The texture units in the 360 GPU aren't tied to a particular array, according to the Beyond3d article. It looks like the texture units can do their work and just push their work through to whichever shader array is available. Am I understanding this correctly?
My question is, why do all the PC GPUs (I'm thinking of Radeons but I think it's the same for Nvidia) have texture units that are tied to a particular array. It seems like the 360 GPU would be more efficient and provide better load balancing.
Also, in the picture of the linked article, the arrows indicate the data flow goes all from the texture units to the shaders. Does data travel back to the texture mapping units (this is what it seems like when I read other materials, but obviously my understanding of the 3D pipleline is a bit fuzzy)?
Thanks
My question is, why do all the PC GPUs (I'm thinking of Radeons but I think it's the same for Nvidia) have texture units that are tied to a particular array. It seems like the 360 GPU would be more efficient and provide better load balancing.
Also, in the picture of the linked article, the arrows indicate the data flow goes all from the texture units to the shaders. Does data travel back to the texture mapping units (this is what it seems like when I read other materials, but obviously my understanding of the 3D pipleline is a bit fuzzy)?
Thanks