| ▲ | mrec 3 days ago | |||||||
I don't disagree given your "most" qualifier, but there's a case where every level of hardware would benefit: compression of textures generated at runtime, either via procgen or for e.g. environment maps. This is in a frustrating state at the moment. CPU compression is way too slow. Some people have demoed on-the-fly GPU compression using a compute shader, but annoyingly there is (or at least was at the time) no way in the GPU APIs to `reinterpret_cast` the compute output as a compressed texture input. Meaning the whole thing had to be dragged down to CPU memory and uploaded again. | ||||||||
| ▲ | e7h4nz 3 days ago | parent [-] | |||||||
Agreed. we hit some wired case on Adreno 530, ran into bizarre GPU instruction set issues with the compute shader compressor, that only manifested on Adreno 53x. Ended up having to add a device detection path, and fall back to CPU compression. which defeated much of the point. | ||||||||
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