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@rygorous@mastodon.gamedev.place

Post #1489266

2026-03-31 06:36 UTC

@KeyJ tex sampling even with a 1993 feature set remains a stubbornly miserable proposition to do in pure SW, and has only gotten worse in the years since what with all the functionality that's been added in that area

Replies (2)

  • @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

    Open ##1489267

  • @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.)

    Open ##1489268