On Tue 21 Jun 2016, Pohjolainen, Topi wrote: > On Mon, Jun 20, 2016 at 08:52:50PM -0700, Kenneth Graunke wrote: > > On Friday, June 17, 2016 4:55:41 PM PDT Jason Ekstrand wrote: > > > On Thu, Jun 16, 2016 at 10:08 AM, Chad Versace <chad.vers...@intel.com> > > > wrote: > > > > > > > On Sat 11 Jun 2016, Jason Ekstrand wrote:
> > > > Enlighten me. Why does blorp use 3D surfaces on gen >= 8 but not > > > > earlier? > > > History? TBH, I'm not really sure. Probably because SKL 3-D is different > > > but you'd have to ask topi to be sure. > > > > Historically, we did everything via tile x/y offsets, and so BLORP > > worked that way too. However, we never applied any offsets to the > > auxiliary surfaces (i.e. CMS). This seems fairly sketchy, and got > > us into trouble when we ported it to Gen8. As a hack, falling back > > from CMS to UMS made things work out. > > > > Rather than try and figure out proper offset calculations for CCS_D, > > CCS_E, and HiZ, Topi decided to just access everything using level/layer > > like we do for normal GL. It seemed a lot safer, and worked out well. > > > > Gen6 never uses CMS, so it works out. Topi seemed to think that Gen7 > > can't do CMS for array textures (though I can't seem to find that code > > to confirm), so it might work out. I'm still not sure why Gen7 works. > > I need to dig some more for this, I can't remember either. > > > > > Honestly, I think it'd be better to convert Gen6-7 to be like Gen8+. Yes, I agree. We should XOffset/YOffset when possible. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev