On Wed, Sep 1, 2010 at 7:54 PM, Luca Barbieri wrote:
>> It still sounds that you're referring to sampling from a texture and not
>> rendering/blending to it. Of course the are related (we only want one
>> swizzled layout at most), but the current swizzled layout was chosen to
>> make blending easy
> It still sounds that you're referring to sampling from a texture and not
> rendering/blending to it. Of course the are related (we only want one
> swizzled layout at most), but the current swizzled layout was chosen to
> make blending easy; and not to make texture sampling easy.
>
> No SoA swizzl
On Wed, 2010-09-01 at 09:24 -0700, Luca Barbieri wrote:
> > It's an impressive amount of work you did here. I'll comment only on the
> > llvmpipe of the changes for now.
>
> Thanks for your feedback!
>
> > Admittedly, always using a floating point is not ideal. A better
> > solution would be to c
> Well, don't forget that you have to populate the tile from somewhere -
> so you'll hit all of the same cachelines that the non-swizzled version
> would have.
>
> We still get locality from binning, meaning that all accesses to a group
> of cachelines come in a single burst, after which they are d
On Wed, 2010-09-01 at 09:24 -0700, Luca Barbieri wrote:
> > It's an impressive amount of work you did here. I'll comment only on the
> > llvmpipe of the changes for now.
>
> Thanks for your feedback!
>
> > Admittedly, always using a floating point is not ideal. A better
> > solution would be to c