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31 | /* |
31 | /* |
32 | * evergreen cards need to use the 3D engine to blit data which requires |
32 | * evergreen cards need to use the 3D engine to blit data which requires |
33 | * quite a bit of hw state setup. Rather than pull the whole 3D driver |
33 | * quite a bit of hw state setup. Rather than pull the whole 3D driver |
34 | * (which normally generates the 3D state) into the DRM, we opt to use |
34 | * (which normally generates the 3D state) into the DRM, we opt to use |
35 | * statically generated state tables. The regsiter state and shaders |
35 | * statically generated state tables. The register state and shaders |
36 | * were hand generated to support blitting functionality. See the 3D |
36 | * were hand generated to support blitting functionality. See the 3D |
37 | * driver or documentation for descriptions of the registers and |
37 | * driver or documentation for descriptions of the registers and |
38 | * shader instructions. |
38 | * shader instructions. |