| 5 Jun 2024 |
ElvishJerricco | And what flags does gamescope need? Seems like --hdr-enabled and I need to specify display width, height, and full screen args | 09:13:32 |
K900 | I think just --hdr-enabled and any other ones you might want like resolution | 09:16:12 |
ElvishJerricco | Just fairly annoying that it doesn't do the resolution and full screen automatically | 09:17:17 |
K900 | It defaults to 720p I think? | 09:17:27 |
ElvishJerricco | Seems to yea | 09:17:36 |
ElvishJerricco | You'd think that if you gave it --fullscreen it would automatically use the full resolution of the screen | 09:18:43 |
ElvishJerricco | Uh oh. Steam seems to not realize the game has stopped | 09:22:19 |
| Reikott left the room. | 23:55:51 |
| 8 Jun 2024 |
| Dimitri Amiras joined the room. | 21:54:59 |
| 9 Jun 2024 |
K900 | Whoa | 11:10:22 |
K900 | I did not realize nir_opt_varyings landed in 24.1 | 11:10:26 |
K900 | Only for radeonsi though | 11:11:41 |
K900 | But RADV is getting it too: https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28676 | 11:11:52 |
Atemu | What does it do? | 12:10:03 |
K900 | It's basically LTO for shaders | 12:13:21 |
Atemu | Neat, any benchmarks on it already | 12:59:55 |
K900 | It's not going to be a lot in most cases | 13:02:04 |
K900 | But it's free performance | 13:02:09 |
Marcus |  Download ima_f3a611b.jpeg | 18:56:26 |
K900 | You probably want https://github.com/Jovian-Experiments/ | 18:58:15 |
Marcus | Excited to see how this will break once I’m done rebuilding. | 18:58:21 |
Marcus | Yea, that’s what I’m doing. Just did the minimal install first as I had some usb trouble on my first go. | 18:58:59 |
Marcus | Also I thought this was the Jovian channel ;-) at least it was almost relevant. | 19:00:05 |
aidalgol | In reply to @k900:0upti.me It's basically LTO for shaders So what is shader linking in this analogy? | 19:36:16 |
K900 | Literally, shader linking | 19:38:16 |
aidalgol | Oh... I didn't realise there was any linking with shaders. | 20:01:21 |
K900 | There is linking, primarily between shader stages | 20:01:51 |
K900 | Because every following shader needs to know the output layout of the previous stage | 20:03:06 |
K900 | And until now that was basically the only thing done at link time | 20:03:46 |
K900 | But nir_opt_varyings is basically a whole pipeline pass that can do things like dead code elimination across shader stages | 20:05:33 |