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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - HyperZ is broken for r300 (bad z for some micro and macrotiles?)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=110897#c37">Comment # 37</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - HyperZ is broken for r300 (bad z for some micro and macrotiles?)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=110897">bug 110897</a>
from <span class="vcard"><a class="email" href="mailto:u9vata@gmail.com" title="Richard Thier <u9vata@gmail.com>"> <span class="fn">Richard Thier</span></a>
</span></b>
<pre>(In reply to Dieter Nützel from <a href="show_bug.cgi?id=110897#c35">comment #35</a>)
<span class="quote">> Hello Richard,
>
> very NICE progress!
>
> Maybe you can run 'glmark2' with/without HyperZ.</span >
Good idea.
Can you test if HyperZ works for you without any changes? The progress I made
basically only works on my machine but above cosiekvfj seems to have no issues
despite having the same card.
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?).</pre>
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