We have 3 vertex points, 3 texture points, but only 1 texture index so this needs to be synced somehow.
No, cause its 9 vertex values, and 9 texture values. Each point is 3 32 bit words, or 9 32 bit words total just for the coordinates....
What does the triangle buffer look like?...
Oh also as part of this rewrite we can switch to AXI Full, letting us do bursts. My theory is that bursts would remove some of the latency in the c...
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a2576043 · Add unified pipeline experiment
We can defer loading the texture until after rasterization and we have the Z buffer, then we won't waste time doing memory lookups for pixels that ...
We can process triangles very fast, our max throughput would be 1 triangle per clock cycle, but the real bottleneck here is actually rasterizing it...
Lets's close this and start a new isue for that
With this in mind, why don't we just put all of the points into a struct and pass that through the entire pipeline?...
We can have 1c be an indicator that it is the last element in the buffer, meaning we don't have to specify the length? Or we could specify the leng...
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17063315 · Make fpga build manual
- ... and 1 more commit. Compare 0b414339...17063315
We know that the reciprocal most likely works, since its just a regular floating point divide, but we should put together the edge function since i...