On Mon, Dec 11, 2017 at 12:33:47PM +, Daniel Stone wrote:
> Hi,
>
> On 11 December 2017 at 12:08, Mika Kahola wrote:
> > On Mon, 2017-12-11 at 12:00 +, Daniel Stone wrote:
> >> Did you manage to test this? When I tried, the DDB/watermark
> >> allocation was too
Hi,
On 11 December 2017 at 12:08, Mika Kahola wrote:
> On Mon, 2017-12-11 at 12:00 +, Daniel Stone wrote:
>> Did you manage to test this? When I tried, the DDB/watermark
>> allocation was too conservative for sprites, and never allowed enough
>> blocks to be able to
On Mon, 2017-12-11 at 12:00 +, Daniel Stone wrote:
> Hi Mika,
>
> On 11 December 2017 at 11:11, Mika Kahola
> wrote:
> >
> > On Thu, 2017-08-24 at 22:10 +0300, ville.syrj...@linux.intel.com
> > wrote:
> > >
> > > Allow sprites to scan out compressed framebuffers.
> >
Hi Mika,
On 11 December 2017 at 11:11, Mika Kahola wrote:
> On Thu, 2017-08-24 at 22:10 +0300, ville.syrj...@linux.intel.com wrote:
>> Allow sprites to scan out compressed framebuffers.
>>
>> Since different platforms have a different set of planes that
>> support CCS
On Thu, 2017-08-24 at 22:10 +0300, ville.syrj...@linux.intel.com wrote:
> From: Ville Syrjälä
>
> Allow sprites to scan out compressed framebuffers.
>
> Since different platforms have a different set of planes that
> support CCS let's add a small helper to