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19:53
<
alyssa >
lina: I added MR tags "needs (discussion/changes/review/merge)" so it should be easy to search
19:53
<
alyssa >
^ Permanent link for your review backlog ;p
19:54
<
alyssa >
when you review something, if it's good re-tag it as "Needs merge" (and possibly assign to marge if there are no outstanding nits), if it's not re-tag it as "Needs changes" for me to respin
19:54
<
alyssa >
(and when I'm ready for review I'll retag as "needs review")
19:55
<
alyssa >
IDK how well this system will work out but I think it's worth a shot
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22:36
<
alyssa >
ok, going from z32f -> z16 unorm I see the following changes:
22:37
<
alyssa >
addresses shfuffling, attachments changing
22:37
<
alyssa >
z format 32F -> 16
22:37
<
alyssa >
(zls control otherwise the same)
22:37
<
alyssa >
depth unknown 1 0x54001 -> 0x28001
22:37
<
alyssa >
I think that might be layer stride
22:37
<
alyssa >
in the upper bits i mean
22:37
<
alyssa >
or layer size or
22:38
<
alyssa >
z16 unorm attachment 1 and 2 set
22:38
<
alyssa >
depth clear value packed as z16
22:38
<
alyssa >
and that's it
22:38
<
alyssa >
adding in compression sets "z compress 1 and 2"
22:39
<
alyssa >
and still the other changes
22:39
<
alyssa >
and accel buffers
22:39
<
alyssa >
and IOGPU Graphics words 180 and 190 set to 0x58000
22:39
<
alyssa >
that looks potentially new, actually
22:39
<
alyssa >
Z16 might need uapi changes
22:40
<
alyssa >
oh that seems to only be for layered rendering though
22:40
<
alyssa >
regular Z16F is what i expect
22:42
<
alyssa >
throwing in multisampling into the mix, let's see
22:42
<
alyssa >
unk 212 0x8 -> 0x4
22:42
<
alyssa >
sample positions set
22:42
<
alyssa >
tile size dropped from 32x32 to 32x16
22:42
<
alyssa >
bytes per thread group halved (because tile size halved..?)
22:43
<
alyssa >
shader::unk 1 set
22:43
<
alyssa >
k. nothing scary so far, i don't think
22:44
<
alyssa >
also had an issue with 63x63 cube maps, I wonder what's up there
22:48
<
alyssa >
0, 8000, 10000, 18000, 20000, 28000
22:48
<
alyssa >
starts of faces i guess, where are my mip levels though
22:49
<
alyssa >
oh wait i'm staring at a compressed buffer that's why i'm confused :-p
22:49
<
alyssa >
so, it uses page-aligned layers
22:49
<
alyssa >
no compression, 63x63 cube
22:50
<
alyssa >
oh, I guess it's exactly 1 page, ok
22:51
<
alyssa >
Okay, here we go
22:51
<
alyssa >
face 0: (0, 4000, 5000, 5400, 5500)
22:52
<
alyssa >
face 1: (8000, c000, d000, d400, d500)
22:54
<
alyssa >
and... for the 3D texture with footprint 32x16x64
22:54
<
alyssa >
it does
*not* use page-aligned layer, first of all
22:54
<
alyssa >
(ail doesn't either)
22:56
<
alyssa >
level offsets
22:57
<
alyssa >
0, 800, a00, a80
22:57
<
alyssa >
wait that's not what i wanted to check
22:58
<
alyssa >
right, here
22:58
<
alyssa >
layer stride is c80
22:58
<
alyssa >
which is indeed not page aligned
22:58
<
alyssa >
this is all rgba8 unorm
22:59
<
alyssa >
4 mip levels on this guy
23:00
<
alyssa >
this is interesting, it's rounding the layers up to C80
23:00
<
alyssa >
even though the 4 mip levels end up at AA0
23:23
<
alyssa >
lina: Might need to pass this one off to you tb
23:23
<
alyssa >
^^ that test case (crafted manually) needs to pass
23:24
<
alyssa >
basically, when page-aligned layers is turned off (but depth > 1 and mipmapping is enabled), we need to align to the "full" miptree, even if layout->levels is < max mip level(width, height, depth)
23:28
<
alyssa >
although that doesn't actually fix my deqp..
23:28
<
alyssa >
right, still off by one somewhere
23:33
<
alyssa >
Oh I see the actual bug here
23:34
<
alyssa >
aha yes ok
23:37
<
alyssa >
yeah ok i think I got it
23:42
<
alyssa >
Got it :~)
23:42
<
alyssa >
lina: thanks for your help
23:42
<
alyssa >
i mean i know you're asleep but
23:42
<
alyssa >
supporting me in spirit?