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. */
--
2.1.3
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