On 25.06.2009 10:32, Stephane Marchesin wrote:
> On Thu, Jun 25, 2009 at 09:46, Jerome Glisse<gli...@freedesktop.org> wrote:
>> On Wed, 2009-06-24 at 22:32 +0200, Roland Scheidegger wrote:
>>> On 24.06.2009 20:17, Jerome Glisse wrote:
>>>> I think we should let user ask at gem map ioctl time if userspace wants
>>>> an surface backed mapping or not, and gem map will reply with a success
>>>> or failure. So if object is in vram and there is a surface reg available
>>>> it will succeed, if object is in system ram it will report to userspace
>>>> that there is not automatic untiling and that userspace is on its own
>>>> to untile the buffer.
>>>>
>>>> For the X server that the front buffer is mapped first and never
>>>> unmapped, it should get a surface (assuming no other process already
>>>> stole all the surface). For pixmap i think be better of not using
>>>> tiling for time being (or macro tiling only benchmark below).
>>>>
>>>> Mesa, map/unmap things and should be able to untile on its own for
>>>> front/zbuffer (we need to add texture but i am not sure it's worth
>>>> it, see benchmark below).
>>> I don't see benchmark with texture tiling below...
>>> It definitely made some difference though when I implemented (and
>>> measured...) this, though I never really worried that much about tiled
>>> compressed textures, not sure micro tiled is even possible (and would
>>> make sense) but macro tiled certainly should be (but IIRC I tried to
>>> measure it and it didn't make much of a difference on r200 but it could
>>> have changed with newer chips).
>>> That said, don't forget that the performance improvement this gives is
>>> chip specific, generally giving more improvement with newer chips. IIRC
>>> you definitely don't want to micro tile the front buffer pre-r300.
>>>
>>> Roland
>> Yeah i loose texture benchmark but it was very small 1-2% on quake3
>> but maybe quake3 isn't asking for much texture filtering, assuming
>> filtering is the process which benefit from tiled texture.
>>
> 
> IIRC the microtiling mode will only benefit the exotic filtering modes
> (anisotropic for example). Did you try this?

I am pretty sure it made quite a difference with "normal" trilinear
filtering (otherwise I never would have bothered implementing it in the
first place). Can't remember exactly but probably around 10% or so. Not
sure if macro or micro tiling helped more, but both together were
definitely accounting for more than 2% (unless using compressed
textures). You are right though I think with bilinear (which q3 uses as
default) there was less difference. That was on rv250 back then, and it
could be different on newer chips (could depend quite a bit on if it's a
chip with a lot of memory bandwidth or not too).

Roland

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