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MoeIcenowy>
anarsoul: the magic of 0x32 is that it samples a Z24S8...
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anarsoul>
interesting
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anarsoul>
MoeIcenowy: so looks like 0x800 enables depth writes
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anarsoul>
0x1000 enables stencil writes
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anarsoul>
I'm not sure what is 0x400 though
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anarsoul>
but it's set for both depth and stencil writes
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MoeIcenowy>
BTW I think Z and S are binded into a single reg
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MoeIcenowy>
so 0x400 may enables reading from the reg
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MoeIcenowy>
and 0x800 extracts Z component
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MoeIcenowy>
0x1000 extracts S
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MoeIcenowy>
anarsoul: how to disassemble a shader in hex?
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anarsoul>
MoeIcenowy: hack lima_disasm? :)
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anarsoul>
(and don't forget to send an MR later)
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anarsoul>
currently it understands only mbs, but it should be trivial to add hex and/or binary support
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anarsoul>
MoeIcenowy: I'm 99% sure that we can select what reg to use for depth and/or stencil
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anarsoul>
because we can do so for color
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anarsoul>
rellla: we also have standalone disasm tool in our mesa driver
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anarsoul>
see build/src/gallium/drivers/lima/lima_disasm
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MoeIcenowy>
maybe we should integrate disasm to syscall-dumper
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MoeIcenowy>
as syscall dumper can parse rsw and vs cmd now
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MoeIcenowy>
thus it will know the location that the shader sits
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rellla>
MoeIcenowy: i could do that the next days if you want me to...
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MoeIcenowy>
BTW maybe we can implement Z reload first -- it only need to generate a different RSW
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MoeIcenowy>
and we already used hardcoded RSW in cbuf reload
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MoeIcenowy>
rellla: ah not needed now
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MoeIcenowy>
I have even no environment for a mali blob now
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MoeIcenowy>
all my devices migrated to lima
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rellla>
anyway, i'll check how many effort it will be.
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MoeIcenowy>
BTW I finally failed to understand the strange 0x30
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MoeIcenowy>
I only found that when writing to Z/S it's always not set
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MoeIcenowy>
how to do dirty experiments on Mali?
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MoeIcenowy>
I want to know what does the sampler with format 0x32 output
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anarsoul>
MoeIcenowy: just use it instead of RGB?
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anarsoul>
basically you can write another gbm-surface demo that textures a quad with texture of 0x32 format?
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