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<alyssa>
Interesting
<alyssa>
when texturing Z24_S8 as depth, we use "Z32_UNORM" ... this can't be right, since it's actually Z24_S8
<alyssa>
when .... stencil, the blob uses RGBA8UI.a001 -- so literally swizzling out the high byte. so that confirms it's actually Z24_S8 internally, not some conversion
<alyssa>
so it's really Z24_UNORM, I guess
<alyssa>
There might also be Z32_UNORM for desktop GL but we don't have visibility into that
<alyssa>
Though evidently there's an extension for it
<alyssa>
um
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<alyssa>
but if I remove Z32_UNORM support, glmark breaks. ij,
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<alyssa>
oh gosh
<alyssa>
It's worse than "blend shader register count is bounded by the fs count"
<alyssa>
the blend shaders literally share registers 100% with the fs
<alyssa>
This explains how the passthrough works - and also how to do dual source blending! - but also why all my MRT blending is broken
<alyssa>
and explains why the blob blend shaders often spill despite tiny register pressure
<alyssa>
HdkR: ^
<alyssa>
I'm not entirely sure how we want to handle this, spilling in the blend shader seems really silly
<alyssa>
Keying for "MRT && blend shader" is an option
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<alyssa>
bbrezillon: also, ^^ for the riddle in 079135af288087ab3cbbcd37c05f11b2a96f430a :-(
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<HdkR>
alyssa: Makes sense, just means the blend shaders also need to understand register pressure :)