Lines Matching refs:hierarchy

44  * multiples of the base tile size can be used: hierarchy level 0 (16x16),
68 * tile hierarchy levels to use (more on that later). At this point, we know the
70 * we know exactly how many tiles exist across all hierarchy levels. The first
75 * across every level of the hierarchy. These two parts form the polygon list
77 * to the # of tiles across all hierarchy levels * (8 bytes + 512 bytes), plus
94 * As far as determining which hierarchy levels to use, the simple answer is
152 * size, and we use that to decide the hierarchy masking, selecting from the
186 * Once the tile size (w, h) is chosen, we compute the hierarchy "mask":
214 /* The hierarchy has a 64-byte prologue */
217 /* For each tile (across all hierarchy levels), there is 8 bytes of header */
245 * this hierarchy level and therefore many bytes this level is, leaving us with
258 /* Iterate hierarchy levels */
284 * computing a single hierarchy level, since there isn't any hierarchy!
302 /* Given a hierarchy mask and a framebuffer size, compute the header size */
305 panfrost_tiler_header_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
307 if (hierarchy)
319 panfrost_tiler_full_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
321 if (hierarchy)
328 * stuff it into the field otherwise known as hierarchy mask (not a mask). */
353 /* In the future, a heuristic to choose a tiler hierarchy mask would go here.
354 * At the moment, we just default to 0xFF, which enables all possible hierarchy
362 unsigned vertex_count, bool hierarchy)
369 if (!hierarchy)