On Thu, Oct 4, 2012 at 4:06 PM, Jerome Glisse <[email protected]> wrote:
> On Wed, Oct 3, 2012 at 5:50 PM, Marek Olšák <[email protected]> wrote:
>> The decompression is done in-place and only the compressed tiles are
>> decompressed. Note: R6xx-R7xx can do that only with Z16 and Z32F.
>>
>> The texture unit is programmed to use non-displayable tiling and depth
>> ordering of samples, so that it can fetch the texture in the native DB 
>> format.
>>
>> The latest version of the libdrm surface allocator is required for stencil
>> texturing to work. The old one didn't create the mipmap tree correctly.
>> We need a separate mipmap tree for stencil, because the stencil mipmap
>> offsets are not really depth offsets/4.
>>
>> The DB->CB copy is still used for transfers.
>> ---
>>
>> I sent the libdrm patches a few minutes ago. I guess I will have to make 
>> another libdrm release.
>>
>> What's good about this is that it improves performance by 4-5% with the 
>> 1024x768 resolution in Lightsmark on Evergreen. However, the larger the 
>> resolution, the smaller the improvement is (something else becomes the 
>> bottleneck). It also reduces the memory requirements for depth textures by 
>> 50%, because the "flushed depth texture" isn't needed anymore.
>>
>> The catch is fetching the 4th stencil mipmap level gives wrong pixels in one 
>> not-yet-committed test. What's weird is that all the other mipmaps (both 
>> smaller and larger) are fetched correctly. That bug has yet to be fixed, but 
>> who is using a stencil buffer with mipmaps anyway? :)
>
> This 4th level might be the usual switching point btw 2d tiled and 1d
> tiled ... ie we think the hw is still using 2d while it switched to 1d
> (or the other way around)
>
> Otherwise reviewed

Thanks.

The 2D->1D switch takes place between the 1st and the 2nd mipmap, so
the issue cannot be caused by that. It must be something else.

Marek
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