Hi Andy, Thanks for checking! I do see an issue on Tesla as well (at least G92, and I believe someone else reported on a GT215 or GT218). However I haven't confirmed that it's the identical issue to what I see on Fermi with quite as much certainty as what I've checked on a GF108. (For the G92, the texture buffer object test fails in the same way it does on Fermi, but there could be other reasons for that.)
To be clear, when I say "unbound" for Fermi / Tesla, I mean BIND_TSC(ACTIVE=0) (method 0x2400, bit 0 == 0). Kepler doesn't have that, so presumably you mean TLD will look at TSC ID == 0, irrespective of the TSC ID encoded into the texture handle. The sRGB thing is ... rather annoying. Especially since texelFetch has some kind of extra-specially-odd rule around sRGB conversion. I don't remember what it is, but it feels like this would potentially make it impossible to follow. But I guess going back in time and fixing the hw is also difficult. Can you confirm whether it will always look at slot 0, even in LINKED_TSC mode (i.e. method 0x1234 == 1)? We don't currently make use of that mode in nouveau, but I'm thinking about doing it on Tesla / Fermi so that we can get more than 16 textures per stage on there. Thanks again for the info! -ilia On Wed, Mar 7, 2018 at 3:21 PM, Andy Ritger <arit...@nvidia.com> wrote: > Hi Ilia. > > It looks like there is a hardware bug on Fermi and Kepler where TLD > unconditionally uses the sampler from slot 0. This is supposedly fixed > in Maxwell. What I could find internally suggests the bug wasn't present > on Tesla, but let me know if your observations contradict that. > > The only work around is to have a sampler defined and bound. Further, > be careful to have reasonable state in the entry in slot #0: as I > understand it, the one piece of sampler state that will influence TLD > is sRGBConversion (bit 13). > > I hope that helps, > - Andy > > > On Thu, Mar 01, 2018 at 11:47:18PM -0500, Ilia Mirkin wrote: >> Hello, >> >> This question is in the context of Tesla / Fermi generations, which >> have explicit bindings for textures / samplers. It might also apply to >> Kepler+, not quite as sure due to the bindless nature. >> >> I've been trying to understand how the TLD operation works (which is >> used to implement texelFetch in GLSL). It does not appear to the op >> takes an explicit sampler id at all (unlike all the other texturing >> operations). In unlinked TSC mode (i.e. method 0x1234 == 0), my >> observation is that it desperately wants for a valid sampler to be >> bound to sampler slot 0. Of course I don't think TLD actually needs >> anything from the sampler, which makes this all the more odd. >> >> Is that a correct assessment of the operation of the TLD instruction? >> Is there any way to make it just not care about the sampler binding? >> Does the DirectX driver just always keep something bound to sampler >> slot 0? (And what happens on Kepler+? Does it always look at TSC ID == >> 0?) >> >> (I kind of assume that all these problems go away in linked TSC mode, >> since it'd naturally just look up the TSC entry associated with the >> bound TIC.) >> >> Thanks, >> >> -ilia _______________________________________________ Nouveau mailing list Nouveau@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/nouveau