On Sat, Oct 10, 2015 at 5:49 PM, Marek Olšák <mar...@gmail.com> wrote: > On Sat, Oct 10, 2015 at 4:15 PM, Bas Nieuwenhuizen > <b...@basnieuwenhuizen.nl> wrote: >> Hi Marek, >> >> The revised series is mostly done. I wanted to do more testing and to >> try to make sure that the added cache flushes I am doing now (a >> CACHE_FLUSH event before a fast clear and on switching framebuffers) >> are the minimal needed. >> >>> Also, it looks like we don't need DCC decompression at all, right? It >>> might be better to get rid of it and only use the 3D engine to access >>> DCC-encoded surfaces. >> >> I still use it for flush_resource. I could make this redundant by >> sharing the DCC buffer by appending the DCC buffer to the texture >> resource similarly to how the CMASK is appended to the resource of a >> MSAA buffer. This has the secondary benefit of not needing to >> reference as many resources for command submission. > > IIRC, flush_resource is only used for shared (scanout) surfaces where > DCC is always disabled.
That said, we might need to keep the DCC decompression for image store instructions, which don't support compression. Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev