Opened 5 hours ago
#15500 new defect
TINYGL: Increased memory usage for textures with bilinear filtering
Reported by: | ccawley2011 | Owned by: | |
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Priority: | normal | Component: | Engine: Grim |
Version: | Keywords: | tinygl memory | |
Cc: | Game: |
Description
The bilinear filtering code in TinyGL has this comment:
// Bilinear: each texture coordinates corresponds to the 4 original image // pixels linear interpolation has to work on, so that they are near each // other in CPU data cache, and a single actual memory fetch happens. This // allows applying linear filtering at render time at a very low performance // cost. As we expect to work on small-ish textures (512*512 ?) the 4x memory // usage increase should be negligible.
The memory usage increase is quite noticeable on platforms with less RAM, since a single 512*512 texture goes from requiring 1 MB to 4 MB. It also involves converting the texture to 32 bits per pixel, which results in a 16x memory increase for paletted textures which could be as small as 256 KB for a 512x512 texture.
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