--- Adam K Kirchhoff <[EMAIL PROTECTED]> wrote:

> Jacek Rosik wrote:
> 
> >Hi,
> >
> >Dnia 28-01-2005, pią o godzinie 16:27 +0100, Roland Scheidegger
> >napisał(a): 
> >  
> >
> >>Jacek Rosik wrote:
> >>    
> >>
> >>>Hi,
> >>>
> >>>I have some questions about r200 depth tiling. Generally I'm also 
> >>>interested in r100 tiling too, but currently i work on r200.
> >>>
> >>>First of all in functions r200_mba_z16|32 from r200_span.c frontPitch
> >>> offset is used. Is it intentional or just because depthOffset is 
> >>>also the same? Maybe it should be depthOffset?
> >>>      
> >>>
> >>Yes, I think depthPitch (you surely meant that, yes?) instead of
> >>frontPitch might be a good idea. I don't think there's a good reason
> to
> >>use frontPitch there, even though currently they are always the same.
> >>    
> >>
> >
> >Yes, I meant depthPitch. They are the same but only for resolutions
> >where width is multiple of 32. Depth pitch is rounded to be multiple of
> >32. Hmm... I think that is wrong since tile size seems to depend on fb
> >depth and probably tiles on r100 also have different sizes. So this is
> >correct only for r200 with 32bpp fb depth.
> >
> >  
> >
> >>>Depth tiles on r200 are 32x16 or 64x16, depending on FB depth, right?
> >>>
> >>>
> >>>      
> >>>
> >>Well, the span functions would indicate that. It doesn't quite match
> the
> >>experiences made when implementing hyperz, however (where the same
> >>number of tiles needed to be cleared regardless of 16 or 32bit z
> depth,
> >>and tile size more seemed to correspond to 4x4 microtiles and 8x2
> >>macrotiles, thus a tile size of 32x8). I never really fully understood
> >>that however, something just doesn't fit. See th drm clear code for
> details.
> >>    
> >>
> >
> >Thanks, I'll take a look at it.
> >
> >  
> >
> >>>I don't quite follow third line before last? Can someone enlighten 
> >>>me?
> >>>      
> >>>
> >>You mean the pitch & 0x20 stuff? Yeah, looks strange.
> >>Looking at it, it seems like it ensures that each "block line" starts 
> >>with alternating 2KB addresses (i.e. that 11th-bit). So y 0-15 will
> have 
> >>set that (for x 0-31) to 0, y 16-31 to 1 and so on.
> >>Seems to me like it might be related to how the ram is organized (e.g.
> 
> >>something like ensuring it's on a different memory channel or
> different 
> >>bank or whatnot).
> >>    
> >>
> >Yeah, I thought something similar.
> >
> >  
> >
> >>This is, btw, quite similarly strange to what Stephane needed on his 
> >>rv100 to get the correct pixel address for color tiling, this one also
> 
> >>tinkered with that 11th bit (see RadeonDoAdjustFrame).
> >>
> >>    
> >>
> >>>Generally if one could explain tiling a bit for me I would be 
> >>>grateful. What I'm trying to do is to is to modify depthOffset to be
> >>> as close to top-left corner of viewport as possible and modify. I 
> >>>this possible with shared depth buffer. This means that each 3D 
> >>>window would have different depthOffset but pointing to the same 
> >>>shared buffer.
> >>>      
> >>>
> >>I'm not sure if it's possible to do that with depthOffset (well
> maybe). 
> >>There is however an interesting bit in RB3D_CNTL 
> >>(R200_DEPTH_XZ_OFFEST_ENABLE, I guess "XZ" is a typo, just as is 
> >>"OFFEST"?) and the corresponding (?) register 
> >>(R200_RB3D_DEPTHXY_OFFSET), which sound to me like they are exactly 
> >>invented for that...
> >>    
> >>
> >
> >So this would mean that depth buffer can start at different x,y than
> >color buffer? Can someone with the docs confirm that.
> >
> >Anyway I think I will experiment with it a little more and see what
> I'll
> >get. Unfortunately I'll be quite busy in next weeks, but I hope I'll
> get
> >back to it soon.
> >
> >BTW: I have working solution for color but I wonder if this will work
> >with color tiling. Of course offset Would have to be aligned to the
> >closest tile. Can You take a look at it? (It's missing some bits but
> >generaly apps which don't use depth should work Unfortunately I don't
> >think there are many ;). Attached is a patch. Any comments are welcome.
> >  
> >
> I somehow missed this discussion the first time, but thankfully Alex 
> pointed it out to me...
> 
> Anyway...  I've applied your patch, Jacek.  It mostly works, but 
> definitely has some issues:
> 
> http://68.44.156.246/glforestfire.png
> http://68.44.156.246/glplanet.png
> 
> This is what happens when I move the window to the lower right hand 
> corner on a MergedFB setup running at 2560x1024.
> 
The OFFSETS get changed but then the output needs to be translated back
into position.  AMY ONE HAVE A FIX FOR THIS!!!!

Also you seam tobe getting something I did not get.  In my attempts the
img moved to the boarder of the window, so that the cutoff was allways at
a window boundry.  This could mean there are some math problems in the
patch your using.

> Adam
> 
> 
> 
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