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bloom >
dougall: You did a really nice job on the disasm, nice! 😁
01:59
<
bloom >
AUX3 appears to be a shader to write the tilebuffer to an in-memory framebuffer
01:59
<
bloom >
This is.. a bit scary.
02:00
<
bloom >
dougall: (instruction unkB1 in the C disasm)
02:00
<
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?
02:31
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DarkShadow44 >
dougall: You use a table, did you only get that through brute force testing?
02:31
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bloom >
DarkShadow44: hmm?
02:32
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DarkShadow44 >
bloom: load/store allow the data format "SRGBA8", and I have no idea how to convert that properly
02:32
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DarkShadow44 >
ideally, I'd want exactly the same behavior as the GPU
02:32
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bloom >
should be competent enough
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bloom >
although idk if that's bit exact, and is probably overkill
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bloom >
anyway, what's this for?
02:35
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DarkShadow44 >
thank you
02:36
<
bloom >
anyway, what's this for?
02:36
<
bloom >
i'm really not used to macos keybindings
02:37
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bloom >
DarkShadow44: Looks like fun :)
02:37
<
bloom >
aand you'll probably end up learning way more than you bargained for ;-)
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02:38
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DarkShadow44 >
yeah, those instructions are pretty complex and it helps me to understand what exactly happens ^^
02:38
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DarkShadow44 >
latest adventure: arbitrary precision floats, 10 and 11 bits of size? Why I don't know, but it's interesting
02:39
<
bloom >
aand you'll probably end up learning way more than you bargained for ;-)
02:40
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DarkShadow44 >
bloom: first thing I did was change the macOS keybindings :D
02:40
<
DarkShadow44 >
I can't stand their defaults
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<
DarkShadow44 >
snrkt?
02:41
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bloom >
im just going to close irc ...
02:42
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DarkShadow44 >
btw, my end goal would be having regression tests and an emulator to run full shaders (their bytecode) on the CPU
02:43
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DarkShadow44 >
not quite sure how useful that would be eventually, but currently I just wanna xD
02:46
* bloom
believes in letting people play with the toys they want to :-p
02:47
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bloom >
I'm currently poking at the framebuffer (or render target, I guess) descriptor
02:47
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bloom >
got fields for width, height, swizzle
02:47
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bloom >
(yes, arbitrary swizzles, how cute)
02:49
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DarkShadow44 >
bloom: What does that mean, swizzle?
02:56
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DarkShadow44 >
Isn't that more fitting inside a shader, why does a framebuffer need that?
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02:56
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bloom >
RGBA vs BGRA
02:57
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DarkShadow44 >
ah, that does make sense
03:00
<
bloom >
RGBA vs BGRA
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03:36
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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
04:06
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chrisf >
DarkShadow44, R10G10B11 unsigned float is actually pretty useful -- "almost as good" as RGBA16F for a color target, but only 32 bits
04:06
<
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
16:36
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bloom >
DarkShadow44: although if dougall has grabbed the table, why not just use dougall's table..?
16:36
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bloom >
mesa's code is just generating a table, as you see.
16:38
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DarkShadow44 >
It's easier to reverse the calculation without a table
16:38
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DarkShadow44 >
after all, I need both directions
16:39
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DarkShadow44 >
bloom: mesa has two functions without a table as well, that's AFAIK how srgb is defined
18:25
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DarkShadow44 >
Finally should have a solid base for emulating load/store - all known formats should work properly now
18:25
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DarkShadow44 >
Should get easier from here on, next comes integer operations and bitops
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