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i915: Use Y tiling for textures
This basically reverts commit
2acc719374.
With the previous change, we're not batchbuffer limited any
longer. So we actually start seeing a performance difference
between X and Y tiling. X tiling is funny because it is
faster for screen-aligned quads but slower in games. So let's
use Y tiling which is 10% faster overall.
This commit is contained in:
parent
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commit
38d2a16c01
1 changed files with 7 additions and 2 deletions
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@ -181,8 +181,13 @@ i915_texture_tiling(struct i915_screen *is, struct i915_texture *tex)
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if (tex->b.b.target == PIPE_TEXTURE_1D)
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return I915_TILE_NONE;
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/* Use X tiling for 2D, 3D and compressed textures */
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return I915_TILE_X;
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if (util_format_is_s3tc(tex->b.b.format))
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return I915_TILE_X;
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if (is->debug.use_blitter)
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return I915_TILE_X;
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else
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return I915_TILE_Y;
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}
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