How does a modern GPU access texture cache?

Discussion in 'Architecture and Products' started by Ronin_Samurai, Sep 13, 2003.

  1. Ronin_Samurai

    Newcomer

    Joined:
    Sep 13, 2003
    Messages:
    1
    Likes Received:
    0
    Hello all.

    As an example, when an R350 is applying trilinear filtering to a texture, each filtered pixel requires two samples of 2x2 pixels, correct?

    Does each of the rendering pipes access their own eight pixel sample, or is the one sample batch used by all the pipes, (or does each pipe even have their own exclusive caches, rather than a single unified larger cache)?.

    Are DX9 textures held in cache as 32-bit integers or in floating point format?

    Just curious.
     
  2. 3dcgi

    Veteran Subscriber

    Joined:
    Feb 7, 2002
    Messages:
    2,436
    Likes Received:
    264
    This can be different for different manufacturers, but you can be sure they only want to read from memory once. How this is accomplished could vary between GPUs. Maybe someone else can be more specific.

    They are held in the proper format of the texture. I.e. an integer is stored as an integer and a float as a float.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...