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<alyssa>
i509vcb: You need to do the same snorm/float casting logic for CopyBufferToImage and for CopyImageToBuffer, otherwise those will canonicalize NaNs/-1.0 too
<alyssa>
in e.g. agx.agxv_CmdEndRendering.0002 we're uploading floats as floats so the NaNs are getting canonicalized (and denorms flushed)
<alyssa>
then in agx.agxv_CmdEndRendering.0012, we're downloading flots as floats, again canonicalizing/flushing
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<i509vcb>
alyssa: yep I forgot that and that fixed nearly every failure
<alyssa>
i509vcb: awesome!
<i509vcb>
Sadly a few formats always fail, I think the hardware has no SINT/UINT equivalent for these
<j`ey>
i509vcb: nice going!
<i509vcb>
b8g8r8a8_snorm can't be copied via meta-copy
<i509vcb>
r32g32b32a32_sfloat still fails for some weird reason
<i509vcb>
Although r32g32b32a32_sfloat has a hardware equvilant
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<i509vcb>
For dEQP-VK.api.copy_and_blit.core.image_to_image.*
<i509vcb>
(3d and stencil/depth are the largest groups I need to get fixed still)
<j`ey>
there's 50k tests in that subgroup?? or in total
<i509vcb>
grepped out image_to_image in the api subgroup
<alyssa>
j`ey: the vulkan cts is.... intense.
<j`ey>
dayum
<alyssa>
the full thing is millions of tests
<alyssa>
..and growing
<i509vcb>
It will probably take several hours to run when agxv is done enough to try to do a full cts run
<alyssa>
sigh
<j`ey>
i509vcb: what machine are you using?
<i509vcb>
M2 Air with 16GB of ram
<i509vcb>
Ah right compressed formats, let me see how many failures I get again if I turn those back on
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<alyssa>
i509vcb: what's wrong with bgra_snorm?
<alyssa>
should be compatible with e.g. rgba8_unorm?
<i509vcb>
I'll need to check (won't I need a swizzle for that), but I guess for that case it would make sense to have getting the copy format for snorm and sfloat formats be driver specific
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<i509vcb>
hmm no swizzle needed
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<i509vcb>
vk_meta_draw_volume seems to do an instance per layer, I guess that's whats stopping 3D from working since I see nothing related to getting the instance number in the shader so far
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<i509vcb>
can't get the instance id in a fragment shader...