ChanServ changed the topic of #zink to: official development channel for the mesa3d zink driver || https://docs.mesa3d.org/drivers/zink.html
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<chloekek> Hi, I’m wondering if Zink is suitable for packaging with an application (both libGL.so and libzink_dri.so), and having it use the OS-provided Vulkan loader. The reason I’d like this is twofold: having a only one OpenGL implementation to worry about, and being able to use GL_ARB_sparse_{buffer,texture} on Intel and with RenderDoc. Is this supported at all, and will {glX,wgl}CreateContext create a Vulkan device
<chloekek> and surface?
<chloekek> It would be great if GLX could be bypassed entirely and directly supplying a VkSurfaceKHR
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<kusma> You could always set $LIBGL_DRIVERS_PATH to point to where you have libzink_dri.so, I think...
<kusma> On Windows, this is a bit worse. The WGL implementation in mesa is kinda lacking, so some applications needs proper WGL (for stuff like font outlines etc). But using the proper WGL implementation requires the driver to be registered, which is a windows registry thing, and... uh, that'll interfere with other applications...
<kusma> If you can live without full WGL, just stuff build OpenGL32.dll and put it in the right library search path ;)
<zmike> sparse binding isn't supported in any way on ANV
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<kusma> zmike: Done!
<zmike> thx!
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<chloekek> zmike: I thought sparse binding was a required feature of Vulkan, but now I see VkPhysicalDeviceFeatures::sparseBinding exists and it can be false lmao. Thanks.
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