Looks good to me. Reviewed-by: Neil Roberts <n...@linux.intel.com>
- Neil Francisco Jerez <curroje...@riseup.net> writes: > 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. > --- > src/mesa/drivers/dri/i965/intel_mipmap_tree.c | 7 +++++++ > 1 file changed, 7 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..0e3888f 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. */ > -- > 2.1.3
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