Am 03.07.2013 17:28, schrieb Jose Fonseca:
> I don't fully grasp every detail (many paths), but looks good in principle.
>
> Where do the 16xf32 vectors come from?
Those are the size vectors. Normally (except for 1d case) these contain
width/height/depth/_ (or just width/height for 2d texture).
So
I don't fully grasp every detail (many paths), but looks good in principle.
Where do the 16xf32 vectors come from?
Also, please add a comment somewhere summarizing all the code paths for lod
handling:
- AVX vs non AVX
- SOA vs AOS
- scalar lod vs stamp lod
But I couldn't spot anything wrong
From: Roland Scheidegger
d3d10 requires per-pixel lod calculations for explicit lod, lod bias and
explicit derivatives, and we should probably do it for OpenGL too - at least
if they are used from vertex or geometry shaders (so doesn't apply to lod
bias) this doesn't just affect neighboring pixel
From: Roland Scheidegger
d3d10 requires per-pixel lod calculations for explicit lod, lod bias and
explicit derivatives, and we should probably do it for OpenGL too - at least
if they are used from vertex or geometry shaders (so doesn't apply to lod
bias) this doesn't just affect neighboring pixel