<lynxeye>
Yes, I haven't figured out the new RS supertiling yet, but things work with some small adjustments and supertiling disabled for now.
<lynxeye>
Do you have a 8MP-EVK?
<marex>
lynxeye: yep, so I obviously wanted to try etnaviv, I got the GPU to bind to etnaviv and started poking around
<marex>
but since you're already on it, maybe neverball logo transparency is another thing I can look at
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<lynxeye>
marex: What's wrong with the logo? TBH all those neverball issues did mostly just scroll by me...
<marex>
lynxeye: it is supposed to be transparent, but it is not transparent
<marex>
lynxeye: seems gl1/gles1 is a source of fun
<marex>
lynxeye: some alpha/depth test voodoo again
<lynxeye>
marex: If it's alpha testing then GC7000 (at least most of them) is currently broken.
<marex>
lynxeye: its broken on mx6q too, so no
<marex>
lynxeye: I need to look into how its implemented and then figure out whats wrong with it
<lynxeye>
Seems Vivante removed the fixed-function alpha-test unit and replaced it with a shader variant. There's a feature bit for called PE_NO_ALPHA_TEST
<lynxeye>
Oh, okay. GC2000/3000 still has the alpha test unit.
<marex>
lynxeye: the shader based gles2 depth/alpha stuff works fine, the deqp tests pass and all
<marex>
this is again some weird ff stuff
<flto>
marex: alpha-test isn't in gles2, so deqp isn't testing it
<marex>
flto: depth stencil is
<marex>
flto: alpha is only in gles3 ?
<lynxeye>
marex: alpha testing is a desktop GL feature