Tiling is a method of re-arranging the pixels of a surface so that pixels that are close in the two-dimensional euclidean space are more likely to be stored close to each other in the memory. A tiled image is formed by dividing the image pixels into two-dimensional blocks or tiles. Each tile takes up a chunk of contiguous memory. Tiles are stored in raster scan order from left to right and from top to bottom within each plane.
Tile0 | Tile1 | Tile2 | ... | TileN-2 | TileN-1 | |
TileN | TileN+1 | TileN+2 | ... | Tile2N-2 | Tile2N-1 | |
Tile2N | Tile2N+1 | Tile2N+2 | ... | Tile3N-2 | Tile3N-1 | |
... | ... | ... | ... | ... | ... |
The frame buffer read and write IPs support memory video format in two tile sizes: 32 × 4 and 64 × 4.
- 32 × 4 Tiled Format
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With B corresponding to a block of 4 × 4 pixel components, the sample order within a 32 × 4 tile corresponds to a sequence of eight 4 × 4 blocks:
B0 B1 B2 B3 B4 B5 B6 B7 - 64 × 4 Tiled Format
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The sample order within a 64 × 4 tile corresponds to a sequence of sixteen 4 × 4 blocks:
B0 B1 B2 B3 B4 B5 B6 B7 B8 B9 B10 B11 B12 B13 B14 B15 The sample order within each 4 × 4 block B corresponds to the raster scan order.