Searched refs:TILE_VECTOR_HEIGHT (Results 1 – 4 of 4) sorted by relevance
43 #define TILE_VECTOR_HEIGHT 4 macro47 tile_offset[TILE_VECTOR_HEIGHT][TILE_VECTOR_WIDTH];49 #define TILE_C_STRIDE (TILE_VECTOR_HEIGHT * TILE_VECTOR_WIDTH) //1651 #define TILE_Y_STRIDE (TILE_VECTOR_HEIGHT * TILE_SIZE * TGSI_NUM_CHANNELS) //102468 unsigned iy = (y / TILE_VECTOR_HEIGHT) * TILE_Y_STRIDE; in tile_pixel_offset()70 tile_offset[y % TILE_VECTOR_HEIGHT][x % TILE_VECTOR_WIDTH]; in tile_pixel_offset()
158 assert((y % TILE_VECTOR_HEIGHT) == 0); in lp_rast_get_depth_block_pointer()171 scene->zsbuf.blocksize * x * TILE_VECTOR_HEIGHT); in lp_rast_get_depth_block_pointer()230 assert((y % TILE_VECTOR_HEIGHT) == 0); in lp_rast_get_color_block_pointer()
218 const unsigned height = TILE_SIZE / TILE_VECTOR_HEIGHT; in lp_rast_clear_zstencil()219 const unsigned width = TILE_SIZE * TILE_VECTOR_HEIGHT; in lp_rast_clear_zstencil()221 const unsigned dst_stride = scene->zsbuf.stride * TILE_VECTOR_HEIGHT; in lp_rast_clear_zstencil()443 assert(y % TILE_VECTOR_HEIGHT == 0); in lp_rast_shade_quads_mask()
147 const uint tile_w = TILE_VECTOR_WIDTH, tile_h = TILE_VECTOR_HEIGHT; in lp_tiled_to_linear()237 const uint tile_w = TILE_VECTOR_WIDTH, tile_h = TILE_VECTOR_HEIGHT; in lp_linear_to_tiled()