02:21 NekoMay: Hello, I read somewhere that Resizeable BAR was *required* for using the Instinct MI25, is that correct?
03:08 agd5f: NekoMay, no, although IIRC, that board has large BAR enabled by default since most servers it would be used in have plenty of MMIO space
03:12 NekoMay: agd5f: Alright, big thanks!
08:35 ClearlyClaire: hi! i've bought a game (Returnal) yesterday, and it systematically hangs during its shaders compilation step; other people are experiencing the issue, but a handful are not
08:37 ClearlyClaire: from what i've seen, all people running into trouble use AMD GPUs and at least one person who did not run into issues uses a Nvidia one, so i suspect an issue with mesa here
08:37 hakzsam: ClearlyClaire: hi, yes it's a known issue that has been recently fixed. Would you be able to try Mesa main from Git?
08:38 ClearlyClaire: i tried, but the game crashed before reaching that step
08:38 ClearlyClaire: maybe i did something wrong, though
08:38 hakzsam: fyi, this bug will be fixed in Mesa 22.3.6 and 23.0 once both are released
08:39 ClearlyClaire: thanks!
08:39 ClearlyClaire: i guess i can try the branch for 22.3.6
08:40 hakzsam: this branch doesn't yet exist
08:40 hakzsam: it's weird though, mesa main should just work
08:41 ClearlyClaire: maybe i'm doing something wrong, let me try again and document what i'm doing
08:43 ClearlyClaire: building the `main` branch with: `meson setup builddir/ -Dprefix="/home/claire/mesa" -Dvulkan-drivers="amd" -Dgallium-drivers="radeonsi" -Dbuildtype=release && ninja -C builddir/ install`
08:46 ClearlyClaire: then setting the game's launch options to `LD_LIBRARY_PATH=/home/claire/mesa/lib/x86_64-linux-gnu/ LIBGL_DRIVERS_PATH=/home/claire/mesa/lib/x86_64-linux-gnu/dri/ VULKAN_ICD_FILENAMES=/home/claire/mesa/share/vulkan/icd.d/radeon_icd.x86_64.json %command%` in Steam
08:46 ClearlyClaire: hm, it hangs at the same point, so i guess it's not running the right version of mesa now…
08:47 hakzsam: it seems correct
08:47 hakzsam: do you have mangohud? that would report which driver version you are using
08:47 hakzsam: might definitely help
08:53 ClearlyClaire: installed mangohud and put it right before the `%command%` part of the game's launch options, something briefly shows up in the top-left corner
08:53 ClearlyClaire: i suppose there's a launcher and it only displays for the launcher
08:55 hakzsam: what gpu do you have btw?
08:55 ClearlyClaire: Radeon RX 6900 XT
08:56 hakzsam: https://i.imgur.com/u4hw5ZW.jpg is what mangohud reports here
08:57 hakzsam: the precompiling step just passed here
09:00 ClearlyClaire: ok passing MANGOHUD=1 rather than using the `mangohud` wrapper keeps the hud in the game
09:03 ClearlyClaire: it's not using the correct version of mesa
09:03 hakzsam: then it makes more sense :)
09:04 ClearlyClaire: not sure why though
09:10 ClearlyClaire: eh, it randomly got past the shaders compilation step even with 22.3.5
09:11 ClearlyClaire: anyway, thank you for your time! do you have a link to the commit which will fix this?
09:12 hakzsam: ClearlyClaire: https://gitlab.freedesktop.org/mesa/mesa/-/commit/0a17c3afc5e0491d7ea334241bb230c64a015f83
09:12 hakzsam: it can indeed randomly pass
09:12 ClearlyClaire: thank you!
09:28 ClearlyClaire: i wonder why i can't get it to run with my self-built mesa though
09:30 ClearlyClaire: and running steam itself with the self-built mesa means i'd need to build it for x86 too
10:12 ClearlyClaire: well i guess i'm missing something, i can't get the game to use my self-built
10:13 ClearlyClaire: or at least the version mangohud shows is always 22.3.5
11:06 pendingchaos: ClearlyClaire: I think you want VK_ICD_FILENAMES, not VULKAN_ICD_FILENAMES
11:07 ClearlyClaire: thanks, i'll have a look when i'm back home
11:07 ClearlyClaire: also something in steam seems to be completely overriding LD_LIBRARY_PATH
17:45 ClearlyClaire: VK_ICD_FILENAMES instead of VULKAN_ICD_FILENAMES did the trick! thanks!
20:58 ClearlyClaire: the game appears to work perfectly, i've played a bit and did not encounter any issue as long as i don't try yo enable raytracing