ChanServ changed the topic of #dri-devel to: <ajax> nothing involved with X should ever be unable to find a bar
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<ndufresne> I think udmabuf will behave like the uvc driver, it will assume coherency, and if your device don't support it you'll fall in the DMABuf gap were no one knows that there is cache management needed
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<Company> ndufresne: what about dma-heap? Do you know what that's about?
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<gfxstrand> dcbaker: I've figured out how to use mock to get myself a 32-bit build so I'm not quite as pressed for time on cross-builds as I was. However, I would really like to merge NAK sometime shortly after XDC (there's a Khronos F2F the next week so probably not then) and having 32-bit builds be possible seems like a prerequisite.
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<wv> currently trying to replace DRM in an application (cog) by a drm-lease from a drm-master. It looks quiet well, gets detected and all. But does not pass the authenticate step?
<wv> this is with drm: [3083033.269] wl_drm@5.authenticate(1)
<wv> [3083033.520] -> wl_drm@5.authenticated()
<wv> this is with a lease: [2887550.595] wl_drm@5.authenticate(1)
<wv> [2887550.866] -> wl_display@1.error(wl_drm@5, 0, "authenticate failed")
<zamundaaa[m]> Why are you trying to use wl_drm in the first place?
<wv> zamundaaa, that was also my first question. It's not my application, it's cog/wpewebkit. I guess they use the waylandprotocol, even on the plain drm platform.
<wv> Weston is not started, it just starts from console, even the working one
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<tnt> Is there anywhere I can see the result of piglit runs on a specific hardware ?
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<karolherbst> austriancoder: mhh, seems like I messed up my testing and rotate is indeed broken on intel. But I think that's a bit size thing...
<karolherbst> the lowering seems to work for 8 and 32 bit...
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<karolherbst> oh well.. has to wait until after xdc
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<dcbaker> gfxstrand: I’ve got it pretty close to working for rust, but there’s a few annoying bugs for me to work out. I’ll see if I can get Xavier to help review some of the patches I need as groundwork and hope to have them merged in time. I’ll also get his work reviewed next week so we can get everything landed in time
<dcbaker> 1.3.0 should begin branching soon anyway
<austriancoder> karolherbst: oopsi ..
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<karolherbst> yeah, no idea how I messed up
<karolherbst> but iris supports it natively and uhhh.. it's kinda broken somehow
<karolherbst> maybe some UB going on?
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<android2> Can you help our opensource project. We want the unreal map file types.
<android2> .t3d and .unr file formats (C project, GPL licensed)
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<android2> Can you help our opensource project. We want the unreal map file types.
<android2> .t3d and .unr file formats (C project, GPL licensed)
<android2>
<android2> it is a C project so please help
<emersion> android2: stop spamming this channel pelase
<android2> emersion: help game
<android2> emersion: please
<android2> emersion: and tell your fellow C buddies
<android2> android2: we added other 3d formats and want to expand it: thus need contribtors
<emersion> the first message is borderline off-topic, but if you spam this channel, you will get banned. please stop
<fluix> they've spammed in at least 3 channels now...
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<DemiMarie> ndufresne: any plans to fix the dma-buf coherency problems?
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<Company> is there a faster way than running a full shader (both in terms of code and work on the GPU) to read all the pixels of an image that I can only sample from?
<Company> basically I want an equivalent to glReadPixels(), but for a texture that isn't framebuffer-complete
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