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<MrCooper>
emersion lina: FWIW, not handling implicit sync across certain user-space API boundaries isn't really an option for upstream drivers (it's not hard to achieve even while using explicit sync internally in the drivers); even for nvidia, not handling implicit sync has been causing trouble for their users for many years, and will continue so for years to come
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<DodoGTA>
Why are all Gallium drivers collapsed into one massive library (libgallium)? This makes it near impossible to prevent individual drivers from loading
<MrCooper>
why do you want to prevent them from loading? Their code pages won't be faulted in while they're unused
<Lynne>
gfxstrand: any plans for implementing VK_EXT_shader_atomic_float for nvk?
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<lina>
MrCooper: Right, and it all works already for the native/host case (and it also works, but inefficiently, between apps within a VM), that's been implemented in Mesa for a long time. It's just the VM-host case that is broken right now for pure explicit sync kernel drivers (it looks like drm/asahi is the first such driver to be used with virtgpu
<lina>
native context on top, so nobody ran into this before...).
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<DodoGTA>
MrCooper: I mean I don't want a problematic Gallium driver to be running on one of my GPUs
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<alyssa>
can confirm, my galium drivers are .. problematic :p
<karolherbst>
problematic gallium drivers? What about problematic gallium frontends?
<alyssa>
so true bestie
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<karolherbst>
(wait until they hear that frontends also ship a copy of all drivers)
<karolherbst>
("all")
<Ermine>
what is a gallium frontend them?
<karolherbst>
API implementation
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<sghuge>
Could someone confirm if they can turn on Ray tracing option for Spiderman remastered?
<karolherbst>
Company: probably want to add the review tags just to be sure, but yeah, ping the maintainer or on the MR. The default is mostly that submitters can assign to marge and get it merged
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<Company>
so the real fix is to get me the permission to assign to marge :)
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<karolherbst>
that would certainly be one way to do it :) I think there are some rough rules around having 25 commits already or something like that, it's maybe even documented somewhere, but I honestly don't know
<karolherbst>
(and then finding people acking such a request)
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<Company>
yeah, I'd also want to feel like I know what I'm doing first
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<zmike>
are there any fourcc utils in mesa to get the modifier name?
<zmike>
I wanted some of that hand-rolled, bespoke 2004-era enum matching code though
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<MrCooper>
would need a time machine to make modifiers a thing in 2004 first
<zmike>
you know what I meant
<MrCooper>
yeah, I don't know of Mesa ever having anything like that though
<zmike>
I guess I'll have to settle
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<mareko>
zmike: you would need a modifier parser, libdrm might have it
<mareko>
I don't think modifiers use fourcc, that's for formats
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<zmike>
yeah, I realized after I said it
<zmike>
it's a tough start to the week.
<mareko>
drmGetFormatModifierName
<mareko>
is the parser
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<Mis012[m]>
@_oftc_JoshuaAshton:matrix.org: Hi, seeing as Valve is doing some stuff with aarch64/android/VR, can we expect stuff like OVR_multiview to be implemented in freedreno? (we have gotten it to work anyway in [atl](https://gitlab.com/android_translation_layer/android_translation_layer), but the performance would presumably be quite a bit better with multiview)
<Mis012[m]>
hm, does the mention always look this sad on the irc side...
<Mis012[m]>
JoshuaAshton: iirc there's a nice vulkan extension for multiview, but a lot of Oculus games don't even bother to use OpenXR, so it would be wishful thinking to hope they use OpenXR AND vk
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<haagch>
well the zink support for GL_OVR_multiview *just* landed
<haagch>
godot 4's opengl renderer for openxr requires the extension, that might be the most straightforward argument for driver support
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