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
<phire> alyssa, based on the optimising for metal video I watched, it appers there is no access to the hardware depth buffer
<phire> they simply recomended allocating a color attachment to hold the depth
<phire> and making your fragment shader write the depth into it
<dougall> (i should really rewatch all the wwdc videos, and the llvm dev meeting video - lots of good stuff that might make more sense now we have more context)
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<alyssa> phire: ...pardon?
<dougall> (is this the video? https://developer.apple.com/videos/play/wwdc2020/10632/ - confusingly, they keep making videos with similar titles each year - but you can search the transcript for "depth" and click the links to jump to that part of the video which is handy)
<dougall> (but yeah, i don't think that's saying what phire was saying)
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<phire> yeah, going back and re-reading, what they are actually saying is that GL_EXT_shader_framebuffer_fetch can't access the depth buffer
<phire> but it might have some implications, that if it needs to fall back to emulation of a depthbuffer feature via framebuffer fetch, it needs to create a fake depth buffer color attachment
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<alyssa> phire: ah, sure. that one makes more sense :)
<alyssa> shader_framebuffer_fetch of Z/S is a vanishingly obscure feature, we won't need it on the GL/VK sides I don't think
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