Tuesday, May 3rd, 2022, 00:09 UTC | ||
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[00:13:56] | KungFuJesus: | Though, it looks like according to some of these filed issues, the interop between the hardware accelerated decode and the vulkan renderer isn't quite there yet? |
[00:14:20] | KungFuJesus: | or, is this not up to date? https://github.com/MythTV/mythtv/issues/257 |
[00:16:27] | KungFuJesus: | I can't seem to find much documentation for how completed the vulkan rendering is |
[00:16:41] | KungFuJesus: | is it just the theme UI with CPU based decoding? |
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[12:51:42] | stuarta[m]: | KungFuJesus vulkan is an area that still needs work, I believe it's kinda working but experimental. Any help on it would be great! |
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[16:19:41] | KungFuJesus: | hmm, for some reason I couldn't get it to use vulkan as the painter |
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[16:49:38] | paul-h: | KungFuJesus: It could be you don't have vulkan support compiled in? https://github.com/MythTV/mythtv/commit/ccf15e76b0e462f |
[17:01:30] | KungFuJesus: | I compiled with ./configure --enable-vulkan, I would have assumed that would have been enough to turn on that macro |
[17:04:30] | paul-h: | If configure said it was enabled then yes it should. It does say "Vulkan requires Qt >5.10 and the Vulkan headers" |
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[17:18:28] | KungFuJesus: | Ahhh, I might have missed that bit. I did rebuild Qt5's qtgui with Vulkan support but I may not have the headers installed |
[17:19:03] | KungFuJesus: | hmm, no I seem to. I have vulkan-headers, but no vulkan-tools and vulkan-layers |
[17:19:06] | KungFuJesus: | do I need the latter 2? |
[17:20:03] | paul-h: | I would guess not but don't know for sure |
[17:23:31] | paul-h: | Do you see the option to choose the vulkan painter in the settings? |
[17:29:21] | paul-h: | If vulkan is compiled in OK then you should see the "Paint engine" option in the Theme/Screen Settings with an option to switch to the Vulkan Painter |
[17:30:27] | paul-h: | It could be Mark K never finished the support for it and it simply doesn't work |
[17:34:38] | stuarta[m]: | I am sure there is something in the wiki about vulkan support and what you need to do to get it to work |
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[19:28:14] | KungFuJesus: | stuarta[m]: I'm not so sure, lol. I looked for a good long while |
[19:28:53] | KungFuJesus: | the painter support setting was removed some time again and I haven't seen it reappear. So far as I know, the only way to actually override this besides maybe a settings field in the database is to override it via the -O ThemePainter option |
[19:29:03] | KungFuJesus: | which also doesn't seem to be working for me, so, maybe I'm doing something wrong there as well |
[19:30:08] | KungFuJesus: | all of this is to say it does seem like, given those issues being tracked on github right now, that the Vulkan rendering support is still pretty incomplete. The best I could hope for is the myth UI being painted with Vulkan? I maybe could to Vulkan for everything but likely only if I used software decoding for the video decode |
[19:30:47] | KungFuJesus: | the lack of interop support so with VAAPI & NVDEC seems to indicate that's likely the case |
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[19:32:31] | KungFuJesus: | That having been said I'd gladly test at least the menu/themes with it, at least. Some of those fading transition effects in particular seem a bit choppy and maybe accomplishing that with SPIR-V shaders might give _some_ gains in efficiency |
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