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    <title>topic texture units and texture memory on Gen9 graphics in Developing Games on Intel Graphics</title>
    <link>https://community.intel.com/t5/Developing-Games-on-Intel/texture-units-and-texture-memory-on-Gen9-graphics/m-p/1178813#M1646</link>
    <description>&lt;P&gt;&amp;nbsp;&lt;/P&gt;

&lt;P&gt;Hi,&lt;/P&gt;

&lt;P&gt;Trying to understand a bit better how the OpenGL texture support maps to the hardware, for Gen9 processor graphics (specifically HD P530/530).&lt;/P&gt;

&lt;P&gt;For instance, where are the "texture units" located (e.g. glActiveTexture(GL_TEXTURE0) etc) - are these just SW/driver constructs or is there some physical HW component association, and what determines the current max # of texture units?&lt;/P&gt;

&lt;P&gt;Where does the texture array data get loaded (e.g. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data)), does it go in L3 Data Cache, and then copies go into L1 and L2 caches when used/accessed, or...?&lt;/P&gt;

&lt;P&gt;Is texture data automatically converted into optimized storage formats (z-order, morton order, etc) for improved cache performance?&lt;/P&gt;

&lt;P&gt;Also, if there are any articles/whitepapers/guides/videos discussing these kinds of details please recommend.&lt;/P&gt;

&lt;P&gt;I've already looked in the obvious places:&lt;/P&gt;

&lt;UL&gt;
	&lt;LI&gt;&amp;nbsp;- Intel Graphics API Developer's Guide, for 6th Gen Intel Core&lt;/LI&gt;
	&lt;LI&gt;- Compute Architecture of Intel Processor Graphics Gen9 v1.0 (Junkins)&lt;/LI&gt;
	&lt;LI&gt;- Intel Processor Graphics: Architecture and Programming (Ross, Lueh, Maiyuran - slidedeck)&lt;/LI&gt;
	&lt;LI&gt;- Intel Open Source HD Graphics, Intel Iris Grpahics, and Intel Iris Pro Grpahics - Programmers Reference manual (Skylake platform) - all volumes&lt;/LI&gt;
&lt;/UL&gt;

&lt;P&gt;Thanks, Colin&lt;/P&gt;</description>
    <pubDate>Sat, 30 Dec 2017 00:22:30 GMT</pubDate>
    <dc:creator>Colin_Reinhardt</dc:creator>
    <dc:date>2017-12-30T00:22:30Z</dc:date>
    <item>
      <title>texture units and texture memory on Gen9 graphics</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/texture-units-and-texture-memory-on-Gen9-graphics/m-p/1178813#M1646</link>
      <description>&lt;P&gt;&amp;nbsp;&lt;/P&gt;

&lt;P&gt;Hi,&lt;/P&gt;

&lt;P&gt;Trying to understand a bit better how the OpenGL texture support maps to the hardware, for Gen9 processor graphics (specifically HD P530/530).&lt;/P&gt;

&lt;P&gt;For instance, where are the "texture units" located (e.g. glActiveTexture(GL_TEXTURE0) etc) - are these just SW/driver constructs or is there some physical HW component association, and what determines the current max # of texture units?&lt;/P&gt;

&lt;P&gt;Where does the texture array data get loaded (e.g. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data)), does it go in L3 Data Cache, and then copies go into L1 and L2 caches when used/accessed, or...?&lt;/P&gt;

&lt;P&gt;Is texture data automatically converted into optimized storage formats (z-order, morton order, etc) for improved cache performance?&lt;/P&gt;

&lt;P&gt;Also, if there are any articles/whitepapers/guides/videos discussing these kinds of details please recommend.&lt;/P&gt;

&lt;P&gt;I've already looked in the obvious places:&lt;/P&gt;

&lt;UL&gt;
	&lt;LI&gt;&amp;nbsp;- Intel Graphics API Developer's Guide, for 6th Gen Intel Core&lt;/LI&gt;
	&lt;LI&gt;- Compute Architecture of Intel Processor Graphics Gen9 v1.0 (Junkins)&lt;/LI&gt;
	&lt;LI&gt;- Intel Processor Graphics: Architecture and Programming (Ross, Lueh, Maiyuran - slidedeck)&lt;/LI&gt;
	&lt;LI&gt;- Intel Open Source HD Graphics, Intel Iris Grpahics, and Intel Iris Pro Grpahics - Programmers Reference manual (Skylake platform) - all volumes&lt;/LI&gt;
&lt;/UL&gt;

&lt;P&gt;Thanks, Colin&lt;/P&gt;</description>
      <pubDate>Sat, 30 Dec 2017 00:22:30 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/texture-units-and-texture-memory-on-Gen9-graphics/m-p/1178813#M1646</guid>
      <dc:creator>Colin_Reinhardt</dc:creator>
      <dc:date>2017-12-30T00:22:30Z</dc:date>
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