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.
v2: Check mt->logical_height0 instead of mt->target (Ken). Add short
comment explaining why they shouldn't be tiled.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
base_format == GL_DEPTH_STENCIL_EXT)
return I915_TILING_Y;
+ /* 1D textures (and 1D array textures) don't get any benefit from tiling,
+ * in fact it leads to a less efficient use of memory space and bandwidth
+ * due to tile alignment.
+ */
+ if (mt->logical_height0 == 1)
+ 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. */