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> because I decided I'd had enough of CTS crunch time and wanted to write a silly optimization pass just for fun ;)
<alyssa> please test with Darwinia since clearly I'm no good at testing discard, lolz
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<alyssa> --
<alyssa> It's nice, retesting Dolphin and seeing perf has creeped up since last time
<alyssa> not by a lot, but a little
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<alyssa> and with a zero extension has flags 3, second source
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<alyssa> for sample shading + fs side effects, Apple wraps device_store instructions in `if ((1 << sample_id) & sr60l != 0)`
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<alyssa> for sample shading + fs side effects + discard..
<alyssa> + early frag
<alyssa> Each iteration of the sample loop is wrapped in `if ((1 << sample_id) & sr60l != 0)`
<alyssa> um this is probably invoking undefined behaviour isn't it lol
<alyssa> no this is ok
<alyssa> Inside that if, it does
<alyssa> sample_mask(1 << sample_id, ~0)
<alyssa> if (discard condition) {
<alyssa> sample_mask(1 << sample_id, 0)
<alyssa> }
<alyssa> store
<alyssa> sample_mask (1<<sample_id, ~0)
<alyssa> yeah no this seems wrong
<alyssa> in principle, this is saying "run depth/stencil tests, then discard" as required by the spec
<alyssa> but how does the store get masked?
<alyssa> isn't it running tets twice?
<alyssa> not sure what to make of this
<alyssa> maybe a metal bug, who knows
<alyssa> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/lib/clang/31001.523/include/metal/metal_texture:7168:3: error: static_assert failed due to requirement '_is_any_of((metal::access)2, access::read)' "Multisample textures must have access qualifier access::read"
<alyssa> Oooooooof
<alyssa> Ughhhhh
<alyssa> So does the hardware support multisampled images? >:
<alyssa> cause if not i'm going to be annoyed
* alyssa is annoyed
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<alyssa> should be straightforward to lower with a similar technique to texture atomics, but ugh
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