load.input_image_format = V3D_OUTPUT_IMAGE_FORMAT_S8;
else
load.input_image_format = surf->format;
+ load.r_b_swap = surf->swap_rb;
if (surf->tiling == VC5_TILING_UIF_NO_XOR ||
surf->tiling == VC5_TILING_UIF_XOR) {
else
store.output_image_format = surf->format;
+ store.r_b_swap = surf->swap_rb;
store.memory_format = surf->tiling;
if (surf->tiling == VC5_TILING_UIF_NO_XOR ||
v3d_rcl_emit_generic_per_tile_list(job, nr_cbufs - 1);
- /* XXX: Use Morton order */
+ /* XXX perf: We should expose GL_MESA_tile_raster_order to improve X11
+ * performance, but we should use Morton order otherwise to improve
+ * cache locality.
+ */
uint32_t supertile_w_in_pixels = job->tile_width * supertile_w;
uint32_t supertile_h_in_pixels = job->tile_height * supertile_h;
uint32_t min_x_supertile = job->draw_min_x / supertile_w_in_pixels;