On Mon, Sep 21, 2009 at 5:08 AM, Kenneth Ostby <[email protected]> wrote:
> Hi,
>
> Timothy Normand Miller:
>>As with Larrabee, I suggest that we provide dedicated texture
>>hardware.  We could cache the compressed data and use one decompressor
>>or a small number to service all texel requests.  I expect that random
>>access to the graphics memory will have much higher latency than
>>pushing all requests through a small number of decompressors.
>
> I agree on this as well, having dedicated texture hardware allows us to
> offload a lot of the decompression we would otherwise have to do from
> the cores. What we should try to build into the texture hardware is
> support for decompressing the textures, plus maybe support for a simple
> prefetching scheme. Since our basic working set is texture, we can
> assume that we are going to, more or less, request addresses in a linear
> manner. Thus, it should be simple to include a basic prefetching
> algorithm.

Linear in 2D, not 1D.  An expected "worst case" is where the texture
will be read at a 270-degree rotation.  To us, we might as well treat
this as random.

>
>
> I will try to address some of the other points later today.
>



-- 
Timothy Normand Miller
http://www.cse.ohio-state.edu/~millerti
Open Graphics Project
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