On Sat, 20 Nov 2010 22:43:56 +0100, Jakob Bornecrantz <wallbra...@gmail.com> wrote: > On Fri, Nov 19, 2010 at 11:38 PM, Daniel Vetter <daniel.vet...@ffwll.ch> > wrote: > > Â #define BUF_3D_TILED_SURFACE Â (1<<22) > > Â #define BUF_3D_TILE_WALK_X Â Â 0 > > Â #define BUF_3D_TILE_WALK_Y Â Â (1<<21) > > +#define BUF_3D_TILE_BITS(tiling) (((tiling) ? BUF_3D_TILED_SURFACE : 0) \ > > + Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â | ((tiling) == I915_TILE_Y ? > > Â BUF_3D_TILE_WALK_Y : 0)) > > Hmm are textures never X tiled?
The macro is correct if rather obtuse. I prefer static inline uint32_t i915_buf_tiling(uint32_t tiling) { uint32_t v = 0; switch (tiling) { case I915_TILING_Y: v |= BUF_3D_TILE_WALK_Y; case I915_TILING_X: v |= BUF_3D_TILED_SURFACE; case I915_TILING_NONE: break; } return v; } -- Chris Wilson, Intel Open Source Technology Centre
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