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Lines Matching refs:tiling

31 .. image:: tiling-basic.svg
42 Intel graphics has several different tiling formats that we'll discuss in
44 chapter is Y-tiling. In all tiling formats the basic principal is the same:
54 on top of the tiling format. This has been removed starting with Broadwell
75 The structure of any given tiling format is represented by ISL using the
105 this is not at all correct. Some tiling formats have logical and physical
107 easiest case study for this is W-tiling. From the Sky Lake PRM Vol. 2d,
121 consider this as its own tiling format or as a modification of Y-tiling. The
124 Y-tiling in connection with stencil buffers and they are always W-tiled. This
128 X-tiling
131 The simplest tiling format available on Intel graphics (which has been
132 available since gen4) is X-tiling. An X-tile is 512B x 8rows and, within the
134 X-tiling as being an 8x8 cache line grid where the cache lines are arranged
153 As mentioned above, X-tiling is slower than Y-tiling (though still faster than
155 X-tiling so we have historically used X-tiling for all window-system buffers
168 Y-tiling
171 The Y-tiling format, also available since gen4, is substantially different from
172 X-tiling and performs much better in practice. Each Y-tile is an 8x8 grid of cache lines arranged …
196 Y-tiling is widely regarded as being substantially faster than X-tiling so it
197 is generally preferred. However, prior to Sky Lake, Y-tiling was not available
198 for scanout so X tiling was used for any sort of window-system buffers.
211 W-tiling
214 W-tiling is a new tiling format added on Sandy Bridge for use in stencil
215 buffers. W-tiling is similar to Y-tiling in that it's arranged as an 8x8
231 While W-tiling has been required for stencil all the way back to Sandy Bridge,
233 This seems to stem from the fact that the hardware seems to implement W-tiling
234 as a sort of modified Y-tiling. One example of this is the somewhat odd
245 ISL, we represent a W-tile as a tiling with a logical dimension of 64el x 64el
282 There is one more important angle on tiling that should be discussed before we
283 finish. Every tiling can be described by three things:
292 W-tiling where we have code to do W-tiled encoding and decoding in the shader
326 the Ys and Yf tiling formats.