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@rygorous@mastodon.gamedev.place

Post #1489270

2026-03-31 06:52 UTC

@KeyJ and sRGB-to-linear is just straightforward math (we already had an instruction for that, even!) the frontend is the fucking worst though

Replies (2)

  • @KeyJ figuring out derivatives (that part's straightforward), then figuring out which LOD to sample (jfc that part is NOT, especially with the myriad clamps), wrapping calcs, texel address calc, the minor/major axis for aniso (if requested), figuring out how many bilinear samples to take (for "brilinear", everyone's favorite fake trilinear, and aniso), the fucking texel address calcs (even just figuring out where a given mip map starts is a production)... it suuuuucks

    Open ##1489271

  • @KeyJ@mastodon.gamedev.place 2026-03-31 06:57

    @rygorous Yes, that's what I meant: The individual parts aren't necessarily rocket science, but it's a lot of busywork to do just to sample a frickin' texel (or, more likely, a bunch of texels, in SIMD fashion), with several special-case scenarios that need to be handled as well.

    Open ##1489272