@thesolidpixel@mastodon.gamedev.place
Post #2859953
2026-04-11 20:47 UTC
@rygorous@mastodon.gamedev.place @breakin@mastodon.gamedev.place @castano@mastodon.gamedev.place If you want to avoid that, for compressed textures just using linear layout might be fine. The block-based nature of the texture gives you a lot of the benefits of the morton layout.
Not as good as full tiled, to be sure, but certainly a lot better than simple linear for uncompressed textures.
Replies (1)
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@castano@mastodon.gamedev.place 2026-04-11 21:16
@thesolidpixel@mastodon.gamedev.place @rygorous@mastodon.gamedev.place @breakin@mastodon.gamedev.place Yeah, my main concern is the driver making different tiling decisions at runtime or after os/driver updates. I'll have to play with it some more, but I think it's worth offering it as an option if I don't run into problems. In Vulkan resource casting already provides most of the benefit, and aliasing is more complex due to device fragmentation, but I think that's the kind of complexity I can absorb if it makes a difference.