<TellowKrinkle>
Looks like runs 10 render passes per frame, and gets nearly full occupancy throughout most of it
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<TellowKrinkle>
Looking at melty molten galaxy in a Metal GPU trace and most of the time is spent on the dumbest things, and it looks like they may actually be ALU bound.
<TellowKrinkle>
2ms spent in a fullscreen color clear, which samples a 4x4 all-white texture for who knows what reason. 83 instructions, 12 registers for the fragment shader.
<TellowKrinkle>
1.5ms spent in a fullscreen depth clear (color writes are masked), which also samples that 4x4 all-white texture. 76 instructions, 12 registers.
<TellowKrinkle>
1.2ms spent drawing the ground, 163 instructions, 12 registers.
<TellowKrinkle>
1ms spent making an EFB copy to VRAM, this one's most likely memory bound
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<TellowKrinkle>
Another 1ms making another EFB copy, same as above
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<TellowKrinkle>
700µs in some shader that does an alpha-blended distortion effect. Samples an EFB copy, so might be memory bound. 231 instructions, 16 registers.
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<TellowKrinkle>
500µs in an alpha-only EFB copy shader
<TellowKrinkle>
400µs in a full screen pass that just seems to add a shadow for Mario. 55 instructions, 8 registers.
<TellowKrinkle>
There's a few more around 200µs, and the rest take up pretty much nothing