[Mesa-dev] [PATCH 01/14] i965: Don't tile 1D miptrees.
kenneth at whitecape.org
Fri Feb 6 12:01:17 PST 2015
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
> 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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