| Commit message (Collapse) | Author | Age | Files | Lines |
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This paves the way for building it twice, with NEON assembly or not.
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The T images are composed of effectively swizzled-around blocks of LT (4x4
utile) images, so we can reduce the t_utile_address() calls by 16x by
calling into the simpler LT loop.
This also adds support for calling down with non-utile-aligned
coordinates, which will be part of lifting the utile alignment requirement
on our callers and avoiding the RMW on non-utile-aligned stores.
Improves 1024x1024 TexSubImage by 2.55014% +/- 1.18584% (n=46)
Improves 1024x1024 GetTexImage by 2.242% +/- 0.880954% (n=32)
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I want these inlined in the callers, particularly with the tiling
changes coming up, but we're not building with lto so some caller
would suffer.
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They don't have any other callers outside of this file, and I'm hoping
they get inlined soon.
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They now have less of a dependency on the cpp, and don't have to do a
divide.
Hacking up mesa-demos teximage to do only one subtest and not draw
points, I saw 1024x1024 glTexSubImage2D() improve by 4.86939% +/-
1.40408% (n=30) and glGetTexImage() by 2.18978% +/- 0.140268% (n=5).
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Now that vc4 automated code documentation can be generated with
doxygen, fix the warnings issued by Doxygen 1.8.11.
Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This code started out like the T case, iterating over utile offsets, but I
had partially switched it to iterating over pixel offsets. I hadn't
caught this before because it's unusual to do piecemeal uploads to small
textures.
Fixes bad text rendering in QT5 apps, which use a 256x16 glyph cache.
Also fixes 6 piglit tests related to glTexSubImage() and
glGetTexSubImage().
Cc: "11.1 11.2" <[email protected]>
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This still treats everything as RGBA8888 for the most part, same as
before. This is a prerequisite for handling other texture formats, since
only RGBA8888 has a raster-layout mode.
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