i965: Don't tile 1D miptrees.
It doesn't really improve locality of texture fetches, quite the opposite it's a waste of memory bandwidth and space due to tile alignment. v2: Check mt->logical_height0 instead of mt->target (Ken). Add short comment explaining why they shouldn't be tiled. Reviewed-by: Neil Roberts <neil@linux.intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -488,6 +488,13 @@ intel_miptree_choose_tiling(struct brw_context *brw,
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base_format == GL_DEPTH_STENCIL_EXT)
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return I915_TILING_Y;
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/* 1D textures (and 1D array textures) don't get any benefit from tiling,
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* in fact it leads to a less efficient use of memory space and bandwidth
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* due to tile alignment.
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*/
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if (mt->logical_height0 == 1)
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return I915_TILING_NONE;
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int minimum_pitch = mt->total_width * mt->cpp;
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/* If the width is much smaller than a tile, don't bother tiling. */
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