marcan changed the topic of #asahi-gpu to: Asahi Linux: porting Linux to Apple Silicon macs | GPU / 3D graphics stack black-box RE and development (NO binary reversing) | Keep things on topic | GitHub: https://alx.sh/g | Wiki: https://alx.sh/w | Logs: https://alx.sh/l/asahi-gpu
<bloom> dougall: Passed my first test with loops
<bloom> thanks for the delicious notes
<PthariensFlame[m]> Yay!
<bloom> more work remains but hey
<dougall> :o well done!
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<bloom> dougall: You did the hard part I just typed it in :p
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<bloom> Passed: 625/625 (100.0%)
<bloom> dougall: ^ dEQP-GLES2.functional.shaders.loops.*
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<dougall> hahaha that's awesome! does that imply most/all control flow is working, or do the loop tests avoid mixing other structures?
<bloom> dougall: it's everything :)
<dougall> :D
<bloom> well
<bloom> `discard` is separate
<bloom> I haven't implemented discard yet since they don't have a discard_if which meant having if-stmts working was a prereq
<bloom> also it has some weird interactions with TODO.writeout
<bloom> (Do we know what TODO.writeout actually does?)
<dougall> (not in any depth - i think roughly setting up the cf state for interpolation - but i think you named it and probably understand better)
<bloom> ~~i thought you named it~~
<bloom> instruction hot potato
<bloom> uhm, inteprolation is unlikely
<bloom> since it executes /after/ the ld_vary instruction in usual circumstnaces
<bloom> it definitely related to writeout, in that I know /where/ it executes
<bloom> in a simple frag shader, right before `blend`
<bloom> er, two before blend
<bloom> in a frag shader with multiple outputs (render targets), two before the frist blend and one before each subsequent blend
<bloom> but then it gets trickier
<bloom> if fragment depth/stencil/coverage is written, that interacts
<dougall> oh, i'm getting mixed up i guess - i thought it was at the end of the vertex shaders?
<bloom> nah, end of frag
<bloom> if discard is used, that interacts (keep in mind `discard` is just a glorified `coverage mask = 0` write!)
<bloom> errrr except Metal's discard is actually demote()
<bloom> IIRC
<bloom> yeah, spec says prior to Metal 2.3 it was discard(), Metal 2.3+ it's demote()
<dougall> yeah - having given it some thought, i definitely have no idea :P
<bloom> pff
<dougall> (i think i was doing offscreen rasterisation tests, and you don't get a writeout instruction there? it just stores to tile memory?)
<bloom> i'm almost certain you get them offscreen too
<bloom> `writeout` is probably a misnomer though
<bloom> but it's used in conjunction with `blend` to write to the tile buffer, i guess
<bloom> quite possibly it has to do with ordering, or something
<dougall> hmm, yeah, i'm probably doing other weird things that are confusing me
<bloom> there are lots of funny interactions
<bloom> Pass: 12351, Fail: 1385, Crash: 366, Warn: 27, Skip: 89, Timeout: 12, Flake: 36, Duration: 10:02, Remaining: 0
<bloom> so 86.7%, up 2% from May 8 when i last ran deqp
<dougall> nice!
<bloom> though tbh anything <99.5% is unusable :P
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