Mintmaster
Veteran
I clarified myself in that thread too. I'm talking about generating data (not commands) and directly feeding it (not storing in XDR first). Plus, I'm talking about the 3D pipeline, not non-graphics stuff.Fafalada said:This is definately false. Heck it's not limited to just feeding RSX graphics data either.
What are you going to suggest, crippling Cell by filling the stores with some tiny texture that won't use much bandwidth anyway? If it's even possible to texture from cache/local stores, who in their right mind is going to do that? Or are you talking about straight data transfers like loading textures (which are compressed / generated) into GDDR3? I don't call that part of the 3D pipeline either, as it's just loading data. It would probably be beneficial to keep it in XDR anyway if it's non-static and continuously updated.
Oh yeah, before I forget: Can you roughly explain the additional complexities of triangle setup from the GF3 days? I only see per-pixel cost going up due to higher fillrate and early z rejection.
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