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