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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<marcan> phire: have you tried just tracing everything, possibly including parts of that memory range? (may or may not work)
<marcan> I'd rather avoid looking at the kext at this stage
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<phire> I haven't tired tracing *everything* yet. I suspect would need a good handle on when a work submission might be happen before that would be viable
<phire> but I have traced the entire IO range around the sgx registers, and every single memory region mentioned in the sgx node
<phire> (except for ttbat-phys-addr-base, which I don't understand)
<phire> (that's probally not a memory region)
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<marcan> hmm
<marcan> phire: should I poke a stick at it today, see if I find anything?
<marcan> I was planning on doing PMU stuff but... :p
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<phire> I'm not 100% stuck yet, but maybe
<marcan> I'm thinking of streaming pretty soon today too, so let me know ;)
<marcan> if so, would be nice if you can briefly infodump what you have (text file or whatever is fine)
<phire> how about tomorrow if I haven't made any progress?
<marcan> sure!
<phire> I don't have enought time to infodump right now
<marcan> ack, no rush
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<phire> ok, at boot, gfx-asc only has it's own IO ranges mapped into it's pagetable
<phire> then kernel adds a bunch more IO ranges, including the sgx ranges
<phire> and a few extra
<phire> and the ADT doesnt' seem to know about any of these ranges
<phire> ah, there is an offset
<phire> it has the PMGR and MCC devices mapped in
<phire> MMC is memory controller?
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<chadmed> yeah MCC is the memory controller
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<phire> I guess it makes total sense for gfx-asc to have a direct communication channel for those
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<NightsOnly[m]> Hey Alyssa, so i saw your twitch stream. You are working on open source Mesa drivers for m1 gpus? Is this something that once is done will be able to be installed on Asahi linux so you can get graphics working in linux on m1 mac?
<NightsOnly[m]> Is it as simple as attempting compile/run a game with the RE library and if a method fails then you just have to write the code for it? I have a background in C++, java, and have been a full stack dev for the past 5 years but have been wanting to get into more low level coding.
<alyssa> Yes
<NightsOnly[m]> yes to both?
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<NightsOnly[m]> Also, do you mind sharing the branch you were working on for m1 mac gpu drivers for mesa repo? I am unable to find it, and would like to branch/fork off your code to see if i can get some basic games/metal software compiling.
<NightsOnly[m]> Because it uses metal directly and is not wrapped with MoltenVK or MoltenGL i assume it would be useless to try to use this code since metal is native to apple software only? I would need to find open source games that use openGL/Vulkan etc?
<NightsOnly[m]> Lastly, this may be a noob question... i saw that apple has a multitude of open source metal coding projects available here: https://developer.apple.com/metal/sample-code/
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<alyssa> Those are the samples I use.
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