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author | Topi Pohjolainen <[email protected]> | 2016-01-02 16:25:57 +0200 |
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committer | Topi Pohjolainen <[email protected]> | 2016-05-12 19:49:37 +0300 |
commit | b19cff1639f9c6e3074d11f1199807603046ea4b (patch) | |
tree | 9f1f6599c1296563062f49b06c56c19a6ab769c3 /src/glx/SConscript | |
parent | cd9e97a02085b68799fd347a1e8e4b7aa6668334 (diff) |
i965/gen9: Enable lossless compression
I tried first creating the auxiliary buffer the same time with the
color buffer. That, however, led me into a situation where we would
later create the rest of the mip-levels and the compression would
need to be disabled (it is only supported for single level buffers).
Here we try to create it on demand just before the hardware starts
to render. This is similar what we do with fast clear buffers,
their creation is deferred until the first clear.
This setup also gives the opportunity to detect if the miptree
represents the temporaty texture used internally in the mesa core.
This texture is mostly written by cpu and therefore enabling
compression for it doesn't make much sense.
Note that a heuristic is included. Floating point formats are not
enabled yet as they are only seen to hurt performance.
Some highlights with window system driver kept fixed to default
and only the application driver changing:
Manhattan: 8.32152% +/- 0.355881%
Offscreen: 9.09713% +/- 0.340763%
Glb trex: 8.46231% +/- 0.460624%
Offscreen: 9.31872% +/- 0.463743%
v2 (Ben): Re-use msaa layout type for single sampled case.
v3: Moved the deferred allocation of mcs to brw_try_draw_prims() and
brw_blorp_blit_miptrees() instead.
v4: (Ken): Drop MIPTREE_LAYOUT_ACCELERATED_UPLOAD when allocating mcs.
Do not enable for scanout buffers
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
Diffstat (limited to 'src/glx/SConscript')
0 files changed, 0 insertions, 0 deletions