https://bugs.freedesktop.org/show_bug.cgi?id=110897
--- Comment #37 from Richard Thier u9vata@gmail.com --- (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? 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?).