azonenberg changed the topic of #scopehal to: ngscopeclient, libscopehal, and libscopeprotocols development and testing | https://github.com/ngscopeclient/scopehal-apps | Logs: https://libera.irclog.whitequark.org/scopehal
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<d1b2> <246tnt> Is there an option to disable viewports now ? My old workaround results in segfault now :/
<d1b2> <azonenberg> um, i have no idea i've never tried
<d1b2> <azonenberg> (side note: you were using ngscopeclient on intel mesa right?)
<d1b2> <246tnt> I was yes.
<d1b2> <azonenberg> have you tried the latest (last few days) code yet?
<d1b2> <azonenberg> i fixed some barrier syncs in the rendering shader that were absolutely destroying performance on intel architectures
<d1b2> <246tnt> Well that's why I rebuilt tonight 😅
<d1b2> <azonenberg> ah ok lol
<d1b2> <azonenberg> what was your workaround and what was the end goal?
<d1b2> <azonenberg> force single window operation with no floating windows?
<d1b2> <246tnt> Yeah, viewports don't work with tiling WM.
<d1b2> <azonenberg> What happens if you comment out VulkanWindow.cpp:84
<d1b2> <246tnt> That was my work around so far 😅 segfault.
<d1b2> <azonenberg> hmm
<d1b2> <azonenberg> what if you also turn off docking (83)
<d1b2> <246tnt> Ah you added Appearance.Windowing.viewport_mode
<d1b2> <azonenberg> ah i did have a preference? does that help?
<d1b2> <azonenberg> if setting that preference crashes then thats definitely a bug and should be addressed
<d1b2> <azonenberg> (i also am probably due to update imgui to a later version so if there's problems that will be the first thing i try)
<d1b2> <246tnt> yes, that works. No the issue was that I was disabling it at like 84 and also disabling the Createwindow/... hooks. But then the preferencde code would re-enable it ... and the hooks were not in place.
<d1b2> <azonenberg> ah ok
<d1b2> <azonenberg> So the fix is, dont do ugly patches and use the preference like normal people? 🙂
<d1b2> <246tnt> Yeah, but in my defense the preference didn't exist last time I built it, it was created for that ticket 😅
<d1b2> <azonenberg> Lol fair enough
<d1b2> <azonenberg> So is it working? new shader improve performance?
<d1b2> <246tnt> It's working. Seems stable, but TBH I don't really have any performance metrics of before so can't really compare.
<d1b2> <246tnt> But from memory, just running the demo scope was using a significant part of GPU in intel gpu top and now it's barely using it. (It's at ~40% but the GPU clock are only at 300Mhz, far from the 1.2 GHz max).
<d1b2> <azonenberg> 😄
<d1b2> <246tnt> Is there a way to enable persistence btw ?
<d1b2> <246tnt> I found a slider but doesn't seem to do anything.
<d1b2> <azonenberg> the opacity slider on the toolbar?
<d1b2> <azonenberg> thats overall trace alpha
<d1b2> <azonenberg> Persistence is done per channel rather than globally. right click on the channel name button and select persistence
<d1b2> <246tnt> No, "view / persistence setup"
<d1b2> <azonenberg> (we at some point need to add more knobs for decay factor etc)
<d1b2> <azonenberg> yes the persistence config is orthogonal to whether persistence is active for any given trace or not
<d1b2> <246tnt> Ok, I see ... I didn't know you could click on channel name 😅
<d1b2> <azonenberg> Lol thats one of the main ways to interact with a channel
<d1b2> <246tnt> I was always using the filter editor to add stuff.
<d1b2> <azonenberg> click and drag to move between plots or split plots etc
<d1b2> <azonenberg> right click for context menu
<d1b2> <azonenberg> double click to open dockable channel properties popup
<d1b2> <azonenberg> (this should be documented in the manual, but i've been busy with a lot of stuff and i cant remember how much i've had time to write up)
<d1b2> <azonenberg> there should also be tooltips if you mouse over the button
<d1b2> <azonenberg> i tried to make the ui as discoverable as possible by tooltips
<d1b2> <246tnt> Yeah, I must have known at some point, because I used it, but it's been months ...
<d1b2> <246tnt> But yeah, it works. I mostly wanted to make sure it wasn't triggering some bug on my setup 😅 I also wanted to test the UHD integration, but that's for tomorrow, it's getting late here.
<d1b2> <azonenberg> Great. The UHD integration is very simplistic right now and i think it hardcodes some parameters we might have to make configurable
<d1b2> <azonenberg> (it's rx only atm too)
<d1b2> <azonenberg> there's definitely more to be done, just a matter of limited resources
<d1b2> <246tnt> scopehal-uhd-bridge/src/uhdbridge/uhdbridge.h:45:10: fatal error: uhd/usrp/multi_usrp.hpp: No such file or directory
<d1b2> <246tnt> Doesn't look like the CMakelist lookup UHD and what path to include for it.
<d1b2> <246tnt> Anyway, that's for tomorrow. For now 💤
<d1b2> <azonenberg> yeah most of the bridges do not have a build system as mature as scopehal proper
<d1b2> <azonenberg> i.e. they're hackjobs only a few people have tested