<rellla>
and find out, why some more tests fail on 450...
<anarsoul>
0x0C [3] depth test
<anarsoul>
we have 8 + 4 bits not decoded
<rellla>
they aren't set by the blob
<anarsoul>
so there should be block of 4 bits that select a register to take depth from and a register to take stencil from
<anarsoul>
and there should be 2 bits that enable writing depth and writing stencil by fragment shader
<anarsoul>
you'll have to experiment with it
<anarsoul>
beside that
<anarsoul>
add st_depth and st_stencil (start with depth) ops to ppir
<rellla>
we have the upper 16bits of 0x1C [7] stencil test set by the blob sometimes
<anarsoul>
basically st_depth should be similar to st_col
<anarsoul>
just use different reg (e.g. $1 for depth)
<anarsoul>
then just handle FRAG_RESULT_DEPTH for ppir_compile_nir for output variables
<anarsoul>
and in nir_intrinsic_store_output
<anarsoul>
I'd start with ppir changes first and make sure it produces reasonable result
<anarsoul>
you'll need to add flags to lima_fs_shader_state indicating whether it writes depth and stencil
<rellla>
thanks for guiding, i'll see if i can start working on it :)
<anarsoul>
and then if either of these flags are set modify 0x0C [3] depth test to enable write of depth and/or stencil and indicate registers that they should be taken from
<anarsoul>
rellla: if you're not starting it sometime this week I'll just do it :)
<rellla>
feel free to do it, i'll let you know, if i have found out sth interesting ;)
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<MoeIcenowy>
anarsoul: is there anything that writes to stencil?
<rellla>
anarsoul: the way you described above is for implementing gl_FragDepth, isn't it? but that's only in spec for glsl1.10/OpenGL2.0 and not for glslES1.00/OpenGLES2.0!? so at least this shouldn't be the showstopper for the failing deqp tests?
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<anarsoul>
rellla: gl_FragDepth shouldn't be a stopper, but missing depth reload is
<anarsoul>
the idea is to reload depth with the same wallpapering technique, just use different shader that samples depth texture and writes depth
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<MoeIcenowy>
anarsoul: so the "reload" here means filling the internal tiled buffer?
<MoeIcenowy>
anarsoul: I'm going to run a grep on the blob dumps of the "unknown bits 4-15"
<anarsoul>
MoeIcenowy: yes
<anarsoul>
MoeIcenowy: good luck, but I doubt blob does it :)
<MoeIcenowy>
anarsoul: it's still running, but multiple bits are used
<MoeIcenowy>
for bit 4-7 only 0x..30 is known
<MoeIcenowy>
for bit 8-11 [46c] are seen
<MoeIcenowy>
for 12-15 [12469]
<MoeIcenowy>
at least these bits are not an untouched zone
<MoeIcenowy>
oh the 0x30 is only seen when bit 8-15 is not set
<MoeIcenowy>
and there're examples that the 4-15 bits are 0
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<MoeIcenowy>
is it possible to retrieve a fragment shader attached to the RSW in a dump?
<MoeIcenowy>
I doubt Z reload happens at fbo/dEQP-GLES2.functional.fbo.render.recreate_colorbuffer.no_rebind_rbo_rgb565_depth_component16/dEQP-GLES2.functional.fbo.render.recreate_colorbuffer.no_rebi