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authorMarek Olšák <[email protected]>2012-10-02 22:02:54 +0200
committerMarek Olšák <[email protected]>2012-11-06 02:54:16 +0100
commit428e37c2da420f7dc14a2ea265f2387270f9bee1 (patch)
tree3b7b2334962ef164625fdbf9c60b9a155b000915 /scons
parentc80ceded6f0e420b4be28637155480225daefd15 (diff)
r600g: add in-place DB decompression and texturing with DB tiling
The decompression is done in-place and only the compressed tiles are decompressed. Note: R6xx-R7xx can do that only with Z16 and Z32F. The texture unit is programmed to use non-displayable tiling and depth ordering of samples, so that it can fetch the texture in the native DB format. The latest version of the libdrm surface allocator is required for stencil texturing to work. The old one didn't create the mipmap tree correctly. We need a separate mipmap tree for stencil, because the stencil mipmap offsets are not really depth offsets/4. There are still some known bugs, but this should save some memory and it also improves performance a little bit in Lightsmark (especially with low resolutions; tested with Radeon HD 5000). The DB->CB copy is still used for transfers. Reviewed-by: Jerome Glisse <[email protected]>
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