4 ms·
> Do you have any good reads on the difference in format that you are referencing? (Linear versus whatever the gpu is doing?) Linear is just your normal buffer
by kllrnohj 6y ago
> Do you have any good reads on the difference in format that you are referencing? (Linear versus whatever the gpu is doing?)
Linear is just your normal buffer where you index into a pixel at '(y * stride) + x', where stride is probably just the width * bytes per pixel.
But this isn't how GPUs store texture data. They swizzle it so that locality can be maintained well enough regardless of how the texture is rotated. httsp://fgiesen.wordpress.com/2011/01/17/texture-tiling-and-swizzling/ is a decent introduction. https://en.wikipedia.org/wiki/Z-order_curve https://en.wikipedia.org/wiki/Z-order_curve has more of the general side of things.
There's then also framebuffer compression in addition to all this.