ChanServ changed the topic of #asahi-gpu to: Asahi Linux GPU development (no user support, 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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<lina> alyssa: ^^
<lina> alyssa: we need to align to the "full" miptree <- didn't we do this already? I'm pretty sure I sent that patch to always allocate full miptrees...
<alyssa> lina: You did :)
<alyssa> (top patch)
<alyssa> the bug only happens for GL_TEXTURE_3D
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<lina> Ohhhh so for 3D textures the Z dimension also goes into the mipmaps. That makes perfect sense and answers some questions I had.
<lina> So does that mean 3D and arrays are *not* the same as far as the hardware is concerned?
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<alyssa> This is the 1 difference we know about so far
<alyssa> hopefully the only one :D
<lina> ^^
<lina> Do we know how the mipmaps work in the Z direction? I don't know what OpenGL says, but I imagine if you're mipmapping in 3D you'd also decimate in the Z direction... obviously in memory you don't do that, but do we still have to do it during mip generation (and are we doing it properly now)?
<lina> Like I'd expect something like every 2 layers to have identical averaged out mip level 1s, every 4 layers for level 2s, etc. (or something like that)
<alyssa> We're doing it properly
<alyssa> or rather
<alyssa> we're not doing it, mesa is
<alyssa> :)
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<lina> Cool ^^
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