<kusma>
The reason I prefer that, is to avoid breaking tests in between, while not piling even more onto that already big enough MR ;)
<kusma>
I also want to fix up Zink to respect lines_rectangular flag for correct Nine rendering in the Lavapipe MR, but I can't do that until we've landed the other one.
<zmike>
kusma: cool, I'll have some followup for this I guess to beat it into shape for other stuff I'm doing
<zmike>
glad we're making progress on all this line stuff!
<kusma>
Yeah, me too :)
<kusma>
@zmike: OK, that went faster than I feared. So are you OK if I merge that one now, then do my little tweaks to the other MR and merge that once the new zink-patch has gotten your stamp of approval? :)
<zmike>
kusma: yes
<kusma>
Awesome. So I'm not causing issues for your bit-crunching in the shader-key? :)
<zmike>
it helps that I've already implemented this extension myself so I have context already
<zmike>
oh you totally are
<kusma>
Hehe :)
<zmike>
but I'm just gonna rewrite your patch after to avoid that
<kusma>
That's fair.
<zmike>
seems like the easiest solution
<kusma>
Did you see the dates on my commits there? :)
<kusma>
These are ~1 year old patches ;)
<zmike>
I did
<zmike>
slacker
<zmike>
we could've had great lines a year ago!
<kusma>
Yeah, except I had issues with this on ANV, which was the only driver that I could test it on at the time.
<zmike>
they still have some issues with lines today
<kusma>
Yeah, I bet.
<zmike>
but I'd never mention Sachiel the person working on such things to see how that was going
<kusma>
But we don't fail CI because of that, so I'm happy with passing on Lavapipe ;)
<omegatron>
just out of curiosity: is the Zink driver development your main work (meaning: you get paid for it) or are you doing it in your spare free time?
<zmike>
yes
<kusma>
Yeah here too. I mean, I work on multiple things, but Zink is one of them.
<kusma>
I mean, I think most of those failures are just because of GL 4.5, some of them seems to be kinda related. But I can't find any issues in Lavapipe here, so I'm guessing Zink or the GL frontend stumbles.
<zmike>
I vaguely recall looking into a bunch of them
<zmike>
hard to remember now though
<kusma>
I say: let's deal with it in the glorious future!
<zmike>
amen!
<kusma>
I heard we'll have flying cars then!
<kusma>
And jetpacks.
<zmike>
and self-lacing shoes
<zmike>
I'm still holding off on doing any merging until after the branchpoint btw, so blend will have to wait till next cycle
<kusma>
Oh, maybe I should have done that for these changes too?
<kusma>
Or do I feel brave?
<zmike>
eh it's just lines
<zmike>
I figured it was ok
<kusma>
Yeah, fair. Who cares about lines, right?
<zmike>
haha
<zmike>
I meant it wasn't likely to impact anything else
<kusma>
Oh, I actually kinda meant it.
<zmike>
I didn't want to denigrate your hard work
<kusma>
GL lines are garbage, and anyone who actually cares about proper line-rendering will use something better.
<zmike>
certainly it hasn't been on my list of priorities
<zmike>
you'll be pleased to know I managed to wrangle fbfetch without making any wild ntv changes
<kusma>
Holy macarony!
<zmike>
yeah it actually ended up being super reasonable
<zmike>
I blame jekstrand for this
<zmike>
if only he'd told me "why don't you just do it?" sooner
<kusma>
That's 500 internet glory credits to you and 500 internet glory credits to jekstrand
<zmike>
gotta get this up on the blog to make it official
<jekstrand>
\o/
* jekstrand
questions zmike's latest MR
<zmike>
it's not a productive week for me if I don't find at least one years-old jekstrand bug
<jekstrand>
zmike: Ooh, more validation. I'm rolling bits of that into !11775
<zmike>
uh oh
<jekstrand>
?
<zmike>
mo validation mo problems
<jekstrand>
Well, I did find a BLORP bug with my validation. :)
<kusma>
Yes and that was a PROBLEM. See, what zmike said is true.