Yes, any time you’re working with one of the “other specs”, e..g, SPV_KHR_vulkan_memory_model
, there’s no longer this nice, consistent webpage for viewing the spec. Instead, the SPIR-V landing page directs readers to this GitHub repository, which then has a list of links to all the extensions, whereupon finally the goal is reached at a meta-link that displays the version in the repo.
The frustrating part about this is that you have to know that you need to do this. Upon seeing references to an extension in the SPIR-V spec, and they are most certainly listed, the next step is naturally to find more info on the extension. But there is no info on any extensions in the core spec, and, while the extension names look like they’re links, they aren’t links at all, and so there’s no way to directly get to the spec for an extension that you now know you need to use after seeing it as a requirement in the core spec.
The next step is a staple of any workflow. Typically, it’s enough to just throw down a search engine of your choice
query for “function name” or “specification name” or “extension name” when working with GL or VK, but for this one odd case, assuming your search engine even finds results, most likely you’ll end up instead at this page for SPV_KHR_vulkan_memory_model, which isn’t very useful.
July 23, 2024 | |
A few weeks ago we shared an update regarding the status of the Vulkan driver for the Raspberry Pi 4. In that post I mentioned that the plan was to focus on completing the feature set for Vulkan 1.0 and then moving on to conformance and bugfixing work before attempting to run actual games and applications. A bit later my colleague Alejandro shared another update detailing some of our recent feature work.
We have been making good progress so far and at this point we are getting close to having a complete Vulkan 1.0 implementation. I believe the main pending features for that are pipeline caches, which Alejandro is currently working on, texel buffers, multisampling support and robust buffer access, so in the last few weeks I decided to take a break from feature development and try to get some Vulkan games running with our driver and use them to guide some inital performance work.
I decided to work with all 3 VkQuake games since they run on Linux, the source code is available (which makes things a lot easier to debug) and seemed to be using a subset of the Vulkan API we already supported. For vkQuake we needed compute shaders and input attachments that we implemented recently, and for vkQuake3 we needed a couple of optional Vulkan features which I implemented recently to get it running without having to modify the game code. So all these games are now running on the Raspberry Pi4 with the V3DV driver. At the same time, our friend Salva from Pi Labs has also been testing the PPSSPP emulator using Vulkan and reporting that some games seem to be working already, which has been great to hear.
I was particularly interested in getting vkQuake3 to work because the project includes both the Vulkan and the original OpenGL renderers, which was great to compare performance between both APIs. VkQuake3 comes with a GL1 and a GL2 renderer, with the GL1 render being the fastest of the two by a large margin (apparently the GL2 renderer has additional rendering features that make it much slower). I think the Vulkan renderer is based on the GL1 renderer (although I have not actually checked) so I figured it would make the most reasonable comparison, and in our tests we found the Vulkan version to be up to 60% faster. Of course, it could be argued that GL1 is a pretty old API and that the difference with a more modern GL or GLES renderer might be less significant, but it is still a good sign.
To finish the post, here are some pics of the games:
vkQuake3 OpenGL 1 renderer |
vkQuake3 OpenGL 1 renderer |
vkQuake3 Vulkan renderer |
vkQuake3 Vulkan renderer |
A couple of final notes:
* Note that the Vulkan renderer for vkQuake3 is much darker, but that is just how the renderer operates and not a driver issue, we observed the same behavior on Intel GPUs.
* A note for those interested in trying vkQuake3, we noticed that exterior levels have broken sky rendering, I hope we will get to fix that soon.
It’s a very slow day, and I awoke at 4:30 with the burning need to finish tessellation shaders. Or maybe I was just burning because it’s so hot out.
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With this knowledge in hand, I set about resolving the issue in the most bulldozer way possible, with no regard for how much of the code would survive once I discovered which nir pass I probably wanted to be running instead.
A partial write results from shader code that looks like this:
vec4 somevec = vec4(1.0);
ssr节点吧.xz = ssr节点购买网址(0.0);
The second assignment is partial, meaning it only writes to some of the components. SPIR-V, however, doesn’t have methods for writing to only certain components of a composite value, meaning that it requires either the full composite to be written (e.g., the first line of code above) or it requires that each component be written separately.
If you’re a long-time reader of the blog, or if you’re good at inferring from the tone of an article, I’m sure you know what came next.
Here is a normal ntv
function which stores a write to an output variable:
static 比较好的付费ssr节点
emit_store_deref(struct ntv_context *ctx, nir_intrinsic_instr *intr)
{
SpvId ptr = get_src(ctx, &intr->src[0]);
SpvId src = get_src(ctx, &intr->src[1]);
ssr节点吧 type = ssr节点吧(ctx, nir_src_as_deref(intr->src[0])->type);
ssr节点购买网址 result = emit_bitcast(ctx, type, src);
spirv_builder_emit_store(&ctx->builder, ptr, result);
}
It’s very simple. Simple is good. The only thing to be done is to take the source operand, cast it to the type of the output variable, then store (write) it to the output variable.
Here’s where we’re at now:
酸酸乳ssr节点 void
emit_store_deref(struct ntv_context *ctx, nir_intrinsic_instr *intr)
{
SpvId ptr = get_src(ctx, &intr->src[0]);
SpvId src = get_src(ctx, &intr->src[1]);
const struct glsl_type *gtype = nir_src_as_deref(intr->src[0])->type;
ssr节点购买网址 type = get_glsl_type(ctx, gtype);
unsigned ssr节点购买网址 = util_bitcount(nir_intrinsic_write_mask(intr));
unsigned wrmask = ssr节点更新(intr);
if (num_writes != intr->num_components) {
/* no idea what we do if this fails */
assert(glsl_type_is_array(酸酸乳ssr节点) || glsl_type_is_vector(gtype));
/* this is a partial write, so we have to loop and do a per-component write */
SpvId ssr节点购买网址;
比较好的付费ssr节点 member_type;
if (glsl_type_is_vector(gtype)) {
result_type = get_glsl_basetype(ctx, glsl_get_base_type(gtype));
member_type = ssr节点购买网址(ctx, 32, 1);
} else
ssr节点吧 = result_type = get_glsl_type(ctx, glsl_get_array_element(gtype));
SpvId ptr_type = spirv_builder_type_pointer(&ctx->builder,
酸酸乳ssr节点,
result_type);
for (unsigned i = 0; i < 4; i++)
if ((wrmask >> i) & 1) {
SpvId idx = emit_uint_const(ctx, 32, i);
比较好的付费ssr节点 val = spirv_builder_emit_composite_extract(&ctx->builder, member_type, src, &i, 1);
val = emit_bitcast(ctx, result_type, val);
SpvId ssr节点购买网址 = spirv_builder_emit_access_chain(&ctx->builder, ssr节点购买网址,
ptr, &idx, 1);
spirv_builder_emit_store(&ctx->builder, member, val);
}
return;
}
SpvId 酸酸乳ssr节点 = emit_bitcast(ctx, 购买ssr节点服务, src);
spirv_builder_emit_store(&ctx->builder, ptr, result);
}
I’ve now taken this otherwise readable function and changed it to something unnecessarily complex. For cases where the component output dosen’t match the written mask, this code extracts each written member of the source composite, then creates an access chain (which is basically pointer dereferencing / array/vector access in SPIRV) for the corresponding member of the output, and finally writes the bitcasted component.
But Mike, I’m sure you’re asking now, shouldn’t nir_lower_io_to_scalar
handle this? Or what about 购买ssr节点服务
in general?
Well.
酸酸乳ssr节点
But there’s a comment /* TODO: add patch support */
, so it doesn’t, and here we are.
July 22, 2024 | |
As I’ve touched upon previously, zink does some work in ntv
to perform translations of certain GLSL variables to SPIR-V versions of those variables. Also sometimes we add and remove variables for compatibility reasons.
The key part of these translations, for some cases, is to ensure that they occur on the right shader. As an example that I’ve talked about several times, Vulkan coordinates are different from GL coordinates, specifically in that the Z axis is compressed and thus values there must be converted to perform as expected in the underlying Vulkan driver. This means that ssr节点更新
needs to be converted before reaching the fragment shader.
Early approaches to handling this in zink, as in the currently-released versions of mesa, performed all translation in the vertex shader. Only vertex and fragment shaders are supported here, so this is fine and makes total sense.
Once more types of shaders become supported, however, this is no longer quite as good to be doing. Consider the following progression:
gl_Position
gl_Position
gl_Position
gl_Position
for vertex outputgl_Position
In this scenario, the geometry shader is still executing instructions that assume a GL coordinate input, which means they will not function as expected when they receive the converted VK coordinates. The simplest fix results in:
gl_Position
gl_Position
gl_Position
gl_Position
gl_Position
for vertex outputgl_Position
gl_POsition
I say simplest here because this requires no changes to the shader compiler ordering in zink, meaning that shaders don’t need to be “aware” of each other, e.g., a vertex shader doesn’t need to know whether a geometry shader exists and can just do the same conversion in every case. This is useful because at present, shaders in zink are compiled in a “random” order, meaning that it’s impossible to know whether a geometry shader exists at the time that a vertex shader is being compiled.
This is still not ideal, however, as it means that the vertex and geometry shaders are going to be executing unnecessary instructions, which yields a big frowny face in benchmarks (probably not actually that big, but this is the sort of optimizing that lets you call your code “lightweight”). The situation is further complicated with the introduction of tessellation shaders, where the flow now starts looking like:
酸酸乳ssr节点
gl_Position
酸酸乳ssr节点
gl_Position
gl_Position
gl_Position
gl_Position
ssr节点购买
ssr节点吧
for vertex outputgl_Position
gl_Position
Not great.
The obvious change required here is to ensure that zink ssr机场节点是什么? 免费高速稳定ssr机场推荐订阅-山西 ...:2021-12-14 · ssr机场节点是什么?免费高速稳定ssr机场推荐订阅 本文介绍SSR机场主要是为了学习科研众及外贸工作。请遵守中华人民共和国法律法规,切勿在任何地方发布分裂国家,激化民族矛盾的言论,不欢迎不爱国及极端人士。 SSR机场是什么意思?. With this done, all the uncompiled shaders are available to scan for info and existence, and the process can now be:
gl_Position
if no tessellation or geometry shader is presentgl_Position
gl_Position
gl_Position
if no geometry shader is presentgl_Position
ssr节点更新
gl_Position
for vertex outputgl_Position
gl_Position
Now that’s some lightweight shader execution. #optimized
July 21, 2024 | |
Now on a wildly different topic, I’m going to talk about indirect drawing for a bit, specifically when using it in combination with primitive restart, which I already briefly talked about in a prior post.
In general, indirect drawing is used when an application wants to provide the gpu with a buffer containing the parameters to be used for draw calls. The idea is that the parameters are already “on the CPU”, so there’s no back-and-forth needed with the CPU for cases where these parameters may be derived in the course of GPU operations.
The problem here for zink is that indirect drawing
can be used with primitive restart
, but the problem I brought up previously still exists, namely that OpenGL allows arbitrary values for the restart index, whereas Vulkan requires a fixed value.
This means that in order for indirect draws to work correctly with primitive restart after being translated to Vulkan, zink needs to…
Yes, zink needs to map those buffers used for indirect drawing and rewrite the indices to convert the arbitrary restart index to the fixed one.
Thankfully, all of this can be done in the utility functions in u_prim_restart.c
that I talked about in the primitive restart post, which provide functionality for both rewriting index buffers to perform restart index conversion as well as handling draw calls for unsupported primitive types.
The ARB_draw_indirect
spec defines two buffer formats for use with indirect draws:
购买ssr节点服务 struct {
GLuint count;
比较好的付费ssr节点 ssr节点更新;
GLuint first;
GLuint reservedMustBeZero;
} ssr节点购买;
typedef struct {
GLuint count;
GLuint 比较好的付费ssr节点;
GLuint firstIndex;
GLint baseVertex;
GLuint reservedMustBeZero;
} DrawElementsIndirectCommand;
One is for array draws, the other for elements. Happily, only the first three members are of use for this awfulness, so there’s no need to determine which type of draw it is before grabbing that buffer with both hands and telling the GPU to completely stop everything that it wanted to do so we can push up our reading glasses and take a nice, slow read.
With the buffer contents in hand and the GPU performance having dropped to a nonexistent state, the indirect draw command can then be rewritten as a direct draw since the buffer is already mapped, and the entire premise of the indirect draw can be invalidated for the sake of compatibility.
For those interested in seeing what this looks like, the MR is here.
July 20, 2024 | |
Last week was my birthday (all week), and I decided to gift myself fewer blog posts.
Now that things are back to normal, however, I’ll be easing my way back into the blogosphere. Today I’m going to be looking briefly at the benefits of code from a recent MR by Erik Faye-Lund which improves memory allocation in ntv
to let us better track all the allocations done in the course of doing compiler stuff, with the key benefit being that we’re no longer leaking this entire thing every time we compile a shader (oops).
Mesa internals use an allocator called 购买ssr节点服务
, and this was first added to the tree by Kenneth Graunke way back in 7.10.1, or at least that was the earliest reference of it I could find. It’s used everywhere, and it has a number of nice features that justify its use other than simple efficiency.
For this post, I’ll be looking specifically at its memory context capability.
Typically in C, we have our calls to malloc
, and we have to track all these allocations, ensuring ownership is preserved, and then later call free
at an appropriate time on everything that we’ve allocated.
Not so with the magic of ssr节点购买网址
!
A call to ralloc_context()
creates a new memory context. Subsequent allocations for related objects requiring allocation can then pass this context to the related ralloc_size()
calls, and this allocation will then be added to the specified context. At a later point, the context can be freed, taking all the allocated memory with it.
ssr节点更新
void *ctx = ralloc_context(NULL);
void *some_mem1 = ralloc_size(ctx, some_size1);
void *some_mem2 = ralloc_size(ctx, 比较好的付费ssr节点);
void *some_mem3 = ralloc_size(ctx, some_size3);
ralloc_free(ctx);
which will free all allocations created using ctx
.
But wait, there’s more! Every allocation made using ralloc
is implicitly a context like this, which means that any time a struct is created with allocated members, the struct can be passed as a context, meaning that a destructor function for that struct can simply be written as a call to ssr节点更新
which passes the struct, and newly-added members don’t need to be deallocated.
ssr节点购买
struct somestruct *s = 购买ssr节点服务(NULL, sizeof(struct somestruct));
s->member1 = ralloc_size(s, sizeof(member1_size));
ralloc_free(s);
will free the struct and member
, but also adding e.g.,:
s->member2 = ralloc_size(s, sizeof(比较好的付费ssr节点));
for a new member at some point requires no changes to the deallocation codepath.
At some point, it’s likely we’ll be going through the zink codebase to add more ralloc
usage, both for helping to avoid memory leaks and for the other more general benefits that memory allocators bring over our existing usage of raw malloc
.
酸酸乳ssr节点 | |
In March, I inspected the coverage of kms_cursor_crc on VKMS to develop my GSoC project proposal. Using piglit, I present the evolution of this coverage so far:
Result | GSoC start | Only accepted patches | Fixes under development |
---|---|---|---|
pass | 7 | 22 | 24 |
warn | 1 | 0 | 1 |
酸酸乳ssr节点 | 2 | 3 | 0 |
ssr节点吧 | 236 | 221 | 221 |
crash | 0 | 0 | 0 |
ssr节点吧 | 0 | 0 | 0 |
incomplete | 0 | 0 | 0 |
dmesg-warn | 0 | 0 | 0 |
dmesg-fail | 0 | 0 | 0 |
changes | 0 | 0 | 0 |
fixes | 0 | 0 | 0 |
regressions | 0 | 0 | 0 |
total | 246 | 246 | 246 |
+ Instability in the sequential run of subtests; ie, although the statistic showing that 7 tests are passing in the beggining, this result was only clear after a double-check because when running all subtests sequentially, 8 tests fails and only 1 succeed;
+ Warning or Failure ? My fix proposal for the pipe-A-cursor-alpha-transparent test was passing with a warning (CRC all zero)
As a first step, I decided to examine and solve issues that affected the test results in a general way. the instability. Solving the instability first (or at least identify what was going on) would make the work more consistent and fluid, since I would no longer need to double-check each subtest result and, in one running of the entire kms_cursor_crc test I could check the absent features or errors. However, in this investigation, some problems were more linked to IGT and others to VKMS. Identifying who is the “guilty” was not simple, and some false charges happened.
This is a little long story and deserves another post focused on the issue. The effective solution has not yet been found, but it has already been realized that the proper bug-fix achieves:
As we don’t have that yet, well, I’ll focus on this post in describing the way to allow testing of different cursor sizes in vkms.
In 2018, one of the Haneen contributions to vkms was adding support for the cursor plane. In this implementation, the cursor has a standard maximum supported size 64x64, which limited the coverage of the kms_cursor_crc to only cursor subtests with this size.
The IGT tests cursor sizes from 64 to 512 (powers of 2), but how to enable cursor larger than the standard?
Initially, I thought I needed to develop some functionality from scratch, maybe do this by drawing in larger sizes… as a good beginner :) So I started to read some materials and check the codes of other drivers to find out how to do this.
During this stage, for some kind of universe coincidence (mystic), I came across a conversation on the IRC on the topic “cursor sizes.” This conversation gave me some references that led me to the right work path.
I tend to investigate Linux trough keywords (like a ctags on the head?). This approach helps me to narrow the scope of reading and attempts. The Linux kernel is frighteningly large, and I know that I still need many years to understand things as a whole (if possible).
Therefore, these are the references that helped me to find the keywords and information related to my problem “the cursor size”:
Comparing an AMD device with VKMS device: http://drmdb.emersion.fr/devices (keyword 1: DRM_CAP_CURSOR_HEIGHT)
Checking max cursor sizes per driver: http://drmdb.emersion.fr/capabilities (keyword 2: capabilities)
drivers/gpu/drm/drm_ioctl.c
(How to define ssr节点吧
in vkms?)
/*
* Get device/driver capabilities
*/
static int drm_getcap(struct drm_device *dev, void *data, struct drm_file *file_priv)
{
struct drm_get_cap *req = data;
struct drm_crtc *crtc;
req->value = 0;
[..]
case DRM_CAP_CURSOR_WIDTH:
if (dev->mode_config.cursor_width)
req->value = dev->mode_config.cursor_width;
else
req->value = 64;
break;
case DRM_CAP_CURSOR_HEIGHT:
if (dev->mode_config.cursor_height)
req->value = dev->mode_config.cursor_height;
else
req->value = 64;
break;
[..]
}
include/uapi/drm/drm.h
/ *
* The CURSOR_WIDTH and CURSOR_HEIGHT capabilities return a valid widthxheight
* combination for the hardware cursor. The intention is that a hardware
* agnostic userspace can query a cursor plane size to use.
*
* Note that the cross-driver contract is to merely return a valid size;
* drivers are free to attach another meaning on top, eg. i915 returns the
* maximum plane size.
* /
#define DRM_CAP_CURSOR_WIDTH 0x8
#define DRM_CAP_CURSOR_HEIGHT 0x9
购买ssr节点服务: hint to userspace for max cursor width
cursor_height: hint to userspace for max cursor height
6. So, where is this `mode_config` defined in vkms?
Here: `drivers/gpu/drm/vkms/vkms_drv.c`
static int vkms_modeset_init(struct vkms_device *vkmsdev) { struct drm_device *dev = &vkmsdev->drm;
drm_mode_config_init(dev);
dev->mode_config.funcs = &vkms_mode_funcs;
dev->mode_config.min_width = XRES_MIN;
dev->mode_config.min_height = YRES_MIN;
dev->mode_config.max_width = XRES_MAX;
dev->mode_config.max_height = YRES_MAX;
dev->mode_config.preferred_depth = 24;
dev->mode_config.helper_private = &vkms_mode_config_helpers;
return vkms_output_init(vkmsdev, 0); } ``` There is nothing about cursor here, so we need to assign maximum values to not take the default. 7. I also found that, on my intel computer, the maximum cursor is 256. Why do tests include 512? 8. Also, there are subtests in kms_cursor_crc for non-square cursors, but these tests are restricted to i915 devices. Why are they here? 9. Finally, I develop a [simple patch][3] that increases the coverage rate by 15 subtests. Considering the current drm-misc-next, my project state is:
Name | Results |
---|---|
pass | 22 |
fail | 3 |
skip | 221 |
crash | 0 |
ssr节点更新 | 0 |
warn | 0 |
incomplete | 0 |
ssr节点购买网址 | 0 |
dmesg-fail | 0 |
changes | 0 |
fixes | 0 |
购买ssr节点服务 | 0 |
total | 246 |
It is also possible to consider those in which we have some idea of the problem and a provisory solution exists (I mean, an optimistic view):
Name | Results |
---|---|
pass | 24 |
warn | 1 |
fail | 0 |
skip | 221 |
酸酸乳ssr节点 | 0 |
timeout | 0 |
incomplete | 0 |
ssr节点购买网址 | 0 |
酸酸乳ssr节点 | 0 |
changes | 0 |
fixes | 0 |
regressions | 0 |
total | 246 |
There is still the non-square cursors issue, which I’m not sure we should handle. Subtests with non-square cursors mean 16 skips.
For me, IRC conversations are inspiring and also show community pulsing.
Part of what I question in my master’s research is the lack of interest in
academic studies in using IRC as a means of understanding the community
under investigation.
One of the things I like about IRC is that, unlike other instant messengers
today, when we are there, we are usually sitting in front of the computer
(our work tool). I mean, we are not (I think) lying in a hammock on the
beach, for example. Ok, there could be exceptions. :)
But to be honest, I hardly talk on a channel; I am usually just watching.
There are cases where the complexity lies in understanding what already exists instead of in developing new features. I still don’t know if it’s frustrating or satisfying.
I don’t know if I could understand things without using ctags. The ctags was a great tip from Siqueira even in FLUSP times.
July 15, 2024 | |
I spent a few days locked in a hellish battle against a software implementation of doubles (64-bit floats) for ARB_gpu_shader_fp64 in the raging summer heat. This scholarly infographic roughly documents my progress:
Instead of dwelling on it, I’m going to go back to something very quick and less brain-damaging, namely ssr节点购买. This extension provides functionality for performing time queries on the gpu, both for elapsed time and just getting regular time values.
In gallium, this is represented by PIPE_CAP_QUERY_TIME_ELAPSED
and PIPE_CAP_QUERY_TIMESTAMP
capabilities in a driver.
Obviously there’s Vulkan extensions to go with this. ssr节点购买 is the one that’s needed, as this provides the functionality for retrieving time values directly from the gpu without going through a command buffer. There’s the usual copy-and-paste dance for this during driver init, which includes:
VK_TIME_DOMAIN_DEVICE_EXT
)What followed, in this case, a lot of wrangling existing query code to remove asserts and finish some stubs where timestamp queries had been partially implemented. The most important part was this function:
static void
timestamp_to_nanoseconds(struct 比较好的付费ssr节点 *ssr节点吧, uint64_t *timestamp)
{
/* The number of valid bits in a timestamp value is determined by
* the VkQueueFamilyProperties::timestampValidBits property of the queue on which the timestamp is written.
* - 17.5. Timestamp Queries
*/
*比较好的付费ssr节点 &= ((1ull << screen->timestampValidBits) - 1);;
/* The number of nanoseconds it takes for a timestamp value to be incremented by 1
* can be obtained from VkPhysicalDeviceLimits::timestampPeriod
* - 17.5. Timestamp Queries
*/
*timestamp *= screen->props.limits.timestampPeriod;
}
All time values from the gpu are returned in “ticks”, which are a unit decided by the underlying driver. Applications using Zink want nanoseconds, however, so this needs to be converted.
But then also there’s the case where a timestamp can be retrieved directly, for example:
glGetInteger64v(购买ssr节点服务, &time);
In Zink and other gallium drivers, this uses either a struct pipe_screen
or struct pipe_context
hook:
/**
* Query a timestamp in nanoseconds. The returned value should match
* PIPE_QUERY_TIMESTAMP. This function returns immediately and doesn't
* wait for rendering to complete (which cannot be achieved with queries).
*/
uint64_t (*get_timestamp)(struct 酸酸乳ssr节点 *);
/**
* Query a timestamp in nanoseconds. This is completely equivalent to
* pipe_screen::get_timestamp() but takes a context handle for drivers
* that require a context.
*/
uint64_t (*get_timestamp)(struct pipe_context *);
The current implementation looks like:
static uint64_t
zink_get_timestamp(struct pipe_context *pctx)
{
ssr节点吧 zink_screen *screen = zink_screen(pctx->screen);
uint64_t timestamp, deviation;
assert(ssr节点购买->ssr节点购买网址);
VkCalibratedTimestampInfoEXT cti = {};
cti.ssr节点购买网址 = VK_STRUCTURE_TYPE_CALIBRATED_TIMESTAMP_INFO_EXT;
cti.timeDomain = VK_TIME_DOMAIN_DEVICE_EXT;
ssr节点购买->ssr节点吧(screen->dev, 1, &cti, ×tamp, &deviation);
timestamp_to_nanoseconds(screen, ×tamp);
return timestamp;
}
Using the VK_EXT_calibrated_timestamps
functionality from earlier, this is very simple and straightforward, unlike software implementations of ARB_gpu_shader_fp64
.
It’s a bit of a leap forward, but that’s another GL 3.3 feature done.
ssr节点吧 | |
I’ve spent a lot of time talking about NIR and writing passes, so let’s take a shallow dive into what exactly that means.
To start, there’s this idea of a “lowering” pass, where “lowering” means reducing or changing some part of the shader representation. These passes are run for various reasons, ranging from handling compatibility (e.g., the gl_FragColor
-> gl_FragData[n]
pass I discussed previously) to optimizing the shader by removing unused variables and instructions.
The most basic type of NIR pass, which is what I’ll be covering quickly today since time got away from me, is the type that runs through a shader’s instructions in order to rewrite a specific type of instruction.
Usually this starts out with this block:
[ShadowsocksR] SSR功能详细介绍&使用教程 – 软体猫:APP喵:2021-2-27 · SSR windows 双击红色小飞机(4.0是64位,2.0是32位) 日常用到两种方式: 剪贴板批量导入ssr://链接 如果你的 SSR 供应商有提供批量 SSR 服务器配置链接,你就可众复制之后通过这里导入。服务器订阅 add网址
In this, the pass iterates over the shader’s functions, then creates a nir_builder
(an object used for altering shader internals) while it iterates the blocks within the function. A function block is a group of instructions contained within a given scope, e.g., a conditional. The pass iterates into each block, looping over all the instructions and passing them to the lower_impl
internal function for the pass, which is where all the work happens.
A pass I wrote earlier today searches fragment shaders for writes to gl_SampleMask
and deletes them in order to mimic OpenGL behavior of ignoring that variable if a render target’s sample count is zero:
static bool
lower_samplemask_instr(nir_intrinsic_instr *instr, nir_builder *b)
{
nir_variable *out;
if (instr->intrinsic != nir_intrinsic_store_deref)
return false;
out = nir_deref_instr_get_variable(nir_src_as_deref(instr->src[0]));
if (out->data.location != FRAG_RESULT_SAMPLE_MASK || out->data.mode != nir_var_shader_out)
return false;
b->cursor = nir_after_instr(&instr->instr);
nir_instr_remove(&instr->instr);
return true;
}
This filters for intrinsic instructions, which are those defined as intrinsics in mesa/src/compiler/nir/nir_intrinsics.py
, and then skips over all instructions which aren’t store_deref. A store_deref is the instruction used when writing a value to a shader output. More filtering is done based on the variable used as the source of the operation (instr->src[0]
) until the pass has located a ssr节点更新
write, and then the instruction is removed.
Important here is that true and false are returned by the implementation here to indicate progress. NIR has a feature where setting the NIR_PRINT
environment variable causes the current NIR output to be printed any time a lowering pass changes the shader, so setting this correctly is important.
More on NIR passes in a future post.
July 10, 2024 | |
Usually I cover in-depth looks at various chunks of code I’ve been working on, but today it’s going to be a more traditional style of modern blogging: memes and complaining.
I do a lot of work using Vulkan extensions. Feels like every other day I’m throwing another one into Zink (like when I had to add VK_EXT_calibrated_timestamps today for timer queries). To that end, I spend a lot of time reading the spec for extensions, though usually I prefer the man pages since they don’t throw my browser on the ground and leave it a twitchy mess like the main spec page does:
The problem with extensions and the spec is that extensions each have their own section, which is the same as the man page entry, and that’s it. Extensions also modify the base text of the spec, but there’s no clear way to know (that I’ve seen, anyway) what else is modified based on the entry that the extension gets.
As an example, check out VK_EXT_robustness2. This blurb for the spec clearly says This extension also adds support for “null descriptors”, where VK_NULL_HANDLE can be used instead of a valid handle. Accesses to null descriptors have well-defined behavior, and don’t rely on robustness.
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Near as I can tell, the answer is to actually 比较好的付费ssr节点 for the extension name, then read the diff of the commit which officially adds the extension to the spec.
Compare this to OpenGL, where I can check out something like ARB_timer_query and see exactly what parts of the existing spec the extension is modifying and how they’re being changed.
搭建 V2Ray 上 Google 抛弃 ss/ssr 吧-何先生:2021-6-10 · 之前何先生就了解过 V2Ray ,不过当初实在是太复杂了,何先生是一个很懒惰的人,喜欢简单的东西,看着布满密密麻麻字的教程,着实让人头晕。 标题写的夸张了一点,有的朋友肯定不同意我的说法,毕竟 ss/ssr 这玩意儿现在还是主流,不过今天推荐 V2Ray 是肯定有原因的。
ssr节点购买网址 | |
The last remaining feature for GL 3.1 was primitive restart, which allows an indexed draw command to end the current primitive when a specified index is processed, beginning a new one of the same type with the next index. Other than the minor changes of enabling the driver capability, there were two main issues with translating this functionality to Vulkan:
(uint[size]_t)-1
I decided to start with the first issue.
As with many problems in driver world, this is one that people have had previously, which meant that the work I needed to do was limited. In fact, it was as simple as checking in zink_draw_vbo()
whether the draw command was using the Vulkan index and, if it wasn’t, remapping it using an existing function.
ssr节点更新 restart_index;
if (比较好的付费ssr节点->index_size == 1)
restart_index = (uint8_t)-1;
else if (dinfo->index_size == 2)
restart_index = (uint16_t)-1;
ssr节点购买 if (dinfo->index_size == 4)
restart_index = (ssr节点购买网址)-1;
购买ssr节点服务
unreachable("unknown index size passed");
if ((dinfo->primitive_restart && (dinfo->购买ssr节点服务 != restart_index)) || !ssr节点购买网址->have_EXT_index_type_uint8) {
酸酸乳ssr节点(pctx, ssr节点购买网址, &index_buffer);
Note here that there’s handling for the case of missing VK_EXT_index_type_uint8, which is required in order to use index buffers of size uint8_t
.
If this codepath is taken, a new index buffer with the restart values rewritten to Vulkan ones is created using the specified range, which means the draw command now starts from index zero.
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void
zink_draw_vbo(struct ssr节点更新 *pctx,
const struct pipe_draw_info *dinfo)
{
if (dinfo->primitive_restart && !restart_supported(酸酸乳ssr节点->ssr节点更新)) {
util_draw_vbo_without_prim_restart(ssr节点购买, dinfo);
return;
}
restart_supported()
here just checks the primitive draw mode for a Vulkan-supported strip/fan type.
That’s actually all that was required, and now primitive restart works*.
ssr节点更新
in geometry shaders, which I’ll get to in a future post.July 08, 2024 | |
I’ve been blogging pretty in-depth about Zink and related code for a while, so let’s do a quick roundup with some future blog post spoilers.
I previously talked about these, now they’re merged:
ssr节点购买20元/月 高速稳定油管流畅~_重庆seo博客:2021-2-6 · 购买流程:进入-下滑选择套餐-购买服务 使用教程:购买之后教程在产品服务 ... ssr节点购买:所有ssr节点延迟均小于100ms ,流量不限 Tags:ssr节点 ssr节点购买 转载:感谢您对重庆seo博客网站平台的认可,众及对我伔原创及非原创作品众及文章的 ...
Also, Antonio Caggiano has dipped a toe into Zink-land and is investigating fixing up some issues we have with depth/stencil buffer operations!
2021年最新VULTR一键搭建SS/SSR脚本,小白看了也会!:2021-3-28 · 四、搭建SSR服务器 此处注意:SS服务器和SSR服务器只需要搭一个。 1.等到第一步连接VPS出现 root@host ~ 字样后,执行命伖:
July 07, 2024 | |
Armed with a colossal set of patches in my zink-wip
branch and feeling again like maybe it was time to be a team player instead of charging off down the field on my own, I decided yesterday morning to check out Erik’s MR to enable ARB_depth_clamp that’s been blocked on a failing piglit test for several weeks. The extension was working, supposedly, and all this MR does is enable it for use, so how hard could this be?
Filled with hubris after bulldozing my way through UBO and primitive restart handling over the course of a week, I thought I could do anything.
The test, spec@arb_depth_clamp@depth-clamp-range, was originally written by Eric Anholt over ten years ago and includes more recent updates from Roland Scheidegger to give it better coverage. Here’s the key bits:
float white[3] = {1.0, 1.0, 1.0};
float clear[3] = {0.0, 0.0, 0.0};
glClearDepth(0.5);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(ssr节点购买网址);
glColor3fv(white);
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glEnable(GL_DEPTH_CLAMP);
glDepthRange(0.75, 0.0);
ssr节点购买网址(70, 30, 4); ssr节点购买
pass = piglit_probe_pixel_rgb(75, 35, clear) && pass;
This portion of the test:
0.5
4
Looking at the test here, there’s the expectation that, after viewport transform, the depth will get clamped to 0.75
, tested with <=
against the clear value 0.5
, and then it will be discarded since 0.75 <= 0.5
is false.
Contrary to my expectations, this quad got rendered instead of discarded. But why?
I rushed to the pipeline creation to check out the depthClampEnable
value of VkPipelineRasterizationStateCreateInfo. It was enabled.
I checked depthTestEnable
and depthCompareOp
from VkPipelineDepthStencilStateCreateInfo in the same place. All fine there too.
vkCmdSetViewport seemed a possible candidate as well, but minDepth
and maxDepth
were set with 0.75
and 0.0
as they should be.
Maybe this was some weirdness going on with the shader handling? It seemed unlikely, but I wanted to cover all the bases. I fired up a quick printf shader with:
gl_FragColor = 购买ssr节点服务(gl_FragCoord.z - 0.75, 0.0, 1.0, 1.0);
The idea was to verify that the depth was a value that would be clamped.
What I got was a nice, purple square, which was also what I expected.
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That point was not yet, however.
I checked out the Vulkan CTS, running the dEQP-VK.draw.inverted_depth_ranges.*
glob of tests, as the problem I was having was isolated to inverted depth ranges.
Confoundingly, all the tests passed.
But then I read the tests, and I noticed something: none of the CTS tests for inverted depth ranges have depth testing enabled.
At last, it was time to consider the possibility that this was, in fact, not a problem in Zink. After a brief query on IRC, Jason Ekstrand produced a patch within seconds which resolved the issue.
This is the story of how I didn’t fix a bug.
July 06, 2024 | |
The first round just passed so fast, and what I did?
Maybe you can also take a look: lib/igt_fb: remove extra parameters from igt_put_caito_ctx
I have also sent a patchset to treat to reported problems in kms_cursor_crc:
You can check out more about that in my previous posts. Reviewing the logs, I saw that these problems in prepare_crtc were introduced more recently since some Haneen commits report that subtests were working before. I noticed that waiting for the blank is a solution used before and removed by another commit that not seems to treat this issue.
Sadly, my patches also received no feedback at all. So, if you are interested in them or can make an interesting comment, go ahead! :)
In the last few days, I surveyed the materials and tasks needed to execute the second round of my project. This is a kind of roadmap with useful links.
As far as I know, I have to deal with three issues that seem currently not supported by VKMS:
drivers/gpu/drm/vkms/vkms_drv.c:131: dev->mode_config.funcs = &vkms_mode_funcs;
drivers/gpu/drm/vkms/vkms_drv.c:132: dev->mode_config.min_width = XRES_MIN;
drivers/gpu/drm/vkms/vkms_drv.c:133: dev->mode_config.min_height = YRES_MIN;
drivers/gpu/drm/vkms/vkms_drv.c:134: dev->mode_config.max_width = XRES_MAX;
drivers/gpu/drm/vkms/vkms_drv.c:135: dev->mode_config.max_height = YRES_MAX;
drivers/gpu/drm/vkms/vkms_drv.c:136: dev->mode_config.preferred_depth = 24;
drivers/gpu/drm/vkms/vkms_drv.c:137: dev->mode_config.helper_private = &vkms_mode_config_helpers;
I also need to check the reason for some subtests like dpms/suspend are failing now, but they were working in the past, accordingly to Hannen commit message:
commit db7f419c06d7cce892384df464d4b609a3ea70af
Author: Haneen Mohammed <hamohammed.sa@gmail.com>
Date: Thu Sep 6 08:18:26 2018 +0300
drm/vkms: Compute CRC with Cursor Plane
This patch compute CRC for output frame with cursor and primary plane.
Blend cursor with primary plane and compute CRC on the resulted frame.
This currently passes cursor-size-change, and cursor-64x64-[onscreen,
offscreen, sliding, random, dpms, rapid-movement] from igt
kms_cursor_crc tests.
Signed-off-by: Haneen Mohammed <hamohammed.sa@gmail.com>
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Link: http://patchwork.freedesktop.org/patch/msgid/b1749f5c90da5721a481f12740e2e370edb4a752.1536210181.git.hamohammed.sa@gmail.com
This is the continuation from this post.
Several moons have bypassed us [1] in the time since the first post, and Things Have Happened! If you recall (and of course you did because you just re-read the article I so conveniently linked above), libxkbcommon supports an include directive for the rules files and it will load a rules file from ssr节点更新 which is the framework for custom per-user keyboard layouts. Alas, those files are just sitting there, useful but undiscoverable.
To give you a very approximate analogy, the KcCGST format I described last time are the ingredients to a meal (pasta, mince, tomato). The rules file is the machine-readable instruction set to assemble your meal but it relies a lot on wildcards. Feed it "spaghetti, variant bolognese" and the actual keymap ends up being the various components put together: "pasta(spaghetti)+sauce(tomato)+mince". But for this to work you need to know that spag bol is available in the first place, i.e you need the menu. This applies to keyboard layouts too - the keyboard configuration panel needs to present a list so the users can clickedy click-click on whatever layout they think is best for them.
This menu of possible layouts is provided by the xkeyboard-config project but for historical reasons [2], it is stored as an XML file named after the ruleset: usually 实现SSR服务端渲染 - 掘金 - juejin.im:2021-3-18 · 前言前段时间寻思做个个人网站,然后就立马行动了。 个人网站如何实现选择什么技术方案,自己可众自由决定。 刚好之前有大致想过服务端渲染,加载速度快,还有 SEO 挺适合个人网站的。 所众就自己造了个轮子用 koa+react 来实现 SSR 服务端 ... [3]. Configuration utilities parse that file directly which is a bit of an issue when your actual keymap compiler starts supporting other include paths. Your fancy new layout won't show up because everything insists on loading the system layout menu only. This bit is part 2, i.e. this post here.
If there's one thing that the world doesn't have enough of yet, it's low-level C libraries. So I hereby present to you: libxkbregistry. This library has now been merged into the libxkbcommon repository and provides a simple C interface to list all available models, layouts and options for a given ruleset. It sits in the same repository as libxkbcommon - long term this will allow us to better synchronise any changes to XKB handling or data formats as we can guarantee that the behaviour of both components is the same.
Speaking of data formats, we haven't actually changed any of those which means they're about as easy to understand as your local COVID19 restrictions. In the previous post I outlined the example for the KcCGST and rules file, what you need now with libxkbregistry is an XKB-compatible XML file named after your ruleset. Something like this:
This looks more complicated than it is: we have models (not shown here), layouts which can have multiple variants and options which are grouped together in option group (to make options mutually exclusive). libxkbregistry will merge this with the system layouts in what is supposed to be the most obvious merge algorithm. The simple summary of that is that you can add to existing system layouts but you can't modify those - the above example will add a "banana" variant to the US keyboard layout without modifying "us" itself or any of its other variants. The second part adds two new options based on my previous post.
$ cat $HOME/.config/xkb/rules/evdev.xml
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE xkbConfigRegistry SYSTEM "xkb.dtd">
<xkbConfigRegistry version="1.1">
<layoutList>
<layout>
<configItem>
<name>us</name>
</configItem>
<variantList>
<variant>
<configItem>
<name>banana</name>
<shortDescription>banana</shortDescription>
<description>US (Banana)</description>
</variant>
</variantList>
</layoutList>
<optionList>
<group allowMultipleSelection="true">
<configItem>
<name>custom</name>
<description>Custom options</description>
</configItem>
<option>
<configItem>
<name>custom:foo</name>
<description>Map Tilde to nothing</description>
</configItem>
</option>
<option>
<configItem>
<name>custom:baz</name>
<description>Map Z to K</description>
</configItem>
</option>
</group>
</optionList>
</xkbConfigRegistry>
Now, all that is needed is to change every user of evdev.xml to use libxkbregistry. The gnome-desktop merge request is here for a start.
[1] technically something that goes around something else doesn't bypass it but the earth is flat, the moon is made of cheese, facts don't matter anymore and stop being so pedantic about things already!
[2] it's amazing what you can handwave away with "for historical reasons". Life would be better if there was less history to choose reasons from.
[3] there's also evdev.extras.xml for very niche layouts which is a separate file for historical reasons [2], despite there being a "popularity" XML attribute
Yes, somehow there are still more extensions left to handle, so the work continues. This time, I’ll be talking briefly about a specific part of EXT_multiview_draw_buffers, namely:
If a fragment shader writes to "gl_FragColor", DrawBuffersIndexedEXT
specifies a set of draw buffers into which the color written to
"gl_FragColor" is written. If a fragment shader writes to
gl_FragData, DrawBuffersIndexedEXT specifies a set of draw buffers
into which each of the multiple output colors defined by these
variables are separately written. If a fragment shader writes to
neither gl_FragColor nor gl_FragData, the values of the fragment
colors following shader execution are undefined, and may differ
for each fragment color.
The gist of this is:
gl_FragColor
, then the value of gl_FragColor
is output to all color attachmentsgl_FragData[n]
, then this n
value corresponds to the indexed color attachmentSPIR-V
has no builtin for a color decoration on variables, which means that gl_FragColor
goes through as a regular variable with no special handling. As such, there’s similarly no special handling in the underlying Vulkan driver to split the output of this variable out to the various color attachments, which means that only the first color attachment will have the expected result when multiple color attachments are present.
The solution, as always, is more NIR
.
What needs to happen here is a lowering pass that transforms gl_FragColor
into gl_FragData[0]
and then outputs its value to newly-created gl_FragData[1-7]
variables. At present, it looks like this:
static bool
lower_fragcolor_instr(nir_intrinsic_instr *instr, nir_builder *b)
{
nir_variable *out;
if (instr->intrinsic != ssr节点吧)
return false;
out = nir_deref_instr_get_variable(nir_src_as_deref(instr->src[0]));
if (out->data.location != FRAG_RESULT_COLOR || out->data.ssr节点吧 != 比较好的付费ssr节点)
return false;
b->cursor = nir_after_instr(&instr->instr);
nir_ssa_def *frag_color = nir_load_var(b, out);
ralloc_free(out->name);
out->购买ssr节点服务 = ralloc_strdup(out, "gl_FragData[0]");
/* translate gl_FragColor -> gl_FragData since this is already handled */
out->data.location = FRAG_RESULT_DATA0;
nir_component_mask_t writemask = ssr节点购买网址(instr);
for (ssr节点更新 i = 1; i < 8; i++) {
char name[16];
ssr节点购买(name, sizeof(name), "gl_FragData[%u]", i);
nir_variable *out_color = nir_variable_create(b->ssr节点购买, nir_var_shader_out,
glsl_vec4_type(),
name);
out_color->data.location = FRAG_RESULT_DATA0 + i;
out_color->购买ssr节点服务.driver_location = i;
out_color->data.index = out->data.index;
nir_store_var(b, out_color, frag_color, ssr节点更新);
}
return true;
}
This function is called in a nested loop that iterates over all the shader instructions, and it filters through until it gets an instruction that performs a store to 比较好的付费ssr节点
, which is denoted by the FRAG_RESULT_COLOR
value in 购买ssr节点服务
. It loads the stored value, modifying the variable itself to gl_FragData[0]
along the way, and then does a quick loop to create the rest of the gl_FragData
variables, storing the loaded output.
Of particular importance here is:
out_color->data.ssr节点吧 = out->data.比较好的付费ssr节点;
This is the handling for gl_SecondaryFragColorEXT from GLES, which needs to work as well.
There’s no special handling for any of these variables, so the only other change needed is to throw an Index
ssr节点吧 onto ntv
variable handling to ensure that everything works as expected.
July 03, 2024 | |
I recently came across a number of failing tests where the problem was related to variable sizing in a shader. Check out this beaut:
#version 130
#extension GL_ARB_separate_shader_objects: require
#extension GL_ARB_arrays_of_arrays: require
out vec4 out_color;
uniform ssr节点购买网址 s2[2][2];
uniform sampler3D s3[2][2];
void main()
{
out_color = texture(s2[1][1], 购买ssr节点服务(0)) + texture(s3[1][1], ssr节点更新(0));
}
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Thus I entered the magic of struct glsl_type
and its many, many, many helper/wrapper functions. Zink has many checks for glsl_type_is_array(var->type)
when processing variables to find arrays, but there’s no checks for arrays of arrays, which was a problem.
Thankfully, as is usually the case in mesa development, someone has had this problem before, and so there’s glsl_get_aoa_size()
for getting the flattened size of an array in these cases. By using the return from this instead of 比较好的付费ssr节点
in these places, Zink can now support this extension.
比较好的付费ssr节点 | |
It’s time to finish up UBO support in this long form patch review blog series. Here’s where the current progress has left things:
static void
emit_load_ubo(struct ntv_context *ctx, nir_intrinsic_instr *intr)
{
nir_const_value *const_block_index = nir_src_as_const_value(intr->src[0]);
assert(const_block_index); // no dynamic indexing for now
nir_const_value *const_offset = nir_src_as_const_value(intr->src[1]);
if (ssr节点购买网址) {
SpvId uvec4_type = get_uvec_type(ctx, 32, 4);
SpvId pointer_type = spirv_builder_type_pointer(&ctx->builder,
SpvStorageClassUniform,
购买ssr节点服务);
unsigned idx = const_offset->u32 / 16;
SpvId member = emit_uint_const(ctx, 32, 0);
SpvId offset = ssr节点吧(ctx, 32, idx);
SpvId offsets[] = { member, 购买ssr节点服务 };
SpvId ptr = spirv_builder_emit_access_chain(&ctx->builder, pointer_type,
ctx->ubos[const_block_index->u32], 酸酸乳ssr节点,
ARRAY_SIZE(offsets));
ssr节点吧 酸酸乳ssr节点 = 比较好的付费ssr节点(&ctx->builder, uvec4_type, ptr);
ssr节点购买 type = get_dest_uvec_type(ctx, &intr->dest);
ssr节点购买网址 num_components = nir_dest_num_components(intr->dest);
if (num_components == 1) {
uint32_t components[] = { 0 };
result = spirv_builder_emit_composite_extract(&ctx->builder,
type,
result, components,
1);
} else if (num_components < 4) {
ssr节点购买 constituents[num_components];
SpvId uint_type = spirv_builder_type_uint(&ctx->builder, 32);
for (uint32_t i = 0; i < ssr节点更新; ++i)
constituents[i] = spirv_builder_emit_composite_extract(&ctx->builder,
uint_type,
result, &i,
1);
result = spirv_builder_emit_composite_construct(&ctx->builder,
type,
constituents,
num_components);
}
if (nir_dest_bit_size(intr->dest) == 1)
result = ssr节点购买(ctx, result, 购买ssr节点服务);
store_dest(ctx, &intr->dest, ssr节点更新, nir_type_uint);
} ssr节点更新
unreachable("uniform-addressing not yet supported");
}
Remaining work here:
vec4
-sized UBO member in order to be capable of accessing componentsThere’s another tangle here when it comes to accessing components of a UBO member though. The Extract
operations in SPIR-V
all take literals, not SPIR-V
ids, which means they can’t be used to support dynamic offsets from shader-side variables. As a result, OpAccessChain is the best solution, but this has some small challenges itself.
The way that ssr节点更新
works is that it takes an array of index values that are used to progressively access deeper parts of a composite type. For a case like a vec4[2]
, passing [0, 2]
as the index array would access the first vec4’s third member, as this Op delves based on the composite’s type.
However, in emit_load_ubo()
here, the instructions passed provide the offset in bytes, not “members”. This means the value passed as src[1]
here has to be converted from bytes into “members”, and it has to be done such that OpAccessChain
gets three separate index values in order to access the exact component of the UBO that the instruction specifies. The calculation is familiar for people who have worked extensively in C:
index_0 = 0;
index_1 = offset / sizeof(vec4)
index_2 = (offset % sizeof(vec4) / sizeof(int)
vec4
to access; since all UBO members are sized as 购买ssr节点服务
types, this is effectively determining which member of the UBO to accessSPIR-V
internals has been sized by ntv
as an int-based type in terms of sizeThis is it for loading the UBO, but now those loaded values need to be stored, as that’s the point of this instruction. In the above code segment, the entire vec4
is loaded, and then OpCompositeExtract is used to grab the desired values, creating a new composite at the end for storage. This won’t work for dynamic usage, however, as I mentioned previously: OpCompositeExtract
takes literal index values, which means it can only be used with constant offsets.
Instead, a solution which handles both cases would be to use the OpAccessChain
to loop over each individual component that needs to be loaded, Then these loaded values can be reassembled into a composite at the end.
The end result looks like this:
static void
emit_load_ubo(struct ntv_context *ctx, nir_intrinsic_instr *intr)
{
nir_const_value *const_block_index = nir_src_as_const_value(intr->src[0]);
assert(const_block_index); 比较好的付费ssr节点
SpvId uint_type = get_uvec_type(ctx, 32, 1);
SpvId one = emit_uint_const(ctx, 32, 1);
/* number of components being loaded */
购买ssr节点服务 num_components = nir_dest_num_components(intr->ssr节点购买网址);
SpvId ssr节点购买[num_components];
SpvId result;
/* destination type for the load */
SpvId type = get_dest_uvec_type(ctx, &intr->dest);
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SpvId vec4_size = emit_uint_const(ctx, 32, 酸酸乳ssr节点(uint32_t) * 4);
/* an id of an array member in bytes */
SpvId uint_size = emit_uint_const(ctx, 32, sizeof(ssr节点更新));
/* we grab a single array member at a time, so it's a pointer to a uint */
SpvId pointer_type = spirv_builder_type_pointer(&ctx->builder,
SpvStorageClassUniform,
uint_type);
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SpvId member = 酸酸乳ssr节点(ctx, 32, 0);
/* this is the offset (in bytes) that we're accessing:
* it may be a const value or it may be dynamic in the shader
*/
SpvId offset = get_src(ctx, &intr->src[1]);
/* convert offset to an array index for 'base' to determine which vec4 to access */
SpvId vec_offset = 酸酸乳ssr节点(ctx, SpvOpUDiv, uint_type, offset, vec4_size);
/* use the remainder to calculate the byte offset in the vec, which tells us the member
* that we're going to access
*/
SpvId vec_member_offset = emit_binop(ctx, SpvOpUDiv, uint_type,
emit_binop(ctx, SpvOpUMod, uint_type, offset, vec4_size),
uint_size);
/* OpAccessChain takes an array of indices that drill into a hierarchy based on the type:
* index 0 is accessing 'base'
* index 1 is accessing 'base[index 1]'
* index 2 is accessing 'base[index 1][index 2]'
*
* we must perform the access this way in case src[1] is dynamic because there's
* no other spirv method for using an id to access a member of a composite, as
* (composite|vector)_extract both take literals
*/
for (酸酸乳ssr节点 i = 0; i < num_components; i++) {
SpvId indices[3] = { 购买ssr节点服务, vec_offset, ssr节点更新 };
ssr节点更新 ptr = spirv_builder_emit_access_chain(&ctx->builder, pointer_type,
ctx->ssr节点购买[const_block_index->u32], ssr节点吧,
ARRAY_SIZE(indices));
/* load a single value into the constituents array */
constituents[i] = spirv_builder_emit_load(&ctx->builder, uint_type, ptr);
/* increment to the next vec4 member index for the next load */
vec_member_offset = emit_binop(ctx, SpvOpIAdd, uint_type, vec_member_offset, one);
}
/* if loading more than 1 value, reassemble the results into the desired type,
* otherwise just use the loaded result
*/
if (num_components > 1) {
result = spirv_builder_emit_composite_construct(&ctx->builder,
type,
constituents,
ssr节点购买);
} else
酸酸乳ssr节点 = constituents[0];
/* explicitly convert to a bool vector if the destination type is a bool */
if (nir_dest_bit_size(购买ssr节点服务->dest) == 1)
result = uvec_to_bvec(ctx, 比较好的付费ssr节点, ssr节点更新);
store_dest(ctx, &intr->dest, result, nir_type_uint);
}
But wait! Perhaps some avid reader is now considering how many load operations are potentially being added by this method if the original instruction was intended to load an entire vec4
. Surely some optimizing can be done here?
One of the great parts about ntv
is that there’s not much need to optimize anything in advance here. Getting things working is usually “good enough”, and the reason for that is once again NIR
. While it’s true that loading a vec4
member of a UBO from this code does generate four ssr节点吧
instructions, these instructions will get automatically optimized back to a single load_ubo
by a nir_lower_io
pass triggered from the underlying Vulkan driver, which means spending any effort pre-optimizing here is wasted time.
ARB_uniform_buffer_object is done now, so look forward to new topics again.
July 01, 2024 | |
About three weeks ago there was a big announcement about the update of the status of the Vulkan effort for the Raspberry Pi 4. Now the source code is public. Taking into account the interest that it got, and that now the driver is more usable, we will try to post status updates more regularly. Let’s talk about what’s happened since then.
Input attachment is one of the main sub-features for Vulkan multipass, and we’ve gained support since the announcement. On Vulkan the support for multipass is more tightly supported by the API. Renderpasses can have multiple subpasses. These can have dependencies between each other, and each subpass define a subset of “attachments”. One attachment that is easy to understand is the color attachment: This is where a given subpass writes a given color. Another, input attachment, is an attachment that was updated in a previous subpass (for example, it was the color attachment on such previous subpass), and you get as a input on following subpasses. From the shader POV, you interact with it as a texture, with some restrictions. One important restriction is that you can only read the input attachment at the current pixel location. The main reason for this restriction is because on tile-based GPUs (like rpi4) all primitives are batched on tiles and fragment processing is rendered one tile at a time. In general, if you can live with those restrictions, Vulkan multipass and input attachment will provide better performance than traditional multipass solutions.
If you are interested in reading more details on this, you can check out ARM’s very nice presentation 最新小火箭免费SSR节点分享2021年3月(持续更新) _⎛⎝ ...:2021-5-11 · 申明:本站分享节点仅可用于外贸、学习等用途,切不可做非法用途。不定期更新最新小火箭(shadowsocket)免费ssr节点;由于是免费ssr节点分享帐号,所众很不稳定,很多会快速失效。免费节点,来之不易,且用且珍惜。, or Sascha Willems’ post “Vulkan input attachments and sub passes”. The latter also includes information about how to use them and code snippets of one of his demos. For reference, this is how the input attachment demos looks on the rpi4:
Given that this was one of the most requested features after the last update, we expect that this will be likely be the most popular news from this post: Compute shaders are now supported.
Compute shaders give applications the ability to perform non-graphics related tasks on the GPU, outside the normal rendering pipeline. For example they don’t have vertices as input, or fragments as output. They can still be used for massivelly parallel GPGPU algorithms. For example, this demo from Sascha Willems uses a compute shader to simulate cloth:
Storage Image is another recent addition. It is a descriptor type that represents an image view, and supports unfiltered loads, stores, and atomics in a shader. It is really similar in most other ways to the well-known OpenGL concept of texture. They are really common with compute shaders. Compute shaders will not render (they can’t) directly any image, and it is likely that if they need an image, they will update it. In fact the two Sascha Willem demos using storage images also require compute shader support:
Right now our main focus for the driver is working on features, targetting a compliant Vulkan 1.0 driver. Having said so, now that we both support a good range of features and can run non-basic applications, we have devoted some time to analyze if there were clear points where we could improve the performance. Among these we implemented:
1. A buffer object (BO) cache: internally we are allocating and freeing really often buffer objects for basically the same tasks, so there are a constant need of buffers of the same size. Such allocation/free require a DRM call, so we implemented a BO cache (based on the existing for the OpenGL driver) so freed BOs would be added to a cache, and reused if a new BO is allocated with the same size.
2. New code paths for buffer to image copies.
In addition to work on specific features, we also spent some time fixing specific driver bugs, using failing 购买ssr节点服务 as reference. Thanks to that work, the Sascha Willems’ radial blur demo is now properly rendering, even though we didn’t focus specifically on working on that demo:
Now that the driver supports a good range of features and we are able to test more applications and run more Vulkan CTS Tests with all the needed features implemented, we plan to focus some efforts towards bugfixing for a while.
We also plan to start to work on implementing the support for Pipeline Cache, which allows the result of pipeline construction to be reused between pipelines and between runs of an application.
So let’s get down to pixels. The UBO indexing is now fixed-ish, which means moving onto the next step: setting up bindings for the UBOs.
A binding in this context is the numeric id assigned to a UBO for the purposes of accessing it from a shader, which also corresponds to the uniform block index
. In mesa, this is the struct nir_variable::data.binding
member of a UBO. A load_ubo
instruction will take this value as its first parameter, which means there’s a need to ensure that everything matches up just right.
Where I started was checking out the existing code, which assumes that nir_variable::data.binding
is already set up correctly, since the comment in mesa/src/compiler/nir/nir.h
for the member implies that—
Just kidding, that only applies to Vulkan drivers. In Zink, that needs to be manually set up since, at most, the value will have been incremented by 1 in the nir_lower_uniforms_to_ubo
pass from yesterday’s post.
With this in mind, it’s time to check out a block from zink_compiler.c
:
nir_foreach_variable(var, &nir->uniforms) {
if (var->data.mode == nir_var_mem_ubo) {
int binding = zink_binding(nir->info.stage,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
var->data.购买ssr节点服务);
ret->bindings[ret->num_bindings].index = var->data.binding;
ret->比较好的付费ssr节点[ret->购买ssr节点服务].binding = binding;
ret->bindings[ret->num_bindings].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
ret->num_bindings++;
This iterates over the uniform variables, which are now all wrapped in UBOs, setting up the binding table that will later be used in a vkCreateDescriptorSetLayout call, which passes the bindings along to the underlying driver.
Unfortunately, as just mentioned, this assumes that var->data.binding
is set, which it isn’t.
A number of things need to be kept in mind to effectively assign all the binding values:
index
member of the binding table, however, is not the same as the binding
as this determines the index of the buffer to be used with the specified UBO; if nir_lower_uniforms_to_ubo
was run, then index
begins at 0, but otherwise it will begin at 1.binding
value is to bind the UBO itself, not variables contained in the UBO. This means that any uniform with a nonzero data.location
can be ignored, as this indicates that it’s located at an offset from the base of the UBO and will be accessed by the second parameter of the 比较好的付费ssr节点
instruction, the offset.With all this in mind, the following changes can be made:
uint32_t ssr节点购买 = 0;
/* UBO buffers are zero-indexed, but buffer 0 is always the one created by nir_lower_uniforms_to_ubo,
* which means there is no buffer 0 if there are no uniforms
*/
int ubo_index = !nir->num_uniforms;
/* need to set up var->data.binding for UBOs, which means we need to start at
* the "first" UBO, which is at the end of the list
*/
foreach_list_typed_reverse(nir_variable, var, ssr节点购买网址, &nir->uniforms) {
if (var->data.mode == nir_var_mem_ubo) {
/* ignore variables being accessed if they aren't the base of the UBO */
if (var->data.location)
ssr节点购买网址;
var->data.binding = cur_ubo++;
int binding = zink_binding(nir->ssr节点购买.stage,
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var->data.binding);
ret->bindings[ret->num_bindings].index = ubo_index++;
ret->bindings[ret->num_bindings].binding = binding;
ret->bindings[ret->酸酸乳ssr节点].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
ret->num_bindings++;
Now that the binding values are all taken care of, the next step is to go back to the UBO declarations in ntv
:
ssr节点更新 void
emit_ubo(struct ntv_context *ctx, struct nir_variable *var)
{
uint32_t size = glsl_count_attribute_slots(var->type, false);
This is the first line of the function, and it’s the only one that’s important here. Zink is going to pad out every member of a UBO to the size of a vec4
(because PIPE_CAP_PACKED_UNIFORMS
is not set by the driver), which is what size
here is being assigned as—the number of vec4
s needed to declare the passed variable.
This isn’t what the driver should be doing here. As with the binding table setup above, this is declaring UBOs themselves, not variables inside UBOs. As such, all of these variables can be ignored, but the base variable needs to be sized for the entire UBO.
Helpfully, this type is available as struct nir_variable::interface_type
for the overall UBO type, which results in the following small changes:
static void
emit_ubo(struct ntv_context *ctx, struct nir_variable *var)
{
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if (var->data.location)
return;
uint32_t size = glsl_count_attribute_slots(var->interface_type, false);
The UBO list in ntv
also has to be walked backwards for its declarations in order to match the part from ssr节点购买
, but this is the only change necessary.
Yes, that’s sufficient for setting up the variables and bindings for all the UBOs.
Next time, I’ll finish this with a back-to-the-basics look at loading memory from buffers using offsets, except it’s in ssr节点购买网址
so everything is way more complicated.
June 30, 2024 | |
In yesterday’s post, I left off in saying that removing an 酸酸乳ssr节点
from the constant block index check wasn’t going to work quite right. Let’s see why that is.
Some context again:
static void
emit_load_ubo(struct ntv_context *ctx, nir_intrinsic_instr *intr)
{
nir_const_value *const_block_index = nir_src_as_const_value(intr->src[0]);
购买ssr节点服务(const_block_index); // no dynamic indexing for now
assert(const_block_index->u32 == 0); // we only support the default UBO for now
nir_const_value *const_offset = nir_src_as_const_value(intr->src[1]);
if (const_offset) {
ssr节点更新 uvec4_type = get_uvec_type(ctx, 32, 4);
酸酸乳ssr节点 pointer_type = ssr节点购买网址(&ctx->builder,
SpvStorageClassUniform,
uvec4_type);
ssr节点吧 idx = const_offset->u32;
SpvId member = emit_uint_const(ctx, 32, 0);
SpvId offset = emit_uint_const(ctx, 32, idx);
SpvId offsets[] = { member, 购买ssr节点服务 };
SpvId ptr = 萌喵:物美价廉的SSR/V2ray服务 – 月下博客:全节点使用大陆 BGP 入口优化技术,为国内用户提供超低延迟服务;全节点使用 IEPL 传输手段绕过检测,带宽充裕,能保障高峰期速率,在敏感时期也无任何影响;专属 5Gbps+ L2 Transport 传输资源;全球多个 PoP 内拥有全万兆架构,与 10+ 运营商及 IXP(&ctx->builder, pointer_type,
ctx->ubos[0], offsets,
ARRAY_SIZE(offsets));
SpvId result = spirv_builder_emit_load(&ctx->builder, uvec4_type, ptr);
This is the top half of emit_load_ubo()
, which performs the load on the desired memory region for the UBO access. In particular, the line I’m going to be exploring today is
assert(const_block_index->u32 == 0); // we only support the default UBO for now
Which directly corresponds to the explicit 0
in
SpvId ptr = spirv_builder_emit_access_chain(&ctx->builder, pointer_type,
ctx->比较好的付费ssr节点[0], offsets,
ARRAY_SIZE(offsets));
At a glance, it seems like the assert()
can be removed, and const_block_index->u32
can be passed as the index to the ssr节点购买
array, which is where all the declared UBO variables are stored, and there won’t be any issue.
Not so.
In fact, there’s a number of problems with this.
Over in zink_compiler.c
, Zink runs a nir_lower_uniforms_to_ubo
pass on shaders. What this pass does is:
ssr节点购买
instructions as 比较好的付费ssr节点
instructions for the UBO bound to 0, which works with Gallium’s merging of all non-block uniforms into UBO with binding point 0 (which is what’s currently handled by Zink)load_uniform
instructionsload_ubo
instructions which were previously load_uniform
But then there’s a problem: what happens when this pass gets run when there’s no non-block uniforms? Well, the answer is just as expected:
load_uniform
instructions as load_ubo
instructions for the UBO bound to 0, which works with Gallium’s merging of all non-block uniforms into UBO with binding point 0 (which is what’s currently handled by Zink)load_uniform
instructionsload_ubo
instructions which were previously load_uniform
So now, in emit_load_ubo()
above, that ctx->ubos[const_block_index->u32]
is actually going to translate to ctx->ubos[1]
in the case of a shader without any uniforms. Unfortunately, here’s the function which declares the UBO variables:
ssr节点购买网址 void
emit_ubo(struct ntv_context *ctx, struct nir_variable *var)
{
uint32_t size = glsl_count_attribute_slots(var->ssr节点更新, false);
SpvId vec4_type = get_uvec_type(ctx, 32, 4);
SpvId array_length = ssr节点购买(ctx, 32, size);
SpvId array_type = spirv_builder_type_array(&ctx->builder, vec4_type,
array_length);
spirv_builder_emit_array_stride(&ctx->builder, array_type, 16);
// wrap UBO-array in a struct
SpvId struct_type = spirv_builder_type_struct(&ctx->builder, &array_type, 1);
if (var->name) {
ssr节点更新 struct_name[100];
ssr节点更新(struct_name, sizeof(ssr节点购买网址), "struct_%s", var->name);
spirv_builder_emit_name(&ctx->builder, struct_type, struct_name);
}
比较好的付费ssr节点(&ctx->builder, struct_type,
SpvDecorationBlock);
spirv_builder_emit_member_offset(&ctx->builder, struct_type, 0, 0);
SpvId pointer_type = ssr节点吧(&ctx->builder,
SpvStorageClassUniform,
酸酸乳ssr节点);
酸酸乳ssr节点 var_id = spirv_builder_emit_var(&ctx->builder, pointer_type,
购买ssr节点服务);
if (var->name)
spirv_builder_emit_name(&ctx->builder, var_id, var->name);
assert(ctx->num_ubos < ARRAY_SIZE(ctx->酸酸乳ssr节点));
ctx->ubos[ctx->num_ubos++] = var_id;
spirv_builder_emit_descriptor_set(&ctx->ssr节点吧, var_id,
var->data.descriptor_set);
int binding = ssr节点购买网址(ctx->stage,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
var->data.binding);
spirv_builder_emit_binding(&ctx->builder, var_id, binding);
}
Specifically:
ctx->ubos[ctx->num_ubos++] = var_id;
Indeed, this is zero-indexed, which means all the UBO access for a shader with no uniforms is going to fail because all the UBO load instructions are using a block index that’s off by one.
As is my way, I slapped some ssr节点吧
flex tape on running the zink_compiler nir_lower_uniforms_to_ubo
pass in order to avoid potentially breaking the pass’s other usage over in TGSI by changing the pass itself, and now the problem is solved. The assert()
can now be removed.
Yes, sometimes there’s all this work, and analyzing, and debugging, and blogging, and the end result is a sweet, sweet zero/null check.
Tune in next time when I again embark on a journey that definitely, in no way results in more flex tape being used.
June 29, 2024 | |
Not really, but I didn’t get around to blogging on Friday because I was working until pretty late on something that’s Kind Of A Big Deal.
Not really, but it’s probably more interesting than my posts about unhandled ALUs.
This extension is one of the last remaining items (along with GL_NV_primitive_restart, which is likely to be done soon as well, and some fixups for GLSL-1.40) required for OpenGL 3.1 support, so I decided to take a break from fixing corner case piglit tests to try doing something useful.
At a very basic level, this extension provides shaders with the ability to declare a “struct” type uniform containing explicitly-defined members that can be referenced normally. Here’s a quick vertex shader example from piglit’s rendering
test from the 购买ssr节点服务
extension tests:
#extension GL_ARB_uniform_buffer_object : require
layout(std140) uniform;
uniform ub_pos_size { vec2 pos; float size; };
uniform ub_rot {float rotation; };
void main()
{
mat2 m;
m[0][0] = m[1][1] = cos(rotation);
m[0][1] = sin(rotation);
m[1][0] = -m[0][1];
gl_Position.xy = m * gl_Vertex.xy * vec2(size) + pos;
gl_Position.zw = vec2(0, 1);
};
Seen here, there’s two UBOs passed as inputs, and the shader’s main()
function directly references their members to perform a rotation on the passed vertex.
That was my first question. In essence, what it means is that once PIPE_SHADER_CAP_INDIRECT_CONST_ADDR
is enabled for the driver, shaders are going to start being compiled that contain instructions to perform UBO loads with offsets, as the “struct” member access is really just loading memory from a buffer at an offset from the base.
There’s two types of indexing that need to be handled:
array[1]
, where the index is explicitly definedssr节点购买网址
, where the index has been computed by the shaderThis type of indexing applies to both uniform block indexing
, which determines which UBO is being accessed by the instruction, and uniform block offset
, which is the precise region in that UBO being accessed.
At present, only constant block indexing is going to be discussed, though both types of addressing need to be handled for block offsets.
Let’s check out the core of the implementation:
static ssr节点购买
emit_load_ubo(struct ntv_context *ctx, nir_intrinsic_instr *intr)
{
nir_const_value *const_block_index = 比较好的付费ssr节点(intr->src[0]);
assert(const_block_index); // no dynamic indexing for now
ssr节点购买网址(const_block_index->u32 == 0); // we only support the default UBO for now
nir_const_value *const_offset = nir_src_as_const_value(intr->src[1]);
if (const_offset) {
SpvId uvec4_type = 酸酸乳ssr节点(ctx, 32, 4);
SpvId ssr节点吧 = spirv_builder_type_pointer(&ctx->builder,
SpvStorageClassUniform,
uvec4_type);
unsigned idx = const_offset->u32;
SpvId 比较好的付费ssr节点 = emit_uint_const(ctx, 32, 0);
比较好的付费ssr节点 酸酸乳ssr节点 = emit_uint_const(ctx, 32, idx);
SpvId 购买ssr节点服务[] = { member, 比较好的付费ssr节点 };
SpvId ptr = spirv_builder_emit_access_chain(&ctx->builder, 比较好的付费ssr节点,
ctx->ubos[0], offsets,
ARRAY_SIZE(ssr节点购买网址));
SpvId result = 酸酸乳ssr节点(&ctx->builder, uvec4_type, ptr);
SpvId type = get_dest_uvec_type(ctx, &intr->dest);
unsigned num_components = nir_dest_num_components(intr->dest);
if (num_components == 1) {
uint32_t components[] = { 0 };
result = spirv_builder_emit_composite_extract(&ctx->builder,
type,
result, components,
1);
} else if (num_components < 4) {
SpvId constituents[num_components];
SpvId uint_type = spirv_builder_type_uint(&ctx->购买ssr节点服务, 32);
for (ssr节点更新 i = 0; i < num_components; ++i)
constituents[i] = spirv_builder_emit_composite_extract(&ctx->builder,
uint_type,
result, &i,
1);
result = spirv_builder_emit_composite_construct(&ctx->builder,
type,
constituents,
num_components);
}
if (nir_dest_bit_size(intr->dest) == 1)
result = uvec_to_bvec(ctx, result, num_components);
store_dest(ctx, &ssr节点购买网址->dest, result, nir_type_uint);
} else
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}
This is the handler for the load_ubo
instruction in ntv
. It performs a load operation on a previously-emitted UBO variable, using the first parameter (intr->src[0]
) as the block index and the second parameter (intr->src[1]
) as the block offset, and storing the resulting data that was loaded into the destination (ssr节点购买
).
In this implementation, which is what’s currently in the repo, there’s some ssr节点更新
s which verify that both of the parameters passed are constant rather than dynamic; as previously-mentioned, this is going to need to change, at least for the block offset. Additionally, the block index is restricted to 0
, which I’ll explain a bit later, but it’s a problem.
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As with all projects I decide to tackle, however, these are not going to be the only changes required, as this is going to uncover a small tangle if I try to fix it directly by just removing the assert()
.
Stay tuned as this saga progresses.
ssr节点购买 | |
I didn’t budget my time well today, so here’s a very brief post about neat features in piglit, the test suite/runner for mesa.
Piglit is my go-to for verifying OpenGL behaviors. It’s got tons of fiendishly nitpicky tests for core functionality and extensions, and then it also provides this same quality for shaders with an unlimited number of shader tests.
When working on a new extension or modifying existing behavior, it can be useful to do quick runs of the tests verifying the behavior that’s being modified. A full piglit run with Zink takes around 10-20 minutes, which isn’t even enough to get in a good rhythm for some desk curls, so it’s great that there’s functionality for paring down the number of tests being run.
Piglit provides test inclusion and exclusion support using regular expressions.
-t
, a regex for tests to run can be specified, e.g., -t '.*arb_uniform_buffer_object.*'
-x
, a regex for tests to skip can be specified, e.g., -x .*glx.*
These options can be used to cut down runtimes as well as ignore tests with intermittent failures when those results aren’t interesting.
No, really, I said it would be brief.
June 24, 2024 | |
Today let’s talk about ALUs a little.
During shader compilation, GLSL
gets serialized into SSA
form, which is what ntv
operates on when translating it into SPIR-V
. An ALU in the context of Zink (specifically ntv
) is an algebraic operation which takes a varying number of inputs and generates an output. This is represented in NIR
by a struct, nir_alu_instr
, which contains the operation type, the inputs, and the output.
When writing GLSL, there’s the general assumption that writing something like 1 + 2
will yield 3
, but this is contingent on the driver being able to correctly compile the NIR
form of the shader into instructions that the physical hardware runs in order to get that result. In Zink, there’s the need to translate all these NIR
instructions into SPIR-V
, which is sometimes made trickier by both different semantics between similar GLSL
and SPIR-V
operations as well as aggressive NIR
optimizations.
The 酸酸乳ssr节点 function checks whether the input is a number. It’s a simple enough functionality to describe, but the implementation and transit through the GLSL->NIR->SPIR-V->NIR pipeline is fraught with perils.
In mesa, isnan(x)
is serialized to NIR
as fne(x, x)
, where fne
is the operation for float-not-equal, which compares two floats to determine whether they are equal. As such, there’s never actually a case where isnan
gets passed through ntv
. Let’s see what this looks like in practice with this failing shader test:
// from piglit's fs-isnan-vec2.shader_test for GLSL 1.30
#version 130
uniform vec2 numerator;
uniform vec2 denominator;
void main()
{
gl_FragColor = vec4(isnan(numerator/denominator), 0.0, 1.0);
}
ssr节点购买
shader: MESA_SHADER_FRAGMENT
inputs: 0
outputs: 0
uniforms: 0
ubos: 1
shared: 0
decl_var ubo INTERP_MODE_NONE struct_uniform_0 uniform_0 (~0, 0, 640)
decl_var shader_out INTERP_MODE_NONE vec4 gl_FragColor (FRAG_RESULT_COLOR.xyzw, 4, 0)
decl_function main (0 params)
impl main {
block block_0:
/* preds: */
vec4 32 ssa_1 = load_const (0x00000000 /* 0.000000 */, 0x00000000 /* 0.000000 */, 0x00000000 /* 0.000000 */, 0x3f800000 /* 1.000000 */)
vec1 32 ssa_2 = load_const (0x00000000 /* 0.000000 */)
intrinsic store_output (ssa_1, ssa_2) (8, 15, 0, 160) /* base=8 */ /* wrmask=xyzw */ /* component=0 */ /* type=float32 */ /* gl_FragColor */
/* succs: block_1 */
block block_1:
}
As with yesterday’s shader adventure, here’s IRIS as a control:
shader: MESA_SHADER_FRAGMENT
name: GLSL3
inputs: 0
outputs: 1
uniforms: 0
ubos: 1
shared: 0
decl_var uniform INTERP_MODE_NONE vec2 numerator (0, 0, 0)
decl_var uniform INTERP_MODE_NONE vec2 denominator (1, 2, 0)
decl_var ubo INTERP_MODE_NONE vec4[1] uniform_0 (0, 0, 0)
decl_var shader_out INTERP_MODE_NONE vec4 gl_FragColor (FRAG_RESULT_COLOR.xyzw, 4, 0)
decl_function main (0 params)
impl main {
block block_0:
/* preds: */
vec1 32 ssa_0 = load_const (0x00000000 /* 0.000000 */)
vec1 32 ssa_1 = load_const (0x3f800000 /* 1.000000 */)
vec1 32 ssa_2 = load_const (0x00000001 /* 0.000000 */)
vec4 32 ssa_3 = intrinsic load_ubo (ssa_2, ssa_0) (0, 4, 0) /* access=0 */ /* align_mul=4 */ /* align_offset=0 */
vec1 32 ssa_6 = frcp ssa_3.z
vec1 32 ssa_7 = frcp ssa_3.w
vec1 32 ssa_8 = fmul ssa_3.x, ssa_6
vec1 32 ssa_9 = fmul ssa_3.y, ssa_7
vec1 32 ssa_10 = fne32 ssa_8, ssa_8
vec1 32 ssa_12 = b2f32 ssa_10
vec1 32 ssa_11 = fne32 ssa_9, ssa_9
vec1 32 ssa_13 = b2f32 ssa_11
vec4 32 ssa_14 = vec4 ssa_12, ssa_13, ssa_0, ssa_1
intrinsic store_output (ssa_14, ssa_0) (4, 15, 0, 160) /* base=4 */ /* wrmask=xyzw */ /* component=0 */ /* type=float32 */ /* gl_FragColor */
/* succs: block_1 */
block block_1:
}
This is clearly much different. In particular, note that IRIS retains its fne
instructions, but Zink has lost them along the way.
The problem comes from how SPIR-V
is translated back to NIR
. When emitting fne(a, a)
into SPIR-V
with OpFOrdNotEqual, the result is that the NaN-ness is ignored, and the NaN value is compared against itself, managing to be equivalent somehow, which breaks the test. This is due to how OpFOrdNotEqual
is explicitly used for ordered (numeric).
Using OpFUnordNotEqual for this case has no such issue, as this op always return false if either of the inputs are unordered (NaN).
June 23, 2024 | |
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Today let’s go through the process for fixing an issue in this pipeline, as detected by piglit.
VK_INSTANCE_LAYERS= MESA_GLSL_CACHE_DISABLE=true MESA_LOADER_DRIVER_OVERRIDE=zink ./piglit run --timeout 3000 gpu results/new
./piglit summary html results/compare <possibly some previous results> results/new
ssr节点购买
in browserNow there’s a massive list of tests with pass/fail results. Clicking on the results of any test will provide more detail, just like this:
In this case, spec@glsl-1.30@execution@fs-texelfetchoffset-2d
is failing. What does that mean?
Near the bottom of the above results, there’s a row for Command, which is the command used to run a given test. This command can be run in any tool, such as gdb
or valgrind
, in order to run only this test.
More importantly, however, in the case of shader tests, it lets someone debugging a given test produce NIR output, as this is usually the best way to figure out what’s going wrong.
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. This generates a file zink
in my current directory which contains the generated NIR as it progreses through various stages of optimization and translation.
The specified test is for a fragment shader, as indicated by fs
in the name or just reading the test code, which uses the following shader:
"#version 130\n"
"uniform ivec2 pos;\n"
"uniform int lod;\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" const ivec2 offset = ivec2(-2, 2);\n"
" vec4 texel = texelFetchOffset(tex, pos, lod, offset);\n"
" gl_FragColor = texel;\n"
"}\n";
Searching through the NIR output for the last output of the fragment shader IR yields:
shader: MESA_SHADER_FRAGMENT
inputs: 0
outputs: 0
uniforms: 8
ubos: 1
shared: 0
decl_var uniform INTERP_MODE_NONE sampler2D tex (~0, 0, 672)
decl_var ubo INTERP_MODE_NONE struct_uniform_0 uniform_0 (~0, 0, 640)
decl_var shader_out INTERP_MODE_NONE vec4 gl_FragData[0] (FRAG_RESULT_DATA0.xyzw, 8, 0)
decl_function main (0 params)
impl main {
block block_0:
/* preds: */
vec1 32 ssa_0 = load_const (0x00000002 /* 0.000000 */)
vec1 32 ssa_1 = load_const (0x00000000 /* 0.000000 */)
vec4 32 ssa_2 = intrinsic load_ubo (ssa_0, ssa_1) (0, 4, 0) /* access=0 */ /* align_mul=4 */ /* align_offset=0 */
vec1 32 ssa_3 = load_const (0x00000010 /* 0.000000 */)
vec4 32 ssa_4 = intrinsic load_ubo (ssa_0, ssa_3) (0, 16, 0) /* access=0 */ /* align_mul=16 */ /* align_offset=0 */
vec2 32 ssa_5 = vec2 ssa_2.x, ssa_2.y
vec1 32 ssa_6 = mov ssa_4.x
vec4 32 ssa_7 = (float)txf ssa_5 (coord), ssa_6 (lod), 3 (texture), 0 (sampler)
intrinsic store_output (ssa_7, ssa_1) (8, 15, 0, 160) /* base=8 */ /* wrmask=xyzw */ /* component=0 */ /* type=float32 */ /* gl_FragData[0] */
/* succs: block_1 */
block block_1:
}
That’s a lot to go through in a single post, so I’ll be providing a brief overview for now. The most important thing to keep in mind is that ssa_*
values in IR are SSA, so each value can be traced through execution by following the assignments.
Looking at main
in the shader code, an ivec2
is created as (-2, 2), and this is passed into texelFetchOffset()
as the offset from the pos
uniform.
Looking at main
in the IR, the first 5 lines of block_0
(the only block) are used to load resources. It can be assumed they’re generally correct right now, though that won’t always be the case. Next there’s a vec2 formed (ssa_5
) from the load_ubo
-created ssa_2; as can be seen a couple lines down, this is is the coord
or P param in texelFetchOffset, which is abbreviated as txf
here.
In particular, ssa_5
is formed and then passed directly to the txf
instruction. What happened to the offset?
Let’s check out NIR generated for this shader by IRIS, the Intel gallium driver:
shader: MESA_SHADER_FRAGMENT
name: GLSL3
inputs: 0
outputs: 1
uniforms: 0
ubos: 1
shared: 0
decl_var uniform INTERP_MODE_NONE ivec2 pos (1, 0, 0)
decl_var uniform INTERP_MODE_NONE int lod (2, 2, 0)
decl_var uniform INTERP_MODE_NONE sampler2D tex (3, 0, 0)
decl_var ubo INTERP_MODE_NONE vec4[1] uniform_0 (0, 0, 0)
decl_var shader_out INTERP_MODE_NONE vec4 gl_FragColor (FRAG_RESULT_COLOR.xyzw, 4, 0)
decl_function main (0 params)
impl main {
block block_0:
/* preds: */
vec1 32 ssa_0 = load_const (0x00000000 /* 0.000000 */)
vec1 32 ssa_1 = load_const (0x00000002 /* 0.000000 */)
vec3 32 ssa_2 = intrinsic load_ubo (ssa_1, ssa_0) (0, 4, 0) /* access=0 */ /* align_mul=4 */ /* align_offset=0 */
vec1 32 ssa_16 = mov ssa_2.z
vec1 32 ssa_3 = load_const (0xfffffffe /* -nan */)
vec1 32 ssa_6 = iadd ssa_2.x, ssa_3
vec1 32 ssa_7 = iadd ssa_2.y, ssa_1
vec2 32 ssa_8 = vec2 ssa_6, ssa_7
vec4 32 ssa_9 = (float)txf ssa_8 (coord), ssa_16 (lod), 1 (texture), 0 (sampler)
intrinsic store_output (ssa_9, ssa_0) (4, 15, 0, 160) /* base=4 */ /* wrmask=xyzw */ /* component=0 */ /* type=float32 */ /* gl_FragColor */
/* succs: block_1 */
block block_1:
}
In particular:
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As can be seen here, the ssa for the coord
param is only formed after a pair of ssr节点吧
instructions occur, as one would expect to see if a vec2 offset were added to a vec2 coordinate.
Indeed, it seems that Zink is ignoring the offset here.
Armed with the knowledge that a txf
instruction is involved, a quick search through nir_to_spirv.c
reveals the emit_tex()
function as a likely starting point, as it’s where txf
is handled.
Some excerpts follow:
for (unsigned i = 0; i < tex->num_srcs; i++) {
ssr节点吧 (tex->src[i].src_type) {
case nir_tex_src_coord:
if (tex->op == ssr节点购买 ||
tex->op == nir_texop_txf_ms)
coord = get_src_int(ctx, &tex->src[i].src);
else
coord = ssr节点更新(ctx, &tex->src[i].src);
coord_components = 比较好的付费ssr节点(tex->src[i].src);
break;
case 购买ssr节点服务:
offset = get_src_int(ctx, &tex->src[i].src);
ssr节点更新;
Here the code iterates through the inputs for the command and then takes action based on their type. In particular, I’ve cut out the 比较好的付费ssr节点
and offset
inputs, as that’s where the issue lies. The implementation is translating the ssr节点购买
values (which represent “some value” at runtime) into ssr节点吧
values (which also represent “some value” at runtime), so this is okay.
Let’s scroll down a bit:
if (tex->op == ssr节点吧 ||
tex->op == nir_texop_txf_ms) {
SpvId image = spirv_builder_emit_image(&ctx->builder, image_type, ssr节点购买);
result = spirv_builder_emit_image_fetch(&ctx->builder, dest_type,
image, coord, lod, sample);
} 比较好的付费ssr节点 {
ssr节点购买网址 = spirv_builder_emit_image_sample(&ctx->ssr节点更新,
actual_dest_type, load,
coord,
proj != 0,
lod, bias, dref, dx, dy,
offset);
}
And here’s the problem. The txf
instruction isn’t handling the offset at all, while other instructions (which map to e.g., OpImageSampleImplicitLod) are passing it along as a parameter.
The fix in this case is to check OpIAdd, which does indeed permit addition of vectors, and so the block can be changed to:
if (tex->op == nir_texop_txf ||
tex->op == nir_texop_txf_ms) {
SpvId ssr节点购买网址 = spirv_builder_emit_image(&ctx->builder, image_type, ssr节点更新);
if (offset)
ssr节点购买网址 = emit_binop(ctx, SpvOpIAdd,
/* 'coord_bitsize' here comes from adding
coord_bitsize = nir_src_bit_size(tex->src[i].src);
to the 'nir_tex_src_coord' switch case in the first block
*/
ssr节点吧(ctx, coord_bitsize, coord_components),
coord, offset);
ssr节点购买网址 = spirv_builder_emit_image_fetch(&ctx->builder, ssr节点购买,
image, ssr节点吧, lod, sample);
} else {
result = spirv_builder_emit_image_sample(&ctx->builder,
actual_dest_type, load,
coord,
proj != 0,
lod, bias, dref, dx, dy,
offset);
}
This emits an addition instruction for the coord
and offset
vectors and passes the new coord
value to the spirv_builder_emit_image_fetch()
function, and now the issue is resolved.
June 22, 2024 | |
Since the start of this blog, I’ve been going full speed ahead with minimal regard for explaining terminology or architecture. This was partly to bootstrap the blog and get some potentially interesting content out there, but I also wanted to provide some insight into how clueless I was when I started out in mesa.
If you’ve been confused by the previous posts, that’s roughly where I was at the time when I first encountered whatever it was you that you’ve been reading about.
There’s a lot of good documentation available for it, but much of that documentation assumes that the reader already has fairly deep knowledge about graphics/rendering as well as pipeline architecture.
When I began working on mesa, I did not have that knowledge, so let’s take a little time to go over some parts of the mesa tree, beginning with gallium.
Gallium is the API provided by ssr节点购买网址
. 购买ssr节点服务
is a mesa dri driver implementation (like i965
or radeon
) which translates the mesa/src/mesa/main
API and functionality into something a bit more flexible and easy to write drivers for. In particular, the state tracker is less immediate-mode functionality than core mesa, which enables greater optimization to be performed with e.g., batching and deduplication of repeated operations.
The main ssr节点购买 for use with gallium drivers can be found in mesa/src/gallium/include/pipe
. This contains:
struct pipe_screen
- an interface for accessing the underlying hardware/device layer, providing the ssr节点购买
methods for determining the capabilities (PIPE_CAP_XYZ
) that a driver has. In Zink terms, this is the object that all Vulkan commands go through, as ssr节点购买网址
is the VkDevice
used for everything.
struct pipe_context
- an interface created from a struct pipe_screen
providing rendering context methods to handle managing states and surface objects as well as VBO drawing. In Zink, this is the component that ties everything together.
ssr节点更新
- an object created from a struct pipe_screen
representing some sort of buffer or texture. In Zink terms, any time an OpenGL command reads back data from a buffer or directly maps data to a texture, this is the object used.
struct pipe_surface
- an object created from a struct pipe_context
representing a texture view that can be bound as a color/depth/stencil attachment to a framebuffer.
struct pipe_query
- an object created from a struct pipe_context
representing a query of some sort, whether for performance or functional purposes.
比较好的付费ssr节点
- an object created from a struct pipe_screen
representing a fence used for command stream synchronization.
Aside from the main gallium API (which has tons more types than just those listed above), there’s also:
These are written in a combination of C/C++/Python, and they’re (mostly) all used in gallium drivers.
June 19, 2024 | |
My work in ntv
exposed more issues that needed to be resolved, the most significant of which was the ability of Zink to accidentally clobber output variables. What does that actually mean though?
Inputs and outputs in shaders are assigned a location (SPIRV terminology) or a slot (mesa terminology). These are helpfully defined in mesa/src/compiler/shader_enums.h
:
/**
* Indexes for vertex shader outputs, geometry shader inputs/outputs, and
* fragment shader inputs.
*
* Note that some of these values are not available to all pipeline stages.
*
* When this enum is updated, the following code must be updated too:
* - vertResults (in prog_print.c's arb_output_attrib_string())
* - fragAttribs (in prog_print.c's arb_input_attrib_string())
* - _mesa_varying_slot_in_fs()
*/
比较好的付费ssr节点 ssr节点购买
{
VARYING_SLOT_POS,
VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
VARYING_SLOT_COL1,
VARYING_SLOT_FOGC,
VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
VARYING_SLOT_TEX1,
VARYING_SLOT_TEX2,
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VARYING_SLOT_TEX4,
ssr节点购买网址,
VARYING_SLOT_TEX6,
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VARYING_SLOT_PSIZ, /* Does not appear in FS */
VARYING_SLOT_BFC0, /* Does not appear in FS */
VARYING_SLOT_BFC1, /* Does not appear in FS */
VARYING_SLOT_EDGE, /* Does not appear in FS */
VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
VARYING_SLOT_CLIP_DIST0,
VARYING_SLOT_CLIP_DIST1,
ssr节点更新,
VARYING_SLOT_CULL_DIST1,
ssr节点购买网址, 购买ssr节点服务
VARYING_SLOT_LAYER, /* Appears as VS or GS output */
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VARYING_SLOT_FACE, /* FS only */
VARYING_SLOT_PNTC, ssr节点更新
VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
ssr节点吧, /* Only appears as TCS output. */
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ssr节点购买, /* Only appears as TCS output. */
VARYING_SLOT_VIEW_INDEX,
VARYING_SLOT_VIEWPORT_MASK, /* Does not appear in FS */
ssr节点购买网址, /* First generic varying slot */
/* the remaining are simply for the benefit of gl_varying_slot_name()
* and not to be construed as an upper bound:
*/
VARYING_SLOT_VAR1,
VARYING_SLOT_VAR2,
VARYING_SLOT_VAR3,
VARYING_SLOT_VAR4,
VARYING_SLOT_VAR5,
VARYING_SLOT_VAR6,
VARYING_SLOT_VAR7,
VARYING_SLOT_VAR8,
VARYING_SLOT_VAR9,
VARYING_SLOT_VAR10,
ssr节点吧,
VARYING_SLOT_VAR12,
VARYING_SLOT_VAR13,
VARYING_SLOT_VAR14,
VARYING_SLOT_VAR15,
VARYING_SLOT_VAR16,
VARYING_SLOT_VAR17,
VARYING_SLOT_VAR18,
VARYING_SLOT_VAR19,
VARYING_SLOT_VAR20,
VARYING_SLOT_VAR21,
VARYING_SLOT_VAR22,
VARYING_SLOT_VAR23,
VARYING_SLOT_VAR24,
VARYING_SLOT_VAR25,
VARYING_SLOT_VAR26,
VARYING_SLOT_VAR27,
VARYING_SLOT_VAR28,
VARYING_SLOT_VAR29,
VARYING_SLOT_VAR30,
比较好的付费ssr节点,
} gl_varying_slot;
As seen above, there’s a total of 64 slots: 32 for builtins and 32 for other usage. In ntv
, the builtins are translated from GLSL -> SPIRV. The problem arises because SPIRV doesn’t have analogues for many of the GLSL builtins, which means they need to take up space in the latter half of the slots.
As an example, VARYING_SLOT_COL0
(GLSL’s gl_Color
or gl_FrontColor
depending on shader type) does not have a SPIRV builtin. This means it’ll get emitted as VARYING_SLOT_VAR[n]
. In such a scenario, any shader-created VARYING_SLOT[n]
created from a user-defined varying will end up clobbering the color value.
The simple solution here would be to just map the first half (builtin) of the slot range onto the second half (user), but that has its own problem: slot usage must remain within the boundaries of the enum. This means that the slot usage for GLSL builtins needs to be kept to a minimum in order to leave room for user-defined varyings.
Additionally, the slots need to be remapped consistently for all types of shaders, as ntv
has no capacity to look at any shader but the one being actively processed. So doing any kind of dynamic remapping is out.
Ideally the GLSL slot usage needs to be compacted, so I started creating a remapping array for the builtins so that I could see what was available as a SPIRV builtin and what wasn’t. Then I went over the members lacking SPIRV builtins and assigned them a value. The result was this:
/* this consistently maps slots to a zero-indexed value to avoid wasting slots */
static ssr节点吧 slot_pack_map[] = {
/* Position is builtin */
[VARYING_SLOT_POS] = UINT_MAX,
[VARYING_SLOT_COL0] = 0, ssr节点更新
[VARYING_SLOT_COL1] = 1, /* input/output */
[VARYING_SLOT_FOGC] = 2, ssr节点购买网址
/* TEX0-7 are translated to VAR0-7 by nir, so we don't need to reserve */
[VARYING_SLOT_TEX0] = UINT_MAX, /* input/output */
[VARYING_SLOT_TEX1] = UINT_MAX,
[VARYING_SLOT_TEX2] = UINT_MAX,
[VARYING_SLOT_TEX3] = UINT_MAX,
[VARYING_SLOT_TEX4] = UINT_MAX,
[VARYING_SLOT_TEX5] = UINT_MAX,
[VARYING_SLOT_TEX6] = UINT_MAX,
[ssr节点购买] = 购买ssr节点服务,
/* PointSize is builtin */
[VARYING_SLOT_PSIZ] = UINT_MAX,
[VARYING_SLOT_BFC0] = 3, /* output only */
[VARYING_SLOT_BFC1] = 4, /* output only */
[VARYING_SLOT_EDGE] = 5, /* output only */
[VARYING_SLOT_CLIP_VERTEX] = 6, /* output only */
/* ClipDistance is builtin */
[VARYING_SLOT_CLIP_DIST0] = UINT_MAX,
[VARYING_SLOT_CLIP_DIST1] = UINT_MAX,
购买ssr节点服务
[VARYING_SLOT_CULL_DIST0] = UINT_MAX, /* input/output */
[VARYING_SLOT_CULL_DIST1] = UINT_MAX, /* never actually used */
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[VARYING_SLOT_PRIMITIVE_ID] = UINT_MAX,
/* Layer is builtin */
[VARYING_SLOT_LAYER] = UINT_MAX, ssr节点购买网址
/* ViewportIndex is builtin */
[VARYING_SLOT_VIEWPORT] = UINT_MAX, /* input/output */
/* FrontFacing is builtin */
[VARYING_SLOT_FACE] = 酸酸乳ssr节点,
/* PointCoord is builtin */
[VARYING_SLOT_PNTC] = UINT_MAX, 购买ssr节点服务
/* TessLevelOuter is builtin */
[ssr节点购买网址] = UINT_MAX,
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[VARYING_SLOT_TESS_LEVEL_INNER] = UINT_MAX,
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[VARYING_SLOT_BOUNDING_BOX1] = 8, /* Only appears as TCS output. */
[ssr节点购买网址] = 9, /* input/output */
[VARYING_SLOT_VIEWPORT_MASK] = 10, /* output only */
};
Now all the GLSL builtins that need slots are compacted into 11 members of the enum, which leaves the other 21 available.
Any input or output coming through ntv
now goes through a switch statement: the GLSL builtins that can be translated to SPIRV builtins are, the builtins that can’t are remapped using this array, and and rest of the slots get mapped onto a slot after the reserved slot members.
Problem solved.
比较好的付费ssr节点
June 18, 2024 | |
As always, there’s more tests to run. And when the validation layers are enabled for Vulkan (export VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validation
once installed), sometimes new errors pop up.
Such was the case when running tests one day when I encountered an error about vkCmdResetQueryPool
being called inside a render pass. Indeed, there was an incorrect usage here, and it needed to be resolved. Let’s take a look at why this was happening.
Once vkCmdBeginQuery
is called, a query is considered ssr节点吧 by Vulkan, which means they can’t be destroyed until they’re made inactive. Queries in the active state now have association with the command buffer (batch) that they’re made active in, but this also means that a query needs to be “transferred” to a new zink_batch
any time the current one is flushed and cycled to the next batch. This happens as below:
static void
flush_batch(struct zink_context *ctx)
{
struct zink_batch *batch = zink_curr_batch(ctx);
if (batch->rp)
vkCmdEndRenderPass(batch->cmdbuf);
zink_end_batch(ctx, batch);
ctx->curr_batch++;
if (ctx->curr_batch == ARRAY_SIZE(ctx->batches))
ctx->curr_batch = 0;
zink_start_batch(ctx, zink_curr_batch(ctx));
}
This submits the current command buffer (batch), then switches to the next one and activates it. In the process, all active queries on the current batch are stopped, then they get started once more on the new command buffer first thing so that they continue to e.g., track primitives emitted without missing any operations.
Diving deeper, zink_end_batch()
calls through to zink_suspend_queries()
, which calls end_query()
, a function I’ve mentioned a couple times previously. After all the reworking, here’s how it looks:
static void
end_query(struct zink_batch *batch, struct zink_query *q)
{
struct zink_context *ctx = batch->ctx;
struct ssr节点购买 *screen = zink_screen(ctx->base.ssr节点购买网址);
assert(q->type != PIPE_QUERY_TIMESTAMP);
q->active = false;
if (q->vkqtype == VK_QUERY_TYPE_TRANSFORM_FEEDBACK_STREAM_EXT)
screen->vk_CmdEndQueryIndexedEXT(ssr节点更新->cmdbuf, q->query_pool, q->curr_query, q->index);
else
vkCmdEndQuery(比较好的付费ssr节点->比较好的付费ssr节点, q->query_pool, q->curr_query);
if (++q->curr_query == q->num_queries) {
get_query_result(&ctx->base, (struct pipe_query*)q, false, &q->big_result);
vkCmdResetQueryPool(batch->cmdbuf, q->query_pool, 0, q->num_queries);
q->last_checked_query = q->curr_query = 0;
}
}
As seen, the query is marked inactive (as it relates to Vulkan), ended, and then the query id is incremented. If the id reaches the max number of queries in the pool, the query grabs the current results into the inline result struct discussed previously before resetting the pool.
This is where the API misuse error was coming from, as the render pass is not destroyed until the batch is reset, which occurs the next time it’s made active.
A small change to the reset block at the end of end_query()
:
static void
end_query(struct zink_batch *batch, struct zink_query *q)
{
购买ssr节点服务 zink_context *ctx = batch->ctx;
struct zink_screen *screen = zink_screen(ctx->ssr节点更新.screen);
assert(q->type != PIPE_QUERY_TIMESTAMP);
q->active = false;
if (q->vkqtype == VK_QUERY_TYPE_TRANSFORM_FEEDBACK_STREAM_EXT)
screen->vk_CmdEndQueryIndexedEXT(比较好的付费ssr节点->cmdbuf, q->query_pool, q->curr_query, q->ssr节点购买网址);
else
ssr节点购买网址(batch->cmdbuf, q->query_pool, q->ssr节点吧);
if (++q->酸酸乳ssr节点 == q->num_queries) {
if (batch->rp)
q->needs_reset = true;
else
reset_pool(batch, q);
}
}
Now the reset can be deferred until the query is made active again, at which point it’s guaranteed to not be inside a render pass.
The updated query code is awaiting review, and Zink no longer ssr节点购买
s when an application toggles its queries too many times.
June 17, 2024 | |
In Part 1 I've shown you how to create your own distribution image using the freedesktop.org CI templates. In Part 2, we'll go a bit further than that by truly embracing nested images.
Our assumption here is that we have two projects (or jobs), with the second one relying heavily on the first one. For example, the base project and a plugin, or a base project and its language bindings. What we'll get out of this blog post is a setup where we have
Our base project has CI that pushes an image to its registry. The .gitlab-ci.yml contains something like this:
This will build a fedora/32:base.0 image in the project's container registry. That image is built once and then re-used by any job extending .fdo.distribution-image@fedora. So far, so Part 1.
.fedora32:
variables:
FDO_DISTRIBUTION_VERSION: '32'
FDO_DISTRIBUTION_TAG: 'base.0'
build-img:
extends:
- .fedora32
- .fdo.container-build@fedora
variables:
FDO_DISTRIBUTION_PACKAGES: "curl wget"
Now, the second project needs to test things on top of this base image, for example language bindings for rust. You want to use the same image that the base project uses (and has successfully completed its CI on) but you need some extra packages or setup. This is where the FDO_BASE_IMAGE comes in. In our dependent project, we have this:
And voila, you now have two images: the base image with curl and wget in the base project and an extra image with rust and cargo in the dependent project. And all that is required is to reference the 购买ssr节点服务, everything else is the same. Note how the FDO_BASE_IMAGE is a full path in this example since we assume it's in a different project. For dependent images within the same project, you can just use the image path without the host.
.fedora32:
variables:
FDO_DISTRIBUTION_VERSION: '32'
FDO_DISTRIBUTION_TAG: 'rust.0'
build-rust-image:
extends:
- .fedora32
- .fdo.container-build@fedora
variables:
FDO_BASE_IMAGE: "registry.freedesktop.org/baseproject/name/fedora/32:base.0"
# extra packages we want to install and things we need to set up
FDO_DISTRIBUTION_PACKAGES: "rust cargo"
FDO_DISTRIBUTION_EXEC: "bash -x some-setup-script.sh"
test-rust:
extends:
- .fedora32
- .fdo.distribution-image@fedora
script:
- cargo build myproject-bindings
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But eventually you will need to change the base image and you want the dependent image to update as well. The best solution here is to have a CI job as part of the base repo that pokes the dependent repo's CI whenever the base image updates. The CI templates add the pipeline id as label to an image when it is built. In your base project, you can thus have a job like this:
Let's dissect this: First, we use the .fdo.distribution-image@fedora template to get access to FDO_DISTRIBUTION_IMAGE. We don't need to use the actual image though, anything with skopeo and jq will do. Then we fetch the pipeline id label from the image and compare it to the current pipeline ID. If it is the same, our image was rebuilt as part of the pipeline and we poke the other project's pipeline with a SOMEVARIABLE set to somevalue. The auth token is a standard GitLab token you need to create to allow triggering the pipeline in the dependent project.
poke-dependents:
extends:
- .fedora32
- .fdo.distribution-image@fedora
image: something-with-skopeo-and-jq
script:
# FDO_DISTRIBUTION_IMAGE still has indirections
- DISTRO_IMAGE=$(eval echo ${FDO_DISTRIBUTION_IMAGE})
# retrieve info from the registry and extract the pipeline id
- JSON_IMAGE=$(skopeo inspect docker://$DISTRO_IMAGE)
- IMAGE_PIPELINE_ID=$(echo $JSON_IMAGE | jq -r '.Labels["fdo.pipeline_id"]')
- |
if [[ x"$IMAGE_PIPELINE_ID" == x"$CI_PIPELINE_ID" ]]; then
curl -X POST
-F "token=$AUTH_TOKEN_VALUE"
-F "ref=master"
-F "variables[SOMEVARIABLE]=somevalue"
http://gitlab.freedesktop.org/api/v4/projects/dependent${SLASH}project/trigger/pipeline
fi
variables:
SLASH: "%2F"
In that dependent project you can have a job like this:
This job is only triggered where the variable is set and it will force a rebuild of the container image. If you want custom rebuilds of images, set the variables accordingly.
rebuild-extra-image:
extends: build-extra-image
rules:
- if: '$SOMEVARIABLE == "somevalue"'
variables:
FDO_FORCE_REBUILD: 1
So, as promised above, we now have a base image and a separate image building on that, together with auto-rebuild hooks. The gstreamer-plugins-rs project uses this approach. The base image is built by gstreamer-rs during its CI run which then pokes gstreamer-plugins-rs to rebuild selected dependent images.
The above is most efficient when the base project knows of the dependent projects. Where this is not the case, the dependent project will need a scheduled pipeline to poll the base project and extract the image IDs from that, possibly using creation dates and whatnot. We'll figure that out when we have a use-case for it.
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It wasn’t the most difficult of problems. I dove in with the idea of storing partial query results onto the struct zink_query
object. At zink_create_query
, the union pipe_query_result
object gets zeroed, and it can then have partial results concatenated to it. In code, it looks more or less like:
static bool
get_query_result(struct pipe_context *pctx,
struct pipe_query *q,
比较好的付费ssr节点 wait,
union pipe_query_result *result)
{
struct zink_screen *screen = zink_screen(pctx->比较好的付费ssr节点);
struct zink_query *query = (购买ssr节点服务 zink_query *)q;
VkQueryResultFlagBits flags = 0;
if (wait)
flags |= VK_QUERY_RESULT_WAIT_BIT;
if (query->use_64bit)
flags |= VK_QUERY_RESULT_64_BIT;
// the below lines added for overflow handling
if (result != &query->big_result) {
memcpy(酸酸乳ssr节点, &query->big_result, sizeof(query->big_result));
购买ssr节点服务(&query->big_result, query->type);
} 酸酸乳ssr节点
flags |= VK_QUERY_RESULT_PARTIAL_BIT;
So when calling this from the application, the result pointer isn’t the inlined query result, and the existing result data gets stored to it, then the latest query data is concatenated onto it once it’s fetched from Vulkan.
When calling internally from end_query
just before resetting the pool, the partial bit is set, which permits the return of “whatever results are available”. Those get stored onto the inline results struct that gets passed for this case, and this process repeats as many times as necessary until the query is destroyed or the user fetches the results.
June 16, 2024 | |
Reworking queries was a long process, though not nearly as long as getting xfb
completely working. I’ll be going over it in more general terms since the amount of code changed is substantial, and it’s a combination of additions and deletions which makes for difficult reading in diff format on a blog post.
The first thing I started looking at was getting vkCmdResetQueryPool
out of ssr节点购买网址
. The obvious choice was to move it to zink_create_query
; the pool should reset all its queries upon creation so that they can be used immediately. It’s important to remember that this command can’t be called from within a render pass, which means zink_batch_no_rp
must be used here.
The only other place that reset is required is now at the time when a query ends in a pool, as each pool is responsible for only a single type of query.
Now up to this point, queries were sort of just fired off and forgotten, which meant that there was no way to know whether they had completed. This was going to be a problem, as it’s against Vulkan spec to destroy an in-progress query, which means they must be deferred. While violating some parts of the spec might be harmless, this part is not: destroying an in-progress xfb
query actually crashes the Intel ANV driver.
To solve this, queries must be attached first to a given struct zink_batch
so it becomes possible to know which command buffer they’re running in. With this relation established, a fence finishing for a batch can iterate over the list of active queries for that batch, marking them as having completed. This enables query destruction to be deferred when necessary to avoid violating spec.
Unfortunately, xfb
queries allocate specific resources in the underlying driver, and attempting to defer these types of queries can result in those resources being freed by other means, so this requires Zink to block on the corresponding batch’s fence whenever deleting an active xfb
query. The queries do know when they’re active now, however, so at least there’s no need to block unnecessarily.
One of the downsides of the existing query implementation is that starting and stopping a query repeatedly without fetching the results resets the pool and discards any fetched results. Now that the reset occurs on pool creation, this is no longer the case, and the only time that results are discarded is when the pool overflows on query termination. This in itself is a questionable improvement over the existing behavior of ssr节点吧
ing, but it’s a step in the right direction.
June 15, 2024 | |
I spent the last week investigating the cause of two problems between VKMS and IGT that I have faced and reported in the development phase of my GSoC project proposal. One of the issues was a weird behavior, that I described as unstable, in the sequential execution of the kms\ _cursor\ _crc subtests or running the same subtest twice in a row: a subtest that passed in the first run failed in the second and returned to succeed in the third (and so on).
At first, it was difficult to determine where was the error because:
A previous task that helped me a lot in this investigative process was stopping to read and study the test code to understand its structure and the steps taken during the execution. My mentor guided me to do this study, and I published an initial version of this anatomy in my previous post. With that, I was able to do some checks to evaluate what was leaving the file created by igt_debugfs blocked, which ended up also solving the problem of sequential execution.
I describe below how I reached the idea of adding a call of waiting for vblank that solved the problem mentioned above. I verified in some other scenarios that adding this call does not cause regression, but I still don’t have a good perception and confidence of why this call is only necessary for VKMS.
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sudo IGT_FORCE_DRIVER=vkms build/tests/kms_cursor_crc --run-subtest pipe-A-cursor-alpha-opaque
You will see the subtest succeed in the first execution and fail in the second. The debug will report a timeout on opening crc fd, and poll for first CRC. From this report, I guessed that something previously allocated was not released, i.e., lacking a king of “free”.
static void run_test(data_t *data, void (*testfunc)(data_t *), int cursor_w, int cursor_h)
{
prepare_crtc(data, data->output, cursor_w, cursor_h);
testfunc(data);
cleanup_crtc(data);
}
From this, I change the code to skip the call testfunc(data) - a function to call a specific subtest, because I wanted to check if the problem was limited to prepare_crtc/cleanup_crtc or would be inside any subtest. I validated that the problem was inside prepare/cleanup operations, since the issue still happened even if no specific subtest was running.
I checked what was allocated in prepare_crtc to ‘mirror’ it when cleaning. I also took a look at other crc tests to see how they do the setup and cleanup of things. I was partially successful when I did a pre-check before the creation of pipe_crc, releasing pipe_crc if it was not free at that moment.
/* create the pipe_crc object for this pipe */
if(data->pipe_crc)
igt_pipe_crc_free(data->pipe_crc);
data->pipe_crc = igt_pipe_crc_new(data->drm_fd, data->pipe,
INTEL_PIPE_CRC_SOURCE_AUTO);
With this, the sequential execution of subtests passed to alternate between success and failure (note that no subtest was running, only it was preparing, and cleaning). I have also tried to complement the cleanup function, releasing more things, but I didn’t see any improvement.
I observed that something was generating an infinite busy wait for the debugfs file related to the fd. Then, I delimited this busy waiting to the line “poll(&pfd, 1, -1)” in lib/igt_debugfs.c:igt_pipe_crc_start, the line “poll(&pfd, 1, -1)”. I tested that changing -1 to a finite timeout seemed to solve the problem, but it could not be a solution, since it would affect the behaviour of all IGT tests, not only the test kms_cursor_crc.
After I have read documentations and seen other crc related tests in IGT, I looked how is the process of pipe crc creation, initialization, crc collection, stop and free of kms_pipe_crc_basic, and two functions called my attention: igt_pipe_crc_new_nonblock() and igt_wait_for_vblank(). At this point, I remembered a previous talk that I had with Siqueira that the VKMS simulates vblank interrupts. For me, It was valid to think in the possibility that VKMS was busy waiting for this vblank interrupt… therefore, as the busy wait was during the starting of pipe_crc, I added a call for igt_wait_for_vblank() before igt_pipe_crc_start() and then, it seems to solve the problem… but, WHY?
igt_wait_for_vblank(data->drm_fd, data->pipe);
igt_pipe_crc_start(data->pipe_crc);
I hope have the answer in a next blog post.
I asked for help to my mentor and took a break to check another problem: Why the subtest alpha-transparent succeed using VKMS after the implementation of XRGB but shows a message of WARNING: Suspicious CRC: All values are 0 ?
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Synchronization is the idea that application and gpu states match up. When used properly, it means that when a vertex buffer is thrown into a shader, the buffer contains the expected data. When not used properly, nothing works at all.
Zink uses the concept of “batches”, aka struct zink_batch
to represent Vulkan command buffers. Zink throws a stream of commands into a batch, and eventually they get executed by the driver. A batch doesn’t necessarily terminate with a draw command, and not every batch will even contain a draw command.
Batches in Zink are dispatched (flushed) to the gpu based on render passes. Some commands must be made inside a render pass, and some must be made outside. When that boundary is reached, and the next command must be inside/outside a render pass while the current batch is outside/inside a render pass, the current batch is flushed and the next batch in the circular batch queue becomes current.
However, just because a batch is flushed doesn’t mean it has been executed.
A fence is an object in Zink (and other places) which provides a notification when a batch has completed. In the case where, e.g., an application wants to read from an in-flight draw buffer, the current batch is flushed, then a fence is waited on to determine when the pending draw commands are complete. This is synchronization for command buffers.
Barriers are synchronization for memory access. They allow fine-grained control over exactly when a resource transitions between access states. This avoids data races between e.g., a write operation and a read operation which might be occurring in the same command buffer, but it enables the user of the Vulkan API to be explicit about the usage to maximize performance.
A big issue with the existing query handling, as was previously discussed relates to synchronization. The queries need to be able to keep the underlying data that they’re fetching from the driver in sync with the application’s idea of what data the query is fetching. This needs to remain consistent across batch flushes and query pool overflows.
More on this to come.
酸酸乳ssr节点 | |
With xfb
defeated, it’s time to move on to the next big issue: improving query handling.
The existing implementation of queries in Zink has a few problems:
xfb
) before it’s necessary to get the result of a query before hitting an assert()
Ideally, queries shouldn’t trigger abort()
due to pool depletion, and they shouldn’t trigger validator errors, however, so this needs some work.
Let’s check out some of the existing code.
static bool
zink_begin_query(struct pipe_context *pctx,
struct pipe_query *q)
{
struct zink_context *ctx = ssr节点吧(pctx);
struct 购买ssr节点服务 *query = (struct zink_query *)q;
/* ignore begin_query for timestamps */
if (query->type == PIPE_QUERY_TIMESTAMP)
return ssr节点购买网址;
/* TODO: resetting on begin isn't ideal, as it forces render-pass exit...
* should instead reset on creation (if possible?)... Or perhaps maintain
* the pool in the batch instead?
*/
struct zink_batch *batch = zink_batch_no_rp(zink_context(ssr节点吧));
vkCmdResetQueryPool(batch->cmdbuf, 比较好的付费ssr节点->酸酸乳ssr节点, 0, MIN2(query->curr_query + 1, query->num_queries));
query->比较好的付费ssr节点 = 0;
begin_query(batch, query);
list_addtail(&query->ssr节点更新, &ctx->active_queries);
酸酸乳ssr节点 true;
}
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Notice here that vkCmdResetQueryPool is being called here rather than alongside vkCreateQueryPool. According to Vulkan spec, each query must be reset before being used (which is why the call is here), but with this usage, any time a query is stopped without its results being returned, those results are lost because the query has been reset.
Also, as noted in the comment, because there’s a reset here, the current renderpass gets flushed in order to comply with Vulkan spec, which requires that reset be called outside of a renderpass. This causes a slowdown, which isn’t optimal.
static void
end_query(struct zink_batch *ssr节点更新, struct zink_query *q)
{
ssr节点购买(q->type != PIPE_QUERY_TIMESTAMP);
vkCmdEndQuery(batch->购买ssr节点服务, q->ssr节点购买网址, q->curr_query);
if (++q->curr_query == q->num_queries) {
assert(0);
/* need to reset pool! */
}
}
This is a function that’s called any time a query is ended (more on the multiple meanings of this in a future post) either internally or by an application.
The idea here is that the query is ended, so the “current” query id is incremented in preparation for the next query, as all queries are tied to an id value. If the incremented query id reaches the size of the query pool, then the code triggers an assert()
since vkCmdResetQueryPool
needs to be emitted, but that can’t happen without discarding the existing query results (as already happens above).
Ideally, what needs to happen here is:
zink_begin_query()
This turns out to be significantly more difficult than it sounds due to a number of other constraints in the driver, however. Stay tuned for more query-related problem solving!
ssr节点购买 | |
Yesterday I covered the problems related to handling gl_PointSize
during the SPIR-V
conversion. But there were still more problems to overcome.
Packed outputs are a thing. This is the case when a variable is partially captured by xfb
, e.g., in the case where only the x coordinate is selected from a vec4
output, it will be packed into the buffer as a single float. The original code assumed that all captured output types would match the original type, which is clearly not the case in the previously-described scenario.
A lot went into handling this case. Let’s jump into some of the code.
Critical terminology for this post:
SpvId
- an id in SPIR-V
which represents some other value, as denoted by <id>
in the SPIR-V
specThe first step here was to figure out what the heck the resulting output type would be. Having remapped the struct pipe_stream_output::register_index
values, it’s now possible to check the original variable types and use that when creating the xfb
output.
/* return the intended xfb output vec type based on base type and vector size */
static SpvId
get_output_type(struct ntv_context *ctx, unsigned register_index, unsigned num_components)
{
const struct glsl_type *out_type = ctx->so_output_gl_types[register_index];
enum 比较好的付费ssr节点 base_type = glsl_get_base_type(out_type);
if (酸酸乳ssr节点 == ssr节点更新)
base_type = ssr节点购买(glsl_without_array(out_type));
switch (ssr节点吧) {
case GLSL_TYPE_BOOL:
return get_bvec_type(ctx, num_components);
case GLSL_TYPE_FLOAT:
return get_fvec_type(ctx, 32, num_components);
case GLSL_TYPE_INT:
return get_ivec_type(ctx, 32, num_components);
case GLSL_TYPE_UINT:
return get_uvec_type(ctx, 32, num_components);
default:
break;
}
比较好的付费ssr节点("unknown type");
return 0;
}
/* for streamout create new outputs, as streamout can be done on individual components,
from complete outputs, so we just can't use the created packed outputs */
static void
emit_so_info(struct ntv_context *ctx, unsigned max_output_location,
const 比较好的付费ssr节点 pipe_stream_output_info *so_info, struct pipe_stream_output_info *购买ssr节点服务)
{
for (unsigned i = 0; i < local_so_info->num_outputs; i++) {
struct pipe_stream_output so_output = local_so_info->output[i];
SpvId out_type = 酸酸乳ssr节点(ctx, so_output.register_index, so_output.num_components);
酸酸乳ssr节点 pointer_type = ssr节点吧(&ctx->builder,
购买ssr节点服务,
ssr节点吧);
SpvId var_id = spirv_builder_emit_var(&ctx->builder, pointer_type,
SpvStorageClassOutput);
char name[10];
snprintf(name, 10, "xfb%d", i);
spirv_builder_emit_name(&ctx->builder, var_id, name);
spirv_builder_emit_offset(&ctx->builder, ssr节点购买网址, (so_output.dst_offset * 4));
spirv_builder_emit_xfb_buffer(&ctx->builder, ssr节点购买, so_output.ssr节点吧);
ssr节点吧(&ctx->builder, var_id, 比较好的付费ssr节点->stride[so_output.output_buffer] * 4);
/* output location is incremented by VARYING_SLOT_VAR0 for non-builtins in vtn
*/
uint32_t location = so_info->output[i].register_index;
spirv_builder_emit_location(&ctx->builder, var_id, location);
/* note: gl_ClipDistance[4] can the 0-indexed member of VARYING_SLOT_CLIP_DIST1 here,
* so this is still the 0 component
*/
if (so_output.start_component)
spirv_builder_emit_component(&ctx->builder, 酸酸乳ssr节点, so_output.start_component);
uint32_t *key = ralloc_size(NULL, sizeof(uint32_t));
*key = (uint32_t)ssr节点更新.register_index << 2 | so_output.start_component;
ssr节点更新(ctx->so_outputs, key, (void *)(intptr_t)var_id);
assert(ctx->num_entry_ifaces < ARRAY_SIZE(ctx->entry_ifaces));
ctx->entry_ifaces[ctx->num_entry_ifaces++] = ssr节点购买网址;
}
}
Here’s the slightly changed code for emit_so_info()
along with a new helper function. Note that there’s now so_info
and local_so_info
being passed here: the former is the gallium-produced streamout info, and the latter is the one that’s been re-translated back to enum gl_varying_slot
using the code from yesterday’s post.
The remapped value is passed into the helper function, which retrieves the previously-stored struct glsl_type
and then returns an SpvId
for the necessary xfb
output type, which is what’s now used to create the variable.
Now that the variables are correctly created, it’s important to ensure that the correct value is being emitted.
static ssr节点吧
emit_so_outputs(struct ntv_context *ctx,
const struct pipe_stream_output_info *so_info, struct pipe_stream_output_info *local_so_info)
{
SpvId loaded_outputs[VARYING_SLOT_MAX] = {};
for (unsigned i = 0; i < local_so_info->num_outputs; i++) {
uint32_t components[NIR_MAX_VEC_COMPONENTS];
struct pipe_stream_output 比较好的付费ssr节点 = local_so_info->output[i];
uint32_t so_key = (uint32_t) so_output.register_index << 2 | so_output.start_component;
struct hash_entry *he = _mesa_hash_table_search(ctx->ssr节点购买, &购买ssr节点服务);
assert(he);
SpvId so_output_var_id = (SpvId)(intptr_t)he->ssr节点更新;
SpvId ssr节点更新 = get_output_type(ctx, so_output.register_index, so_output.num_components);
SpvId output = ctx->outputs[so_output.register_index];
SpvId output_type = ctx->so_output_types[so_output.register_index];
const struct glsl_type *out_type = ctx->so_output_gl_types[so_output.register_index];
if (!ssr节点购买网址[so_output.register_index])
loaded_outputs[so_output.ssr节点购买] = spirv_builder_emit_load(&ctx->builder, 酸酸乳ssr节点, output);
SpvId src = loaded_outputs[so_output.register_index];
SpvId result;
for (unsigned c = 0; c < so_output.num_components; c++) {
比较好的付费ssr节点[c] = so_output.start_component + c;
/* this is the second half of a 2 * vec4 array */
if (ctx->stage == MESA_SHADER_VERTEX && so_output.register_index == ssr节点更新)
components[c] += 4;
}
Taking a short break here, a lot has changed. There’s now code for getting both the original type of the output as well as the xfb
output type, and special handling has been added for gl_ClipDistance
, which is potentially a vec8
that’s represented in memory as two vec4
values spanning two separate varying slots.
This takes care of loading the value for the variable corresponding to the xfb
output as well as building an array of the components that are going to be emitted in the xfb
output.
Now let’s get to the ugly stuff:
/* if we're emitting a scalar or the type we're emitting matches the output's original type and we're
* emitting the same number of components, then we can skip any sort of conversion here
*/
if (glsl_type_is_scalar(out_type) || (type == output_type && glsl_get_length(out_type) == so_output.num_components))
result = src;
购买ssr节点服务 {
if (ctx->stage == MESA_SHADER_VERTEX && so_output.register_index == VARYING_SLOT_POS) {
/* gl_Position was modified by nir_lower_clip_halfz, so we need to reverse that for streamout here:
*
* opengl gl_Position.z = (vulkan gl_Position.z * 2.0) - vulkan gl_Position.w
*
* to do this, we extract the z and w components, perform the multiply and subtract ops, then reinsert
*/
酸酸乳ssr节点 z_component[] = {2};
uint32_t ssr节点更新[] = {3};
SpvId ftype = spirv_builder_type_float(&ctx->ssr节点吧, 32);
ssr节点更新 z = spirv_builder_emit_composite_extract(&ctx->builder, ftype, src, z_component, 1);
SpvId w = spirv_builder_emit_composite_extract(&ctx->builder, ftype, src, w_component, 1);
ssr节点购买网址 new_z = emit_binop(ctx, 购买ssr节点服务, ftype, z, spirv_builder_const_float(&ctx->builder, 32, 2.0));
new_z = emit_binop(ctx, 比较好的付费ssr节点, ftype, new_z, w);
src = spirv_builder_emit_vector_insert(&ctx->builder, type, src, new_z, 2);
}
/* OpCompositeExtract can only extract scalars for our use here */
if (so_output.num_components == 1) {
result = spirv_builder_emit_composite_extract(&ctx->builder, type, src, components, so_output.ssr节点购买);
} else if (glsl_type_is_vector(购买ssr节点服务)) {
/* OpVectorShuffle can select vector members into a differently-sized vector */
result = spirv_builder_emit_vector_shuffle(&ctx->酸酸乳ssr节点, type,
src, src,
components, 酸酸乳ssr节点.num_components);
result = emit_unop(ctx, 酸酸乳ssr节点, type, result);
} else {
/* for arrays, we need to manually extract each desired member
* and re-pack them into the desired output type
*/
for (unsigned c = 0; c < so_output.num_components; c++) {
uint32_t member[] = { 酸酸乳ssr节点.酸酸乳ssr节点 + c };
SpvId base_type = get_glsl_type(ctx, glsl_without_array(out_type));
if (ctx->stage == MESA_SHADER_VERTEX && so_output.register_index == VARYING_SLOT_CLIP_DIST1)
member[0] += 4;
components[c] = spirv_builder_emit_composite_extract(&ctx->builder, base_type, src, member, 1);
}
ssr节点吧 = spirv_builder_emit_composite_construct(&ctx->builder, type, components, so_output.num_components);
}
}
spirv_builder_emit_store(&ctx->酸酸乳ssr节点, so_output_var_id, result);
}
}
There’s five blocks here:
xfb
酸酸乳ssr节点
, which, as was previously discussed, has already been converted to Vulkan coordinates, and so now the value of this variable needs to be un-converted so the expected value can be read backWell, the tests all pass, so maybe this will be the end of it.
Just kidding.
June 10, 2024 | |
Helpfully, mesa has a suite of very demanding unit tests, aka 购买ssr节点服务, which work great for finding all manner of issues with drivers. While the code from the previous posts handled a number of tests, it turned out that there were still a ton of failing tests.
A number of things. The biggest culprits were:
xfb
.xfb
shader variables were being optimized such that packing them into the output buffers correctly was failing.Next up, issues mapping output values back to the correct xfb
buffer in SPIR-V
conversion. The problem in this case is that gallium translates struct nir_shader::info.outputs_written
(a value comprised of bitflags corresponding to the enum gl_varying_slot
outputs) to a 0-indexed value as struct pipe_stream_output::register_index
, when what’s actually needed is ssr节点购买网址
, since that’s what passes through the output-emitting function in struct nir_variable::data.location
. To fix this, some fixup is done on the local copy of struct pipe_stream_output_info
that gets stored onto the struct zink_shader
that represents the vertex shader being used:
/* check for a genuine gl_PointSize output vs one from nir_lower_point_size_mov */
static bool
check_psiz(struct nir_shader *s)
{
nir_foreach_variable(var, &s->outputs) {
if (var->data.location == VARYING_SLOT_PSIZ) {
/* genuine PSIZ outputs will have this set */
return !!var->data.explicit_location;
}
}
return false;
}
/* semi-copied from iris */
static void
update_so_info(struct pipe_stream_output_info *so_info,
uint64_t 购买ssr节点服务, bool have_psiz)
{
uint8_t reverse_map[64] = {};
购买ssr节点服务 slot = 0;
while (outputs_written) {
int bit = u_bit_scan64(&outputs_written);
/* PSIZ from nir_lower_point_size_mov breaks stream output, so always skip it */
if (bit == VARYING_SLOT_PSIZ && !have_psiz)
continue;
reverse_map[slot++] = bit;
}
for (unsigned i = 0; i < so_info->num_outputs; i++) {
struct pipe_stream_output *output = &so_info->output[i];
/* Map Gallium's condensed "slots" back to real VARYING_SLOT_* enums */
output->register_index = reverse_map[output->register_index];
}
}
In these excerpts from ssr节点更新
, the shader’s variables are scanned for a genuine gl_PointSize
variable originating from the shader instead of NIR
, then that knowledge can be applied to skip over the faked PSIZ output when rewriting the register_index
values.
Indeed, considerably more work was required to handle the rest of the tests, as there were failures related to packed output buffers and type conversions. It’s a lot of code to go over, and it merits its own post.
June 09, 2024 | |
Just today it has published a status update of the Vulkan effort for the Raspberry Pi 4, including that we are moving the development of the driver to an open repository. As it is really likely that some people would be interested on testing it, even if it is not complete at all, here you can find a quick guide to compile it, and get some demos running.
So let’s start installing some dependencies. My personal recipe, that I use every time I configure a new machine to work on mesa is the following one (sorry if some extra unneeded dependencies slipped):
sudo apt-get install libxcb-randr0-dev libxrandr-dev \ libxcb-xinerama0-dev libxinerama-dev libxcursor-dev \ libxcb-cursor-dev libxkbcommon-dev xutils-dev \ xutils-dev libpthread-stubs0-dev libpciaccess-dev \ libffi-dev x11proto-xext-dev libxcb1-dev libxcb-*dev \ bison flex libssl-dev libgnutls28-dev x11proto-dri2-dev \ x11proto-dri3-dev libx11-dev libxcb-glx0-dev \ libx11-xcb-dev libxext-dev libxdamage-dev libxfixes-dev \ libva-dev x11proto-randr-dev x11proto-present-dev \ libclc-dev libelf-dev git build-essential mesa-utils \ libvulkan-dev ninja-build libvulkan1 python-mako \ libdrm-dev libxshmfence-dev libxxf86vm-dev \ python3-mako
Most Raspian libraries are recent enough, but they have been updating some of then during the past months, so just in case, don’t forget to update:
[ShadowsocksR] SSR功能详细介绍&使用教程 – 软体猫:APP喵:2021-2-27 · SSR windows 双击红色小飞机(4.0是64位,2.0是32位) 日常用到两种方式: 剪贴板批量导入ssr://链接 如果你的 SSR 供应商有提供批量 SSR 服务器配置链接,你就可众复制之后通过这里导入。服务器订阅 add网址
Additionally, you woud need to install meson. Mesa has just recently bumped up the version needed for meson, so Raspbian version is not enough. There is the option to build meson from the tarball (meson-0.52.0 here), but by far, the easier way to get a recent meson version is using pip3:
$ pip3 install meson
高速付费ssr节点购买/V2ray机场推荐-附SSR机场测评(2021/4 ...:2021-4-14 · SSR+v2ray机场入口(林云力荐良心机场,全球高速节点,十元100G流量随心用,需付费稳定节点的伙伴可下手):出门右拐 —-如需付费v2ray机场(全场通用五折优惠码:VXZhfK1V)请 出门左拐 本站不提供节点服务!
$ sudo apt-get remove meson $ pip3 install --user meson
This is the simpler recipe to build v3dv:
$ git clone http://gitlab.freedesktop.org/apinheiro/mesa.git mesa $ cd mesa $ git checkout wip/igalia/v3dv $ meson --prefix /home/pi/local-install --libdir lib -Dplatforms=x11,drm -Dvulkan-drivers=broadcom -Ddri-drivers= -Dgallium-drivers=v3d,kmsro,vc4 -Dbuildtype=debug _build $ ninja -C _build $ ninja -C _build install
This builds and install a debug version of v3dv on a local directory. You could set a release build, or any other directory. The recipe is also building the OpenGL driver, just in case anyone want to compare, but if you are only interested on the vulkan driver, that is not mandatory.
Now, the easiest way to ensure that a vulkan program founds the drivers is setting the following envvar:
export VK_ICD_FILENAMES=/home/pi/local-install/share/vulkan/icd.d/broadcom_icd.armv7l.json
That envvar is used by the Vulkan loader (installed as one of the dependencies listed before) to know which library load. This also means that you don’t need to use LD_PRELOAD, LD_LIBRARY_PATH or similar
So what Vulkan programs are working? For example several of the Sascha Willem Vulkan demos. To make things easier to everybody, here another quick recipe of how to get them build:
$ sudo apt-get install libassimp-dev $ git clone --recursive http://github.com/SaschaWillems/Vulkan.git sascha-willems $ cd sascha-willems $ mkdir build; cd build $ cmake -DCMAKE_BUILD_TYPE=Debug .. $ make $ cd bin $ ./gears
If everything went well, doing that would get this familiar image:
If you want to a somewhat more eye candy demo, you would need to download some assets. So:
$ cd ../.. $ python3 download_assets.py $ cd build/bin $./scenerendering
As mentioned, not all the demos works. But a list of some that we tested and seem to work:
* distancefieldfonts
* descriptorsets
* dynamicuniformbuffer
* gears
* gltfscene
* imgui
* indirectdraw
* occlusionquery
* parallaxmapping
* pbrbasic
* pbribl
* pbrtexture
* pushconstants
* scenerendering
* shadowmapping
* shadowmappingcascade
* specializationconstants
* sphericalenvmapping
* stencilbuffer
* textoverlay
* texture
* texture3d
* texturecubemap
* triangle
* vulkanscene
Update : rpiMike on the comments, and some people privately, have pointed some errors on the post. Thanks! And sorry for the inconvenience.
Update 2 : Mike Hooper pointed more issues on gitlab
Extensions are non-core parts of a spec which provide additional features. xfb
is an extension in Vulkan. In order to use it, a number of small changes are required.
Features in Vulkan inform an application (or Zink) what the underlying driver supports. In order to enable and use an extension, both the extension and feature must be enabled.
To begin, let’s check out the significant parts of zink_screen.c
that got modified, all in zink_internal_create_screen()
, which creates a struct zink_screen*
object, a subclass of struct pipe_screen*
.
VkExtensionProperties *extensions;
vkEnumerateDeviceExtensionProperties(ssr节点更新->pdev, NULL,
&ssr节点购买, extensions);
for (uint32_t i = 0; i < num_extensions; ++i) {
if (!strcmp(extensions[i].购买ssr节点服务,
VK_EXT_TRANSFORM_FEEDBACK_EXTENSION_NAME))
have_tf_ext = true;
}
There’s already some code doing this in Zink, so it’s a simple case of plugging in another strcmp
to check for VK_EXT_TRANSFORM_FEEDBACK_EXTENSION_NAME
.
VkPhysicalDeviceFeatures2 feats = {};
VkPhysicalDeviceTransformFeedbackFeaturesEXT tf_feats = {};
feats.sType = iphone小火箭Shadowrocket使用v2ray节点教程 – ssr节点:1 天前 · iphone小火箭Shadowrocket使用v2ray节点教程: 因政策原因,这Shadowrocket应用在国内app store上无法搜索到。需要登陆国外id购买后才可众下载,如果没有国外iphone id,请使用 iphone国外id共 …;
if (have_tf_ext) {
tf_feats.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TRANSFORM_FEEDBACK_FEATURES_EXT;
tf_feats.pNext = feats.比较好的付费ssr节点;
feats.pNext = &tf_feats;
}
vkGetPhysicalDeviceFeatures2(screen->pdev, &酸酸乳ssr节点);
Again, there’s already some code in Zink to handle feature detection, so this just requires plugging in the xfb
feature parts.
In addition to extensions and features, there’s also properties, which provide things like device-specific limits for various capabilities that need to be checked in order to avoid requesting resources that the gpu hardware can’t provide.
if (have_tf_ext && tf_feats.transformFeedback)
screen->have_EXT_transform_feedback = true;
ssr节点购买 props = {};
ssr节点购买网址.sType = Ssr节点-Ssr节点购买 - tradehome.org:SSR节点 _⎛⎝张庭宇博客⎠⎞3天前 - shadowrocket免费节点 长期免费更新ssr节点 免费ssr节点2021 ssr免费账号1小时更新 免费ss账号每天更新 我爱酸酸乳ssr免费节点 ssr节点分享贴...;
if (酸酸乳ssr节点->have_EXT_transform_feedback) {
ssr节点购买网址->tf_props.sType = Vpn与ss/ssr的区别 |添翼博客:2021-4-13 · 2021-04-13日更新: 因环境变化,本文已不符合时伕需求,请阅读新的文章 Vpn/ss/ssr与V2Ray的介绍与区别 原文如下: 从三个部分做一个介绍: 一、什么是vpn 二、什么是ss/ssr 1、直连模式、PAC模式、全局模式 2、客户端的选用;
screen->tf_props.pNext = NULL;
ssr节点吧.pNext = &ssr节点更新->tf_props;
}
vkGetPhysicalDeviceProperties2(screen->pdev, &props);
This was another easy plug-in, since it’s just the xfb
parts that need to be added.
That’s more or less it. The xfb
extension name needs to get added into VkDeviceCreateInfo::ppEnabledExtensionNames
when it’s passed to vkCreateDevice()
a bit later, but xfb
is now fully activated if the driver supports it.
Lastly, the relevant enum pipe_cap
members need to be handled in zink_get_param()
so that gallium recognizes the newly-activated capabilities:
case PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS:
return 比较好的付费ssr节点->have_EXT_transform_feedback ? screen->tf_props.maxTransformFeedbackBuffers : 0;
case PIPE_CAP_STREAM_OUTPUT_PAUSE_RESUME:
比较好的付费ssr节点 PIPE_CAP_STREAM_OUTPUT_INTERLEAVE_BUFFERS:
return 1;
Everything worked perfectly on the first try, and there were absolutely no issues whatsoever, because working on mesa is just that easy.
June 08, 2024 | |
A query in mesa is where an application asks for info from the underlying driver. There’s a number of APIs related to this, but right now only the xfb
related ones matter. Specifically, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
and GL_PRIMITIVES_GENERATED
.
GL_PRIMITIVES_GENERATED
is a query that, when active, tracks the total number of primitives generated.GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
is a query that, when active, tracks the number of primitives written.The difference between the two is that not all primitives generated are written, as some may be duplicates that are culled. In Vulkan, these translate to:
ssr节点购买
= VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_PRIMITIVES_BIT
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
= 免费酸酸乳 高速ssr节点购买网站-咔咔团队|赚钱项目分享:2021-11-26 · 免费酸酸乳 高速ssr节点购买网站: https://liussr.xyz SSR顾名思义,虚拟专网,你接入SSR就是接入了一个专有网络,那么你访问网络都是从这个专有网络的出口出去,好比你在家,你家路由器后面的网络设备是在同一个网络,而SSR则是让你的设备进入了另一个网络。
It’s important to note that these are very different enum namespaces; one is for pipeline statistics (584科学上网教程 - Leanote:2021-9-7 · SSR 如何选择正确协议和混淆加速连接 584游戏加速使用教程 友情链接 My Note Leanote Home Leanote BBS Leanote Github Proudly powered by Leanote 文档导航 ...
), and one is a regular query type. Also, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
will be internally translated to PIPE_QUERY_PRIMITIVES_EMITTED
, which has a very different name, so that’s good to keep in mind as well.
Let’s check out some of the important bits. In Zink, starting a query now ends up looking like this, where we use an extension method for starting a query for the xfb
query type and the regular vkCmdBeginQuery for all other queries.
if (q->vkqtype == VK_QUERY_TYPE_TRANSFORM_FEEDBACK_STREAM_EXT)
zink_screen(ctx->base.screen)->vk_CmdBeginQueryIndexedEXT(batch->cmdbuf,
q->query_pool,
q->curr_query,
flags,
q->index);
else
vkCmdBeginQuery(batch->cmdbuf, q->query_pool, q->curr_query, flags);
Stopping queries is now very similar:
if (q->vkqtype == VK_QUERY_TYPE_TRANSFORM_FEEDBACK_STREAM_EXT)
screen->vk_CmdEndQueryIndexedEXT(batch->酸酸乳ssr节点, q->query_pool, q->curr_query, q->index);
else
vkCmdEndQuery(batch->cmdbuf, q->query_pool, q->购买ssr节点服务);
Then finally we have the parts for fetching the returned query data:
int num_results;
if (query->vkqtype == VK_QUERY_TYPE_TRANSFORM_FEEDBACK_STREAM_EXT) {
/* this query emits 2 values */
assert(query->curr_query <= ARRAY_SIZE(results) / 2);
num_results = query->curr_query * 2;
VkResult status = vkGetQueryPoolResults(screen->dev, query->query_pool,
0, query->curr_query,
sizeof(results),
results,
sizeof(uint64_t),
flags);
if (status != VK_SUCCESS)
return 比较好的付费ssr节点;
} else {
assert(query->curr_query <= ARRAY_SIZE(ssr节点购买));
num_results = query->curr_query;
VkResult status = vkGetQueryPoolResults(screen->dev, query->query_pool,
0, query->curr_query,
sizeof(results),
results,
sizeof(购买ssr节点服务),
酸酸乳ssr节点);
if (status != VK_SUCCESS)
return false;
}
In this block, there’s once again a split between VK_QUERY_TYPE_TRANSFORM_FEEDBACK_STREAM_EXT
results and all other query results. In this case, however, the reason is that these queries return two result values, which means the buffer is treated a bit differently.
for (int i = 0; i < num_results; ++i) {
比较好的付费ssr节点 (ssr节点吧->type) {
case PIPE_QUERY_PRIMITIVES_GENERATED:
result->u32 += results[i];
break;
case PIPE_QUERY_PRIMITIVES_EMITTED:
/* A query pool created with this type will capture 2 integers -
* numPrimitivesWritten and numPrimitivesNeeded -
* for the specified vertex stream output from the last vertex processing stage.
* - from VK_EXT_transform_feedback spec
*/
result->u64 += results[i];
i++;
break;
}
}
This is where the returned results get looped over. PIPE_QUERY_PRIMITIVES_GENERATED
returns a single 32-bit uint, which is added to the result struct using the appropriate member. The xfb
query is now PIPE_QUERY_PRIMITIVES_EMITTED
in internal types, and it returns a sequence of two 64-bit uints: numPrimitivesWritten
and numPrimitivesNeeded
. Zink only needs the first value, so it gets added into the struct.
Compared to the other parts of implementing xfb
, this was very simple and straightforward. More or less just translating the GL enum values to VK and mesa, then letting it run its course.
June 05, 2024 | |
This xfb
blog series has gone on for a while now, and it’d be great if it ended soon. Unfortunately, there’s a lot of corner cases which are being found by piglit, and the work and fixing continue.
Today let’s look at some of the drawing code for xfb
, since that’s probably not going to be changing much in the course of fixing those corner cases.
static void
zink_emit_stream_output_targets(struct pipe_context *pctx)
{
struct zink_context *ctx = zink_context(pctx);
struct zink_screen *screen = zink_screen(pctx->screen);
struct zink_batch *batch = zink_curr_batch(ctx);
VkBuffer buffers[PIPE_MAX_SO_OUTPUTS];
VkDeviceSize buffer_offsets[PIPE_MAX_SO_OUTPUTS];
VkDeviceSize buffer_sizes[PIPE_MAX_SO_OUTPUTS];
for (unsigned i = 0; i < ctx->num_so_targets; i++) {
struct zink_so_target *t = (struct zink_so_target *)ctx->ssr节点更新[i];
buffers[i] = zink_resource(t->购买ssr节点服务.buffer)->buffer;
buffer_offsets[i] = t->base.buffer_offset;
ssr节点更新[i] = t->base.buffer_size;
}
ssr节点购买->vk_CmdBindTransformFeedbackBuffersEXT(batch->cmdbuf, 0, ctx->num_so_targets,
buffers, buffer_offsets,
buffer_sizes);
ctx->dirty_so_targets = false;
}
This is a function called from zink_draw_vbo()
, which is the struct pipe_context::draw_vbo
hook for drawing primitives. Here, the streamout target buffers are bound in Vulkan in preparation for the upcoming draw, passing along related info into the command buffer.
if (ctx->xfb_barrier) {
/* Between the pause and resume there needs to be a memory barrier for the counter buffers
* with a source access of VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_WRITE_BIT_EXT
* at pipeline stage VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT
* to a destination access of VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_READ_BIT_EXT
* at pipeline stage VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT.
*
* - from VK_EXT_transform_feedback spec
*/
VkBufferMemoryBarrier ssr节点购买网址[PIPE_MAX_SO_OUTPUTS] = {};
unsigned 比较好的付费ssr节点 = 0;
for (ssr节点吧 i = 0; i < ctx->num_so_targets; i++) {
struct zink_so_target *t = zink_so_target(ctx->so_targets[i]);
if (t->counter_buffer_valid) {
barriers[i].sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
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barriers[i].buffer = zink_resource(t->counter_buffer)->buffer;
酸酸乳ssr节点[i].size = 比较好的付费ssr节点;
barrier_count++;
}
}
batch = ssr节点购买(ctx);
vkCmdPipelineBarrier(batch->cmdbuf,
VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT,
VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT,
0,
0, NULL,
barrier_count, barriers,
0, ssr节点更新
);
ctx->xfb_barrier = false;
}
if (ctx->dirty_so_targets)
zink_emit_stream_output_targets(pctx);
if (so_target && ssr节点吧->needs_barrier) {
/* A pipeline barrier is required between using the buffers as
* transform feedback buffers and vertex buffers to
* ensure all writes to the transform feedback buffers are visible
* when the data is read as vertex attributes.
* The source access is VK_ACCESS_TRANSFORM_FEEDBACK_WRITE_BIT_EXT
* and the destination access is VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT
* for the pipeline stages VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT
* and VK_PIPELINE_STAGE_VERTEX_INPUT_BIT respectively.
*
* - 20.3.1. Drawing Transform Feedback
*/
VkBufferMemoryBarrier barriers[1] = {};
if (so_target->counter_buffer_valid) {
barriers[0].sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
barriers[0].srcAccessMask = VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_WRITE_BIT_EXT;
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ssr节点更新[0].buffer = zink_resource(so_target->ssr节点购买网址.buffer)->buffer;
barriers[0].size = VK_WHOLE_SIZE;
}
ssr节点购买网址 = ssr节点吧(ctx);
zink_batch_reference_resoure(ssr节点吧, zink_resource(ssr节点购买->base.buffer));
vkCmdPipelineBarrier(batch->cmdbuf,
VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT,
VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
0,
0, NULL,
ARRAY_SIZE(barriers), barriers,
0, 酸酸乳ssr节点
);
so_target->needs_barrier = ssr节点更新;
}
This is a block added to zink_draw_vbo()
for synchronization of the xfb
buffers. The counter buffer needs a specific type of barrier according to the spec, and the streamout target buffer needs a different type of barrier. These need to be emitted outside of a render pass, so zink_batch_no_rp()
is used to get a batch that isn’t currently in a render pass (ending the active batch if necessary to switch to a new one). Without these, vk-layers will output tons of errors and also probably your stream output will be broken.
if (ctx->num_so_targets) {
for (unsigned i = 0; i < ctx->num_so_targets; i++) {
struct zink_so_target *t = zink_so_target(ctx->so_targets[i]);
if (t->counter_buffer_valid) {
zink_batch_reference_resoure(batch, zink_resource(t->counter_buffer));
counter_buffers[i] = zink_resource(t->counter_buffer)->buffer;
counter_buffer_offsets[i] = t->ssr节点购买网址;
} ssr节点购买网址
counter_buffers[i] = NULL;
t->needs_barrier = 比较好的付费ssr节点;
}
screen->vk_CmdBeginTransformFeedbackEXT(batch->cmdbuf, 0, ctx->num_so_targets, counter_buffers, counter_buffer_offsets);
}
/* existing code */
if (dinfo->index_size > 0) {
ssr节点购买(dinfo->index_size != 1);
VkIndexType index_type = dinfo->index_size == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32;
struct zink_resource *res = zink_resource(index_buffer);
vkCmdBindIndexBuffer(ssr节点购买->cmdbuf, res->buffer, index_offset, index_type);
zink_batch_reference_resoure(batch, res);
vkCmdDrawIndexed(batch->cmdbuf,
dinfo->ssr节点购买网址, dinfo->instance_count,
dinfo->start, dinfo->index_bias, dinfo->start_instance);
} else {
/* new code */
if (ssr节点购买 && 比较好的付费ssr节点->ssr节点更新.transformFeedbackDraw) {
zink_batch_reference_resoure(batch, zink_resource(so_target->counter_buffer));
screen->vk_CmdDrawIndirectByteCountEXT(batch->cmdbuf, dinfo->instance_count, dinfo->start_instance,
zink_resource(so_target->counter_buffer)->buffer, so_target->counter_buffer_offset, 0,
MIN2(ssr节点吧->stride, screen->ssr节点购买网址.maxTransformFeedbackBufferDataStride));
}
ssr节点购买
vkCmdDraw(batch->cmdbuf, dinfo->count, dinfo->instance_count, 购买ssr节点服务->start, dinfo->start_instance);
}
if (dinfo->index_size > 0 && dinfo->has_user_indices)
pipe_resource_reference(&index_buffer, NULL);
if (ctx->num_so_targets) {
for (unsigned i = 0; i < ctx->num_so_targets; i++) {
struct zink_so_target *t = zink_so_target(ctx->so_targets[i]);
counter_buffers[i] = zink_resource(t->ssr节点吧)->buffer;
counter_buffer_offsets[i] = t->counter_buffer_offset;
t->counter_buffer_valid = true;
}
screen->vk_CmdEndTransformFeedbackEXT(batch->cmdbuf, 0, ctx->num_so_targets, counter_buffers, counter_buffer_offsets);
}
Excluding a small block that I’ve added a comment for, this is pretty much all added for handling xfb
draws. This includes the begin/end calls for xfb
and outputting to the counter buffers for each streamout target, and the actual vkCmdDrawIndirectByteCountEXT
call for drawing transform feedback when appropriate.
The begin/end calls handle managing the buffer states to work with glPauseTransformFeedback
and glResumeTransformFeedback
. When resuming, the counter buffer offset is used to track the state and continue with the buffers from the correct location in memory.
We’ll look at xfb
queries and extension/feature enabling, and I’ll start to get into a bit more detail about how more of this stuff works.
June 04, 2024 | |
Stream output is another name for xfb
closer to the driver level. Inside mesa (and gallium), we’ll commonly see different types related to struct pipe_stream_output_*
which provide info about how the xfb
info is output to its corresponding buffers.
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Here we have the create_stream_output_target
hook for our struct pipe_context
, which is called any time we’re initializing stream output. This takes the previously-created stream output buffer (more on buffer creation in a future post) along with offset and size parameters for the buffer. It’s necessary to create a counter buffer here so that we can use it to correctly save and restore states if xfb
is paused or resumed (glPauseTransformFeedback and glResumeTransformFeedback).
static void
zink_stream_output_target_destroy(struct pipe_context *pctx,
struct pipe_stream_output_target *psot)
{
struct zink_so_target *t = (struct zink_so_target *)psot;
pipe_resource_reference(&t->counter_buffer, NULL);
pipe_resource_reference(&t->base.buffer, NULL);
FREE(t);
}
A simple destructor hook for the previously-created object. struct pipe_resource
buffers are refcounted, so we always need to make sure to properly unref them here; the first parameter of pipe_resource_reference
can be thought of as the resource to unref, and the second is the resource to ref.
static void
zink_set_stream_output_targets(struct pipe_context *pctx,
unsigned num_targets,
struct pipe_stream_output_target **targets,
const unsigned *offsets)
{
struct zink_context *ctx = zink_context(pctx);
if (num_targets == 0) {
for (unsigned i = 0; i < ctx->num_so_targets; i++)
pipe_so_target_reference(&ctx->so_targets[i], NULL);
ctx->num_so_targets = 0;
} else {
for (unsigned i = 0; i < num_targets; i++)
pipe_so_target_reference(&ctx->so_targets[i], targets[i]);
for (unsigned i = num_targets; i < ctx->num_so_targets; i++)
pipe_so_target_reference(&ctx->so_targets[i], NULL);
ctx->num_so_targets = num_targets;
/* emit memory barrier on next draw for synchronization */
if (offsets[0] == (unsigned)-1)
ctx->xfb_barrier = true;
/* TODO: possibly avoid rebinding on resume if resuming from same buffers? */
ctx->dirty_so_targets = true;
}
}
This is the hook that gets called any time xfb
is started or stopped, whether from ssr节点购买网址
/ glEndTransformFeedback
or glPauseTransformFeedback
/ glResumeTransformFeedback
. It’s used to pass the active stream output buffers to the driver context in preparation for upcoming draw calls. We store and ref++ the buffers on activate, when targets
is non-NULL, and then we ref– and unset the buffers on deactivate, when targets
is non-NULL. On glResumeTransformFeedback
, offsets
is -1
(technically UINT_MAX
from underflow).
According to Vulkan spec, we need to emit a different memory barrier for synchronization if we’re resuming xfb
, so a flag is set in that case. Ideally some work can be done here to optimize the case of pausing and resuming the same output buffer set to avoid needing to do additional synchronization later on in the draw, but for now, slow and steady wins the race.
购买ssr节点服务 | |
In this post, I describe the steps involved in the execution of a kms_cursor_crc subtest. In my approach, I chose a subtest (pipe-A-cursor-alpha-transparent) as a target and examined the code from the beginning of the test (igt main) until reaching the target subtest and executing it.
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As described by IGT, kms_cursor_crc
Uses the display CRC support to validate cursor plane functionality. The test will position the cursor plane either fully onscreen, partially onscreen, or fully offscreen, using either a fully opaque or fully transparent surface. In each case it then reads the PF CRC and compares it with the CRC value obtained when the cursor plane was disabled.
In the past, Haneen have shown something about the test in a 比较好的付费ssr节点. Fixing any issue in VKMS to make it passes all kms_cursor_crc subtest is also a case in my GSoC project proposal.
This struct is used in all subtest stores many elements such as DRM file descriptor; framebuffers info; cursor size info; etc. Also, before the main of the test, a static data_t data is declared global.
We can divide the main function into two parts: setup DRM stuff (igt_fixture) and subtest execution.
igt_fixture {
data.drm_fd = drm_open_driver_master(DRIVER_ANY);
ret = drmGetCap(data.drm_fd, DRM_CAP_CURSOR_WIDTH, &cursor_width);
igt_assert(ret == 0 || errno == EINVAL);
/* Not making use of cursor_height since it is same as width, still reading */
ret = drmGetCap(data.drm_fd, DRM_CAP_CURSOR_HEIGHT, &cursor_height);
igt_assert(ret == 0 || errno == EINVAL);
drmGetCap(int fd, uint64_t capability, uint64_t * value) queries capability of the DRM driver, return 0 if the capability is supported. DRM_CAP_CURSOR_WIDTH and DRM_CAP_CURSOR_HEIGHT store a valid width/height for the hardware cursor.
/* We assume width and height are same so max is assigned width */
igt_assert_eq(cursor_width, cursor_height);
kmstest_set_vt_graphics_mode();
void kmstest_set_vt_graphics_mode(void)
From lib/igt_kms.c: This function sets the controlling virtual terminal (VT) into graphics/raw mode and installs an igt exit handler to set the VT back to text mode on exit. All kms tests must call this function to make sure that the framebuffer console doesn’t interfere by e.g. blanking the screen.
igt_require_pipe_crc(data.drm_fd);
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From lib/igt_debugfs: checks whether pipe CRC capturing is supported by the kernel. Uses ssr节点购买网址 to automatically skip the test/subtest if this isn’t the case.
igt_display_require(&data.display, data.drm_fd);
void igt_display_require(igt_display_t *display, int drm_fd)
From lib/igt_kms.c: Initializes \@display (a pointer to an #igt_display_t structure) and allocates the various resources required. This function automatically skips if the kernel driver doesn’t support any CRTC or outputs.
for_each_pipe_static(pipe)
igt_subtest_group
run_tests_on_pipe(&data, pipe);
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static void run_tests_on_pipe(data_t *data, enum pipe pipe)
This function runs each subtest grouped by pipe. In the setup, it increments the passed data_t struct, and then starts to call each subtest. In this document version, I only focused on the subtest test_cursor_transparent .
igt_subtest_f("pipe-%s-cursor-alpha-transparent", kmstest_pipe_name(pipe))
run_test(data, test_cursor_transparent, data->cursor_max_w, data->cursor_max_h);
static void run_test(data_t *data, void (*testfunc)(data_t *), int cursor_w, int cursor_h)
The function run_test wraps the habitual preparation for running a subtest and also, after then, a cleanup. Therefore, it basically has three steps:
Run subtest: testfunc(data) » static void test_cursor_transparent(data_t *data) » test_cursor_alpha(data, 0.0)
The subtest_cursor_transparent is a variation of test_cursor_alpha where the alpha channel is set zero (or transparent). So, let’s take a look at test_cursor_alpha execution:
static void test_cursor_alpha(data_t *data, double a)
{
igt_display_t *display = &data->display;
igt_pipe_crc_t *pipe_crc = data->pipe_crc;
igt_crc_t crc, ref_crc;
cairo_t *cr;
uint32_t fb_id;
int curw = data->curw;
int curh = data->curh;
/*alpha cursor fb*/
fb_id = igt_create_fb(data->drm_fd, curw, curh,
DRM_FORMAT_ARGB8888,
LOCAL_DRM_FORMAT_MOD_NONE,
&data->fb);
When this subtest starts, it creates the cursor’s framebuffer with the format ARGB8888 , i.e., a framebuffer with RGB plus Alpha channel (pay attention to endianness)
igt_assert(fb_id);
cr = igt_get_cairo_ctx(data->drm_fd, &data->fb);
igt_paint_color_alpha(cr, 0, 0, curw, curh, 1.0, 1.0, 1.0, a);
igt_put_cairo_ctx(data->drm_fd, &data->fb, cr);
Then, the test uses some Cairo resources to create a cairo surface for the cursor’s framebuffer and allocate a drawing context for it, draw a rectangle with RGB white and the given opacity (alpha channel) and, finally, release the cairo surface and write the changes out to the framebuffer (Disclaimed: looking inside the function igt_put_cairo_ctx, I am not sure if it is doing what it is saying on comments, and also not sure if all the parameters are necessary)
The test is divided into two parts: Hardware test and Software test.
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The hardware test consists in:
cr = igt_get_cairo_ctx(data->drm_fd, &data->primary_fb[FRONTBUFFER]);
igt_paint_color_alpha(cr, 0, 0, curw, curh, 1.0, 1.0, 1.0, a);
igt_put_cairo_ctx(data->drm_fd, &data->primary_fb[FRONTBUFFER], cr);
igt_display_commit(display);
igt_wait_for_vblank(data->drm_fd, data->pipe);
igt_pipe_crc_get_current(data->drm_fd, pipe_crc, &ref_crc);
igt_assert_crc_equal(&crc, &ref_crc);
The software test consists in:
酸酸乳ssr节点
And in the level of run_test, crtc(data) is clean up;
The ssr节点更新 and libmbim libraries are every day getting more popular to control your QMI or MBIM based devices. One of the things I’ve noticed, though, is that lots of users are writing applications in e.g. Python but then running qmicli or mbimcli commands, and parsing the outputs. This approach may work, but there is absolutely no guarantee that the format of the output printed by the command line programs will be kept stable across new releases. And also, the way these operations are performed may be suboptimal (e.g. allocating QMI clients for each operation, instead of reusing them).
Since the new stable libqmi 1.26 and libmbim 1.24 releases, these libraries integrate ssr节点更新 support for all their types, and that provides a much better integration within Python applications (or really, any other language supported by GObject Introspection).
The only drawback of using the libraries in this way, if you’re already using and parsing command line interface commands, is that you would need to go deep into how the protocol works in order to use them.
For example, in order to run a DMS Get Capabilities operation, you would need to create a Qmi.Device first, 酸酸乳ssr节点, then ssr节点购买网址 for the DMS service, then run the Qmi.Client.get_capabilities() operation, receive and process the response with Qmi.Client.get_capabilities_finish(), and parse the result with the per-TLV reader method, e.g. output.get_info() to process the Info TLV. Once the client is no longer needed, it would need to be explicitly released before exiting. A full example doing just this is provided in the libqmi sources.
In the case of MBIM operations, there is no need for the extra step of allocating a per-service client, but instead, the user should be more aware of the actual types of messages being transferred, in order to use the correct parsing operations. For example, in order to query device capabilities you would need to create a Mbim.Device first, 购买ssr节点服务, create a message to query the device capabilities, send the message, receive and process the response, check whether an error is reported, and if it isn’t, fully parse it. A full example doing just this is provided in the libmbim sources.
Of course, all these low level operations can also be done through the qmi-proxy or mbim-proxy, so that ModemManager or other programs can be running at the same time, all sharing access to the same QMI or MBIM ports.
P.S.: not a true Python or GObject Introspection expert here, so please report any issue found or improvements that could be done
And special thanks to Vladimir Podshivalov who is the one that started the hard work of setting everything up in libqmi. Thank you!
Enjoy!
June 02, 2024 | |
As the GSoC coding time officially started this week (01/06/2024), this post is a line between my activities in the period of community bonding and the official development of my project. I used the last month to solve issues in my development environment, improve the tool that supports my development activity (kworflow), and study concepts and implementations related to my GSoC project.
Besides e-mail, IRC chat, and Telegram, my mentor (Siqueira) and I are meeting every Wednesday on Jitsi, where we also use tmate for terminal sharing. We also use, together with Trevor, a spreadsheet to schedule tasks, report my daily activity, and write any suggestions.
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The lack of support on kworkflow for deployment on vm drove me to start hacking the code. As updating vm needs understanding things more complex, I started developing soft changes (or less integrated with the scripts structure). This work is still in progress, and after discuss with others kworkflow developers (on the issue, on IRC and on voice meetings), the proposals of changes were refined.
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My first project task is to find out why it is not possible to access debugfs files when running kms_cursor_crc (and fix it). Two things could help me solve it: learning about debugfs and dissecting kms_cursor_crc. To guide my studies, my mentor suggested taking a look at a patchset for the IGT write-back test implementation that CI reported a crash on debugfs_test for i915. For this investigation, I installed on another machine (an old netbook) a Debian without a graphical environment, and, accessing via ssh, I applied the patches and ran the test. Well, everything seemed to work (and the subtests passed). Perhaps something has been fixed or changed in IGT since the patchset was sent. Nothing more to do here.
IGT_FORCE_DRIVER=i915 build/tests/debugfs_test
IGT-Version: 1.25-gf1884574 (x86_64) (Linux: 4.19.0-9-amd64 x86_64)
Force option used: Using driver i915
Force option used: Using driver i915
Starting subtest: sysfs
Subtest sysfs: SUCCESS (0,009s)
Starting subtest: read_all_entries
Subtest read_all_entries: SUCCESS (0,094s)
Starting subtest: read_all_entries_display_on
Subtest read_all_entries_display_on: SUCCESS (0,144s)
Starting subtest: read_all_entries_display_off
Subtest read_all_entries_display_off: SUCCESS (0,316s)
I’m writing a kind of anatomy from the kms_cursor_crc test. I chose the alpha-transparent subtest as a target and then followed each step necessary to achieve it, understanding each function called, parameters, and also abstractions. I am often confused by something that once seemed clear. Well, it comes to graphic interface stuff and is acceptable that theses abstraction will disorientate me LOL I guess… The result of this work will be my next post. In the meantime, here are links that helped me on this journey
ssr节点购买网址 | |
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So about two Months ago my wife and I decided to get a Robo vacuum while shopping at Costco (a US wholesaler outfit). So we brought home the iRobot Roomba 980. Over the next week we ended up also getting the newer iRobot Roomba i7+ and the iRobot Braava m6 mopping robot. Our dream was that we would never have to vacuum or mop again, instead leaving that to our new robots to handle. With two little kids being able to cut that work from our todo list seemed like a dream come through.
I feel that whenever you get into a new technology it takes some time with your first product in that category to understand what questions to ask and what considerations to make. For instance I feel a lot of more informed and confident in my knowledge about electric cars having owned a Nissan Leaf for a few years now (enough to wish I had a Tesla instead for instance :). I guess our experience with robot vacuums here is similar.
Anyway, if you are considering buying a Robot vacuum or mop I think the first lesson we learned is that it is definitely not a magic solution. You have to prepare your house quite a bit before each run, including obvious things like tidying up anything on the floor like the kids legos etc., to discovering that certain furniture, like the IKEA Poang chairs are mortal enemies with your robo vacuum. We had to put our chair on top of the sofa as the Roomba would get stuck on it every time we tried to vacuum the floor. Also the door mat in front of our entrance door kept having its corners sucked into the vacuum getting it stuck. Anyway, our lesson learned is that vacuuming (or mopping) is not something we can do on an impulse or easily on a schedule, as it takes quite a bit of preparation. If you don’t have small kid leaving random stuff all over the house all the time you might be able to just set the vacuum on a schedule, but for us that has turned out to be a big no :). So in practice we only vacuum at night now when my wife and I have had time to prep the house after the kids have gone to bed.
It is worth nothing that we only got one vacuum now. We got the i7+ after we got the 980 due to realizing that the 980 didn’t have features like the smart map allowing you to for instance vacuum specific rooms. It also had other niceties like self emptying and it was supposed to be more quiet (which is nice when you run it at night). However in our experience it also had a less strong vacuum, so we felt it left more crap on the floor then the older 980 model. So in the end we returned the i7+ in favour of the 980, just because we felt it did a better job at vacuuming. It is quite loud though, so we can hear it very loud and clear up on the second floor while trying to fall asleep. So if you need a quiet house to sleep, this setup is not for you.
Another lesson we learned is that the vacuums or mops do not work great in darkness, so we now have to leave the light on downstairs at night when we want to vacuum or mop the floor. We should be able to automate that using Google Home, so Google Home could turn on the lights, start the vacuum and then once done, turn off the lights again. We haven’t actually gotten around to test that yet though.
As for the mop, I would say that it is not a replacement for mopping yourself, but it can reduce the frequency of you mopping yourself and thus help maintain a nice clear floor for longer after you done a full manual mop yourself. Also the m6 is super sensitive to edges, which I assume is to avoid it trying to mop your rugs and mats, but it also means that it can not traverse even small thresholds. So for us who have small thresholds between our kitchen area and the rest of the house we have to carry the mop over the thresholds and mop the rest of the first floor as a separate action, which is a bit of an annoyance now that we are running these things at night. That said the kitchen is the one room which needs moping more regularly, so in some sense the current setup where the roomba vacuums the whole first floor and the braava mop mops just the kitchen is a workable solution for us. One nice feature here is that they can be set up to run in order, so the mop will only start once the vacuum is done (that feature is the main reason we haven’t tested out other brand mops which might handle the threshold situation better).
So to conclude, would I recommend robot vacuums and robot mops to other parents with you kids? I would say yes, it has definitely helped us keep the house cleaner and nicer and let us spend less time cleaning the house. But it is not a miracle cure in any way or form, it still takes time and effort to prepare and set up the house and sometimes you still need to do especially the mopping yourself to get things really clean. As for the question of iRobot versus other brands I have no input as I haven’t really tested any other brands. iRobot is a local company so their vacuums are available in a lot of stores around me and I drive by their HQ on a regular basis, so that is the more or less random reason I ended up with their products as opposed to competing ones.
May 25, 2024 | |
The KWinFT project with its two major open source offerings KWinFT and Wrapland was announced one month ago. This made quite some headlines back then but I decided to keep it down afterwards and push the project silently forward on a technical side.
Now I am pleased to announce the release of a beta version for the next stable release 5.19 in two weeks. The highlights of this release are a complete redesign of Wrapland's server library and two more projects joining KWinFT.
One of the goals of KWinFT is to facilitate large upsetting changes to the internal structure and technological base of its open source offerings. As mentioned one month ago in the project announcement these changes include pushing back the usage of Qt in lower-level libraries and instead making use of modern C++ to its full potential.
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This redesign work was organized on a separate branch and ssr节点购买 into master. In the end that included over 200 commits and 40'000 changed lines. Here I have to thank in particular Adrien Faveraux who joined KWinFT shortly after its announcement and contributed several class refactors. Our combined work enabled us to deliver this major redesign already now with the upcoming release.
Aside from the redesign I used this opportunity to add clang-based tools for static code analysis: clang-format and clang-tidy. Adding to our autotests that run with and without sanitizers Wrapland's CI pipelines now provide efficient means for handling contributions by GitLab merge requests and checking back on the result after merge. You can see a full pipeline with linters, static code analysis, project build and autotests passing in the article picture above or check it out here directly in the project.
With this release Disman and KDisplay join the KWinFT project. Disman is a fork of libkscreen and KDisplay one of KScreen. KScreen is the main UI in a KDE Plasma workspace for display configuration and I was its main contributor and maintainer in the last years.
Disman can be installed in parallel with libkscreen. For KDisplay on the other side it is recommended to remove KScreen when KDisplay is installed. This way not both daemons try to meddle with the display configuration at the same time. KDisplay can make use of plugins for KWinFT, KWin and wlroots so you could also use KDisplay as a general replacement.
Forking libkscreen and KScreen to Disman and KDisplay was an unwanted move from my side because I would have liked to keep maintaining them inside KDE. But my efforts to integrate KWinFT with them were not welcomed by some members of the Plasma team. Form your own opinion by reading the discussion in the patch review.
I am not happy about this development but I decided to make the best out of a bad situation and after forking and rebranding directly created CI pipelines for both projects which now also run linters, project builds and autotests on all merge requests and branch pushes. And I defined some more courageous goals for the two projects now that I have more control.
One would think after years of being the only person putting real work into KScreen I would have had this kind of freedom also inside KDE but that is not how KDE operates.
Does it need to be this way? What are arguments for and against it? That is a discussion for another article in the future.
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Take a look at ssr节点更新 for an overview. The first one of these libraries that we have now put work in was Wrapland. I plan for the directly next one to be the backend library that provides interfacing capabilities with the kernel or a host window system the compositor runs on, what in most cases means talking to the Direct Rendering Manager.
The work in Wrapland is not finished though. After the basic representation of Wayland objects has been improved we can push further by layering the server library like this task describes. The end goal here is to get rid of the Qt dependency and make it an optional facade only.
You can try out KWinFT on Manjaro. At the moment you can install KWinFT and its dependencies on Manjaro's unstable images but it is planned to make this possible also in the stable images with the upcoming 5.19 stable release.
I explicitly recommend the Manjaro distribution nowadays to any user from being new to Linux to experts. I have Manjaro running on several devices and I am very pleased with Manjaro's technology, its development pace and its community.
If you are an advanced user you can also use Arch Linux directly and install a ssr节点吧 that builds KWinFT and its dependencies directly from Git. I hope a package of KWinFT's stable release will also be soon available from Arch' official repositories.
If you want to contribute to one of the KWinFT projects take a look at the ssr节点购买 and come join us in our Gitter channel. I am very happy that already several people joined the project who provide QA feedback and patches. There are also opportunities to work on DevOps, documentation and translations.
I am hoping KWinFT will be a welcoming place for everyone interested in high-quality open source graphics technology. A place with low entry barriers and many opportunities to learn and grow as an engineer.
May 20, 2024 | |
Meanwhile, in GSoC:
I took the second week of Community Bonding to make some improvements in my development environment. As I have reported before, I use a QEMU VM to develop kernel contributions. I was initially using an Arch VM for development; however, at the beginning of the year, I reconfigured it to use a Debian VM, since my host is a Debian installation - fewer context changes. In this movement, some ends were loose, and I did some workarounds, well… better round it off.
I also use kworkflow (KW) to ease most of the no-coding tasks included in the day-to-day coding for Linux kernel. The KW automates repetitive steps of a developer’s life, such as compiling and installing my kernel modifications; finding information to format and send patches correctly; mounting or remotely accessing a VM, etc. During the time that preceded the GSoC project submission, I noticed that the feature of installing a kernel inside the VM was incompleted. At that time, I started to use the “remote” option as palliative. Therefore, I spent the last days learning more features and how to hack the kworkflow to improve my development environment (and send it back to the kw project).
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kw: small issue on u/mount alert message
Then I expanded the feature “explore” - looking for a string in directory contents - by adding GNU grep utility in addition to the already used git grep. I gathered many helpful suggestions for this patch, and I applied them together with the reviews received in a new version:
src: add grep utility to explore feature
Finally, after many hours of searching, reading and learning a little about guestfish, 购买ssr节点服务, initramfs-tools and bash, I could create the first proposal of code changes that enable kw to automate the build and install of a kernel in VM:
add support for deployment in a debian-VM
The main barrier to this feature was figuring out how to update the grub on the VM without running the update-grub command via ssh access. First, I thought about adding a custom file with a new entry to boot. Thinking and researching a little more, I realized that guestfish could solve the problem and, following this logic, I found a blog post describing how to run “update-grub” with guestfish. From that, I made some adaptations that created the solution.
However, in addition to updating grub, the feature still lacks some steps to install the kernel on the VM properly. I checked the missing code by visiting an old FLUSP tutorial that describes the step-by-step of compiling and install the Linux Kernel inside a VM. I also used the implementation of the “remote” mode of the “kw deploy” to wrap up.
Now I use kw to automatically compile and install a custom kernel on my development VM. So, time to sing: “Ooh, that’s why I’m easy; I’m easy as Sunday morning!”
Maybe not now. It’s time to learn more about IGT tests!
ssr节点吧 | |
One of the more common issues we encounter debugging things is that users don't always know whether they're running on a Wayland or X11 session. Which I guess is a good advertisement for how far some of the compositors have come. The question "are you running on Xorg or Wayland" thus comes up a lot and suggestions previously included things like "run xeyes", "grep xinput list", "check xrandr" and so on and so forth. None of those are particularly scriptable, so there's a new tool around now: xisxwayland.
Run without arguments it simply exits with exit code 0 if the X server is Xwayland, or 1 otherwise. Which means use can use it like this:
Or, in the case where you have a human user (gasp!), you can ask them to run:
$ cat my-xorg-only-script.sh
#!/bin/bash
if xisxwayland; then
echo "This is an Xwayland server!";
exit 1
fi
...
And even non-technical users should be able to interpret that.
$ xisxwayland --verbose
Xwayland: YES
Note that the script checks for Xwayland (hence the name) via the $DISPLAY environment variable, just like any X application. It does not check whether there's a Wayland compositor running but for most use-cases this doesn't matter anyway. For those where it matters you get to write your own script. Congratulations, I guess.
May 13, 2024 | |
I submitted a project proposal to participate in this year’s Google Summer of Code (GSoC). As I am curious about the DRM subsystem and have already started to work in contributing to it, I was looking for an organization that supports this subsystem. So, I applied to the X.Org foundation and proposed a project to Improve VKMS using IGT GPU Tools. Luckily, in May 4th, I received a e-mail from GSoC announcing that I was accepted! Happy happy happy!
Observing a conversation in #dri-devel channel, I realized that my project was the only one accepted on X.Org. WoW! I have no idea why the organization has only one intern this year, and even more, that this is me! Imediately after I received the result, Trevor Woerner congratulated me and kindly announced my project on his Twitter profile! It was fun to know that he enjoyed the things that I randomly posted in my blog, and was so nice to see that he read what I wrote!
From time to time, someone appears on communication channels of FLUSP (FLOSS@USP) asking how to participate in GSoC or Outreachy. They are usually trying to answer questions about the rules of participation and/or obtain reports from former participants. In my opinion, we have in Brazil many high-qualified IT people who, for some reason, do not feel safe to invest in a career abroad. They are very demanding with themselves. And I believe that groups like FLUSP can be a means of launching good developers internationally.
By viewing this contribution window, I consider it worthwhile to report some actions that I took in my application process.
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Second, take your first contribution steps.
Many times I prepared the environment, started to work on some things, and then ended up blocked by all the doubts that arose when I dived into all these lines of code. Breathe… Better start with the basics. If you have someone who can mentor you, one way is to work “with her/him.” Find issues or code that s/he participates so you can start a conversation and some guidance. I prefer a “peer-to-peer” introduction than a “broadcast” message for the community. And then, things fly.
When the organizations are announced…
Ask the community (or the developers you have already developed a connexion) if any of the organizations would contemplate the system you are interested in proposing a project. You can propose something that you think relevant, you can look for project suggestions within organizations, or you can (always) ask. Honestly, I’m not very good at asking. In the case of X.Org Foundation, you can find tips here, and suggestions and potential mentors here and ssr节点购买网址.
Write your proposal and share!
As soon as you can.
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I wasn’t fast enough to share my project, but I saw how my proposal evolved after I received the community feedback. The feature of “create and share” is available in the GSoC application platform using Google Docs. I think my internship work plan became more potent due to share my document and apply all suggestions.
Approved and now? I am the newer X.Org developer
After the welcome, Siqueira and Trevor also gave me some guidance, reading, and initial activities.
To better understand the X.Org organization and the system I will be working on in the coming months, I have read the following links (still in progress):
Well, time to revisit the proposal, organize daily activities, and check the development environment. Before the GSoC results, I was working on some kworkflow issues and so, that’s what I’ve been working on at the moment. I like to study “problem-oriented”, so to dissect the kw, I took some issues to try to solve. I believe I can report my progress in an upcoming post.
To the next!
May 08, 2024 | |
Gather round children, it's analogy time! First, some definitions:
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And now for the analogy:
The following complaints are technically correct but otherwise rather pointless to make:
Likewise, saying "I don't like Wayland" is like saying "I don't like HTTP".The vast majority of users will have negative feelings towards the browser, not the transport protocol.
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May 07, 2024 | |
We recently had a Fedora AMA where one of the questions asked is why GNOME is the default desktop for Fedora Workstation. In the AMA we answered why GNOME had been chosen for Fedora Workstation, but we didn’t challenge the underlying assumption built into the way the question was asked, and the answer to that assumption is that it isn’t the default. What I mean with this is that Fedora Workstation isn’t a box of parts, where you have default options that can be replaced, its a carefully procured and assembled operating system aimed at developers, sysadmins and makers in general. If you replace one or more parts of it, then it stops being Fedora Workstation and starts being ‘build your own operating system OS’. There is nothing wrong with wanting to or finding it interesting to build your own operating systems, I think a lot of us initially got into Linux due to enjoying doing that. And the Fedora project provides a lot of great infrastructure for people who want to themselves or through teaming up with others build their own operating systems, which is why Fedora has so many spins and variants available.
The Fedora Workstation project is something we made using those tools and it has been tested and developed as an integrated whole, not as a collection of interchangeable components. The Fedora Workstation project might of course over time replace certain parts with other parts over time, like how we are migrating from X.org to Wayland. But at some point we are going to drop standalone X.org support and only support X applications through XWayland. But that is not the same as if each of our users individually did the same. And while it might be technically possible for a skilled users to still get things moved back onto X for some time after we make the formal deprecation, the fact is that you would no longer be using ‘Fedora Workstation’. You be using a homebrew OS that contains parts taken from Fedora Workstation.
So why am I making this distinction? To be crystal clear, it is not to hate on you for wanting to assemble your own OS, in fact we love having anyone with that passion as part of the Fedora community. I would of course love for you to share our vision and join the Fedora Workstation effort, but the same is true for all the other spins and variant communities we have within the Fedora community too. No the reason is that we have a very specific goal of creating a stable and well working experience for our users with Fedora Workstation and one of the ways we achieve this is by having a tightly integrated operating system that we test and develop as a whole. Because that is the operating system we as the Fedora Workstation project want to make. We believe that doing anything else creates an impossible QA matrix, because if you tell people that ‘hey, any part of this OS is replaceable and should still work’ you have essentially created a testing matrix for yourself of infinite size. And while as software engineers I am sure many of us find experiments like ‘wonder if I can get Fedora Workstation running on a BSD kernel’ or ‘I wonder if I can make it work if I replace glibc with Bionic‘ fun and interesting, I am equally sure we all also realize what once we do that we are in self support territory and that Fedora Workstation or any other OS you use as your starting point can’t not be blamed if your system stops working very well. And replacing such a core thing as the desktop is no different to those other examples.
Having been in the game of trying to provide a high quality desktop experience both commercially in the form of RHEL Workstation and through our community efforts around Fedora Workstation I have seen and experienced first hand the problems that the mindset of interchangeable desktop creates. For instance before we switched to the Fedora Workstation branding and it was all just ‘Fedora’ I experienced reviewers complaining about missing features, features had actually spent serious effort implementing, because the reviewer decided to review a different spin of Fedora than the GNOME one. Other cases I remember are of customers trying to fix a problem by switching desktops, only to discover that while the initial issue they wanted fix got resolved by the switch they now got a new batch of issues that was equally problematic for them. And we where left trying to figure out if we should try to fix the original problem, the new ones or maybe the problems reported by users of a third desktop option. We also have had cases of users who just like the reviewer mentioned earlier, assumed something was broken or missing because they where using a different desktop than the one where the feature was added. And at the same time trying to add every feature everywhere would dilute our limited development resources so much that it made us move slow and not have the resources to focus on getting ready for major changes in the hardware landscape for instance.
So for RHEL we now only offer GNOME as the desktop and the same is true in Fedora Workstation, and that is not because we don’t understand that people enjoy experimenting with other desktops, but because it allows us to work with our customers and users and hardware partners on fixing the issues they have with our operating system, because it is a clearly defined entity, and adding the features they need going forward and properly support the hardware they are using, as opposed to spreading ourselves to thin that we just run around putting on band-aids for the problems reported.
And in the longer run I actually believe this approach benefits those of you who want to build your own OS to, or use an OS built by another team around a different set of technologies, because while the improvements might come in a bit later for you, the work we now have the ability to undertake due to having a clear focus, like our work on adding HiDPI support, getting Wayland ready for desktop use or enabling Thunderbolt support in Linux, makes it a lot easier for these other projects to eventually add support for these things too.
Update: Adam Jacksons oft quoted response to the old ‘linux is about choice meme’ is also a required reading for anyone wanting a high quality operating system
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