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> Looking into rasterizer discard + vertex shader side effects
<alyssa> which will be convenient for transform feedback, although there's no great way to expose in GL
<alyssa> I have a simple store shader, it looks like what's expected..
<alyssa> except for a magic "TODO.unk51"
<alyssa> 51000080
<alyssa> in between the store and the stop
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<alyssa> There are 4 outputs identified, oddly
<alyssa> output select is false all the way through, identifying them as the position trivially.
<alyssa> bitmask 0x30 of VDM State Vertex Unknown is now set
<alyssa> no colour output is enabled in the frag control 2
<alyssa> (like a depth only pass)
<alyssa> new bit in Cull 2 enabled
<alyssa> no fragment shader, unsure how that's unbound here
<alyssa> oh, and bit 8 of word 99 of IOGPU Graphics is set
<alyssa> iff there is a store in the VS
<alyssa> lina: ^^
<alyssa> for an empty VS with rast discard, the program has the unk51 at the end
<alyssa> Possibly this is a trivial "done with UVS" instruction
<alyssa> whereas usually that would be signalled with the "st_vary_final"
<alyssa> certainly it's encoded like st_var
<alyssa> got the same upper bit encoded
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<alyssa> trying to replicate on the linux side, so far i'm getting faults.
<alyssa> hm i wonder if occlusion query 2 matters, that's different too
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<alyssa> With the magic "no varyings" instruction inserted it doesn't fault
<alyssa> and maybe? works?
<alyssa> I think the "stores from VS" functionality works now
<alyssa> and I'm back to plumbing in streamout
<alyssa> Passed my first XFB test
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<alyssa> Passed: 1212/1320 (91.8%)
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<alyssa> that's all of them (-:
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<alyssa> (Is it correct? Well, no, but it is transform feedback.)
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<alyssa> For dEQP-GLES3:
<alyssa> Pass: 43858, Fail: 42, Crash: 26, Warn: 37, Skip: 209, Duration: 8:07, Remaining: 0
<alyssa> 99.8% passing
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<alyssa> hm I have both good news and bad news.
<alyssa> oh wait duh
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<jannau> I never tested what happens what happens when surface[3] is used. I wasn't expected that it is simply ignored
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<marcan> jannau: so the supported modes are pretty boring (but make some sense): https://gist.github.com/marcan/5c89b85518827bca419bcbbb4bdf6b62
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<jannau> marcan: matches my ovservations. the 384..896 range had me confused. native primaries are probably display P3
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<marcan> jannau: updated with 8-bit mode observations
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<marcan> I think 9 is BT.2020 and 12 is just native
<marcan> jannau: I'm not sure native is actually P3. I think internally they use P3 (the rtings.com shows the display as almost perfectly matching P3, which is... unlikely) but the display can do more
<marcan> I see significant red clipping in BT.2020 mode, but only a bit of green clipping. if it were strictly P3 I'd expect more green clipping
<marcan> so I think the green primary is purer than P3
<marcan> the colorimetry table we have says 9 is BT.2020 and 12 is "scRGBfixed" which sounds like a plausible code for "native whatever" or something abused as such
<marcan> this also means we should probably be using colorimetry 12 for both 8-bit and 10-bit modes for now, as that gives full uncalibrated range (oversaturated for sRGB, but hey people like that)
<marcan> and then we should implement the proper colorimetry connector modes
<marcan> however, the weirdo range bothers me. if it turns out it's that DisplayPort thing, Linux already actually has something for that
<marcan> if not though, I think we're going to have to use the matrix stuff to expand it back to 0..1024 for most software to not be confused (or at least offer that option)
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<alyssa> Pass: 43858, Fail: 34, Crash: 26, Warn: 37, Skip: 209, Missing: 225, Duration: 8:16, Remaining: 0
<alyssa> okay yeah that's more like it
<alyssa> wait why 225 missing
<alyssa> whoops. let's try again
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<alyssa> Pass: 44083, Fail: 34, Crash: 26, Warn: 37, Skip: 209, Duration: 8:05, Remaining: 0
<alyssa> Ok, that's better
<alyssa> depending how you count, 99.8% or 99.9%
<alyssa> mostly multisampling but some other stuff too
<alyssa> bunch of cube map fails, that's concerning..
<alyssa> nearest filtering with NPOT cubemaps I guess
<alyssa> Nothing glaringly wrong
<alyssa> shrug
<alyssa> piglit is... less impressive
<alyssa> Pass: 13356, Fail: 2219, Crash: 493, Skip: 4625, Timeout: 4, Flake: 2, Duration: 4:20, Remaining: 0
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<alyssa> Well, that's why agx/next isn't released :p
<alyssa> Why is it allowed to mipmap 1D textures? well.
<alyssa> ext_transform_feedback-immediate-reuse needs barriers between the vertex jobs, fun
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