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The physical tile buffer size (and hence the maximum available tilebuffer size) are implementation-defined. Track this information on the device so we can correctly select tile sizes, instead of hardcoding the value for Midgard. Implementation values are pulled from the "Tile bits/pixel" row of the public Mali data sheet [1]. That row lists the maximum number of bits available for a pixel given the maximum tile size and pipelining. For currently supported hardware (v9 and older), that maximum tile size is 16x16. So those values should be multiplied by (16 * 16 * 2) / 8 to get the physical size in bytes. This may improve Bifrost/Valhall performance on workloads using multiple render targets. It also gets us ready for the dazzling array of tile sizes available with v10. [1] https://developer.arm.com/documentation/102849/latest/ Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17432> |
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