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2010 Jan 08
0
Findings on pre-NV50 miptree layout
...laid sequentially with no gap in between. Each mipmap is laid "swizzled". To get the swizzled address of a texel, take an x bit, then an y bit, then a z bit and so on. If you exceed a dimension, skip taking their bits. This means in particular that 3D textures are "3D swizzled": zyxzyxzyx... The blob loads swizzled 3D textures with the CPU. It seems that there is no GPU hardware that can write to swizzled 3D textures (except of course for mapping it as something else and computing in a fragment shader). * Swizzled cube maps Cube maps are sequences of 2D textures, each aligned to 12...