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Just FYI, the script assumes you place your built Mesa in /opt/mesa-${mesa_branch} (which is normally /opt/mesa-master).
My custom Mesa deployment looks like this:
/opt/mesa-master
/opt/mesa-master/x86_64
/opt/mesa-master/x86_64/libglapi.so.0.0.0
/opt/mesa-master/x86_64/libglapi.so.0
/opt/mesa-master/x86_64/libglapi.so
/opt/mesa-master/x86_64/libVkLayer_MESA_overlay.so
/opt/mesa-master/x86_64/libvulkan_radeon.so
/opt/mesa-master/x86_64/libGLX_mesa.so.0.0.0
/opt/mesa-master/x86_64/libGLX_mesa.so.0
/opt/mesa-master/x86_64/libGLX_mesa.so
/opt/mesa-master/x86_64/libgbm.so.1.0.0
/opt/mesa-master/x86_64/libgbm.so.1
/opt/mesa-master/x86_64/libgbm.so
/opt/mesa-master/x86_64/libEGL_mesa.so.0.0.0
/opt/mesa-master/x86_64/libEGL_mesa.so.0
/opt/mesa-master/x86_64/libEGL_mesa.so
/opt/mesa-master/x86_64/pkgconfig
/opt/mesa-master/x86_64/pkgconfig/dri.pc
/opt/mesa-master/x86_64/pkgconfig/gbm.pc
/opt/mesa-master/x86_64/pkgconfig/egl.pc
/opt/mesa-master/x86_64/pkgconfig/gl.pc
/opt/mesa-master/x86_64/radeonsi_dri.so
/opt/mesa-master/x86_64/radeonsi_drv_video.so
/opt/mesa-master/share
/opt/mesa-master/share/vulkan
/opt/mesa-master/share/vulkan/icd.d
/opt/mesa-master/share/vulkan/icd.d/radeon_icd.x86_64.json
/opt/mesa-master/share/vulkan/explicit_layer.d
/opt/mesa-master/share/vulkan/explicit_layer.d/VkLayer_MESA_overlay.json
/opt/mesa-master/share/drirc.d
/opt/mesa-master/share/drirc.d/00-mesa-defaults.conf
/opt/mesa-master/share/glvnd
/opt/mesa-master/share/glvnd/egl_vendor.d
/opt/mesa-master/share/glvnd/egl_vendor.d/50_mesa.json
I recommend placing it there, since configured paths are written in the built files.
You can change the location in the build script if you want to place it somewhere else.
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+
EDIT: Far Cry 4 is another title that can no longer work if the staging patches are
applied.
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On AMD Raven Ridge hardware (Ryzen 5 2400G), this has been a night-and-day difference. Games like No Man's Sky (beta Vulkan renderer) would crash after loading all shaders due to the lag required to build motion blur on the fly. This not only solved that issue, but I'm able to do 30fps with all settings maxed, when before it was a complete slideshow. On emulators such as Cemu and Dolphin, shaders are compiling fast enough that I don't even have to run through each Mario Kart 8 level once to build a sufficient shader cache.
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Average FPS:
LLVM = 50.1
ACO = 52.8
Not that much of a difference in terms of average FPS, but the ACO frametimes still look better:
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I've should have thought of that. I'll try it out. I was indeed using the games default opengl renderer.
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It's actually a bug in Meson 0.51.1. See: https://github.com/mesonbuild/meson/issues/5505
It's fixed in Meson master, but 0.51.1 is broken with temporary native config files the way I was using it.