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>
Ella[m]: I have not observed restriction, MAX_PPP_UPDATES is just to make sure we have enough space allocated in the worst case with minimum wasteage otherwise
<Ella[m]>
ah oky makes sense :3 thank you!
<alyssa>
:)
<alyssa>
Ella[m]: Also, the good folk at XDC convinced me that I should write a Vulkan driver actually
<Ella[m]>
Oo
<alyssa>
assuming you've gotten enough done that helping you is less work than starting from scratch myself
<alyssa>
let me know how I can help
<alyssa>
or would it be more helpful for me to stay on compiler + r/e duty and continue with the GL driver as reference code for you?
<alyssa>
(There is a LOT of work to do for both compiler and r/e stuff and it's all needed regardless of API so I guess there's that..)
<alyssa>
(and honestly I much prefer those two topics to either GL or VK driver dev so..)
<Ella[m]>
uhhh not sure, currently I'm trying to figure out how best to do descriptor sets and I haven't done much more than hook up the compiler and do state emission. I haven't implemented vk_sync on top of macos stuff either yet.
<Ella[m]>
I prefer working on VK driver dev and doing a little r/e but I'm not very experienced on the compiler side. Starting VK from scratch might be an option if you want idk?
<alyssa>
Mmh, ok
<alyssa>
We should get on a call with jekstrand about descriptor sets
<alyssa>
I know the hw and jekstrand knows the Vulkan so together we should figure out the right way to do it
<alyssa>
but neither is clear from the GL driver
<alyssa>
[If I were writing the VK driver myself, I'd figure this out over a 1-on-1 call with jekstrand :-p]
<bluetail>
I really like your blog alyssa. What have you found out later, that proven really valuable, that should I know in life?
<Ella[m]>
alyssa: Yeah we should. I'm not really sure at all how to map it to the hw. I have some ideas but they don't seem pretty and probably aren't the correct way of going about these things.
<alyssa>
nod
<alyssa>
I think I know but jekstrand is the expert here
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<phire>
BTW Ella, I was reading that commit which tells me not to read it. Sorry ;-)
<Ella[m]>
ah that's very messy code :3
<phire>
I'm tempted to also offer to help work on the vulkan driver.... Something in the water at xdc
<bluetail>
I'mma gonna stop being a fan bird. Doesn't seem to any helpful. Effectively I don't have the time and health to contribute in a meaningful way. That's why I tried to cheer / motivate. Perhaps I should not be so selective. Everybody who contributes is indeed, great. Sigh.
<Ella[m]>
phire: I've pushed my cleanups from today if you want to have a look at something a little more clean. If you are going to read it, feel free to tell me when I've done something completely wrong.
<phire>
You are the expert compared to me. The most gpu driver I've ever actually done was a hello triangle on videocore 4
<phire>
Literally just poking registers from userspace
<phire>
Wrote shaders in raw machine code
<jn>
phire: the shaders run on the QPUs, right?
<phire>
Yeah
<jn>
three branch delay slots…
<phire>
Yep. And pretty brain dead threading
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