ChanServ 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
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<alyssa>
dougall nerdsniped me into doing some Mesa stuff today for AGX
<alyssa>
so stack of bug fixes later....
<alyssa>
a bit more of glmark2 works, and with an embarassing little hack deqp-gles2 runs are down to 6:06 from well over 10min before
<alyssa>
this is still too slow, my mali board does them in about 100s
<alyssa>
so I would expect the M1 to be able to do a run in 10 seconds flat
<alyssa>
but i digress
<alyssa>
but... yes technically passing 93% of deqp-gles2
<alyssa>
*technically*
<alyssa>
looks like I never got around to depth/stencil attachments, discard(), or cube maps
<alyssa>
or fixing mipmapping I guess
<alyssa>
which together make up the majority of fails
<sajattack[m]>
Is gles just easier to port than something like vulkan?
<alyssa>
it's a much tinier api, yes.
<sajattack[m]>
I see
<alyssa>
gles2 spec is 200 pages
<alyssa>
vulkan spec is 1000+ pages
<alyssa>
not apples-to-apples but you get the point
<sajattack[m]>
Yep
<sajattack[m]>
My main exposure to graphics programming is the Sony PSP which is like OGL 1.2 with quirks
<sajattack[m]>
So I can see how simpler is better
<sajattack[m]>
But I also thought that perhaps something lower level (like vulkan) would have a more direct mapping to the hardware, hence the question