Miptree layout for linear textures: https://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/nouveau/nv50/nv50_miptree.c#n238
Setting for RTs: https://cgit.freedesktop.org/mesa/mesa/tree/src/gallium/drivers/nouveau/nvc0/nvc0_state_validate.c#n224 Follow the !nouveau_bo_memtype path (and not BUFFER). Hope this helps, -ilia On Fri, Feb 1, 2019 at 5:25 PM Fernando Sahmkow <[email protected]> wrote: > > So I have been going on over the documentation trying to figure out the exact > layout of Pitch Linear Textures and find some missing values. > > First Question: What's the correct layout of pitch linear textures in memory? > Is padding of the pitch added at start or at the end? Do they have some kind > of header? Currently I see them as a normal texture matrix with just pitch at > the end of each row but If I send the game this values, they go into an > ternal loop. > > Second Question: Pitch Value in Render Targets. In the registers in > https://github.com/envytools/envytools/blob/master/rnndb/graph/gf100_3d.xml#L282 > the pitch does not appear anywhere, where is it stored for Render Targets. > > Thanks in advance and I hope you guys can provide me some info. > _______________________________________________ > Nouveau mailing list > [email protected] > https://lists.freedesktop.org/mailman/listinfo/nouveau _______________________________________________ Nouveau mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/nouveau
