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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<jannau>
lina: are you planning to rebase your kernel? I've changed the t600x dts between your asahi-5.19 base and the upstream submission
<jannau>
I can understand if you're reluctant right now due to the rust-for-linux patches
<jannau>
if you want to avoid it right now I want to look at dcp, make it compatible with m1n1 main and see if there are important fixes missing
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<lina>
jannau: It depends on the rust-for-linux merge. I haven't checked the upstream repo yet... if they already rebased on 6.1 then I want to do it, otherwise I'll wait for that
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<chain>
lina, I'm rewatching yesterday's stream, but I've already seen your tweets! Impressive work! I'm amazed how much progress you've made during that last stream! Keep up the great work!
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<alyssa>
makes our shaders look a lot less ridiculous ;)
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<alyssa>
ella-0_: you have any interesting in reading compiler code? :-p
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<alyssa>
would like to land that today
<alyssa>
nobody reviews my userspace stuff anyway but I figure just yeeting it in now is rude?
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<ella-0_>
alyssa: I've been reading compiler code all week with descriptor set lowering stuff lol (got that working today btw; we have a cube on vulkan!!). I'll have a look :3
<ella-0_>
uhh slight issue with today though. Timezones mean I need sleep and Sundays I'm busy :<.
<alyssa>
Oh nice on vkcube!!!
<alyssa>
ella-0_: Would you like me to postpone merge until next week then to give you a chance to review?
<alyssa>
(versus merging now anyway and you'll look when you get around to it and if you find things we can change them after but shrug)
<ella-0_>
I honestly don't know. I've never reviewed anything before; never did that when working on v3dv so it might take some time since I'll have to learn. It's up to you to decide.
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<alyssa>
I think my next task is supporting different render target formats
<alyssa>
this requires a lot of new plumbing but should clean up a lot of hack code
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<lina>
ella-0: By the way, the new UAPI has the OpenGL depth clipping bit in there (there's a comment in mesa) ^^
<lina>
chain: Thank you!
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