Displaying 4 results from an estimated 4 matches for "32x4".
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3204
2009 Mar 14
1
Any ideas for the most efficient algoritm to reshuffle tiles based on this description.
This was exactracted from a 8192x4 texture, with 32x4 tiles.
4 patterns appears, each 8x128 bytes long.
these patterns are repeated, and one is always left out.
So 123, 234, 134, 124.
The repetetive cycle is therefore 4x3x8x128 = 12288 bytes long.
I've included the color code ods file, which contains the normal ->
actual position.
I have...
2010 Oct 19
0
[LLVMdev] MachineOperand::TargetFlags question
On Oct 18, 2010, at 11:59 AM, Villmow, Micah wrote:
> I’m looking at utilizing the MachineOperand::TargetFlags and I’m wondering if there is a specific reason on limiting the size of the flags to 8 bits.
We create *LOTS* of MachineOperand instances, so it needs to be as small as possible.
> Also are there any assumptions on what can be validly used here that I should keep in mind? Ideally
2009 Mar 11
2
[NV50] application to confirm texture layout
...app to test the texture layout.
No message means it's ok. Otherwise it spews a lot of errors.
You have to manually set the TILE_HEIGHT, TILE_WIDTH and TILING_PARAM.
TILE_WIDTH == TILE_PITCH in this case because it's 8bpp data.
Use this list (TILING_PARAM) TILE_WIDTHxTILE_HEIGHT:
(0x00) 32x4
(0x10) 64x8
(0x20) 64x16
(0x30) 64x32
(0x40) 64x64
I'm curious to know if anyone has different layouts.
You may need to sudo run it.
Maarten.
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2010 Oct 18
5
[LLVMdev] MachineOperand::TargetFlags question
I'm looking at utilizing the MachineOperand::TargetFlags and I'm wondering if there is a specific reason on limiting the size of the flags to 8 bits. Also are there any assumptions on what can be validly used here that I should keep in mind? Ideally I need 28 bits but I can code the major cases using all 8 bits, but I don't want to clobber anything that might be used internally in