Interesting! Is it building the hierarchy incrementally or after the base level has been rendered? My intuition is that it'd be hard to do the former without trashing the cache in the hot rasterization loop, but as always intuition is not science.
Yeah, that’d work too. In that case, 4k res would be 240x136 tiles, or 32kB. For rectangular areas you’d have 15 XMM registers per scanline, which should all fit without spilling…
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Though at this point maybe it’s just better to do something like what Gecko does. I worry about the complexity though…I have bad memories of the rect splitting code in WR’s old texture bin packer having horrible edge cases where complexity exploded.
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There's only one way to know!
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