asahi: Note some magic bits used with memoryless RTs
Obviously there can't *actually* be memoryless render targets, because how would partial renders work? The control stream with memoryless looks like everything would if it went to memory (e.g. full 2D MSAA attachments for the partial loads/stores even if only a resolved 2D image for the final store). Except the memoryless attachments all load from the same address 0xeeee0000. Clearly that's not actually what happens, so what gives? Unclear... but I see the magic bits mentioned here set, and I assume there are some firmware (or kernel) shenanigans used to JIT allocate the backing storage for partial renders. Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19811>
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@@ -830,6 +830,7 @@
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<field name="Deflake 3" start="94:0" size="64" type="address"/>
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<field name="Unk 112" start="96:0" size="32" default="0x1" type="hex"/>
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<field name="Unk 114" start="98:0" size="32" default="0x1c" type="hex"/>
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<field name="Memoryless render targets used" start="100:0" size="1" type="bool"/>
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<field name="OpenGL depth clipping" start="100:24" size="1" type="bool"/>
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<field name="Unk 118" start="102:0" size="32" default="0xffffffff" type="hex"/>
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<field name="Unk 119" start="103:0" size="32" default="0xffffffff" type="hex"/>
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@@ -890,6 +891,7 @@
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<field name="Stencil buffer 3" start="344:0" size="64" type="address"/>
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<field name="Stencil acceleration buffer 3" start="346:0" size="64" type="address"/>
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<!-- maybe only set when doing a depth clear? -->
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<!-- 0x1000000 bit set with memoryless render targets? -->
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<field name="Unk 352" start="352:0" size="32" default="0x1" type="hex"/>
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<field name="Unk 360" start="360:0" size="32" default="0x1c" type="hex"/>
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<field name="Encoder ID" start="362:0" size="32" type="hex"/>
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