Lines Matching defs:as

13 Tiling (sometimes referred to as swizzling) is a method of re-arranging the
27 like giant pixels. This means that, as long as you don't leave your 128x8
37 pixel region of the image (you can think of it as a tile within a tile). This
43 detail in later sections. The most commonly used as of the writing of this
55 because, as it says in the Broadwell PRM Vol 5 "Tiling Algorithm" (p. 17):
89 image in bytes given a width and height in elements is as follows:
112 width, as the stencil buffer is stored with two rows interleaved.
118 x 32rows. In memory, a W-tile has the same footprint as a Y-tile (128B
121 consider this as its own tiling format or as a modification of Y-tiling. The
126 hierarchical depth buffers as well as single-channel MCS and CCS buffers.
134 X-tiling as being an 8x8 cache line grid where the cache lines are arranged
135 X-major as follows:
172 X-tiling and performs much better in practice. Each Y-tile is an 8x8 grid of cache lines arranged Y-major as follows:
186 Each 64B cache line within the tile is laid out as 4 rows of 16B each:
196 Y-tiling is widely regarded as being substantially faster than X-tiling so it
215 buffers. W-tiling is similar to Y-tiling in that it's arranged as an 8x8
216 Y-major grid of cache lines. The bytes within each cache line are arranged as
232 the docs are somewhat confused as to whether stencil buffers are W or Y-tiled.
234 as a sort of modified Y-tiling. One example of this is the somewhat odd
240 width, as the stencil buffer is stored with two rows interleaved.
243 interleaved". More accurately, a W-tiled buffer can be viewed as a Y-tiled
245 ISL, we represent a W-tile as a tiling with a logical dimension of 64el x 64el
254 as follows:
268 Each 64B cache line within the tile is laid out the same way as for a Y-tile,
269 as 4 rows of 16B each:
279 Tiling as a bit pattern
301 as a mapping from the bits of the texture coordinates to bits in the address.
303 you represent :math:`u` as :math:`u_n u_{n-1} \cdots u_2 u_1 u_0` where
318 hardware. It may seem complex on paper but "simple" things such as addition
322 0, and adjust bit indices as needed. For a 128-bit format, for instance, the