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
<alyssa> looking at traces in the macos side for inspiration.. nothing striking
<alyssa> except the 4800c200 wait_pix 512, 3 crap which maybe I need to stop ignoring.
<alyssa> also it's doing... who knows
<alyssa> > 16: 59050000103c threadgroup_atomic add, None, r0l, r0l, r0, 1, 2, 60, 0
<alyssa> > 1c: 8000 <disassembly failed>
<alyssa> this seems to materialize a sample mask in r1l.. somehow
<alyssa> I think Apple has an optimization where they're only blending one sample instead of all 4 if all the samples have the same value, or something like that. IDK. not helpful here.
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<eric_engestrom> alyssa, jannau: `dEQP-EGL.functional.resize.surface_size.*` passes 4/4 on wayland on my m2 air, on both asahi/main (e19f74a3cf7d5cd69590) and mesa main (690549f1b65a6828e647) + uapi commit:
<eric_engestrom> dEQP-EGL.functional.resize.surface_size.stretch_height (0.04s)
<eric_engestrom> dEQP-EGL.functional.resize.surface_size.shrink (0.02s)
<eric_engestrom> dEQP-EGL.functional.resize.surface_size.grow (0.04s)
<eric_engestrom> dEQP-EGL.functional.resize.surface_size.stretch_width (0.02s)
<_jannau__> eric_engestrom: it was a problem in the test in combination with fractional scaling. test was waiting on an event with the exact width/height
<eric_engestrom> ah, I'm at 1:1 so I don't see these
<_jannau__> probably a bad idea to use fractional scaling + xwayland (with kwin) for testing
<lina> Ha!
<lina> Good to know ^^
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<alyssa> ella-0: so.. now that we're over the Big GLES Hurdle, it's time for me to start switching gears towards VK
<alyssa> I'm not 100% sure where you're at with agxv, how much time you're able to put in right now, etc
<alyssa> so I guess this is a question -- where should I fit in? :)
<alyssa> I still have a pile of GLES3.1 loose ends to tie up so I don't need an answer immediately, but I'm definitely transitioning towards VK
<alyssa> (and I might do an interlude wiring up geometry shaders for the sake of getting to big GL 3.3)
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