On Tue Jul 25 15:10:26 2023 +0000, Giovanni Mascellani wrote:
You mean that memory for mip tails is not directly managed by the application, but by vkd3d? It feels a departure from the usual Vulkan and D3D12 philosophy. I'm not saying it can't be done, especially if it enables working around single mip tails (which I don't know how common are on desktop Vulkan drivers), but it feels a bit strange as a default choice. Maybe (now or in the future) this could be architected so that dummy packed tiles are used only if the Vulkan driver requires a geometry that cannot be described by the D3D12 API.
RADV uses a single mip tail on all AMD hardware before Vega. At the moment I think tiled resources are not used widely enough to justify extra code paths for separate handling.