@rygorous@mastodon.gamedev.place
Post #1489266
2026-03-31 06:36 UTC
Replies (2)
-
@rygorous@mastodon.gamedev.place 2026-03-31 06:40
@KeyJ it sits right at the intersection of everything that SW remains stubbornly bad at: - bunch of compute in the setup/address calc part that either needs atypical primitive operations, wants/prefers odd widths, or both - big memory access latency hiding path in the middle (with giant FIFOs or even some out-of-order completion) - needs tight integration with memory subsystem it feeds from - more oddball caches, tex decomp blocks, and odd ops/sizes in texel data return/actual filter path
-
@KeyJ@mastodon.gamedev.place 2026-03-31 06:44
@rygorous Oh, absolutely. Doing a 16x anisotropically-filtered lookup in an ASTC-6x5-compressed cubemap texture with sRGB-to-linear conversion is nothing anyone's ever wanting to do in software. (Except probably as a "fun" exercise, or as some reference implementation. But not in realtime.)