Panajev2001a said:I seriously would like to know how slow would be to sample Textures using soem APUs as TMUs if needed with what we know of the APUs.
Peak of either 1 Vector FP/FX ( we have MADD ) or Scalar FP/FX per cycle.
I wrote this a while back in a slightly different context and I assume an array of four FMAD (not FMAC) units. In other words, a VU0 or a VS (or APU). It's also assuming that the memory controller has already loaded the color vectors for all eight texels and we have the texture coordinates already resolved.
Me two weeks ago said:But look at something so "simple" and frumpy as a trilinear filter. If I remember correctly you must calculate the blend factor from eight texels, each of which requires a multiply between the fractional part (or the one-inverse of the fractional part) of the texcoords. Then you need eight vector operations to retrieve the partial sum of that texel's color value times that blend factor. Then accumulate the partial sums for each mip map. Then interpolate between the values you have from the mip maps. If you want an aniso filter, repeat this process "x" number of times. All in all, that's about 50-400 [vector] operations, just for one texture lookup...
In other words, it's a pretty nasty performance killer. Everytime I hear "software texture filtering" I shudder.