On Wed, Oct 04, 2017 at 11:28:26PM +, Paulo Zanoni wrote:
> Em Ter, 2017-10-03 às 15:31 -0700, Rodrigo Vivi escreveu:
> > This is heavily based on a initial patch provided by Ville
> > plus all changes provided later by Ander.
> >
> > As Geminilake, Cannonlake also supports 2 pixels per clock.
Em Ter, 2017-10-03 às 15:31 -0700, Rodrigo Vivi escreveu:
> This is heavily based on a initial patch provided by Ville
> plus all changes provided later by Ander.
>
> As Geminilake, Cannonlake also supports 2 pixels per clock.
>
> Different from Geminilake we are not implementing the 99% Wa.
> Bu
This is heavily based on a initial patch provided by Ville
plus all changes provided later by Ander.
As Geminilake, Cannonlake also supports 2 pixels per clock.
Different from Geminilake we are not implementing the 99% Wa.
But we can revisit that decision later if we find out
any limitation on la
Em Ter, 2017-09-26 às 12:43 -0700, Rodrigo Vivi escreveu:
> This is heavily based on a initial patch provided by Ville
> plus all changes provided later by Ander.
>
> As Geminilake, Cannonlake also supports 2 pixels per clock.
>
> Different from Geminilake we are not implementing the 99% Wa.
> Bu
On Tue, Sep 26, 2017 at 12:43 PM, Rodrigo Vivi wrote:
> This is heavily based on a initial patch provided by Ville
> plus all changes provided later by Ander.
>
> As Geminilake, Cannonlake also supports 2 pixels per clock.
>
> Different from Geminilake we are not implementing the 99% Wa.
> But we
This is heavily based on a initial patch provided by Ville
plus all changes provided later by Ander.
As Geminilake, Cannonlake also supports 2 pixels per clock.
Different from Geminilake we are not implementing the 99% Wa.
But we can revisit that decision later if we find out
any limitation on la