- Jan 27, 2021
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Ludovico de Nittis authored
With the commit 0d0b054a we redirected the JSON results to stderr as a stopgap solution. Now we revert that and print the results in stdout so that we can implement a proper parsing. Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
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- Jan 26, 2021
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Simon McVittie authored
heavy is still on Vulkan loader v1.1.73, which doesn't know VK_ERROR_INVALID_DRM_FORMAT_MODIFIER_PLANE_LAYOUT_EXT. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
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Simon McVittie authored
When the corresponding code in SrtGraphics is ready, we can parse the JSON on stdout and produce machine-readable output from steam-runtime-system-info. However, until we have that, human-readable output is better than nothing. Signed-off-by:
Simon McVittie <smcv@collabora.com>
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- Jan 25, 2021
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Ludovico de Nittis authored
When we call the check-vulkan helper we will have in output information about all the available physical GPUs and also a separate JSON object that tells us if the GPU 0 is able to draw the triangle test. Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
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- Jan 20, 2021
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Ludovico de Nittis authored
Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
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Ludovico de Nittis authored
Our entire codebase is in C with the only exception for check-vulkan and check-gl. They were coded in C++ because they were based on pre-existing codes. Converting check-vulkan in C allows us to conform it to the rest of our codebase and also it will be easier to expand its functionalities, like for example as outlined in #50. Signed-off-by:
Ludovico de Nittis <ludovico.denittis@collabora.com>
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