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<
tomeu >
tested here on the N2 because that's what I use for building mesa and I share the nfsroot with all my other arm64 boards, and kmscube and glmark2 seem to work to the same extent as on the g31
11:18
<
tomeu >
well, if one ignores the random faulting during the first few frames
12:05
<
tomeu >
alyssa: so not much, next step is to make sure that the hierarchy mask is a hierarchy mask as we understand it, and check whether the address and size are really for the heap, or the polygon list
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<
robmur01 >
uncompressed compressed format... sounds so very useful :)
13:22
<
tomeu >
sure they only added it to aid in REing...
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<
tomeu >
alyssa: traced the whole of glmark2 (well, at least until it crashed in the ideas scene)
13:51
<
tomeu >
and got again all those 4 values
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<
tomeu >
(00001010, 00010100, 00101000, 01010000, 10100000)
13:52
<
tomeu >
well, five :)
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<
tomeu >
alyssa: ran out of time before tackling the blend descriptor, can do that tomorrow
14:56
<
tomeu >
pushed a rebased "bifrost" branch, seems to work
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<
alyssa >
tomeu: Not sure what to make of those values.
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<
alyssa >
0b1010 << l
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<
alyssa >
for l = 0 ... 4
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<
alyssa >
daniels: AFBU
15:18
<
alyssa >
tomeu: Also - on mdg it's not draw
*count* but rather
*vertex* count
15:18
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alyssa >
A single draw with huge #s of vertices (e.g. -bshading:model=bunny, or -brefract) will hit the highest mode
15:18
<
HdkR >
oh btw, I got told recently that the min/max calculation was removed with Valhall. So that no longer needs to happen there
15:20
<
alyssa >
Finally :D
15:33
<
Lyude >
alyssa: if I get time today could you help me setup my n2?
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<
raster >
th discard there (discard based on smul result before?)
17:07
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raster >
that will just exit the frag shader? nothing more gets done? how is depth written? only in writeout?
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alyssa >
raster: yes, yes, I don't think it is?, that I would espect
18:15
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raster >
well something is writing to z buffer after that discard - and it shouldn't
18:15
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raster >
jus was making sure the dicard was doing what it seems to be
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<
alyssa >
maybe there are unknown interactions b/w discard and gl_FragDepth
18:51
<
HdkR >
vertex depth passthrough perhaps?
18:51
<
HdkR >
Does a bit of magic on discard?
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<
raster >
well there is definitely something...
19:39
<
raster >
it's not seemingly in the shader asm tho
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