ChanServ changed the topic of #panfrost to: Panfrost - FLOSS Mali Midgard + Bifrost + Valhall - Logs https://oftc.irclog.whitequark.org/panfrost
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<q4a> Hi. As far as I can see in mesa src (src/panfrost/vulkan/panvk_physical_device.c#L375) and in vulkaninfo - panvk on v10 has support depthClamp, depthBiasClamp, robustBufferAccess and other, but not fillModeNonSolid. Are there any problems/difficulties with it?
<alyssa> q4a: no hw support on Mali
<alyssa> and not really clear how one would emulate correctly
<q4a> Sad( v3dv, asahi, freedreno/tu and lavapipe support it. And it's required for both last DXVK and old DXVK Native.
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<q4a> I checked and my test game does not require fillModeNonSolid. Is it possible to force Mesa (via some environment variable) report that fillModeNonSolid is aviable? (I don't want to keep ugly patches for DXVK Native)
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<kusma> No, we don't have such a feature in Mesa
<q4a> Ok. I had little hope that this would be possible, since even the deviceName changing is not merged yet: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29629
<q4a> My goal is to run some open-sourced old game engines on Mali (rk3588). In december 2022 I got working Storm Engine with Gallium Nine (without Wine) on rk3588 and hope to replace it with DXVK (it works fine on x86_64 HW with DXVK):
<q4a> But now DXVK require Vulkan 1.3 and if I'll use old DXVK Native - I have to add HACKs like this: https://github.com/q4a/dxvk-native/commit/dedfa1877afb9b9d30aaaa5935d56238ae12bb8b
<q4a> (tested on small app/cube for now, Storm Engine not tested)
<q4a> In any case, this is just thinking out loud for now, but I'm always ready to hear about future plans or test new panvk features =)
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