<emersion>
do you think it would make sense to add to libdrm?
<tzimmermann>
there was some back and forth about the actual policy. we ended up with exporting the kernel's logic to the userspace. all pieces of the stack should now have the same information
<tzimmermann>
emersion, that's a question for dave or mario
<tzimmermann>
airlied ^
<emersion>
or, udev?
<emersion>
i'd like to add support for this in wlroots, but not sure what the best way would be
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<glehmann>
zmike: how is that extension used? If there are no fragment outputs, we we could reduce the fragment shader invocations in each wave to 1 per primitive on amd. Ofc that still not as good as just one globally, so not sure if it's good enough
<zmike>
glehmann: I don't really know? it's for minecraft
<zmike>
the result is always implementation-defined, so in theory you can do anything
<glehmann>
I'm actually surprised that nvidia needs an extension for this, this seems like something the driver can figure out on its own
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<zmike>
1 wave per primitive sounds like it could be legit? but also it needs dynamic state support which would be annoying
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<karolherbst>
Vulkan question: if I call into vkGetPipelineExecutablePropertiesKHR with a compute shader, could I practicalaly get multiple VkPipelineExecutablePropertiesKHR objects with different subgroup sizes?
<alyssa>
karolherbst: intel? :D
<karolherbst>
no, intel gives me one
<karolherbst>
which is neat
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<karolherbst>
workgroups are part of the shader in vulkan, and so for a given workgroup it gives me a single entry with a single subgroup size, so that's useful for my use case
<glehmann>
I think it wouldn't be invalid for the driver to return more than one properties, but in practice I doubt it will happen
<alyssa>
yeah..
<alyssa>
most of the use case for multiple binaries is only for graphics
<alyssa>
I think
<karolherbst>
okay, that's good enough for me, because then I won't have to pin the subgroup size and just report whatever the driver is using
<karolherbst>
and if a driver reports multiple ones, then I still have a fallback for that
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<sghuge>
any idea how to launch steam in offline mode from terminal?
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<HdkR>
sghuge: Change the option once in the GUI to always start in offline mode
<sghuge>
HdkR: ACK!
<HdkR>
Settings-> Friends & Chat -> "Sign in to friends when Steam starts"
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