00:04fdobridge_: <gfxstrand> All of the Vulkan linear YCbCr tests pass on Kepler so at least Vulkan has linear texturing working properly.
00:23fdobridge_: <gfxstrand> Do we have any piglit or similar tests for linear dma-bufs? We have to, right?
00:29fdobridge_: <gfxstrand> I'm very confused...
00:35fdobridge_: <karolherbst🐧🦀> I mean.. isn't that basically just doing `DRI_PRIME=1` on any laptop?
00:36fdobridge_: <karolherbst🐧🦀> I don't think there is anything wrong with linear imported buffers in gl, otherwise we would have noticed
02:39fdobridge_: <prop_energy_ball> Shouldn't matter\
02:39fdobridge_: <prop_energy_ball> Shouldn't matter (edited)
02:39fdobridge_: <prop_energy_ball> I can give it a try and debug from the SteamVR side when I am home
02:40fdobridge_: <rinlovesyou> okii, just make sure to get the latest dodonvk for the vr patch
02:40fdobridge_: <prop_energy_ball> Might work on the new renderer that isn't enabled by default
02:40fdobridge_: <prop_energy_ball> I was planning on using that for vrlink but if it benefits nvk too
02:41fdobridge_: <prop_energy_ball> It doesn't have async compute yet tho
06:27fdobridge_: <!DodoNVK (she) 🇱🇹> That got merged too
06:30fdobridge_: <!DodoNVK (she) 🇱🇹> NVK might be the 3rd Vulkan driver in terms of feature support fairly soon
06:47soreau: Does it mean wlroots gles2 compositors will work with zink and dmabuf import on NVK?
06:47soreau:would like to start recommending this path to users
13:24fdobridge_: <zmike.> no
13:25fdobridge_: <zmike.> or at least I'm pretty sure the only tests there use implicit modifiers
13:25fdobridge_: <zmike.> or at least I'm pretty sure the only tests there use implicit modifier selection (edited)
18:16fdobridge_: <babblebones> @prop_energy_ball There was either a very slight improvement or no effect in my testing, what was the reason for deploying this on the deck? Making the assumption this helps out gamescope.