marcan changed the topic of #asahi-gpu to: Asahi Linux: porting Linux to Apple Silicon macs | GPU / 3D graphics stack black-box RE and development (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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<bloom> dougall: You did a really nice job on the disasm, nice! 😁
<bloom> Oh gosh
<bloom> AUX3 appears to be a shader to write the tilebuffer to an in-memory framebuffer
<bloom> This is.. a bit scary.
<bloom> dougall: (instruction unkB1 in the C disasm)
<bloom> dougall: (instruction unkB1 in the C disasm)
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<DarkShadow44> Still working on load/store emulator... Anyone knows a proper RGB<->sRGB implementation?
<DarkShadow44> dougall: You use a table, did you only get that through brute force testing?
<bloom> DarkShadow44: hmm?
<DarkShadow44> bloom: load/store allow the data format "SRGBA8", and I have no idea how to convert that properly
<DarkShadow44> ideally, I'd want exactly the same behavior as the GPU
<bloom> should be competent enough
<bloom> although idk if that's bit exact, and is probably overkill
<bloom> anyway, what's this for?
<DarkShadow44> bloom: For my shader emulator that I use for testing: https://github.com/DarkShadow44/AsahiLinux-gpu/blob/asmtool/asmtool/asmtool/emulator.c
<DarkShadow44> thank you
<bloom> anyway, what's this for?
<bloom> er
<bloom> sorry
<bloom> i'm really not used to macos keybindings
<bloom> DarkShadow44: Looks like fun :)
<bloom> aand you'll probably end up learning way more than you bargained for ;-)
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<DarkShadow44> yeah, those instructions are pretty complex and it helps me to understand what exactly happens ^^
<DarkShadow44> latest adventure: arbitrary precision floats, 10 and 11 bits of size? Why I don't know, but it's interesting
<bloom> aand you'll probably end up learning way more than you bargained for ;-)
<bloom> ack
<bloom> er
<DarkShadow44> bloom: first thing I did was change the macOS keybindings :D
<bloom> snrkt
<DarkShadow44> I can't stand their defaults
<DarkShadow44> snrkt?
<bloom> snrkt
<bloom> ugh
<bloom> im just going to close irc ...
<DarkShadow44> btw, my end goal would be having regression tests and an emulator to run full shaders (their bytecode) on the CPU
<DarkShadow44> not quite sure how useful that would be eventually, but currently I just wanna xD
<bloom> alright
* bloom believes in letting people play with the toys they want to :-p
<bloom> I'm currently poking at the framebuffer (or render target, I guess) descriptor
<bloom> got fields for width, height, swizzle
<bloom> (yes, arbitrary swizzles, how cute)
<DarkShadow44> bloom: What does that mean, swizzle?
<DarkShadow44> Isn't that more fitting inside a shader, why does a framebuffer need that?
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<bloom> RGBA vs BGRA
<DarkShadow44> ah, that does make sense
<bloom> RGBA vs BGRA
<bloom> aaa
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<bloom> aaa
<dougall> DarkShadow44: yeah, that table was just generated by asking the gpu to convert all 256 values
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<chrisf> DarkShadow44, 10/11 bit unsigned floats are used in a widely supported format
<chrisf> DarkShadow44, R10G10B11 unsigned float is actually pretty useful -- "almost as good" as RGBA16F for a color target, but only 32 bits
<chrisf> err, R11G11B10
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<DarkShadow44> dougall: FWIW, I implemented it with the mesa code and adjusted the tests to ignore small floating point differences
<bloom> DarkShadow44: although if dougall has grabbed the table, why not just use dougall's table..?
<bloom> mesa's code is just generating a table, as you see.
<DarkShadow44> It's easier to reverse the calculation without a table
<DarkShadow44> after all, I need both directions
<DarkShadow44> bloom: mesa has two functions without a table as well, that's AFAIK how srgb is defined
<bloom> alright
<DarkShadow44> Finally should have a solid base for emulating load/store - all known formats should work properly now
<DarkShadow44> Should get easier from here on, next comes integer operations and bitops
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