ChanServ changed the topic of #asahi-gpu to: Asahi Linux GPU development (no user support, 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 debugs texture buffers
<alyssa> ok, got the basic functionality working
<alyssa> Passed: 405/405 (100.0%)
<alyssa> that's nice, but no tests in that section for the actually hard part.
<alyssa> piglit has the tests
<marcan> alyssa: I haven't pushed last night's package out to most users, I can hold off if you think it regresses something
<alyssa> marcan: ack, please do
<marcan> please hold off?
<alyssa> yeah
<alyssa> I don't know if it regresses any actual workloads (i.e. anything that can be hit without overriding versions/extensions)
<marcan> ok
<alyssa> but I know it regresses gles3 stuff which means it's possible big gl 2 is regressed too, i haven't done enough testing to know
<alyssa> I worked out a solution that I'm working on
<alyssa> but it's a pretty big feature
<marcan> (that said, "push it and see if anyone complains" *is* a valid strategy for mesa-asahi-edge, JFYI)
<alyssa> Lol ok
<alyssa> not multisampling big, but
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<alyssa> buffer textures working, including with rgb32 support
<alyssa> honestly a little horrifying
<alyssa> Test case 'dEQP-GLES3.functional.pbo.native.clears'..
<alyssa> Unhandled intrinsic image_store
<alyssa> oh you've got to be kidding me.
<alyssa> pebkac
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<lina> alyssa: Nice! ^^
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<alyssa> if you squash that into asahi/main it should be good enough to ship
<alyssa> but not even compile tested
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<marcan> alyssa: I squashed it into the last commit, hope that's what you wanted :p
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<marcan> pushed to asahi-dev
<alyssa> sounds good
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<alyssa> 1c: 0509400a00c81200 device_load.TODO 0, i32, x, r1, u0_u1, r2, unsigned, lsl 2, 0, 0, 4, 0
<alyssa> i wonder why metal is generating this alternate load in this case
<alyssa> constant address space, fragment shader, within uniform control flow
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<alyssa> also interestingly metal is not inserting jmp_exec_any branches despite memory access in here, hmhmhmhm
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<alyssa> same in device space
<alyssa> this is for
<alyssa> if (uniform) { load } else { texture }
<alyssa> if I drop the texture, it uses a regular device_load, and it uses a jmp_exec_none
<alyssa> I wonder if there's some sort of predication interaction here
<alyssa> if I drop the load and leave only the texture, I do get a jmp_exec_none
<alyssa> if I have
<alyssa> if (uniform) { load } else { load, load }
<alyssa> the "if" uses a device_load.TODO with no jmp_exec_none
<alyssa> the "else" uses 2 device_loads with jmp_exec_none
<alyssa> the TODO version is just the version that unsets bit 26
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<alyssa> also, no uniform branching. bleh
<alyssa> 2c: 3185020a0062210020000000 texture_sample 0, 0b00, 0b01100, 0b0, 0b00000, x, 0b01, r1, 0, ts0, ss0, tex_2d, r1_r2, 2, 314
<alyssa> interesting way of doing lod(0) in a frag shader, yes
<alyssa> 2c: 3185020a0062210020000000 texture_sample 0, 0b00, 0b01100, 0b0, 0b00000, x, 0b01, r1, 0, ts0, ss0, tex_2d, r1_r2, 2, 314
<alyssa> and lod 1, apparently
<alyssa> "Alyssa, that's the same instruction"
<alyssa> oh maybe it's getting the lod from a uniform
<alyssa> value is 10, maybe that's really u5l
<alyssa> yep, that's it.
<alyssa> level is provided as a half-float within uniform u5l
<alyssa> ok, easy enough to handle
<alyssa> ok, that's one mystery down
<alyssa> likewise for texture_load, the level is passed in a 16-bit int uniform.
<alyssa> which means our current txf implementation is broken. gg.
<alyssa> Woof.
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