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<Lynne>
seems to be working so far
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<Lynne>
to give some context, this is just for fun, it won't get ran on anything mobile (not like android speaks vulkan imho), and yes, I am going out of my way to avoid any and all boring rasterization pipelines
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<alyssa>
bikeshed: what directory name (and where in tree) would a hypothetical common geom/tess/xfb/pipeline-stats/indirect-draws/primitive-restart/maybe-mesh? emulation library go
<zmike>
src/alyssa
<alyssa>
zmike: what a callout
<HdkR>
src/emulators_are_us/
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<mareko>
alyssa: I'm thinking of transforming simple GS into VS with an option to pass data between invocations of the same input primitive, but executing 1 invocation per output primitive
<mareko>
per output vertex I mean
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<alyssa>
mareko: that seems pretty different from what my code does - I don't know how I would pass data between invocations
<alyssa>
I guess AMD hw gives more guarantees about subgroup ops and things than the vulkan spec does
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<mareko>
it's a mesh shader workgroup (with shared memory), but the number of invocations is equal to the maximum number invocations that the GS can generate
<mareko>
also all VS and GS sysvals are available
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<Company>
jenatali: do you have some location where I can download a pre-built DLL for GLon12?
<Company>
the AMD Windows drivers are spamming my D3D12 debug output and also leaking my textures, so I'm looking for something better
<jenatali>
That didn't touch any code that builds for Windows so the Windows pipeline didn't run
<Company>
ah, so I have to find commits that touched the right subdirs
<Company>
that makes sense
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<Company>
yeah, I get transparency working, textures not leaking and not a single complaint by the d3d debug layers. So it's indeed the AMD GL driver being shite
<jenatali>
That tracks with what I've heard, unfortunately
<jenatali>
I wish we were able to convince them to drop their native GL driver and just use Mesa
<Company>
I'm wondering if GTK should tell people to ship with the GLon12 DLL
<Company>
and just use that
<zmike>
smh not using zink
<Company>
that would use Vulkan
<Company>
and while AMD's Vulkan is better than AMD's GL, I don't think that goes for all drivers
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<Company>
on Windows with vendor drivers it's D3D or bust
<Company>
Can DZN do multiplanar formats yet?
<jenatali>
I honestly don't remember offhand
<jenatali>
Been a while since I've touched it unfortunately
<Company>
6 months ago it didn't
<jenatali>
Then no
<jenatali>
GL does IIRC
<Company>
if I use EGL I suppose
<Company>
but WGL doesn't do that at all - I have to map the D3D subresources into individual GL textures I think
<Company>
actually I don't even know - the EGL stuff is all dmabuf specific
<Company>
I'd have to look if there's an extension for win32/d3d
<jenatali>
I'm pretty sure I got NV12 stuff working through EGL at one point