Re: [Mesa-dev] [PATCH v2] radv: implement VK_EXT_sample_locations

2019-06-24 Thread Samuel Pitoiset
Thanks for the head-up Marek, I will update once I have hardware access. On 6/21/19 7:33 PM, Marek Olšák wrote: Gfx10 remembers sample positions in compressed Z/S memory, so the hw doesn't need the decompress pass for shader loads. Marek On Wed, May 22, 2019 at 4:20 PM Marek Olšák

Re: [Mesa-dev] [PATCH v2] radv: implement VK_EXT_sample_locations

2019-06-21 Thread Marek Olšák
Gfx10 remembers sample positions in compressed Z/S memory, so the hw doesn't need the decompress pass for shader loads. Marek On Wed, May 22, 2019 at 4:20 PM Marek Olšák wrote: > The depth decompress pass needs to know the sample locations. > > If shader loads read from compressed depth, the

Re: [Mesa-dev] [PATCH v2] radv: implement VK_EXT_sample_locations

2019-05-29 Thread Bas Nieuwenhuizen
R-b, assuming you disable the ext and add todos for the htile stuff. On Fri, May 24, 2019, 9:28 AM Samuel Pitoiset wrote: > It's a bit difficult and invasive to support variable sample locations > during layout transitions actually. > > So for now, I disabled HTILE for depth/stencil images that

Re: [Mesa-dev] [PATCH v2] radv: implement VK_EXT_sample_locations

2019-05-24 Thread Samuel Pitoiset
It's a bit difficult and invasive to support variable sample locations during layout transitions actually. So for now, I disabled HTILE for depth/stencil images that might require sample locations. On 5/22/19 10:20 PM, Marek Olšák wrote: The depth decompress pass needs to know the sample

Re: [Mesa-dev] [PATCH v2] radv: implement VK_EXT_sample_locations

2019-05-23 Thread Samuel Pitoiset
Thanks for pointing this out, I will implement. On 5/22/19 10:20 PM, Marek Olšák wrote: The depth decompress pass needs to know the sample locations. If shader loads read from compressed depth, the texture hardware will always use the standard locations for decompression. Marek On Tue, May

Re: [Mesa-dev] [PATCH v2] radv: implement VK_EXT_sample_locations

2019-05-22 Thread Marek Olšák
The depth decompress pass needs to know the sample locations. If shader loads read from compressed depth, the texture hardware will always use the standard locations for decompression. Marek On Tue, May 21, 2019 at 8:17 PM Bas Nieuwenhuizen wrote: > So this does not seem to use the sample

Re: [Mesa-dev] [PATCH v2] radv: implement VK_EXT_sample_locations

2019-05-21 Thread Bas Nieuwenhuizen
So this does not seem to use the sample locations during layout transitions? AFAIK those are needed for e.g. HTILE decompression as it is based on equations somehow. On Thu, May 16, 2019 at 11:51 AM Samuel Pitoiset wrote: > > Basically, this extension allows applications to use custom > sample

[Mesa-dev] [PATCH v2] radv: implement VK_EXT_sample_locations

2019-05-16 Thread Samuel Pitoiset
Basically, this extension allows applications to use custom sample locations. It doesn't support variable sample locations during subpass. Note that we don't have to upload the user sample locations because the spec doesn't allow this. Only enabled on VI+ because it's untested on older chips.