On Friday, February 06, 2015 07:23:15 PM Francisco Jerez wrote: > 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. > --- > src/mesa/drivers/dri/i965/intel_mipmap_tree.c | 4 ++++ > 1 file changed, 4 insertions(+) > > diff --git a/src/mesa/drivers/dri/i965/intel_mipmap_tree.c > b/src/mesa/drivers/dri/i965/intel_mipmap_tree.c > index 64752dd..311b204 100644 > --- a/src/mesa/drivers/dri/i965/intel_mipmap_tree.c > +++ b/src/mesa/drivers/dri/i965/intel_mipmap_tree.c > @@ -488,6 +488,10 @@ intel_miptree_choose_tiling(struct brw_context *brw, > base_format == GL_DEPTH_STENCIL_EXT) > return I915_TILING_Y; > > + if (mt->target == GL_TEXTURE_1D || > + mt->target == GL_TEXTURE_1D_ARRAY) > + 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. */ >
What do you think about checking mt->logical_height0 == 1 instead? GLES doesn't have 1D textures, but people might use a 2D texture with height 1, and I think the same logic applies. I've also been thinking of trying to make core Mesa hide 1D textures and simply turn them into 2D textures with height = 1, so drivers don't have to deal with them. Either way, this seems like a good idea to me.
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