@cmuratori Wouldn't it be more efficient to always be planar? Or are tex units totally on the interleaved path, and there's no going back?
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Replying to @cmuratori
@cmuratori Because GPU cores now always operate "planar" now, don't they? Ie., SIMD lanes are 16 or 32 wide R-R-R... etc., not R-G-B-A...3 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori So it just seems weird that textures are still all about interleaving. What am I missing?4 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori If you only used, say, R and A some of the time, maybe? Otherwise cache usage & bandwidth is better if channels are interleaved.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori Take an unrealistic case to start with: those 16 texels are uncorrelated. Do you want to hit 16 cache lines or 64 cache lines?1 reply 0 retweets 0 likes -
Replying to @nothings
@cmuratori In practice they're highly correlated/overlapping, it's not 4x efficiency, it's 1.1x or something.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori Right, I don't think there's a benefit to doing planar, so it's worth interleaving for whatever benefit that gives.1 reply 0 retweets 0 likes -
Replying to @nothings
@cmuratori (And you can always use N 1-channel textures if you're using channels sparsely.)1 reply 0 retweets 0 likes
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