marcan changed the topic of #asahi-gpu to: Asahi Linux: porting Linux to Apple Silicon macs | GPU / 3D graphics RE and development | 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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<bloom>
Where is this framebuffer?!
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<bloom>
Does anyone here know Metal well? Having an issue which I assume is a dumb user error but wouldn't really be possible in OpenGL so...
<bloom>
Trying to render into a buffer, I created it as SHARED and used newTextureWithDescriptor:offset:bytesPerRow to get a texture object which I assigned to the color attachment
<bloom>
Dumping .contents of the buffer to a file and reinterpreting as a linear texture is showing some odd artefacts.
<bloom>
"On macOS, usage must not include the UsageRenderTarget option" Guess I'm out of luck...
<bloom>
(Bit of an XY problem, trying to get a CPU visible framebuffer)
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<davidrysk[m]>
bloom: Apple got rid of the getRawFrameBuffer call in, iirc, 10.14 or so
<davidrysk[m]>
or do you mean something else? :)
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<bloom>
davidrysk[m]: That would've sufficed if it were in 11.0 :|
<bloom>
^ The single best resource about texture tiling out there :)
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<bloom>
Also, curiousity got the better of me: my texture tiling benchmark runs in 1.649s on Rockchip RK3399 (an arm64 processor from ~5 years ago) and 0.43s on the Apple M1
<bloom>
Single-thread CPU/memory bound
<bloom>
so just under 4x faster
<davidrysk[m]>
:) nice!
<bloom>
davidrysk[m]: 🎉
<bloom>
Not sure how that compares to expected perf
<davidrysk[m]>
makes sense — Apple has been very specific that they use tiling heavily
<davidrysk[m]>
(in their WWDC talks on Metal and their GPUs)
<bloom>
davidrysk[m]: Every GPU does, that's not special :)