i915: Use Y tiling for textures

This basically reverts commit
2acc719374.

With the previous change, we're not batchbuffer limited any
longer. So we actually start seeing a performance difference
between X and Y tiling. X tiling is funny because it is
faster for screen-aligned quads but slower in games. So let's
use Y tiling which is 10% faster overall.
This commit is contained in:
Stéphane Marchesin 2013-05-04 14:06:12 -07:00
parent fc24c7aede
commit 38d2a16c01
1 changed files with 7 additions and 2 deletions

View File

@ -181,8 +181,13 @@ i915_texture_tiling(struct i915_screen *is, struct i915_texture *tex)
if (tex->b.b.target == PIPE_TEXTURE_1D)
return I915_TILE_NONE;
/* Use X tiling for 2D, 3D and compressed textures */
return I915_TILE_X;
if (util_format_is_s3tc(tex->b.b.format))
return I915_TILE_X;
if (is->debug.use_blitter)
return I915_TILE_X;
else
return I915_TILE_Y;
}