<div dir="ltr"><div class="gmail_quote"><div dir="ltr">On Thu, Aug 16, 2018 at 10:39 PM Matt Turner <<a href="mailto:mattst88@gmail.com">mattst88@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">On Thu, Aug 16, 2018 at 5:50 PM Jason Ekstrand <<a href="mailto:jason@jlekstrand.net" target="_blank">jason@jlekstrand.net</a>> wrote:<br>
> If that's true then the extension makes no sense other than maybe "we're a<br>
> UMA, we can make things cheap." I think it's more likely that the intention<br>
> is to use a fenced map through the GTT to do the detiling. That said, given<br>
> how sketchy GTT maps are, it's still a pretty questionable extension at<br>
> best and something we don't want to commit to going forward.<br>
<br>
Why are you speculating about it instead of just reading the extension?<br></blockquote><div><br></div><div>Replying to e-mails from my phone? I know, not a good excuse.<br></div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<a href="https://www.khronos.org/registry/OpenGL/extensions/INTEL/INTEL_map_texture.txt" rel="noreferrer" target="_blank">https://www.khronos.org/registry/OpenGL/extensions/INTEL/INTEL_map_texture.txt</a><br>
<br>
This extension allows to create textures with 'linear' layout which allows<br>
for simplified access on user side (potentially sacrificing some<br>
performance during texture sampling).<br></blockquote><div><br></div><div>Yeah, that's pretty bad. I mean, there probably are uses such as if you're doing piles of CPU-side rendering. If someone really badly wants that trade-off, maybe it's worth implementing but I'm still a skeptic.</div><div><br></div><div>--Jason<br></div></div></div>