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authorEric Anholt <[email protected]>2015-04-08 12:49:24 -0700
committerEric Anholt <[email protected]>2015-04-13 22:34:06 -0700
commit44b63cf5c051f7eccfc1d7427247fd58dabb7761 (patch)
tree1e4736d5ef309074ba465c46a64bd0687213f5b9 /src/gallium/targets/libgl-xlib
parentd04b07f8e2eb61bb389f2d6b8ed0a501952466ee (diff)
vc4: When asked to sample from a raster texture, make a shadow tiled copy.
So, it turns out my simulator doesn't *quite* match the hardware. And the errata about raster textures tells you most of what's wrong, but there's still stuff wrong after that. Instead, if we're asked to sample from raster, we'll just blit it to a tiled temporary. Raster textures should only be screen scanout, and word is that it's faster to copy to tiled using the tiling engine first than to texture from an entire raster texture, anyway.
Diffstat (limited to 'src/gallium/targets/libgl-xlib')
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