On Wed, 7 Jun 2017 17:13:35 -0700
Eric Anholt wrote:
> The T tiling format is what V3D uses for textures, with no raster
> support at all until later revisions of the hardware (and always at a
> large 3D performance penalty). If we can't scan out V3D's format,
> then we often
The T tiling format is what V3D uses for textures, with no raster
support at all until later revisions of the hardware (and always at a
large 3D performance penalty). If we can't scan out V3D's format,
then we often need to do a relayout at some stage of the pipeline,
either right before