<warpme_>
fyi: i give try for current master on t820 (s912) and there is progress+regression. progress: no playback screen flickering on mythtv. regression: picture looks like without luma. just fyi.
<warpme_>
btw: should I test also on t720 (h6)?
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<alyssa>
narmstrong: I only know how to do 16x16 sparse, IIRC
<narmstrong>
alyssa: better than nothing !
<alyssa>
anarsoul: Congrats! What was the final method?
<alyssa>
narmstrong: Heh, yeah! For RGB(A), it's what you want. For YUV there are probably more details I don't know.
<alyssa>
At least it should be fine for rockchip
<narmstrong>
alyssa: yep, amlogic uses SPLIT by default, what's the difference ?
<narmstrong>
but HW should support !SPLIT
<alyssa>
I dunno, but I don't know how to do SPLIT on midgard
<alyssa>
Like... inevitably there is a magic bit for it.
<alyssa>
I just don't know which bit that is :)
<narmstrong>
:-p
<narmstrong>
must be the one right next to SPARSE !
<alyssa>
_These are not the bits you are looking for_
* alyssa
waves
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<anarsoul>
alyssa: I noticed that we're setting one bit in texture descriptor for reload (texture descriptor dumped from blob) and we're not setting it for regular textures
<anarsoul>
and at the same time varyings for reload have unnormalized coordinates
<enunes>
I wonder if any of these fixes finally fixes ideas
<enunes>
no access to board/display today
<enunes>
oh, wrong channel :)
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<alyssa>
anarsoul: Aaaaa
<alyssa>
That
<alyssa>
'll do it
<alyssa>
ALso, same here on Midgard
<anarsoul>
they also use rect textures for reload?
<anarsoul>
oh, while you're here
<alyssa>
Yeah
<anarsoul>
I have a question about mipmap levels
<alyssa>
Sure
<anarsoul>
do you have stride setting somewhere in texture descriptor for all the mipmap levels?
<anarsoul>
on Mali4x0 we have it only for level 0
<anarsoul>
(and descriptor is pretty small, so I'm sure that there's no setting for other levels in it!)
<alyssa>
anarsoul: Yes, on Midgard you have the texture descriptor header with all the config
<alyssa>
And then a variable length payload
<anarsoul>
basically for linear textures it means that stride = width * bpp
<alyssa>
So if you enable manual stride setting, you pass the stride for each level
<alyssa>
i.e.
<alyssa>
[level 0] [stride 0] [level 1] [stride 1] ... in that order
<anarsoul>
lucky you
<alyssa>
Cubemaps form another layer around that too, multidimensional array
<anarsoul>
we can't render in any levels but 0 for linear textures :(
<alyssa>
What's rendering got to do with this?
<alyssa>
I thought this was for sampling
<anarsoul>
render target dimensions have to be aligned to 16 pixels
<alyssa>
Well, yeah, that's unrelated to what I'm talking about
<anarsoul>
alyssa: it's kind of is related
<anarsoul>
let's say you use a texture with mipmaps for FBO and you try to render to level 1
<anarsoul>
we can't do that without using shadow buffer
<anarsoul>
I mean on Mali4x0
<alyssa>
Because the dims aren't 16x16 aligned?
<anarsoul>
yeah
<alyssa>
If you want to render to level 1, can't you pretend that it's level 0 to the hardware, and set the width to align(floor(w/2), 16), align(floor(h/2), 16)
<alyssa>
And then stride to floor(w/2) * bpp
<anarsoul>
alyssa: I won't be able to sample this texture later
<alyssa>
Why not?
<alyssa>
Because of the stride of the sampling?
<anarsoul>
yes
<alyssa>
I see.
<alyssa>
What's the use case for unaligned linear mipmaps?
<anarsoul>
no idea, but we have to support it
<anarsoul>
btw tiled textures don't have this limitation, mipmap levels are always aligned to tile boundaries
<alyssa>
Why do you have to support it?
<alyssa>
"tiled"/"linear" isn't something in the GL spec
<anarsoul>
linear textures?
<alyssa>
Yes?
<anarsoul>
e.g. for samplerExternalOES
<anarsoul>
darn, I may miss XDC Welcome Party :(
<alyssa>
samplerExternalOES is an extension, you don't have to support it...?