01:37fdobridge_: <redsheep> Wasn't it expected that tile based rasterization wasn't working? Seems that it is working after all
01:37fdobridge_: <redsheep> https://cdn.discordapp.com/attachments/1034184951790305330/1190106170325733416/Screenshot_20231228_183413.png?ex=65a097be&is=658e22be&hm=b8d9601593cbdcbd182f3193e6601f8bf98479e932aea725d1950701fd00fd70&
01:42fdobridge_: <pac85> When it works you should see, well, tiles (bigger tiles)
01:44fdobridge_: <redsheep> It looks basically identical to how it looks on the prop driver
01:48fdobridge_: <redsheep> Although... The behavior isn't exactly the same, it doesn't change as much with varied inputs for the sample count and pixel format. The nvidia driver will completely change the tile sizes depending on those inputs, and nvk doesn't.
01:48fdobridge_: <redsheep> So I guess that means there's at least something missing
01:48fdobridge_: <pac85> this is amd
01:48fdobridge_: <pac85> https://cdn.discordapp.com/attachments/1034184951790305330/1190109083844493322/lol.mp4?ex=65a09a74&is=658e2574&hm=12fc6b405324da355a00ade49c9cbb670608f3d2a6c14763e5700930e1ca56ec&
01:49fdobridge_: <redsheep> Tiling on AMD and nvidia has always looked different though
01:50fdobridge_: <pac85> https://youtu.be/Nc6R1hwXhL8?t=653
01:53fdobridge_: <redsheep> Yeah as I am testing with more triangles I can't find any inputs that cause it to actually finish the upper part before the lower parts get drawn at all, so I guess that is just the pattern that Ada uses for immediate mode.
09:10fdobridge_: <dadschoorse> it only looks like that since vega, before you get one triangle after each other
12:13fdobridge_: <pac85> Yeah IK, since they introduced the binning stuff
18:03fdobridge_: <gfxstrand> We haven't done any work to turn on binning, FYI. Maybe it's automatic? 🤷🏻♀️
18:03HdkR: There's a magic toggle bit somewhere to enable or disable it
18:05fdobridge_: <gfxstrand> Ah. IDK if we set it or not off-hand. I should really reorganize or init code.
23:12fdobridge_: <redsheep> I got the idea that I was going to figure out how Nvidia sets up tile based rasterization but after an hour or two reading openRM I decided it's not nearly as simple as I'd hoped.