Lines Matching defs:hierarchy
43 * multiples of the base tile size can be used: hierarchy level 0 (16x16),
67 * tile hierarchy levels to use (more on that later). At this point, we know the
69 * we know exactly how many tiles exist across all hierarchy levels. The first
74 * across every level of the hierarchy. These two parts form the polygon list
76 * to the # of tiles across all hierarchy levels * (8 bytes + 512 bytes), plus
93 * As far as determining which hierarchy levels to use, the simple answer is
151 * size, and we use that to decide the hierarchy masking, selecting from the
185 * Once the tile size (w, h) is chosen, we compute the hierarchy "mask":
213 /* The hierarchy has a 64-byte prologue */
216 /* For each tile (across all hierarchy levels), there is 8 bytes of header */
244 * this hierarchy level and therefore many bytes this level is, leaving us with
257 /* Iterate hierarchy levels */
283 * computing a single hierarchy level, since there isn't any hierarchy!
301 /* Given a hierarchy mask and a framebuffer size, compute the header size */
304 panfrost_tiler_header_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
306 if (hierarchy)
318 panfrost_tiler_full_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
320 if (hierarchy)
327 * stuff it into the field otherwise known as hierarchy mask (not a mask). */
352 /* In the future, a heuristic to choose a tiler hierarchy mask would go here.
353 * At the moment, we just default to 0xFF, which enables all possible hierarchy
361 unsigned vertex_count, bool hierarchy)
368 if (!hierarchy)