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  • Rob Clark's avatar
    freedreno/a5xx: texture tiling · 39b63c18
    Rob Clark authored
    
    
    Overall a nice 5-10% gain for most games.  And more for things like
    glmark2 texture benchmark.
    
    There are some rough edges.  In particular, the hardware seems to only
    support tiling or component swap.  (Ie. from hw PoV, ARGB/ABGR/RGBA/
    BGRA are all the same format but with different component swap.)  For
    tiled formats, only ARGB is possible.  This isn't a big problem for
    *sampling* since we also have swizzle state there (and since
    util_format_compose_swizzles() already takes into account the component
    order, we didn't use COLOR_SWAP for sampling).  But it is a problem if
    you try to render to a tiled BGRA (for example) surface.
    
    The next patch introduces a workaround for blitter, so we can generate
    tiled textures in ABGR/RGBA/BGRA, but that doesn't help the render-
    target case.  To handle that, I think we'd need to keep track that the
    tiled format is different from the linear format, which seems like it
    would get extra fun with sampler views/etc.
    
    So for now, disabled by default, enable with FD_MESA_DEBUG=ttile.  In
    practice it works fine for all the games I've tried, but makes piglit
    grumpy.
    
    Signed-off-by: default avatarRob Clark <robdclark@gmail.com>
    39b63c18