docs/isl: fix typos & formatting
Signed-off-by: Eric Engestrom <eric@igalia.com> Reviewed-by: Jason Ekstrand <jason.ekstrand@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17522>
This commit is contained in:
parent
648731e2bd
commit
8317de8ed3
|
@ -52,7 +52,7 @@ concerned, is that fast-clears use only 1 bit per cache-line pair whereas color
|
||||||
compression uses 2 bits.
|
compression uses 2 bits.
|
||||||
|
|
||||||
What is a cache-line pair? Both the X and Y tiling formats are arranged as an
|
What is a cache-line pair? Both the X and Y tiling formats are arranged as an
|
||||||
8x8 grid of cache lines. (See the [chapter on tiling](#tiling) for more
|
8x8 grid of cache lines. (See the :doc:`chapter on tiling <tiling>` for more
|
||||||
details.) In either case, a cache-line pair is a pair of cache lines whose
|
details.) In either case, a cache-line pair is a pair of cache lines whose
|
||||||
starting addresses differ by 512 bytes or 8 cache lines. This results in the
|
starting addresses differ by 512 bytes or 8 cache lines. This results in the
|
||||||
two cache lines being vertically adjacent when the main surface is X-tiled and
|
two cache lines being vertically adjacent when the main surface is X-tiled and
|
||||||
|
|
|
@ -23,7 +23,7 @@ with HiZ.
|
||||||
As stated in the PRM, this means we need a separate HiZ or stencil buffer for
|
As stated in the PRM, this means we need a separate HiZ or stencil buffer for
|
||||||
each LOD. However, it's not quite as simple as that. If you ignore layered
|
each LOD. However, it's not quite as simple as that. If you ignore layered
|
||||||
rendering, things are pretty straightforward: you need one HiZ surface for each
|
rendering, things are pretty straightforward: you need one HiZ surface for each
|
||||||
main surface slice With layered, rendering, however, we have to be a bit more
|
main surface slice. With layered rendering, however, we have to be a bit more
|
||||||
clever because we need a "real" array surface at each LOD. ISL solves this
|
clever because we need a "real" array surface at each LOD. ISL solves this
|
||||||
with a special miptree layout for layered rendering
|
with a special miptree layout for layered rendering
|
||||||
:cpp:enumerator:`isl_dim_layout::ISL_DIM_LAYOUT_GFX6_STENCIL_HIZ` which lays
|
:cpp:enumerator:`isl_dim_layout::ISL_DIM_LAYOUT_GFX6_STENCIL_HIZ` which lays
|
||||||
|
|
|
@ -320,7 +320,7 @@ are relatively expensive in hardware while interleaving bits in a well-defined
|
||||||
pattern is practically free. For a format that has more than one byte per
|
pattern is practically free. For a format that has more than one byte per
|
||||||
element, you simply chop bits off the bottom of the pattern, hard-code them to
|
element, you simply chop bits off the bottom of the pattern, hard-code them to
|
||||||
0, and adjust bit indices as needed. For a 128-bit format, for instance, the
|
0, and adjust bit indices as needed. For a 128-bit format, for instance, the
|
||||||
Y-tiled pattern becomes u_2 u_1 u_0 v_4 v_3 v_2 v_1 v_0. The Sky Lake PRM
|
Y-tiled pattern becomes :math:`u_2 u_1 u_0 v_4 v_3 v_2 v_1 v_0`. The Sky Lake
|
||||||
Vol. 5 in the section "2D Surfaces" contains an expanded version of the above
|
PRM Vol. 5 in the section "2D Surfaces" contains an expanded version of the
|
||||||
table (which we will not repeat here) that also includes the bit patterns for
|
above table (which we will not repeat here) that also includes the bit patterns
|
||||||
the Ys and Yf tiling formats.
|
for the Ys and Yf tiling formats.
|
||||||
|
|
Loading…
Reference in New Issue