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-rw-r--r--docs/drivers/freedreno/hw/lrz.rst8
1 files changed, 4 insertions, 4 deletions
diff --git a/docs/drivers/freedreno/hw/lrz.rst b/docs/drivers/freedreno/hw/lrz.rst
index 42c83d4eede..e52ca253040 100644
--- a/docs/drivers/freedreno/hw/lrz.rst
+++ b/docs/drivers/freedreno/hw/lrz.rst
@@ -35,15 +35,15 @@ There are two main limitations of LRZ:
Pre-a650 (before gen3)
----------------------
-The direction is fully tracked on CPU. In renderpass LRZ starts with
+The direction is fully tracked on CPU. In render pass LRZ starts with
unknown direction, the direction is set first time when depth write occurs
and if it does change afterwards then the direction becomes invalid and LRZ is
-disabled for the rest of the renderpass.
+disabled for the rest of the render pass.
Since the direction is not tracked by the GPU, it's impossible to know whether
LRZ is enabled during construction of secondary command buffers.
-For the same reason, it's impossible to reuse LRZ between renderpasses.
+For the same reason, it's impossible to reuse LRZ between render passes.
A650+ (gen3+)
-------------
@@ -57,7 +57,7 @@ The idea is the same as when LRZ tracked on CPU: when ``GRAS_LRZ_CNTL``
is used, its direction is compared to the previously known direction
and direction byte is set to disabled when directions are incompatible.
-Additionally, to reuse LRZ between renderpasses, ``GRAS_LRZ_CNTL`` checks
+Additionally, to reuse LRZ between render passes, ``GRAS_LRZ_CNTL`` checks
if the current value of ``GRAS_LRZ_DEPTH_VIEW`` is equal to the value
stored in the buffer. If not, LRZ is disabled. This is necessary
because depth buffer may have several layers and mip levels, while the