Re: [Mesa-dev] [PATCH 3/3] etnaviv: Add sampler TS support

2017-11-10 Thread Wladimir J. van der Laan
On Fri, Nov 10, 2017 at 07:42:12AM +0100, Wladimir J. van der Laan wrote: > Hello Lucas, > > On Thu, Nov 09, 2017 at 06:15:51PM +0100, Lucas Stach wrote: > > Hi Wladimir! > > > > etna_resource_needs_flush is only called from two places - here, and > > > in resource_flush, where it also

Re: [Mesa-dev] [PATCH 3/3] etnaviv: Add sampler TS support

2017-11-09 Thread Wladimir J. van der Laan
Hello Lucas, On Thu, Nov 09, 2017 at 06:15:51PM +0100, Lucas Stach wrote: > Hi Wladimir! > > etna_resource_needs_flush is only called from two places - here, and > > in resource_flush, where it also determines whether to do a > > resolve-to-self, but before presenting the image. There it also

Re: [Mesa-dev] [PATCH 3/3] etnaviv: Add sampler TS support

2017-11-09 Thread Lucas Stach
Hi Wladimir! Am Mittwoch, den 08.11.2017, 03:41 +0100 schrieb Wladimir: > > +/* Return true if a resource has a TS, and it is valid for at least one > > level */ > > +static bool > > +etna_resource_has_valid_ts(struct pipe_resource *prsc) > > +{ > > +   struct etna_resource *rsc =

Re: [Mesa-dev] [PATCH 3/3] etnaviv: Add sampler TS support

2017-11-07 Thread Wladimir
> +/* Return true if a resource has a TS, and it is valid for at least one > level */ > +static bool > +etna_resource_has_valid_ts(struct pipe_resource *prsc) > +{ > + struct etna_resource *rsc = etna_resource(prsc); > + > + if (!rsc->ts_bo) > + return false; > + > + for (int level =

Re: [Mesa-dev] [PATCH 3/3] etnaviv: Add sampler TS support

2017-11-07 Thread Christian Gmeiner
2017-11-07 17:43 GMT+01:00 Wladimir J. van der Laan : > Sampler TS is an hardware optimization that can be used when rendering > to textures. After rendering to a resource with TS enabled, the > texture unit can use this to bypass lookups to empty tiles. This also > means a

[Mesa-dev] [PATCH 3/3] etnaviv: Add sampler TS support

2017-11-07 Thread Wladimir J. van der Laan
Sampler TS is an hardware optimization that can be used when rendering to textures. After rendering to a resource with TS enabled, the texture unit can use this to bypass lookups to empty tiles. This also means a resolve-in-place can be avoided to flush the TS. This commit is also an optimization