Comments (8)
I think the reason behind this is unbundling the dependencies into separate packages how distributions should do it. That way, common dependencies could be shared and won't run into issues with conflicting files between packages.
from fossilize.
The submodules in question to not necessarily have release versions.
from fossilize.
Why is this a problem for Debian anyway? You can just clone with --recursive
and it should just work.
from fossilize.
Fossilize shouldn't depend on or touch the system headers at all so this is a non-issue.
from fossilize.
I think the reason behind this is unbundling the dependencies into separate packages how distributions should do it. That way, common dependencies could be shared and won't run into issues with conflicting files between packages.
Yes, exactly! I am just adding the link to the Debian's explanation https://wiki.debian.org/UpstreamGuide#No_inclusion_of_third_party_code
Fossilize shouldn't depend on or touch the system headers at all so this is a non-issue.
I am not sure to understand why Fossilize shouldn't depend on the system headers. Could you explain?
from fossilize.
Debian does not typically offer the latest packages:
-
In the instance of the Vulkan headers (the
libvulkan-dev
package), the latest available in stable is1.1.97
which is absolutely ancient and in unstable is1.2.162
which is also ancient. -
For the SPIR-V headers, the latest is
1.5.4
in unstable which is from November 2020. -
I'd imagine we also don't want to depend solely on tagged releases of the SPIR-V headers, etc either as Fossilize is a bit of a moving target.
It would make Fossilize essentially worthless if it was limited to these ancient versions that Debian has decided to ship as apps/game will be using much newer Vulkan versions than what Fossilize is exposing.
That also goes for any Vulkan layers or tools you guys are shipping as packages.
from fossilize.
What debian does or doesn't ship at the moment isn't that relevant ; Especially as we're in freeze going toward the next release
some things are frozen at release that were available around the start of this year. Overall making sure the base dependencies are available is Debians problem.
The key of the question here is whether fossilize would be happy to focus on released versions of its dependency (potentially system installed) or if it's aiming to follow those too closely for that, which you quite nicely answered thanks!
Generally if fossilize is a quickly-moving target at the moment it's likely not worth including it in distrubutions yet
from fossilize.
It does matter, it illustrates the point of why it would be completely useless to have a Fossilize package with dependencies frozen at random versions picked by package maintainers like this going forward.
Fossilize will always be a moving target -- the entire point of it is (essentially) pipeline/shader caching for games, games that will be a moving Vulkan target much newer than whatever Debian is going to offer at any given time in their vulkan-dev
packages.
It's not just a matter of keeping libvulkan-dev
up to date in sync with your shipped mesa
either -- there are plenty of Debian users using custom PPAs or [1] building mesa
from git or NVIDIA proprietary users where artificially limiting what Vulkan version Fossilize can target would essentially make it worthless for them.
I guess I also don't fully understand the purpose of an end-user fossilize package in Debian either...
Steam ships its own version of the layer/tools as it also handles distribution and replaying caches etc. Debian doesn't do any of that.
I guess you could record and replay locally but that's not that useful in-of itself for users aside from debugging -- and anyone debugging is going to be building their own Mesa/drivers anyway[1].
from fossilize.
Related Issues (20)
- Shader compilation freezes the system
- Disable VK_AMD_shader_fragment_mask if descriptor buffers are used in replayer
- .xsessions-errors full of warnings
- Steam seems to never finish shader pre-compiling in the background for A Hat in Time HOT 8
- default log level in journalctl
- Compiling Vulkan shaders with less than 50% of free memory leads to OOM situation and system freeze HOT 4
- CPU instability when compiling shaders. HOT 15
- Build of -m32 fossilize terminating with errors
- Launching Steam immediately caused `fossilize_replay` to consume all available memory HOT 9
- fossilize_replay causing OOM (but only in Deep Rock Galatic) HOT 4
- [steam] fossilize_replay stops processes and fails to resume them HOT 4
- Use after free when compiling GPL pipelines HOT 2
- Setting fossilize environment for steam games HOT 2
- 100 GB shadercache folder
- Extremely long Vulkan Shaders processing just with Nvidia GPU HOT 2
- Fossilize_replay vulkan bug, arch proton
- `fossilize-disasm --target isa` crash
- Launching Steam freezes my system because of fossilize_replay taking whole memory HOT 1
- Why is this CPU bound? HOT 1
- Missing cstdint include HOT 2
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from fossilize.