<alyssa>
My approach is to reorder commits according to "readiness"
<alyssa>
the stuff on top becomes upstream mesa
<alyssa>
that + the next block becomes asahi/mesa
<alyssa>
and everything below that remains in agx/next until it can be fixed
<alyssa>
unfortunately most of agx/next is quite broken right now
<alyssa>
and I am 96 commits on top of main
<alyssa>
ugh
<alyssa>
this is tricky
<alyssa>
since this code is all so broken.
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<alyssa>
alternatively I can just release the mess, it is -edge after all ;)
<alyssa>
I mean... most of the brokenness is MSAA, buffer textures, and PBOs
<alyssa>
now that I've reordered, that stuff is at the end of the series
<alyssa>
oh and XFB
<alyssa>
XFB is panfrost's implementation so
<alyssa>
totally broken but somehow passed GLES3.1 CTS multiple times
* alyssa
tries to reduce to the "probably good" set
<alyssa>
which I'll push out for testing here and then we'll find out how things are
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<alyssa>
it's kinda batshit that i wrote a gpu driver for this computer
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<alyssa>
t---
<alyssa>
-------
<alyssa>
Just pushed a new asahi/main branch
<alyssa>
In addition to the usual rebase, there's a lot of good stuff here
<alyssa>
Most of it is behind the scenes, cherry-picked from agx/next
<alyssa>
NV_conditional_render is checkbox implemented
<alyssa>
(meaning, don't use it, but it's there.)
<alyssa>
Bug fix for discard + gl_FragDepth which I think can be hit in the wild for GL
<alyssa>
GL2
<alyssa>
Some work to reduce shader variant jank
<alyssa>
Early stuff, but hopefully there's a bit less shader compilation jank
<alyssa>
Possibly broken clip distances but shh
<alyssa>
Optimizations around "wait" instructions that didn't help perf as much as I was hoping but also don't seem to break anything
<alyssa>
That's about it for user visible changes
<alyssa>
Though as I said there are a lot of changes "under the hood" that are preparing for bigger stuff
<alyssa>
Oh! and multiple render targets are now advertised
<alyssa>
Code was already there, a bug fix for that + flipping the switch
<alyssa>
and framebuffer fetch too
<alyssa>
Please test and report regressions here :)
<alyssa>
marcan: hold off on pushing the package until some of the more adventurous users here (and lina) get a chance to try this out, since it's a pretty big bump in terms of # of commits
<alyssa>
but hopefully later this week
<alyssa>
I also need to open MRs for this stuff, blah
<alyssa>
out of time for the night though
<alyssa>
cheers :)
<chadmed>
alyssa: no issues here (yet) bumming around at the desktop/doing stuff on the web
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<lina>
alyssa: Nice!! I'll test it over the next few days ^^
<lina>
Sorry for being slow on the clang-format review... though it probably didn't really have much to review ^^;;
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<lina>
Why is a Chromium build pulling in VK-GL-CTS... This is so cursed...
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<tly>
hi :) im not quite sure if im in the right channel to ask... i tried to debug the asahi mesa driver on macos because glxinfo segfaults but ran into a very weird problem: the compiled driver does not contain any debug symbols, even in "buildtype=debug" mode. the .o files that are generated dont have any debug stuff in them
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<marcan>
tly: The macOS build is for reverse engineering mostly, it's not really expected to work ^^
<marcan>
ask alyssa and lina about the current state, but at the very least it probably will only work on 12.3
<sven>
was a bit bored and didn’t feel like thunderbolt so I looked a bit into nvme/FileVault. looks like there are aes key and IV fields for aes-xts in the tcb struct
<sven>
I think you can set a flag somewhere and it’ll just take that key or set another flag and it’ll assume that key is “sep entangled”
<sven>
and that entanglement seems to change between boots
<marcan>
sven: wrong channel?
<sven>
so essentially macOS asks sep to get the volume key, sep returns that key in an entangled form and just feeds that into ans
<sven>
uh. Yes
<sven>
sorry 😅
<marcan>
alyssa: I'll make a build a bit later and push it to asahi-dev
<marcan>
also it's okay if I start tagging timestamped releases, right? otherwise we lose prior state
<tly>
marcan: thanks, i think it would be cool to support macos some time in the future to work around the opengl 4.1 limit
<marcan>
it's not practical because it will break every macOS update and require reverse engineering the new ABI
<tly>
ah yep, thats true, i didnt think about that...
<marcan>
lina: oh god I just saw your tweet, please don't make me have to package CEF... *groan*