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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<i509vcb> Oh damn gl 4.6 snuck up on me lol
<i509vcb> Well vulkan needs more work anyways so I guess I'm still dying in 3d copy land
<alyssa> i509vcb: conformant, too!
<i509vcb> I'm tempted to just ship what's working so far with 2d and 1d copies and fix 3d copies later
<i509vcb> (well 2d fully passed)
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<alyssa> FWIW, with OpenGL completed, my goal is to focus on VK going forward
<j`ey> that's what you should have started with according to some commenters :P
<alyssa> but before that I have a pile of prerequisite common code work I want to do (testing against GL)
<alyssa> j`ey: uh huh :p
<alyssa> hottest item is making the RA not garbage .. right now really heavy Blender scenes go at like 1fps, this is 100% fixable
<alyssa> after that I want to tackle shader variants so we can do day-1 EXT_shader_object because masochism
<alyssa> short term, that work will reduce stuttering in the GL driver
<alyssa> tessellation needs a *lot* of work
<alyssa> blitting and queries need some more kernel stuff but that's not really blocking
<alyssa> tbd if I finish all of this before getting too excited and diving into VK
<alyssa> but it all has to get done and i'm trying to stay out of i509vcb's way
<alyssa> (once I go full Alyssa on VK, it might make collaboration .. tricky for a few months)
<i509vcb> day 1 ESO oof
<alyssa> i509vcb: my name is on that spec for a reason ;D
<i509vcb> Although we arent't exactly doing great so far given there is no nice render pass stuff for mesa to do for us
<alyssa> I've got an (extensive) plan for ESO
<alyssa> and have been working on it for a while actually
<alyssa> just, lot to do
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<i509vcb> little confused why some intel compiler stuff is being built with just asahi and swrast enabled for builds but not my problem
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