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> lina: when you get a chance to look at https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21104 I'd appreciate review on that one
<alyssa> It was blocked on !20836 for a minute there but !20836 is now merged so that can go in
<alyssa> and !20836 is kinda churn so the rebasing around has been really annoying for conflicts
<alyssa> luckily it's pretty small, since it's been landed piece by piece already (as !20836 and others)
<alyssa> with !20836, we now finally run most of our NIR passes at CSO create time (shader compile time from the app's perspective)
<alyssa> in theory that means draw time shader variants are cheaper
<alyssa> since now they're not starting "from scratch", but instead are just applying key-based optimizations to an already "almost ready" NIR shader
<alyssa> (and then running that NIR through the backend)
<alyssa> (I have a few other MRs up if you're feeling reviewy, but !21104 is the one that's causing rebase problems)
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<lina> alyssa: I'll probably look at it tomorrow, busy today getting Luna packed up for her flight back ^^
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<alyssa> :+1:
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<alyssa> ---
<alyssa> with alpha to cov enabled, enabling writemask causes:
<alyssa> Shader::unk1 to be false
<alyssa> st_tile to be masked, of course
<alyssa> Occlusion query 2::Unknown from 0x1ffff -> 0x2
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<alyssa> with no alpha to cov, we still have unk1 false and st_tile masked
<alyssa> and still 0x2
<alyssa> notably an... Opaque pass type? which seems broken?
<alyssa> It seems like all the difference is from this oq2 unknown
<alyssa> unless, hmm wait I did a green mask right
<alyssa> right, yes, blue mask is 0x4
<alyssa> so it's like a mask of what's enabled
<alyssa> where 0x1ffff means "everything is enabled"?
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<alyssa> with blue on 4 render targets, 0x4444
<alyssa> but I wonder how that works with 8 rt?
<alyssa> oh, huh
<alyssa> with 8 render targets instead (and switched down to rgba8888) it's switched itself to translucnt and disabled early-z and unk2
<alyssa> also fragment_properties::unk3 from 0xf to 0x0 in this case
<alyssa> uhh with 5 render targets (rgba8) and blue
<alyssa> it's still no earlyz/unk2/unk3 and translcuent
<alyssa> but now the unknown is 0x2492
<alyssa> which makes even less sense
<alyssa> oh, 4 render targets (rgba8) and blue has the first set of changes, just with unknown 0x4444
<alyssa> with 2 render tagets, 0x44
<alyssa> but with early-z/etc still enabled
<alyssa> ditto for 3 rts, with 0x444
<alyssa> only at 4 does early-z come off
<alyssa> oh but this was with MSAA 4x
<alyssa> no still no early-z with 4 rts and MSAA
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<alyssa> ----
<alyssa> as for fragment shader side effects
<alyssa> "set when frag shader spills" is set
<alyssa> so that's actually a "frag shader side effects" bit
<alyssa> lina: ^^ that one is uapi
<alyssa> unk 2: 2 -> 3
<alyssa> interestingly, the frag shader gets a `gl_FragDepth = gl_Position.z` write after the store but before the st_tile
<alyssa> early-z is disabled
<alyssa> tri merging is disabled
<alyssa> punchtrough pass type + conservative depth any thanks to that depth write
<alyssa> with [[early_fragment_tests]]
<alyssa> still "spills"
<alyssa> still unk2->3
<alyssa> no zs_emit, but now we have at the beginning of the shader `gl_SampleMask = 1`
<alyssa> and still early-z testing is disabled in hardware?!
<alyssa> passtype of translucent punch through (?!?!?!)
<alyssa> blah
<alyssa> that's enough hw for my brain rn
<alyssa> zeep zorp
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<alyssa> my guess is that the unknown mask is related to HSR
<alyssa> lina: also, I wonder if we have the same ISP_CTL register as powervr
<alyssa> since that has some line style bits which will be useful later
<alyssa> (for a vulkan extension)
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<alyssa> maybe it's "tile_config"
<alyssa> shrug not too important
<alyssa> "Another feature that reduces HSR efficiency is write masking."
<alyssa> ding ding ding
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<alyssa> ahaha how did I miss this
<alyssa> "opaque", "feedback", "translucent"
<alyssa> so, the passtype enum. nice
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<alyssa> well, there's another bug I didn't know I had
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