So, I opened up a 500*1000 JPEG in XnView (picture viewer), zooming in and out of the image (resizing) and watched out for the small CPU 'spikes' via device manager.
Presumably, this kind CPU utilisation in 3D games/applications is eliminated now, thanks to the programmable graphics pipeline (that is, basically SM1.1 and higher), which brought us hardware mipmapping support (i.e the GPU handles all texture ops, per frame)... Or has it? Is image (texture) resizing still potentially a CPU-bound thing? Does it have anything to do with the compression used in e.g JPEG; is this in itself still a CPU-bound task- that is, to display a compressed image?
Great confusion here, could use some enlightenment .
Thanks.
Presumably, this kind CPU utilisation in 3D games/applications is eliminated now, thanks to the programmable graphics pipeline (that is, basically SM1.1 and higher), which brought us hardware mipmapping support (i.e the GPU handles all texture ops, per frame)... Or has it? Is image (texture) resizing still potentially a CPU-bound thing? Does it have anything to do with the compression used in e.g JPEG; is this in itself still a CPU-bound task- that is, to display a compressed image?
Great confusion here, could use some enlightenment .
Thanks.