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author | Eric Anholt <[email protected]> | 2016-07-14 17:26:43 -0700 |
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committer | Eric Anholt <[email protected]> | 2016-07-15 13:54:00 -0700 |
commit | 3bcd0f1912a60cc9d3813923d18d29465e41ff56 (patch) | |
tree | a453cbfb302a1e70b0704c3725f9ce6e5172db0d /src/intel/genxml/gen75.xml | |
parent | 88152d7dc0e2cf233cd2c38a4e9affb1ea73fa97 (diff) |
vc4: Speed up glGenerateMipmaps by avoiding shadow baselevel.
To support general GL_TEXTURE_BASE_LEVEL we have to copy to a temporary
miptree. However, if a single level is being selected, we can use the
existing miptree and force all the sampling to be from that particular
level.
This avoids a ton of software fallbacks in glGenerateMipmaps(), which uses
base levels in the blit implementation in gallium. Improves "glmark2 -b
terrain" from 2 fps to 3 (perhaps some more precision would be useful?),
and cuts its CPU usage during the benchmarking from ~30% to ~10% (total
CPU time from 8.8s to 7.6s).
Diffstat (limited to 'src/intel/genxml/gen75.xml')
0 files changed, 0 insertions, 0 deletions