> No, it doesn't. The high (64 - 24) bits have to be exactly the same.
> So if your 16 MB allocation is not aligned, you could wind up with two
> shaders crossing that boundary by sheer bad luck and then things go
> boom. ARM's kernel driver dealt with it by aligning all executable
> memory allocat
On Sun, May 5, 2019 at 1:27 AM Alyssa Rosenzweig wrote:
>
> > The blend shader enable bit is already described in the comments in
> > the header; the blend shader is enabled when unk2 == 0.
>
> I'm pretty sure that comment was from you, but thank you ;)
>
> > (the blend shader has
> > to be alloca
> The blend shader enable bit is already described in the comments in
> the header; the blend shader is enabled when unk2 == 0.
I'm pretty sure that comment was from you, but thank you ;)
> (the blend shader has
> to be allocated within the same 2^24 byte range as the main shader for
> it to work
On Sun, May 5, 2019 at 12:14 AM Alyssa Rosenzweig wrote:
>
> This commit does a fairly large cleanup of blend descriptors, although
> there should not be any functional changes. In particular, we split
> apart the Midgard and Bifrost blend descriptors, since they are
> radically different. From th
This commit does a fairly large cleanup of blend descriptors, although
there should not be any functional changes. In particular, we split
apart the Midgard and Bifrost blend descriptors, since they are
radically different. From there, we can identify that the Midgard
descriptor as previously writt