05:13 fdobridge: <g​fxstrand> `Pass: 304386, Fail: 5575, Crash: 3478, Skip: 1673845, Timeout: 32, Flake: 59, Duration: 1:21:27`
13:24 fdobridge: <g​fxstrand> `Pass: 304466, Fail: 5570, Crash: 3407, Skip: 1673845, Timeout: 32, Flake: 55, Duration: 1:21:13`
13:41 fdobridge: <g​fxstrand> Still no idea if vkcube works. 😝
13:44 fdobridge: <M​ohamexiety> we have to know for science!
14:45 fdobridge: <E​sdras Tarsis> @ASDQueerFromEU
15:08 fdobridge: <k​arolherbst🐧🦀> did you enable graphics on NAK yet?
15:28 fdobridge: <g​fxstrand> A little bit
15:28 fdobridge: <g​fxstrand> I don't really like the way it's implemented right now, though.
15:33 fdobridge: <g​fxstrand> Well, I like bits of it but not the way I'm filling out the header. That's a pretty bad mess ATM.
17:45 fdobridge: <k​arolherbst🐧🦀> mhhh
17:46 fdobridge: <k​arolherbst🐧🦀> will it also be a mess if we get header files like the texture stuff?
17:47 fdobridge: <k​arolherbst🐧🦀> I'm also wondering if we can even treat the header as static or is there a chance we have to modify it on draws?
17:47 fdobridge: <k​arolherbst🐧🦀> I'd think especially for QMD we kinda have to treat is as a template anyway
17:49 fdobridge: <k​arolherbst🐧🦀> maybe it just needs to be its own thing, like the push buffer stuff generated from headers and we just treat it as an array of data and the compiler _and_ the driver can use it to set fields.. dunno
17:49 fdobridge: <k​arolherbst🐧🦀> but also not sure what you are doing atm
17:49 fdobridge: <k​arolherbst🐧🦀> do we have funky runtime overrides for interpolation modes like we do for GL?
19:51 fdobridge: <g​fxstrand> QMD is it's own weird thing.
19:52 fdobridge: <g​fxstrand> Shader headers are mostly just metadata scraped from the shader as part of the compile. I don't think I've seen anything in there we'd want to modify on draw.
19:55 fdobridge: <g​fxstrand> For QMD, we generate the QMD as a template in `vkCreateGraphicsPipelines()` and then fill out more stuff at dispatch time. We could maybe fill out the template in the compiler. IDK if it would actually be better or not. Compute shaders are simple.
20:51 fdobridge: <k​arolherbst🐧🦀> @gfxstrand I think we do some cursed things in regards to fp inputs to flip the interpolation mode around as you can configure them via the header and via the input load instruction. I think in gl we just patch the shader if the interpolation mode is overridden at runtime
20:52 fdobridge: <k​arolherbst🐧🦀> but maybe that won't be a problem with vulkan
23:54 fdobridge: <g​fxstrand> Yeah, those are the MSAA deamons.
23:54 fdobridge: <g​fxstrand> I've not figured that out yet.
23:54 fdobridge: <g​fxstrand> For Vulkan 1.0, we don't need to worry about it.
23:55 fdobridge: <g​fxstrand> We may have to emit some predicated ops for that
23:56 fdobridge: <g​fxstrand> @Mr Fall🐧 Is there any chance that this 980m will ever reclock at all? The fans don't seem to be connected to the GPU at all so I'm not too worried about fan control.
23:56 fdobridge: <g​fxstrand> Which is to say I'm guessing the bios handles it
23:56 fdobridge: <k​arolherbst🐧🦀> sure
23:56 fdobridge: <k​arolherbst🐧🦀> I thought you wanted to take my patch and try it out? 😄