This basically reverts commit
2acc7193743199701f8f6d1877a59ece0ec4fa5b.
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.
if (tex->b.b.target == PIPE_TEXTURE_1D)
return I915_TILE_NONE;
- /* Use X tiling for 2D, 3D and compressed textures */
- return I915_TILE_X;
+ if (util_format_is_s3tc(tex->b.b.format))
+ return I915_TILE_X;
+
+ if (is->debug.use_blitter)
+ return I915_TILE_X;
+ else
+ return I915_TILE_Y;
}