1*61046927SAndroid Build Coastguard WorkerRandom list of problems with i915g: 2*61046927SAndroid Build Coastguard Worker 3*61046927SAndroid Build Coastguard Worker- What does this button do? Figure out LIS7 with regards to depth offset. 4*61046927SAndroid Build Coastguard Worker 5*61046927SAndroid Build Coastguard Worker- Dies with BadDrawable on GLXFBconfig changes/destruction. Makes piglit totally 6*61046927SAndroid Build Coastguard Worker unusable :( Upgrading xserver helped here, it doesn't crash anymore. Still 7*61046927SAndroid Build Coastguard Worker broken, it doesn't update the viewport/get new buffers. 8*61046927SAndroid Build Coastguard Worker 9*61046927SAndroid Build Coastguard Worker- Y-tiling is even more fun. i915c doesn't use it, maybe there's a reason? 10*61046927SAndroid Build Coastguard Worker Texture sampling from Y-tiled buffers seems to work, though (save above 11*61046927SAndroid Build Coastguard Worker problems). 12*61046927SAndroid Build Coastguard Worker RESOLVED: Y-tiling works with the render engine, but not with the blitter. 13*61046927SAndroid Build Coastguard Worker Use u_blitter and hw clears (PRIM3D_CLEAR_RECT). 14*61046927SAndroid Build Coastguard Worker 15*61046927SAndroid Build Coastguard Worker- src/xvmc/i915_structs.h in xf86-video-intel has a few more bits of various 16*61046927SAndroid Build Coastguard Worker commands defined. Scavenge them and see what's useful. 17*61046927SAndroid Build Coastguard Worker 18*61046927SAndroid Build Coastguard Worker- Do smarter remapping. Right now we send everything onto tex coords 0-7. 19*61046927SAndroid Build Coastguard Worker We could also use diffuse/specular and pack two sets of 2D coords in a single 20*61046927SAndroid Build Coastguard Worker 4D. Is it a big problem though? We're more limited by the # of texture 21*61046927SAndroid Build Coastguard Worker indirections and the # of instructions. 22*61046927SAndroid Build Coastguard Worker 23*61046927SAndroid Build Coastguard Worker- Finish front/back face. We need to add face support to lp_build_system_values_array and use it in draw_llvm.c. 24*61046927SAndroid Build Coastguard Worker 25*61046927SAndroid Build Coastguard Worker- More optimizations, like replacing ADD + MUL with MAD or use DP2ADD. 26*61046927SAndroid Build Coastguard Worker 27*61046927SAndroid Build Coastguard Worker- Replace constants and immediates which are 0,1,-1 or a combination of those with a swizzle. 28*61046927SAndroid Build Coastguard Worker 29*61046927SAndroid Build Coastguard Worker- Schedule instructions to minimize the number of phases. One way is to replace 30*61046927SAndroid Build Coastguard Worker R registers responsible for a boundary with U registers to avoid phase 31*61046927SAndroid Build Coastguard Worker boundaries. 32*61046927SAndroid Build Coastguard Worker 33*61046927SAndroid Build Coastguard Worker- Continue a previous primitive when there are no state changes 34*61046927SAndroid Build Coastguard Worker 35*61046927SAndroid Build Coastguard Worker- Fix fragment discard 36*61046927SAndroid Build Coastguard Worker 37*61046927SAndroid Build Coastguard WorkerOther bugs can be found here: 38*61046927SAndroid Build Coastguard Workerhttps://gitlab.freedesktop.org/mesa/mesa/-/issues?scope=all&utf8=%E2%9C%93&state=opened&label_name[]=i915g 39