cell: added some comments/ideas about better texture sampling
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@@ -48,9 +48,16 @@ invalidate_tex_cache(void)
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}
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/**
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* XXX look into getting texels for all four pixels in a quad at once.
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*/
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static uint
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get_texel(uint unit, vec_uint4 coordinate)
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{
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/*
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* XXX we could do the "/ TILE_SIZE" and "% TILE_SIZE" operations as
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* SIMD since X and Y are already in a SIMD register.
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*/
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const unsigned texture_ea = (uintptr_t) spu.texture[unit].start;
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ushort x = spu_extract(coordinate, 0);
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ushort y = spu_extract(coordinate, 1);
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@@ -69,6 +76,16 @@ get_texel(uint unit, vec_uint4 coordinate)
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/**
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* Get four texels from locations (x[0], y[0]), (x[1], y[1]) ...
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*
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* NOTE: in the typical case of bilinear filtering, the four texels
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* are in a 2x2 group so we could get by with just two dcache fetches
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* (two side-by-side texels per fetch). But when bilinear filtering
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* wraps around a texture edge, we'll probably need code like we have
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* now.
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* FURTHERMORE: since we're rasterizing a quad of 2x2 pixels at a time,
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* it's quite likely that the four pixels in a quad will need some of the
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* same texels. So look into doing texture fetches for four pixels at
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* a time.
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*/
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static void
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get_four_texels(uint unit, vec_uint4 x, vec_uint4 y, vec_uint4 *texels)
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@@ -103,7 +120,6 @@ get_four_texels(uint unit, vec_uint4 x, vec_uint4 y, vec_uint4 *texels)
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/**
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* Get texture sample at texcoord.
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* XXX this is extremely primitive for now.
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*/
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vector float
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sample_texture_nearest(uint unit, vector float texcoord)
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