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authorFrancisco Jerez <[email protected]>2014-11-14 20:30:46 +0200
committerFrancisco Jerez <[email protected]>2015-02-10 19:09:25 +0200
commit36a17f0f991323410778392bc2d00f9d911d501b (patch)
tree265d7a434fd5a6d6950247af1bd52d113776b936 /src/mesa
parentb40bcd24e0c86fb02c226261c1fe46fb362be217 (diff)
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 <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/i965/intel_mipmap_tree.c7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/intel_mipmap_tree.c b/src/mesa/drivers/dri/i965/intel_mipmap_tree.c
index 64752dd0b86..0e3888f3fbb 100644
--- a/src/mesa/drivers/dri/i965/intel_mipmap_tree.c
+++ b/src/mesa/drivers/dri/i965/intel_mipmap_tree.c
@@ -488,6 +488,13 @@ intel_miptree_choose_tiling(struct brw_context *brw,
base_format == GL_DEPTH_STENCIL_EXT)
return I915_TILING_Y;
+ /* 1D textures (and 1D array textures) don't get any benefit from tiling,
+ * in fact it leads to a less efficient use of memory space and bandwidth
+ * due to tile alignment.
+ */
+ if (mt->logical_height0 == 1)
+ return I915_TILING_NONE;
+
int minimum_pitch = mt->total_width * mt->cpp;
/* If the width is much smaller than a tile, don't bother tiling. */