diff options
author | Stéphane Marchesin <[email protected]> | 2013-05-04 14:06:12 -0700 |
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committer | Stéphane Marchesin <[email protected]> | 2013-05-08 02:07:00 -0700 |
commit | 38d2a16c0113b905c46804695c4fafd1b5865d08 (patch) | |
tree | 55390a479c6a7a2353e81e89f85dd30f9dc0f70b /src/gallium/drivers/i915 | |
parent | fc24c7aedeff6639e9438dbe7b91ca3775511223 (diff) |
i915: Use Y tiling for textures
This basically reverts commit
2acc7193743199701f8f6d1877a59ece0ec4fa5b.
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.
Diffstat (limited to 'src/gallium/drivers/i915')
-rw-r--r-- | src/gallium/drivers/i915/i915_resource_texture.c | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/src/gallium/drivers/i915/i915_resource_texture.c b/src/gallium/drivers/i915/i915_resource_texture.c index d9f58c01ac1..3d6179495d2 100644 --- a/src/gallium/drivers/i915/i915_resource_texture.c +++ b/src/gallium/drivers/i915/i915_resource_texture.c @@ -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; } |