Posts: 21.718
Threads: 401
Joined: Sep 2013
Reputation:
476
Location: 私の夢の中
03-23-2016, 07:23 PM
(This post was last modified: 03-23-2016, 07:24 PM by Blyss Sarania.)
Is there any way to detect what size texture the primitive needs and generate our own fake mipmaps? I mean assuming we can figure out the needed size, running layer 0(or whichever has the "real" data)through a bilinear downscale and outputting that size should be trivial.
Gaming Rig: Intel i7 6700k @ 4.8Ghz | GTX 1070 TI | 32GB RAM | 960GB(480GB+480GB RAID0) SSD | 2x 1TB HDD
Posts: 6.069
Threads: 68
Joined: May 2010
Reputation:
167
Location: Grenoble, France
my bad I make a couple of shortcut. For GS a texture is a pointer. Layer N could be a different object than layer 0. I don't think we need to compute our own mipmap (and we can't as a matter of fact). We just need to upload the layer 2 (for example, based on the Qmin vertex information). And only do the rendering with the layer 2. I think it will work on a couple of basic case.
Complex case is that GS could render directly into a layer of a texture. Or several of them in the same time.