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docs: renderpass -> render pass
The Vulkan spec spells render pass in two words, so let's do the same. Reviewed-by: Eric Engestrom <eric@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22286>
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@ -35,15 +35,15 @@ There are two main limitations of LRZ:
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Pre-a650 (before gen3)
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----------------------
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The direction is fully tracked on CPU. In renderpass LRZ starts with
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The direction is fully tracked on CPU. In render pass LRZ starts with
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unknown direction, the direction is set first time when depth write occurs
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and if it does change afterwards then the direction becomes invalid and LRZ is
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disabled for the rest of the renderpass.
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disabled for the rest of the render pass.
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Since the direction is not tracked by the GPU, it's impossible to know whether
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LRZ is enabled during construction of secondary command buffers.
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For the same reason, it's impossible to reuse LRZ between renderpasses.
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For the same reason, it's impossible to reuse LRZ between render passes.
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A650+ (gen3+)
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-------------
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@ -57,7 +57,7 @@ The idea is the same as when LRZ tracked on CPU: when ``GRAS_LRZ_CNTL``
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is used, its direction is compared to the previously known direction
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and direction byte is set to disabled when directions are incompatible.
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Additionally, to reuse LRZ between renderpasses, ``GRAS_LRZ_CNTL`` checks
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Additionally, to reuse LRZ between render passes, ``GRAS_LRZ_CNTL`` checks
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if the current value of ``GRAS_LRZ_DEPTH_VIEW`` is equal to the value
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stored in the buffer. If not, LRZ is disabled. This is necessary
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because depth buffer may have several layers and mip levels, while the
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