[Bug 110897] HyperZ is broken for r300 (bad z for some micro and macrotiles?)

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Fri Jun 14 23:05:54 UTC 2019


https://bugs.freedesktop.org/show_bug.cgi?id=110897

Dieter Nützel <Dieter at nuetzel-hh.de> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
                 CC|                            |maraeo at gmail.com,
                   |                            |michel at daenzer.net

--- Comment #38 from Dieter Nützel <Dieter at nuetzel-hh.de> ---
(In reply to Richard Thier from comment #37)
> (In reply to Dieter Nützel from comment #35)
> > Hello Richard,
> > 
> > very NICE progress!
> > 
> > Maybe you can run 'glmark2' with/without HyperZ.
> 
> Good idea.
> 
> Can you test if HyperZ works for you without any changes?

Sorry,

I'haven't any system for r300 (PCI/AGP) handy.
Latest here HD 4650, RV730 AGP (1 GB !), r600 (see older bug reports...;-)
But not booted for nearly 2 years...
Maybe I have an older r300 one (yep, 9550), but I have to dig in the basement
for it, if you need.

> The progress I
> made basically only works on my machine but above cosiekvfj seems to have no
> issues despite having the same card.

You made GREAT progress!

We have to ping Michel Dänzer and Marek Olšák for your open questions.
(see CC list)

> Actually if the gb_pipes number is wrong then the error is not even in the
> HyperZ code, but in the code that returns the wrong value from drm - that
> HyperZ code is just using.
> 
> Oh and keep in mind that I have no HiZ RAM! So if I measure speed gains
> others might measure a higher gain if they have HiZ RAM too as I think this
> way I have no hierarchical Z-buffer at all - when bigger tiles store min or
> max z values of theirs and first they are compared not pixels - but I have
> this compressed Z-buffer or zmask_ram - latter which is a lossless
> compression of the zbuffer. I read that they use tricks like storing the
> one-two triangles directions basically for whole tiles to save some bandwith
> and/or indicate if a tile is compressed or not at all.
> 
> This latter seems to help memory bandwith in case the triangles are bigger
> than the tiles (typically: walls in a game maybe?).

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